Author Topic: Developer Request: Quality of Life improvements to the game  (Read 43297 times)

creeper386

  • Posts: 2745
Re: Developer Request: Quality of Life improvements to the game
« Reply #100 on: February 11, 2021, 02:05:59 AM »
In addition to the suggestion of "get all.boots chest" just echoing once, "Amos gets many pairs of boots from a chest."

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

Syntax I don't necessarily like, but can't think of better things. But if this is get and put, would clean up so much spam.
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Barsook

  • Posts: 8965
Re: Developer Request: Quality of Life improvements to the game
« Reply #101 on: February 11, 2021, 05:32:12 AM »
Yes, please! Can we have a echo for multiple items and have a way to take only a certain number also?

Also eat all.meat (or any food keyword) and have an echo of stuffing it in in your mouth?

Nao

  • Posts: 2070
Re: Developer Request: Quality of Life improvements to the game
« Reply #102 on: February 12, 2021, 05:21:39 PM »
If you're watching a shadow that you spotted with scan, you can shoot at it from another room. However, you can't throw anything at it. You always get a message like 'Nobody like that to the west', even if you're watching the shadow and can spot it every single time you look in that direction. Targeting with another ranged weapon skill other than throw works just fine. I think this is a bug, since this used to work even with throw, then suddenly stopped working one day.
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KittenLicks

  • Posts: 126
Re: Developer Request: Quality of Life improvements to the game
« Reply #103 on: February 15, 2021, 07:51:08 PM »
Let change language work when you're in delay from an action, like say/tell/think does. Right now, you can't use it if you're in delay from walking/attacking and it makes for bizarre situations where you need to ask someone you're following to stop walking so fast so you can remember how to speak Allundean.  ;D
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Cordon

  • Posts: 90
Re: Developer Request: Quality of Life improvements to the game
« Reply #104 on: February 17, 2021, 07:54:34 AM »
Possibly could design something like a thin 'gemed' circlet of obsidian.  Wear location for hair.  Can RP having it on under a helm. Replaceable gems, having gems for various links/blocks.     

Any thoughts on this?

Dar

  • Posts: 1854
Re: Developer Request: Quality of Life improvements to the game
« Reply #105 on: February 17, 2021, 10:58:43 AM »
Possibly could design something like a thin 'gemed' circlet of obsidian.  Wear location for hair.  Can RP having it on under a helm. Replaceable gems, having gems for various links/blocks.     

Any thoughts on this?

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


Am I understanding this correctly?

Nao

  • Posts: 2070
Re: Developer Request: Quality of Life improvements to the game
« Reply #106 on: February 17, 2021, 06:30:34 PM »
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
A rusty brown kank explodes into little bits.

Someone says, out of character:
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KittenLicks

  • Posts: 126
Re: Developer Request: Quality of Life improvements to the game
« Reply #107 on: February 17, 2021, 06:46:32 PM »
It'd be nice if the 'stop' command also interrupted foraging/crafting/etc.
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The7DeadlyVenomz

  • Posts: 9460
Re: Developer Request: Quality of Life improvements to the game
« Reply #108 on: February 17, 2021, 09:48:02 PM »
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
Ooo ... that does suck.
Wynning since October 25, 2008.

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Mellifera

  • Posts: 50
Re: Developer Request: Quality of Life improvements to the game
« Reply #109 on: February 18, 2021, 12:09:59 PM »
When you age and your endurance goes up, HP never goes up with it. You might age from poor to good endurance and still be stuck with that minimum HP roll you got starting out. This sucks.
If that's really the case you could probably submit it as a bug.

mansa

  • Posts: 10407
Re: Developer Request: Quality of Life improvements to the game
« Reply #110 on: February 18, 2021, 10:35:48 PM »
Suggested from Discord:

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

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

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


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

You can craft the following:
#1 - a small bundle of white feathers
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The7DeadlyVenomz

  • Posts: 9460
Re: Developer Request: Quality of Life improvements to the game
« Reply #111 on: February 19, 2021, 08:37:55 AM »
Suggested from Discord:

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

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

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


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

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


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

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

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


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

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


... but I do love the idea 100%, and any iteration would be awesome.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


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creeper386

  • Posts: 2745
Re: Developer Request: Quality of Life improvements to the game
« Reply #112 on: February 20, 2021, 12:00:49 AM »
Crafting outputting what is being crafting would be wonderful. So I second Mansa's post. Third? Fourth?

I think the main benefit would also be for when the crafting fails. Due to crafting shifting item order around. Sometimes it's hard to know what you are targeting and it get confusing when something should be working and it's not. An echo that says what I'm trying to craft with would be wonderful.
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Delirium

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  • Posts: 12231
Re: Developer Request: Quality of Life improvements to the game
« Reply #113 on: February 22, 2021, 06:57:03 PM »
Negative keywords while foraging would be wonderful.

