Author Topic: Developer Request: Quality of Life improvements to the game  (Read 33682 times)

creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #425 on: September 01, 2021, 12:07:45 AM »
I'd like crafting of liquids to somehow be detached from containers. Don't know about all liquids but find it strange some of them require a specific container. I'd probably be a big overhaul though.
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The Gruffalo

  • Posts: 211
Re: Developer Request: Quality of Life improvements to the game
« Reply #426 on: September 04, 2021, 12:49:52 PM »
Combat commands with a post-delay should not incur a delay if they're unable to fire. Rescue is a big one.

creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #427 on: September 05, 2021, 11:24:50 AM »
Can we have just left and right hand in equipment slots and have "primary" either determined at character creation, by the code or choice. Still have wield and hold work the same for primary and secondary but just have the emote not say wield and hold.
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KittenLicks

  • Posts: 127
Re: Developer Request: Quality of Life improvements to the game
« Reply #428 on: September 06, 2021, 06:01:03 PM »
It'd be nice if the poison command didn't require you to be standing. I'm unsure what that is there to prevent, but I've always thought applying poison to something is far more a 'sitting' activity than something you'd have to be standing to do.
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Patuk

  • Posts: 4305
Re: Developer Request: Quality of Life improvements to the game
« Reply #429 on: September 08, 2021, 07:32:44 AM »
Add bone pieces to the usual suspects of what arrows can be tipped with: flint, obsidian, agate, and so forth. Bone-tipped arrows were quite common across a multitude of places on earth, and the ubiquitous pieces of bone we have in the game should be added to the lot pretty easily.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

GetKanked

  • Posts: 44
Re: Developer Request: Quality of Life improvements to the game
« Reply #430 on: September 08, 2021, 03:54:43 PM »
Add bone pieces to the usual suspects of what arrows can be tipped with: flint, obsidian, agate, and so forth. Bone-tipped arrows were quite common across a multitude of places on earth, and the ubiquitous pieces of bone we have in the game should be added to the lot pretty easily.

emptyquote

Patuk

  • Posts: 4305
Re: Developer Request: Quality of Life improvements to the game
« Reply #431 on: September 08, 2021, 03:57:27 PM »
What?
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

The7DeadlyVenomz

  • Posts: 9465
Re: Developer Request: Quality of Life improvements to the game
« Reply #432 on: September 08, 2021, 08:19:19 PM »
What?
He's agreeing with you, but being a smartass about it, instead of just reposting your comment. :)
Wynning since October 25, 2008.

>craft newbie into good player

You accidentally snap newbie into useless pieces.


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GetKanked

  • Posts: 44
Re: Developer Request: Quality of Life improvements to the game
« Reply #433 on: September 09, 2021, 10:12:46 PM »
It just means I agree.  There's no smartassed-ness to it at all.

creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #434 on: September 09, 2021, 11:37:54 PM »
Would it be possible to set up mercy and nosave to be directly set instead of just toggleable?

I feel like being toggles makes it way easier to mess something up and lead to big issues based on an OOC problem.

My preferred option would be something like below.

nosave <option> <on | off>

mercy <option> < on | off>
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creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #435 on: September 10, 2021, 01:44:14 AM »
Maybe a whole complete rethink on using "taste" command in two different situations and never being sure if you are trying to see if something has a "flavor" or actually just going to eat something that you don't actually want to eat.
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creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #436 on: September 12, 2021, 03:05:28 AM »
I live here now.



Having items in inventory or wielded/held/etwo prioritized over other worn slots. I run into it a lot, or see a good amount of other people remove gear or weapon on belt when trying to place something from inventory or hands into a container.
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Narf

  • Posts: 1169
Re: Developer Request: Quality of Life improvements to the game
« Reply #437 on: September 19, 2021, 08:49:57 PM »
Add a moniker "This character looks talkative" to the ldesc of every NPC that has discuss topics on them.

triste

  • Posts: 1352
Re: Developer Request: Quality of Life improvements to the game
« Reply #438 on: September 19, 2021, 11:45:09 PM »
Add a moniker "This character looks talkative" to the ldesc of every NPC that has discuss topics on them.

