Author Topic: Broken Breaking Plants  (Read 405 times)

Lotion

  • Posts: 178
Broken Breaking Plants
« on: January 24, 2021, 08:49:00 PM »
I have heard rumors that rangers used to have some hidden bonus to 'break'ing plants. One notable example would be the tablelands cacti which from my experience will very rarely contain water and no matter how high my skills are I will almost certainly fail to get anything useful from them. I've heard from old stories how they used to be a plentiful supply of water for rangers but this no longer seems to be the case.

I postulate the following: when making the new outdoors classes staff forgot to give a bonus to plant breaking to scout/stalker/adventurer that ranger previously had.

Any constructive responses are welcome

EDIT:
http://armageddon.org/help/view/break
From this helpfile
Quote
Ranger characters, having a far greater affinity with the wilderness than others, have a better chance of using this command successfully.
This strongly implies rangers get a hidden bonus to breaking plants.
« Last Edit: January 24, 2021, 08:50:42 PM by Lotion »

Kyviantre

  • Posts: 668
Re: Broken Breaking Plants
« Reply #1 on: January 26, 2021, 06:57:43 AM »
Are you wearing gloves?  No idea if it is legit, but anecdotal evidence suggests wearing gloves means you're much more likely to fail.
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Brokkr

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  • Posts: 1063
Re: Broken Breaking Plants
« Reply #2 on: January 28, 2021, 03:09:42 PM »
There are a couple of objects that use "break" to get something from them that still use an scripting language we no longer actively support, used a couple of decades ago.  I have no indication that these scripts have been updated to the new guilds.

It isn't really on the radar right now to update, due to other things we have on our plate.  Easiest would be to an existing plant "pick" type program, harder would be to something looking at whether you can forage food in the wilderness to determine success.

mansa

  • Posts: 10020
Re: Broken Breaking Plants
« Reply #3 on: January 28, 2021, 04:35:54 PM »
There are a couple of objects that use "break" to get something from them that still use an scripting language we no longer actively support, used a couple of decades ago.  I have no indication that these scripts have been updated to the new guilds.

It isn't really on the radar right now to update, due to other things we have on our plate.  Easiest would be to an existing plant "pick" type program, harder would be to something looking at whether you can forage food in the wilderness to determine success.

Should we "bug" these items in game, so they have a reference to have someone look over it in the future?  Maybe someone can do a minor side-project for the switcheroo for 'pick'?

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perfecto

  • Posts: 1013
Re: Broken Breaking Plants
« Reply #4 on: February 03, 2021, 01:13:17 AM »
There are a couple of objects that use "break" to get something from them that still use an scripting language we no longer actively support, used a couple of decades ago.  I have no indication that these scripts have been updated to the new guilds.

It isn't really on the radar right now to update, due to other things we have on our plate.  Easiest would be to an existing plant "pick" type program, harder would be to something looking at whether you can forage food in the wilderness to determine success.

Should we "bug" these items in game, so they have a reference to have someone look over it in the future?  Maybe someone can do a minor side-project for the switcheroo for 'pick'?

To be honest some of these plants only make sense to Break to get something from them, also I savor holding onto the older parts/terms/code of this game! 

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Cordon

  • Posts: 79
Re: Broken Breaking Plants
« Reply #5 on: February 12, 2021, 03:26:52 PM »
Half-elves I have RP get about %60 of the breaks to turn out.