Top Ten Bug Fixes

Started by Sanvean, January 23, 2003, 02:29:33 PM

If you had to come up with the top ten bug fixes you would like to see, what would they be? Note: not ideas, like "there should be a spice that allows you to shoot flames out of your eyes" but existing code that doesn't work in the way it should.

When you rescue someone that "Banzi!" is annoying and, for me at least, makes me feel like some suicide bomber. Would be cool if it could be changed...but then again, I guess thats kinda borderline idea so...

Aside from that, none come to mind right now but if they do, I'll slap them up here =)
"People survive by climbing over anyone who gets in their way, by cheating, stealing, killing, swindling, or otherwise taking advantage of others."
-Ginka

"Don't do this. I can't believe I have to write this post."
-Rathustra

I don't know if it's still around, but one thing I despised was not being able to eat a pill when full.
quote="CRW"]i very nearly crapped my pants today very far from my house in someone else's vehicle, what a day[/quote]

Certain things you can do using code that don't show you any emit, so you have no idea if it worked or not. Things like various spells. If I'm casting a spell on someone, and it actually worked, then I would certainly be able to see it, wouln't I? "OK" just kinda leaves a big "huh?" in my mind.

Also, opening a container. If I have three "packs" and each one is different, and I "open pack" I *should* be able to tell which one I just opened, without having to look inside it, no? Other people will see me opening "the sizeable" pack, but all I see is "ok."

Just basically anything that returns an "ok" is something I would consider a bug that should be fixed.

#1 - Arrows, feathers, etc. should be able to way .5 stones, or .3 stones.  An arrow or ring that ways a pound doesn't make sense to me.

#2 - Wagon code.  Locked wagons are impenetrable fortresses that cannot be stopped.  If their mounts were actual NPCs that could be killed it would add a whole new dimension to raiding.

#3 - Listen really shouldn't listen to the entire room but should be limited to a target table or person.  IMHO.  I know its not necessarily a bug...

#4 - I also know its not a bug but the back room in a Tavern should actually have a door and be a room, IMHO.  Maybe have it right behind the barkeepers and make it unpickable so people don't get silly.

#5 - Viewing a crossbow should tell you whether or not you are strong enough to use it.

#6 - I know its not a 'bug' per se, again, but once you barter out a deal with a merchant NPC that should be the price for all the rest of the same items you buy for the rest of that day.  Its weird when you can buy one sack of flour for 89 gerbilsnacks, but can't get lower than 95 for the next sack.

#7 - Viewing an item in the shopkeepers inventory should also tell you what you can craft from it.  This would be a big step towards making the economy more player driven, IMHO, especially if Naephet's price changes help keep people from being able to turn uber sid a day crafting.

#8 - Merchants should speak in sirihish/allundean/mirukkim depending on their race.  An elf who doesn't know sirihish shouldn't be able to magickally speak to a merchant NPC that doesn't know Allundean.

#9 - Regen of HPs/Stamina/Stun when bashed should be eliminated.

#10 - Psi ability should be more reliant on wisdom than amount of stun.  I've had muls that were great with the Way because they had high endurance and regenned stun quickly, but at the same time I've had very wise elves who weren't anywhere near as good.  I know the Way is purposefully left a nebulous part of this game, but I would think mental ability would be more key than how tough your butt is.

Thanks.

From the help file on "skill_bash"
Notes:

Quote...If your character misses a bash, he/she will fall over and thus be in
the same unenviable position as the opponent, had your character been
successful.

It is impossible to bash while your character is mounted.
Size and strength can make a big difference in the success of a bashing
attempt.

Delay:
after (if success: opponent after)

When I have succesfully bashed in the past I always get a delay of about 10-12 seconds. I was under the impression that I should have no delay if I succeded. If that is not really a bug then the help file should be changed accordingly.

Other than that I am not sure what are the "BUGS" that are actually present. If you gave us a list of all the bugs and asked us to pick the top ten that might help if you are trying to figure out the priority in which you want to fix them.

QuoteCertain things you can do using code that don't show you any emit, so you have no idea if it worked or not. Things like various spells. If I'm casting a spell on someone, and it actually worked, then I would certainly be able to see it, wouln't I? "OK" just kinda leaves a big "huh?" in my mind.

If you could provide specifics, that would be really handy. Bugging them in game would be fine, i.e., "bug When I cast the calm spell, I just get Ok as a message."

#1 Tandu and missile weapons, try to hit one once, pretty sure that is a bug, can't imagine every single arrow, knife, bolo and other throwables from 4 chars one room away (and not new chars either) missing, and not just 5 or six, 40-60 items....but maybe they just all suck.

#2 movement emote echo, really needs one.

Oh, and a really annoying one, you have no light and it is night, you can follow somebody with a light no prob, but if they enter a building with the enter command, your stuck until the come out and you have to enter first.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

I think my only problem not mentioned has been with quivers. You can only "Pull quiver" I can't "pull flight quiver" or "pull sheaf quiver" Hunter have different types of arrows for different types of things, and since pull just pulls from the "top" of the quiver, you hardly get the one you want.