>forage wood -fuckwood

Saves a lot of junking for scenarios when you want everything BUT the knotty piece of fuckwood.
"There are no happy endings, because nothing ends." - Schmendrick

LindseyBalboa

  • Posts: 371
Re: Developer Request: Quality of Life improvements to the game
« Reply #114 on: February 24, 2021, 12:21:18 AM »
'value -market (object)'

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

Helpful for merchant characters to guess the local coin value of an item on the fly while the player is in mercantile RP.
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Inks

  • Posts: 1550
Re: Developer Request: Quality of Life improvements to the game
« Reply #115 on: February 24, 2021, 03:59:26 AM »
Hack isn't usable while mounted and it makes zero sense as disarming and riposting require closer proximity than hacking does. Fix pls.
« Last Edit: February 24, 2021, 04:02:39 AM by Inks »
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creeper386

  • Posts: 2745
Re: Developer Request: Quality of Life improvements to the game
« Reply #116 on: February 25, 2021, 04:25:07 AM »
Can the value skill have a boost based on your crafting skill for the item your valuing?

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

Also unsure if connected to value or not, but a characters seemingly inability to gauge weight or how much an item holds seems weird, and varies by SOO much each check. if it is value, the fact that value is not given to many people except the "merchants" I'm not sure this should be connected to it. Nor do I think it should fluctuate much if at all. Be wrong sure. But be relatively consistent.
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Maso

  • Posts: 4126
Re: Developer Request: Quality of Life improvements to the game
« Reply #117 on: February 25, 2021, 07:29:39 AM »
In shops...for > view <item> to also play back the sdesc of said item along with the mdesc and the rest of the info.
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Halasturd

  • Posts: 35
Re: Developer Request: Quality of Life improvements to the game
« Reply #118 on: February 26, 2021, 10:02:26 AM »
A way to "link" a container so that it's always the first item in your list based on it's keywords.  So for example "link bag".  Now that bag is always going to be 1.bag for you no matter where in the room it is.  So you could put all your crafting materials in it, and craft from that without having to fight with searching through containers.  Obviously this link would go away when you left the room with your linked container.

Brytta Léofa

  • Posts: 997
Re: Developer Request: Quality of Life improvements to the game
« Reply #119 on: February 26, 2021, 02:47:37 PM »
A way to "link" a container so that it's always the first item in your list based on it's keywords.  So for example "link bag".  Now that bag is always going to be 1.bag for you no matter where in the room it is.  So you could put all your crafting materials in it, and craft from that without having to fight with searching through containers.  Obviously this link would go away when you left the room with your linked container.

> title bag lootbag
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Brytta Léofa

  • Posts: 997
Re: Developer Request: Quality of Life improvements to the game
« Reply #120 on: February 26, 2021, 03:04:21 PM »
NAME command that helps you remember names. Two different uses:
1. adds (name) to kinds of objects - every time you see an object of that kind, the name you gave it is appended.
2. adds (name) to specific PCs/NPCs whenever their sdesc is visible (so not when hooded, visored, masked, etc.).

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

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

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

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

Man, with this I wouldn't even NEED a MUD client. I could just dial ginka with my brain.
<Maso> I thought you were like...a real sweet lady.

The7DeadlyVenomz

  • Posts: 9460
Re: Developer Request: Quality of Life improvements to the game
« Reply #121 on: February 26, 2021, 03:41:53 PM »
The option for verbose room descriptions, which include the weather, lighting conditions (and possibly sources), and population (in a room that is flagged as having a population level):

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

This would also be an appendage to the LOOK DIRECTION command, which I'd like to note, I wish were reversed in order of the rooms seen:
Code: [Select]
To the north is the Main Bazaar. Torchlight brightens this area dimly. There
is a heavy wind blowing from the north. It is a cool night. There are almost
no people passing through the area.
[Near]
Nothing.
[Far]
A slim, brown-haired merchant walks here, a pack on her shoulder.
[Very far]
Nothing.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

The7DeadlyVenomz

  • Posts: 9460
Re: Developer Request: Quality of Life improvements to the game
« Reply #122 on: February 26, 2021, 04:09:07 PM »
Short Descriptions for doors:

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

You close the set of towering, red-painted gates.
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Delirium

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  • Posts: 12231
Re: Developer Request: Quality of Life improvements to the game
« Reply #123 on: February 26, 2021, 05:33:46 PM »
> title bag lootbag

titles for objects yes please!
"There are no happy endings, because nothing ends." - Schmendrick

creeper386

  • Posts: 2745
Re: Developer Request: Quality of Life improvements to the game
« Reply #124 on: February 26, 2021, 11:41:31 PM »
If possible, looking into rooms that echo to other rooms. And checking that the MUD only sends one thing per action. Instead duplicating things. It gets spammy.
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