Author Topic: Developer Request: Quality of Life improvements to the game  (Read 8625 times)

Blackjack

  • Posts: 61
Re: Developer Request: Quality of Life improvements to the game
« Reply #200 on: May 04, 2021, 05:19:52 AM »
1) RE: Sleight of Hand

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

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

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






rinthrat

  • Posts: 271
Re: Developer Request: Quality of Life improvements to the game
« Reply #201 on: May 04, 2021, 06:27:05 PM »
1) RE: Sleight of Hand

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

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

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

Inks

  • Posts: 1424
Re: Developer Request: Quality of Life improvements to the game
« Reply #202 on: May 04, 2021, 07:30:33 PM »
1) RE: Sleight of Hand

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

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

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

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


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


Yes please.

A million times this. Please. Yes.
« Last Edit: May 04, 2021, 07:37:15 PM by Inks »
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The7DeadlyVenomz

  • Posts: 9211
Re: Developer Request: Quality of Life improvements to the game
« Reply #203 on: May 04, 2021, 07:54:11 PM »
1) RE: Sleight of Hand

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

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

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

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

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

  • Posts: 289
Re: Developer Request: Quality of Life improvements to the game
« Reply #204 on: May 04, 2021, 08:48:49 PM »
1) RE: Sleight of Hand

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

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

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

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

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

It should definitely work for knives sheathed in boots, but I don't think scabbards should be able to be readied from. It is confusing to not have this documented, though.
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Lotion

  • Posts: 253
Re: Developer Request: Quality of Life improvements to the game
« Reply #205 on: May 07, 2021, 06:53:47 AM »
It would be so nice to be able to see how many uses a seasoning item has before emptying.
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X-D

  • Posts: 5788
Re: Developer Request: Quality of Life improvements to the game
« Reply #206 on: May 10, 2021, 05:14:46 PM »
I have one. Containers that can be opened and closed should always show that status.

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


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

Or maybe only show one status, Being open or closed, one can just assume the other. I would say show when open as closed should be its normal status.
« Last Edit: May 10, 2021, 05:26:13 PM by X-D »
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Khorm

  • Posts: 430
Re: Developer Request: Quality of Life improvements to the game
« Reply #207 on: May 11, 2021, 11:37:22 AM »
add in various nosave items to prompt.

things that you would turn on/off for whatever reasons and not want to forget about.
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Patuk

  • Posts: 4177
Re: Developer Request: Quality of Life improvements to the game
« Reply #208 on: May 13, 2021, 10:31:58 AM »
Add an echo that shows us when we can quit out after being too excited to leave after combat. Spamming the quit command is a bit odd and I don't see a problem with just telling people when they can leave after sparring their friends for a bit.
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Lotion

  • Posts: 253
Re: Developer Request: Quality of Life improvements to the game
« Reply #209 on: May 13, 2021, 12:21:43 PM »
Allow us to unhitch a mount and hitch it to someone else similar to subdue release
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nessalin

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  • Posts: 535
Re: Developer Request: Quality of Life improvements to the game
« Reply #210 on: May 14, 2021, 11:05:54 PM »
It would be so nice to be able to see how many uses a seasoning item has before emptying.

I believe the assess command shows this information.
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Incognito

  • Posts: 915
Re: Developer Request: Quality of Life improvements to the game
« Reply #211 on: Today at 09:40:47 AM »
A really nice "quality of life" addition would be :

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

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

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

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



« Last Edit: Today at 09:49:40 AM by Incognito »
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