Oh! And a quibble with the count command. I'd like to be able to count inside containers. count screws can
There are 17 screws in the can

And perhaps this is just a suggestion too... auto-hitch mounts to the person who offered the tickets. Has anyone tried a disorderly Byn stable trip lately?

Dammit. None of those were bugs, I'm a failure.

1: Subdue.  Attacks on subdued people should have a small chance to hit the subduer (unless they are doing the attacking) and the damage should be decreased to normal damage, just no chance to evade.

2: Mounts need to be hitchable to mounts

3: Partial stone weight for small items.

4: Bash/subdue should take into account race (ie body type) not just height and weight.  D-elves are way too buff in this regard because they can be so tall, while dwarves get the shaft.

5: No-delay when following needs to be eliminated.  Example:  If you follow someone who moves at the same speed or slower (might just be slower) then your speed (whether walking, running whatever) you can enter a command immediately with no movement delay.  Think grouped aggro mobs like gith or gortoks.

6: Insta-attacking/subduing soldiers.  To balance the abuse of people running, just give them a form of track that works versus anyone they begin to chase.

7: I don't know how feasable this is, but make mounts keep their stats and titles when rented or quit out, not just load the mob number.  Would allow people to actually hunt down stronger, faster mounts and create a new market for players.  Also let people barter with mount sellers

8: Let people sober up QUICK if they are sleeping.  Its hard to rp getting trashed and reporting to work the next day.  A hangover type thing (deduction of stats/skills/whatever) would be cool, but it takes RL hours to sober up from intoxicated.  Spice/drunk states should also clear if your character is logged out for a certain number of RL hours, like four or more.

9: There should be an echo for any command you can add an emote too.  Looks, walking etc.

10: EVERYTHING that is takeable should be holdable and wieldable, weight allowing.  I hate that I can't hold a mug in my primary hand, or hold onto certain helmets.
Quote from: ZhairaI don't really have a problem with drugs OR sex
Quote from: MansaMarc's got the best advice.
Quote from: WarriorPoetIf getting loaded and screwing is wrong, I don't wanna be right.

Oh, that last one gave me an idea. Be able to hitch items to mounts? You know.. I've got my inix, and a bigass chunk of Mek hide that I can't pick up, how am I going to get it home if I can't pick it up, put it in a pack and 'pack' it on my Inix? hitch hide inix Probably no more than one item could be packed this way, and would seriously slow you down, weight depending.

1) I would really like to see the entire weight system jacked up a decimal.  So, anything that is 1 stone becomes 10 stones.  Anything 10 stones becomes 100 stones.  So, that 30 stone armor of yours become 300 stones.  That, or add a single decimal place so that you could have a 0.1 item.  I know this would be a royal pain in the ass, but boy, it would be really nice if 10 feathers wouldn't bring an elf to his knees.

2)  Fix disarm so that people can't immediately pick up a weapon and not suffer getting hit.  Right now under certain circumstance you can get disarmed, lose a weapon, and pick it back up without letting your opponent get a free shot in.

3)  While not a bug per say, give bash more fail messages, including both people remaining standing.

4)  Again, not a 'bug' per say, but a gaping inaccuracy that many PKs exploit to death.  I would kill to see subdue fixed.  Namely, split subdue into two pieces.  The attempt to subdue and the ability to keep someone subdued should be two different things.  Namely, attempting to subdue should be based off of skill and agility – getting your hands on them.  Holding them should be skill and strength.  Also, make defense defend against subdue like it does any other attack.  This would dramatically reduce the number of complaints about day old half giants subduing and killing 50 day old master warriors who can kill the giant before they cycle their first swing.  Once you are in a giants hands you should be in trouble, but it shouldn't be something a master warrior is terrified of happening.

5)  Have kick take into account the defense of the target.  Kicking shouldn't be the way two skilled warriors bring each other down.

6)  Remove the bonus that duel wielding gives to picking projectiles out of the air and make defense a guard against arrows.  Seems like a hold over from old code that lets you swipe arrows out the air without a shield.  Without a shield, defense should be the only thing to keep you safe and perhaps a –very- lucky parry.  Right now you either parry or you eat four gith spears.  Defense, i.e., the ability to dodge a hit, should let you avoid missile attacks, and parrying without a shield should against missiles should be damned near impossible.

7)  Alter wagons so that they are susceptible to the wastes.  Something as simple as gith boarding wagons that fly past would be a start.  Getting real fancy they could scrip the wagon to be stopped until they are dealt with.  Seems like an oversight that people travel alone in wagons without a worry in the world of being harmed.

8)  Give poison a delay.  Poison should not act instantly, and you should not instantly know you are poisoned unless the poison is very fast acting.

9)  Poison, spice, and alcohol resistance code being fixed and put back in would be wonderful.  Not a bug fix, but a spice addiction code would also be nice.

10)  It would be great if armors were reviewed and given penalties to stamina and agility.  It would make picking a lighter armor a more viable choice code wise.  It would keep heavy armors on people who don't think they are going to be doing much running.