Love it.
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oggotale

  • Posts: 160
Re: Developer Request: Quality of Life improvements to the game
« Reply #439 on: September 20, 2021, 02:48:47 AM »
Add a moniker "This character looks talkative" to the ldesc of every NPC that has discuss topics on them.

Woah why is this not a thing yea

Seems like a huge waste to have topics programmed in but people miss it.

If something is a secret it could still be excluded

Brytta Léofa

  • Posts: 933
Re: Developer Request: Quality of Life improvements to the game
« Reply #440 on: September 20, 2021, 02:20:28 PM »
Add a moniker "This character looks talkative" to the ldesc of every NPC that has discuss topics on them.

Dude, yes.
<Maso> I thought you were like...a real sweet lady.

MeTekillot

  • Posts: 10636
Re: Developer Request: Quality of Life improvements to the game
« Reply #441 on: September 20, 2021, 02:48:40 PM »
Having your max HP restored via recovering from poison should also restore your current HP by that same amount.

By the same token, effects that increase your max HP/stun/stamina should do the same. Makes little sense why you would wait to catch your breath immediately after suping up with magick/spice
There really is no attempt at making different magicks balanced.  The imbalance is intentional and part of the game world

creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #442 on: September 20, 2021, 03:07:16 PM »
Change the taste command for brewing items to something else.
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Pariah

  • Posts: 322
Re: Developer Request: Quality of Life improvements to the game
« Reply #443 on: September 20, 2021, 03:13:10 PM »
Change the taste command for brewing items to something else.

Agreed, can’t tell you how many times I’ve eaten fleshy blossoms…

X-D

  • Posts: 5978
Re: Developer Request: Quality of Life improvements to the game
« Reply #444 on: September 22, 2021, 03:25:41 PM »
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.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
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Delirium

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Re: Developer Request: Quality of Life improvements to the game
« Reply #445 on: September 22, 2021, 03:37:23 PM »
You can do this already. Mercy kill and mercy flee are separate settings.
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Pariah

  • Posts: 322
Re: Developer Request: Quality of Life improvements to the game
« Reply #446 on: September 22, 2021, 04:15:55 PM »
Have rent auto renew from Nenyuk account (bank account) that way if I wanna go on vacation for a month I don't have to worry about my apartment being lost and re-rented.

Yes I'm aware the elves and other sneaky folks will get in far before that, but that's not my main concern.

creeper386

  • Posts: 2750
Re: Developer Request: Quality of Life improvements to the game
« Reply #447 on: September 22, 2021, 04:28:29 PM »
Have rent auto renew from Nenyuk account (bank account) that way if I wanna go on vacation for a month I don't have to worry about my apartment being lost and re-rented.

Yes I'm aware the elves and other sneaky folks will get in far before that, but that's not my main concern.

I think this would have to be an option to be turned on and off. I haven't used an apartment but I'd hate to have to withdraw all my funds just to not pay for the apartment automatically.
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X-D

  • Posts: 5978
Re: Developer Request: Quality of Life improvements to the game
« Reply #448 on: September 22, 2021, 05:08:33 PM »
Quote
You 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:
Quote
Can 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:
Quote
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.

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.
« Last Edit: September 22, 2021, 05:14:55 PM by X-D »
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

Delirium

  • Helper
  • Posts: 12220
Re: Developer Request: Quality of Life improvements to the game
« Reply #449 on: September 22, 2021, 10:55:45 PM »
The ability to add personal keywords to items and the ability to add a "history" note to an item that can only be seen by staff and perhaps through an ability available only to specific mages/psionicists. Most players would be able to see notes they left on their titled item but not notes left by other people. The history entry could be severely limited in character length so that it doesn't get excessive. I'm imagining something like this:

title sword Sting
>You have named a humming glowing obsidian sword Sting.

addnote Sting Belonged to the hobbit Bilbo.
>You have added a note to a humming glowing obsidian sword.

viewnotes Sting
>[Tue Sep  7 11:56:10 2021] [Bilbo] Belonged to the hobbit Bilbo.


Because god DAMN have some of my PCs had some epic things with epic history.

Not even weapons... the most innocuous looking item could have a whole heap of historical meaning.

Staff could also use these notes to mark quest related items so their purpose and story don't get Lost In The Void.
"There are no happy endings, because nothing ends." - Schmendrick