Quote from: "Marc"6: Insta-attacking/subduing soldiers.  To balance the abuse of people running, just give them a form of track that works versus anyone they begin to chase.

One could give soldiers the 'hunting' skill.  However, instead of having them search for tracks, it would echo, "The buff soldier stops to speak to a passing citizen."  This way, you can not run a couple of rooms away from a soldier and be safe.  You would have to keep moving or else they would catch up with you.  They would, code wise, track you like any other animal would, they would just use a different echo that is appropriate to a city.  If this was done, you could eliminate instant subduing as the playing field would be more even.

Additionally though, it would be great if sneaking was fixed so that it worked against agro NPCs.  I believe that it is currently impossible to sneak past a guard that is aggressive to you.  If guards are going to track people down, then thieves and such need to be able to sneak past.  A failed sneak of course would result in the soldier charging into the room as normal.

Quote from: "Tony"
Oh! And a quibble with the count command. I'd like to be able to count inside containers. count screws can
There are 17 screws in the can

You can do this already, I do it all the time.  The trick is the container has to be in your inventory or in the room, not worn on your body, so you have to remove your quiver to count the arrows inside.  I guess that makes sense most of the time, because if you are wearing the object on your back it is going to be difficult to count what is inside it.


As for bugs, the only one I can think of is when unpacking heavy items, sometimes the item is too heavy for me to unpack from my mount.  If I have a heavy backpack, I can wear the backpack and still move around because packs are lighter when worn, but if I pack the backpack I can't unpack it.  There is no way to make the backpack lighter, because you can't remove items from a container packed on a mount.  That leaves me either trying to hire a friendly dwarf to unpack my mount for me, or dropping all my clothes on the ground in an attempt to lower my encumberance enough to make the backpack fall within my liftable weight allowance; and both stripping in the stable or asking someone else to unpack the backpack seem a little dicy ICly to me.  

This can be a real pain in the ass if you want to log out quickly and you are not a ranger, because you cannot rent a mount without unpacking it, and you can't take the mount with you into a place you can quit.  One day I was basically idling on Caravan road for more than an hour waiting for someone to come by who could help me (I paid a byn dwarf to unpack the bag for me, only time I've ever hired a mercenary).


AC
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

Quote from: "Rindan"
Additionally though, it would be great if sneaking was fixed so that it worked against agro NPCs.  I believe that it is currently impossible to sneak past a guard that is aggressive to you.  If guards are going to track people down, then thieves and such need to be able to sneak past.  A failed sneak of course would result in the soldier charging into the room as normal.

Ditto with sneaking against cowardly creatures.  Maybe I've always sucked at sneaking, but it seems like you can't sneak into a room with creatures that auto-flee.  It is probably more of an issue with wilderness sneak than city sneak, since there aren't many auto-flee creatures in the city that you'd be looking to kill anyway.

AC
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

Quote from: "Angela Christine"
Ditto with sneaking against cowardly creatures.  Maybe I've always sucked at sneaking, but it seems like you can't sneak into a room with creatures that auto-flee.  It is probably more of an issue with wilderness sneak than city sneak, since there aren't many auto-flee creatures in the city that you'd be looking to kill anyway.

I forgot about that bug too.  Sneak in general could use an overhaul when dealing with NPCs.  Perhaps one solution would be to make it so that hide is not undone by sneaking.  Thus, if you want to sneak past a soldier or sneak up on a duskhorn, you first hide, then sneak.  If you pass a sneak role then you never come out of hiding while you move.

Some of this is great stuff, but agian, please, confine yourself to bugs? Code that is in place but doesn't work as it should. New features are nice, but this isn't what I'm looking for right now. Thanks :)

I haven't read most of the above suggestions yet because I don't want to forget mine.  Sorry if they've already been stated.

1)  All rented tavern rooms should have coded doors that open and close, especially since their room descriptions say this.  Right now there are a number of them that don't, some that do.

2)  I thoroughly dislike the clean code.  The idea seems an original and neat invention.  Very befitting for a low fantasy setting.  But the code is too perfect.  You run one room and your clothes are immersed in sweat.  Even sometimes armor is sweat-stained, and thick, boiled leather would really take a long time before sweat stains it.  If this code were tweaked only slightly, I would really consider it a fine addition to the MUD.  

I look forward to some day when I try out a desert elf, but I know that means having a wardrobe of items that all have very long sdescs.  Sometimes I clean my clothes even though it's not IC for me to do, simply because the length of the sdesc has become two lines; though that's a separate issue and I'm mostly concerned with how quickly items dirty.

3) This is probably on purpose, but I don't like how some merchant NPCs switch their stock each reboot.  I don't mean items players have bought/sold, rather, a certain style of clothing that fluxuates, as if to suggest the changing tide of fashion.  The reason is I feel ArmageddonMUD needs far more items in the game.  The closer to infinite there are, the closer I feel able to express my character.  Why not let these NPCs sell the entire selection all the time?  I would have no qualms if the average shopkeeper sold over 100 items, though maybe this slows the game down.  It's just a personal preference.  I know some elf NPC shopkeepers sell a lot, even after reboots, and I believe this is to represent that elves are the best race at acquiring goods.  This is a little different than my suggestion.  I'm saying there are NPCs who have a "Week 1" stock and a "Week 2 stock", maybe the difference is a colour scheme.  I'd like to see the entire selection available at once.

I don't have a 4, 5, 6, and so on, but that's my contribution.

Quote from: "Hoodwink"3) This is probably on purpose, but I don't like how some merchant NPCs switch their stock each reboot.  I don't mean items players have bought/sold, rather, a certain style of clothing that fluxuates, as if to suggest the changing tide of fashion.  The reason is I feel ArmageddonMUD needs far more items in the game.  The closer to infinite there are, the closer I feel able to express my character.  Why not let these NPCs sell the entire selection all the time?  I would have no qualms if the average shopkeeper sold over 100 items, though maybe this slows the game down.  It's just a personal preference.  I know some elf NPC shopkeepers sell a lot, even after reboots, and I believe this is to represent that elves are the best race at acquiring goods.  This is a little different than my suggestion.  I'm saying there are NPCs who have a "Week 1" stock and a "Week 2 stock", maybe the difference is a colour scheme.  I'd like to see the entire selection available at once.

On that note, one bug that would be great to see fixed would be the one that limits how much of a shops inventory one can see.  Right now, once a shop his 125 or so you can't see anything else beyond that.

If NPCs don't wander.  Or don't have the flag for moving or wandering about, they are immune to projectiles, that's why you couldn't hit the tandu. That's why gate guards are immune to archery and throw, thats also why wild many gortoks are immune to it, not sure if it is a bug, but it sure does suck.

-I have noticed that when you hold (i.e. ES) a piece of soap and clean something with it, you get a message that the soap is used up, but you still have it. However, if you just have it in your inventory, it disappears.
On a related note, it would be nice if even the smallest piece of soap you buy has at least 3 uses in it, if it is really going to disappear.

-Hoods/masks and the Way. When you Way someone hooded, you first contact "the figure in a hooded blah blah blah" then when you send your message you send it to "the dark-haired man". Either you should be able to tell who it is or not, IMO, and I'm not really sure which it should be, because I suspect everyone views the Way a bit differently. But whether the sender can clearly picture the receiver or not, the messaging should be consistent.

-Tailors, stable employees, cleaners, etc. should either be trained to treat 'give' the same as 'offer' or not accept 'give'.
Quote from: tapas on December 04, 2017, 01:47:50 AM
I think we might need to change World Discussion to Armchair Zalanthan Anthropology.

When you do something like "emote tucks away ~knife" you get "The big black man tucks away your bone knife" instead of "The big black man tucks away his bone knife" ... jarring to me. This is the one thing that's made me almost totally avoid using the "~" to refer to things in my inventory or equipment list in emoting. It should be changed so that the sense of referral is consistent. All IMO.

Swordsman

Acctually, I'm going to agree with Swordsman about the your and his in emotes.

Now if it emoting did something like,

You put away your bone knife.

It'd work. But when it says things the way it does, it just is rather odd, and I'm wouldn't think it'd be hard to fix it.

Also, I wouldn't much like it to say, 'You put away your bone knife' don't know why, just feel I'd rather see things from an outside perception.


Creeper
21sters Unite!

I don't understand you creeper.  You type weird.

I agree with creeper on keeping emotes from becoming first person.

I personally would hate it if I got "You walk across the room, your long cloak sweeping behind you." when I emoted.

I much to prefer to see it the way it is now, or even fixed to say:  "The balding, one-eyed templar walks across the room, his long cloak sweeping behind him."  which is what everyone sees anyway.

Quote from: "Delerak"If NPCs don't wander.  Or don't have the flag for moving or wandering about, they are immune to projectiles, that's why you couldn't hit the tandu. That's why gate guards are immune to archery and throw, thats also why wild many gortoks are immune to it, not sure if it is a bug, but it sure does suck.

I'll shoot down this theory right now, no pun intended.

You can definently, absolutely shoot/throw and hit sentinal npcs.  The trick is that the only thing taken into account from the victims end is agility.  I've never seen the code, but from my experiences its something like old D&D THAcO, only more complicated.  Since those tandu and gortok have some hellishly high agilities, you need to be damn good with a bow to hit them.  Ever try to shoot a halfling?  Same situation.
Quote from: ZhairaI don't really have a problem with drugs OR sex
Quote from: MansaMarc's got the best advice.
Quote from: WarriorPoetIf getting loaded and screwing is wrong, I don't wanna be right.

I agree with the kicking and bashing.  Perhaps something that could be done is to take into account the kick/bash skill for defending against?  I don't know if the combat code already takes that into account, but if it does, maybe it could be jacked up so that it is more effective.  I hate fights where something is kicked to death because it couldn't be hit any other way.  That and seeing a huge, albeit shorter dwarf being knocked to the floor after trying to bowl over a tall, spindly elf.

That said, I'd be for a hard-coded system for tiring in combat.  Like, actually having combat sap one's stamina and having the combat commands require x stamina per pop.  It makes sense in so many ways and it'd be a solution for twinkish behaviour.  But that'd be a new feature I suppose, heh.


Here's a 'bug' that always bugged me (heh) - has anyone ever noticed that if you've got two of the same container and start putting stuff in/taking things out, their order always gets reversed?  Kind of trivial, I know, but it's always so annoying when I forget about it.
ife, like a dome of many-coloured glass,
Stains the white radiance of eternity.
 --Percy Bysshe Shelley

Here's some bugs.  I haven't been checking up on them, so some of them might have been fixed already....or they might not be bugs at all.

#1: Dwarf aging.

According to the helpfiles humans live an average of 65 years, and dwarfs 100 (a ratio of 2:3).  A 20 year old huiman is 'adult' so a 30 year old dwarf should be adult.  But in reality dwarfs don't show up as adult untill they are about 45.  I suspect that the racial multiplier for dwarfs have been doubled somewhere, since 30:45 = 20:30.  I also suspect that the stat modifiers for age work on the proper ratio, so you can stats for a middle aged character with one who still shows up as young. I don't know if this effects other races or not.

#2: Subduing mounted people.

Wierd stuff happens when you subdue mounted people. This has been partially fixed, I think.  It used to be that the person you subdued would turn invisible and you couldn't see them in the room once you let them go.  That works now (I think) but there seems to be problems with hitching their kanks.

#3: Kanks disapearing when you kill their owners.

Grr...

#4: Kanks becoming wanted if you attack them in the city.

This is both abusable and silly.  Some twink attacks your kank in the middle of the city only to laugh his ass off as a bunch of npc templars run in and brutally slaughter your mount in the name of the highlord.

#5: Stumbling up in the dark.

I'd understand stumbling down, but who'd accidently fall up?

#6: Long spice and alcohol effects.

It takes 6 RL hours to go from plastered to sober.  That's 4 ic days if you play straight, and a whole IC month if you play 1 hour a day.

#7: Spiked shields.

You can make shield spikes, you can make shields, but spiked shields don't seem to be makable.  (I've never had the armor crafting skill so I'm not sure.)

#8: Shooting up.

If you shoot at something upwards and you miss the arrow doesn't fall down again.

#9: Giving things to yourself.

The tall, blonde-haired man gives some coins to the tall, blonde-haired man.

#10: Alcohol wierdness.

If you drink 10 shot glasses of whiskey you get really drunk, but if you pour 10 shotglasses into one waterskin and drink it there is hardly any effect.  The law of conservation of alchohol must be obeyed!
Ah, the mysteries of the universe.  Try to understand them, but can you?  Nope! They're mysteries!

Ok, Tandu do wander, and I know agi has a lot to do with it, but tandu agi is not nearly as hi as a few other things my char routinly kills with throw/archery, and as I said, this was not shoot 10 arrows then quit, this was 4 chars unloading everything they had, no wind, one room away on one tandu, better then 40 arrows, 9 knives and more, then move, tandu flee, and do it again, zero hits, but my char can kill a duskhorn with 2 throws and hits other higher agi mobs, feels buggy to me.

Also feels buggy when you cannot sneak up on an animal, that should be fixed.

and somebody mentioned shooting up and arrows don't come down, well, I figure they just come down somewhere else, but what is worse is when you are disarmed and the weapon goes flying up but never comes down, what, that gith knocked my halbard 5 leagues away?
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

Quote from: "Wintermute"Here's a 'bug' that always bugged me (heh) - has anyone ever noticed that if you've got two of the same container and start putting stuff in/taking things out, their order always gets reversed?  Kind of trivial, I know, but it's always so annoying when I forget about it.

Ugh, absolutely!  The most recently put/get argument becomes 1.container.  I hate that.  How many times have I been stuck in a circular pattern of getting <item> putting <item> right back where it was?  Heh.


I hate WAITSTATES (or whatever they're called) in the code when you screw up arguments.  shoot hmuan west or whatever that lags you when the code tells you you've done nothing.  Why does the new listen status give a waitstate?  Or listen off for that matter?

Also, I would love a message telling me an item is not craftable if I analyze it.
quote="CRW"]i very nearly crapped my pants today very far from my house in someone else's vehicle, what a day[/quote]

I have to agree with the wait-state on Listen status. It actually appears that listen status wait state is longer than just plain listen (or that might be my imagination). Either way, it's still rather frustrating.

Also, some wait-states could simply be improved upon by letting emote arguments go through. Like listen. While you are "listening" you could emote but the actual command's wait-state puts a lag after the entrance of the command. Is it possible to make things like look and emote pierce that wait state?
se K.Y. jelly to grease up your chihauha and set him loose in the sewers to establish a beachhead for your underground empire.

I know for a fact you can shoot and kill tandu.  I've done it.  Same story with the gortoks.  It -IS- possible, but you need to be ridiculously skilled or blessed with insane agility (or both) to pull it off. (I had a twenty day ranger with exceptional agility who only used archery, never combat)

As has been mentioned uncountable times before, archery (and maybe even throw) need to be overhauled in a bad way, but I have yet to come up against something that is unhittable with an arrow.
Quote from: ZhairaI don't really have a problem with drugs OR sex
Quote from: MansaMarc's got the best advice.
Quote from: WarriorPoetIf getting loaded and screwing is wrong, I don't wanna be right.

Glowworm's biggest beef with the code, that is currently in place:
Transferrence of ownership of items...
I think the game should automatically save your character every time you recieve, give, drop, put, or get an item.  Similarly, I think rooms/storage containers should save every time they gain or lose an item.

Glowworm's beef #2:
Gambling...
It frustrates me to no end that I can't figure out how some of those gambling games are playing at the Barrel in Allanak and at the Wheel in Luirs.  For the most part, I only remember card games being listed in the helpfiles.  How the heck is that dice game played in the upper right corner of the wheel???  I remember there was some helpfile I saw in the game a while ago that explained the dice/checkerboard game down at the Barrel, but I can't find it anymore because I don't think it's referrenced very well.  Maybe add a helpfile under the title "gambling" that includes not only Kruth and other card games, but also izdari and the various games found in the gambling establishments.

Glowworm's beef #3:
A verrin hawk circles overhead, but swoops down close so you can kill it easier...
Flying creatures, if their sdesc indicates that they are in fact in the air, should only be attackable with ranged weapons unless they initiate combat or unless the attacker if flying him/herself.  Similarly, flying PC's or PC's mounted on flying beasts should only be attackable with ranged weapons unless they initiate combat.

Glowworm's final beef, for now:
Not being able to see into a lit room, if you are in a dark room (disregarding sandstorms)...
In real life, if I'm standing out in an unlit street I can look into a lit house (provided there are windows) and see things in that house in clear detail.

I'm probably the only one this ever happened to.

If you're poisoned and do a 'quit test' on a room the code reacts as if you actually quit - possibly leading to insta-death.  I lost a (probably doomed anyway) character like that.
 Manic depressive puss-wuss

Since its already been mentioned, I'll just chime in that:

subdue <pc> ; hit <pc>

Needs to be adjusted.  No way you can lock someone in grasp and then get off a free hit.  Have your buddy do that and I don't care.

Having just lost a 27 day old warrior to a poison he was holding the cure for at the time, I'd like to say:

Please make tablets and food seperate things. A swallow command for them could avoid the whole too full to eat things. If I was really dieing and didn't think I could fit the cure in my stomach, I'd induce vomitting and damn well wash the tablet back down with a cup of stomach bile if I had to.

The bug I hate the most is when certain NPCs get twice the amount of attacks they should when they initiate combat with you.  It looks like I'm about to lose my current character because of that.

For the discussion on subdue... a half-giant could DEFINITELY attack you while they have you a hold.  They really only need one hand.  Furthermore, they could slam you into a cliff, crush your head undefoot like a melon, or just squeeze you until your ribcage is broken and your unconscious.  A mul could probably do most of those things too, although they'd have to hold you with two hands if they want to restrain you for more than a few moments.  However, a mul doesn't need to use subdue to kick your ass, so they wouldn't get hit nearly as hard if the code was changed in that matter.

Thats really the only thing that makes a half-giant dangerous.  Take it away and you have a 12 foot tall pussycat.
Back from a long retirement

Oh. What Krelin brought up well have to be it. Bash. Alright last I heard it was somewhat fixed that you can't heal if you fell on your arse because of a bash, rather basher or bashee, but I'd still like to see it *fixed*. It really doesn't seem to do anything, sometimes it seems people fight better after being bashed then they did before.

Oh, but most of all I'd like to see kicked fixed. It's just TOO outragiously powered when more often then not kick is the determining factor in killing things.


Creeper
21sters Unite!

I've just got one thing, and it's not really a bug.  It's so close to a bug, it should be, though.
We should be able to craft for specific characters, so they get their merchandise in their size.

craft length into white sandcloth turban for sanvean

something like that.  Of course, you couldn't write original items, you'd just be making the stuff you made before, just in a different size.
_____________________
Kofi Annan said you were cool.  Are you cool?

A slender wooden spear flies in from the south and hits the ground.
You suddenly feel very sick.
You start puking out your insides even though the spear came nowhere near your agile, skinny ass. Ingest all tablets you have now in a frenzy.

So, uh. Yeah. Halfling spears missing and still managing to poison you. Fix that!

Hot_Dancer
Anonymous:  I don't get why magickers are so amazingly powerful in Arm.

Anonymous:  I mean... the concept of making one class completely dominating, and able to crush any other class after 5 days of power-playing, seems ridiculous to me.

Bug:  NPC's not having wait-states.

If a gith kicks you, it shouldn't be able to kick you again right away or flee immediately after.  They should have the same 20 second delay pc's have.  Same for kill, same for subdue, same for every ability.  Yes, they are mindless automatons who can't really save themselves.  So what?  I cannot think of one reason to justify giving npc's any sort of advantage over pc's, the stars and heros of Arm.  If an npc dies?  So what, its an npc.  If a pc escapes the clutches of death from some lagged npc's, so what?  The player now has a story to tell
Quote from: ZhairaI don't really have a problem with drugs OR sex
Quote from: MansaMarc's got the best advice.
Quote from: WarriorPoetIf getting loaded and screwing is wrong, I don't wanna be right.

About the quit delay thing:
If you need to quit out (key word: need) and you're in a safe place and no one's chasing you and stuff (which is really the only time you should be allowed past the quit delay) then just go into a low traffic area (for instance, a certain balcony in a certain mercenary group's certain compound) and queue up "east; west; east; west" about fifty times, throw the route back to the quit room into the queue, and finish it off with "quit; x".
Leave your computer and mud client on, though.  In my experience, this trick doesn't work if you close anything.
_____________________
Kofi Annan said you were cool.  Are you cool?

The script most likley works like a motion detector, it takes a picture at say on entering a room, the picture is of everything that is there, this picture is the room if a char/npc/mob is there it is the room, changes in the picture trigger the flee, I think it works on a somewhat Higher level though and the picture is the same picture that an imm would see and so, the mob has imm-vision (copyright)  :wink: and so, sees the room flags and all and cannot be snuck up on, I say this because I have had a char sneak into a room with another char and a tandu already in it, the char in the room with the tandu did not see my chars arrivel yet the tandu still fled.......Or maybe they take the picture AND look 99 times a second :?:

Maybe should be fixed though
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

I don't like that cloaks always hide items worn underneath.  To some degree it's nice, because it eliminates those silly page long eq. lists that remind me of H&S MUDs.  However, if I am wearing:

<worn around body> a torn, velvet cloak
<worn on torso> a black linen dress
<worn on feet> a pair of black shoes

What other people see is:

<worn around body>     a torn, velvet cloak
<worn on feet>             a pair of black shoes

It looks like I'm a flasher or something!  :?

A cloak covers your back more than your front, and since it clasps at the top, it generally leaves most of your front half open to view.  What I like about cloaks eliminating is your belt, your weapons, and all the other spam that might be visible that doesn't need to be.  But I wouldn't mind a command that allows you to have what is worn on torso revealed.  Such as:

open cloak
>You hoist the sides of your cloak over your shoulder.

close cloak
>You pull your cloak closer about yourself.

And when your cloak is opened, people can see what is underneath, when it's closed, it operates how the current code runs.

Though that all sounds like a lot of work to implement such a thing.  Another alternative is to simply allow cloaks and similar items (capes, longcoats, etc.) to have a hold command.  This way you can enter a tavern, take off your cloak and hold it.

Occasionally I have run into a problem where I'll try to open by backpack, and it'll just act as if I only pressed enter or something, showing me a new prompt. It seems to go away when I log off, and then on, but is -very- annoying when I'm still logged on.

I would have to second the vote to fix the poisoned projectile problem. I think there are two versions one which Hot_dancer pointed out the other comes in affect when you are using a shield:

A <insert your favorite poisoned projectile> flies in from the east and strikes your shield!
You feel very sick.

Now if we assume that the spear/arrow/dart/etc broke your shield and hit you in the arm it works. But the shield is intact so I think the poisined weapon should not get to fulfill it's dark task.

I've got one!

When you get hit in combat, you're mount may throw you off.  Fair enough.  But they also throw you off when you take damage from poison, which seems like a bug to me.

AC
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

I was pretty irked when one of my favorite pc's died to that poison message bug. I got the message that the spear hit the ground, I took a big fat ZERO in physical/stun damage, but I was miraculously poisoned. Started vomiting etc...  I mailed in about it, but the imm said that it does it alot or something. Basically the death was lagit. Would be nice if that didn't happen anymore.
It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul.

get chair, put chair don't work between tables with the same keywords (you can't "get chair 2.table".  Other stuff with tables with the same keywords is also broken.  One way to handle this would be to not have rooms with tables like that (like the Ghaati teahouse roof)

Quote from: "Gorobei"A-hah!  I died to that one myself, Angela.
They wouldn't give me a res because they wanted someone to repeat it.  Good to know I'm not crazy.  At least not dellusional.

I've died to it too.  Everytime I took dammage from the poison I got bucked off my kank, it was a newbie character with a low ride skill, I guess.  So as well as the poison damage, I got hit with kank throwing dammage!  Would I have been able to ride back home in time and find a cure for the poison if the kank dammage hadn't killed me?  Maybe, but I doubt it.  My character had no friends, and was sort of lost when she got poisoned.   :P  The only explanation I could think of is that the burning poison causes you to tense up and shudder in a way that kanks don't like, so the buck you off.

AC
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

well here are my ten

#1 well it would be cool if you could wiegh items to the exact wieght
#2 that katanas arent hard to find or make
#3 there should be more bird-like tameable animals companions things
#4 not so many long lasting sandstorms
aaaw cant think of any more anyways.
et the sword be youre guide let you guide the sword.

ok here are mine

#1 it would be cool to have a weigh command giveing you the exact wieght to see if that armor will make u fall ure ass off or make you fly.
#2 there should be more bird type animals that are tamible
#3 not so many long lasting sandstorms
#4 rangers having a unique skill to know where they are such at a command eg position to the east you will find allinak (#rooms)to the west to will find....ect.
#5 a new element like void ect called nature (something like that)
sorry cant think of any more :)
et the sword be youre guide let you guide the sword.

Wow! Kudos for making this thread! I love it for a treat (wouldn't want it to be the regular system though).

Don't know if anyone will check this, but I have a giant pet peeve. When I'm resting I can wear a backpack, take it off, whatever. BUT I cannot open or close it!!!!!! IMO I should be able to open it when resting. ;)

I'd typed out a verbose top ten but my post got eaten (invalid session?) So here's a brief list.

1. Subdue. Should be harder to immobilise someone than punch them.Currently easier to immobilise someone than hit them with a weapon, often.
2. Sneak. Should not be ignored by creatures with auto-flee or aggro flags.
3. Pack. Bug by design; you should be able to pack bags on creatures who can't bear your weight, hence pack without mounting.
4. Can't junk coins - makes it hard to rid yourself of money destined to support VNPC relatives.
5. "Calm" mentioned earlier, guess it's OK to post this. "Create Food" makes food which vanishes after a while. If you craft fruit created thusly into slices, it keeps indefinitely.
6. Directional emotes. Wart with use of brackets (that is, an inconsistency), cosmetic bug in lack of echo to player of result, wart with inability to use %!%#^ (last potentially awkward to fix, need to check 2 rooms for the keywords).
7. Cosmetic bug with analyze's lack of response.
8. Bug? NPCs guarding you desert you to attack your target if you initiate combat even at range in same room (using a spell which should be ranged by description of effects, anyway; not checked with archery).
9. Seeing people's clothing if hooded or masked over the Way; potentially bad for Dave Defiler who leads a double life with his mask.
10. Not really a bug, but could we have some way to tell bow pull besides selling it to a shop and buying it back?

If you only fix one, please let it be subdue.

Quirk
I am God's advocate with the Devil; he, however, is the Spirit of Gravity. How could I be enemy to divine dancing?

Quote from: "Quirk"5. "Calm" mentioned earlier, guess it's OK to post this. "Create Food" makes food which vanishes after a while. If you craft fruit created thusly into slices, it keeps indefinitely.
If you check January 26th Weekly Update you'll notice it says the create food spell was tweaked. I'm guessing this was the bug that got tweaked ;)

I'll second Quirk's number 4 about the junked coins. Imagine my annoyance when I go to 'give' the coins away and I can't. Bleh. ;)

I usually handle the "junk coins" problem by buying food or supplies for my family, and then junking that.

Yeah, I've done that. But it'd still be nice. Say you wanted to present them with a fair amount of coin to tide them over, etc..

Not terribly important, but still something I'd like to see.

you can also do "offer kalan 1000" and they'll take it :P

I agree, it'd be nice to be able to junk coins though.

Quote from: "Quirk"10. Not really a bug, but could we have some way to tell bow pull besides selling it to a shop and buying it back?

Fairly sure there's a method to check this; I think the simple 'view' shares that info.
quote="CRW"]i very nearly crapped my pants today very far from my house in someone else's vehicle, what a day[/quote]

Quote from: "Lazloth"
Quote from: "Quirk"10. Not really a bug, but could we have some way to tell bow pull besides selling it to a shop and buying it back?

Fairly sure there's a method to check this; I think the simple 'view' shares that info.

View only works when its in a merchant's inventory.  I think what's being said is that there is no way to determine pull short of using a merchant by selling the bow back to them.

Laz:  I think they're asking how to determine it without having to use view...  say for a crafted bow

Not sure if this works, but I have the distinct impression it does.

wield a missile, hold the bow and then:

shoot jsdhfkjshdf north

if it says no such target, you can use it.

If it says you can't pull it back, you can't.

I could be entirely wrong about that though; its just the impression I have.
Quote from: ZhairaI don't really have a problem with drugs OR sex
Quote from: MansaMarc's got the best advice.
Quote from: WarriorPoetIf getting loaded and screwing is wrong, I don't wanna be right.

Quote from: "Marc"Not sure if this works, but I have the distinct impression it does.

Yep, if memory serves, it does.
quote="CRW"]i very nearly crapped my pants today very far from my house in someone else's vehicle, what a day[/quote]

Quote from: "Marc"
wield a missile, hold the bow and then:

shoot jsdhfkjshdf north

A slender wooden flight arrow flies north and hits jsdhfkjshdf in the face.

emote Holding ~bow behind his back, @ whistles innocently and slowly inches away from the scene.
hang is actually...

That's fine for the bows which are too strong for you; but if using a bow that's far too weak for you has serious consequences (like a high chance of breaking the bow) the only way you'll find out it's too weak is by breaking it.

Quirk
I am God's advocate with the Devil; he, however, is the Spirit of Gravity. How could I be enemy to divine dancing?