-----------------

poster: Pedron
subject: teller
date: Fri Mar 30 07:34:04 2001

ask tellers for transfers (to me, to playername?)
ask teller for deposits
ask teller for withdrawals

would be nice commands for the bank.
I had a debt noted at 3.5m owe to someone but it felt like 3m
so I asked teller for records and get to pick out 3 or 4 lines 
of transfers to 1 player from the 50-60 lines she 
threw at me. :)

not a big deal, but it would be nice to have these options added.

-----------------

poster: Pedron
subject: dispel natures blade/shield
date: Sat Mar 31 23:47:37 2001

Maybe some way for me to return them to the earth or 
use them for kindling or make my natures blade 
and shield disappear if I trained my skills and can make better ones?

If this is abuseable, can disregard my idea and I'll just live with these 
weapons till next login. :)

-pedron

-----------------

poster: Pedron
subject: help gnome/sylph/salamander/undine guard
date: Sun Apr  1 06:02:58 2001

would be nice if help on these guards gave a clue as to what each 
one actually does, what it's effects are.
They could all be the same file with the difference of 
only the words 'salamander/gnome/undine/sylph' and 
stuff about water/earth/air/fire iirc.

-pedron spam. :)

-----------------

poster: Pedron
subject: firewood limit in fire
date: Sun Apr  1 06:40:48 2001

I know it's worthless to add any wood to fires now, but if 
that's fixed, maybe the fires could be coded to 
'hold' only a certain number of woods(say 3 or 4).
After that, if a player tries to add wood, they get a you can't add any more 
wood message.  Would also be nice if adding a 
piece of wood or 3 would make the fire flickers heal more in 
increments like they used to, up to that 3 or 4 wood mark.
(Me and jazaman were chain-scavenging woods to fuel a monster fire
with ~12 woods 
in cs which I remade after it burned out every few flickers and we
dumped more in 
after.  It was fun, but I doubt anyone could 
sustain that in the field. :P  Fires were 
reduced to the power of their base flicker regen after what jazaman and I did 
in cs.)

If adding wood is meant to only shorten the fire's duration as it is now, 
it might be good to add a message when the player tries 
to add any wood to the fire and keep them from adding it.

-pedron spam

-----------------

poster: Trigon
subject: >firewood limit in fire
date: Sun Apr  1 08:37:24 2001

I'm confused as I sit here in hell why does adding more wood make a
fire last shorter?  Shouldn't adding make the fire last longer? 
Just seems like common sense to me.  Then again, I'm dead.
Trigon

-----------------

poster: Pedron
subject: familiars
date: Sun Apr  1 09:24:21 2001

would be real cool if they could use 
emotes. :)

-----------------

poster: Mikul
subject: Pedron's Idea's
date: Sun Apr  1 14:46:01 2001

If you want a new shield/blade, log out for 30 mins
Telling you exactly what a spirit whats to do, means you need
to be able to speak the spirits language, which is impossible.
So you just need to assume it does something close to element
type special.

Making fires doing anything close to that, just destroys balance
They last long enough as it is, if it aint get ya skill higher.

Familiars, use to be able to do emotes, but ppl spamed and
generally annoyed ppl with it. So they can't, and never will

Mikul, *grumbling at people who abused the campfires*

-----------------

poster: Pedron
subject: >Pedron's Idea's
date: Sun Apr  1 23:33:02 2001

On Sun Apr  1 14:46:01 2001 Mikul wrote post #7:
> If you want a new shield/blade, log out for 30 mins
> Telling you exactly what a spirit whats to do, means you need
> to be able to speak the spirits language, which is impossible.
> So you just need to assume it does something close to element
> type special.
> 
> Making fires doing anything close to that, just destroys balance
> They last long enough as it is, if it aint get ya skill higher.
> 
> Familiars, use to be able to do emotes, but ppl spamed and
> generally annoyed ppl with it. So they can't, and never will
> 
> Mikul, *grumbling at people who abused the campfires*
I just asked other players what the specials were for the info and 
the helpfiles came nowhere near hinting at what the players said the 
guards did.  The help files for the blades were fine, just the guards 
helpfiles were generic.

And the fires.  The super fire was 12 woods which would take 72 
rounds + the 4 rounds to make a fire which 
adds up to.. a little over 3.5 minutes for a fire that 
heals ~750 hp/sp/ep of all the players in the room for the 3 flickers
(another minute?) it lasts.  That was my fire with 2 people 
chain-scavenging to sustain it.  It was insane and I agree.
My suggestion was that the adding wood be allowed to have the same 
effect of boosting the flicker, but that it be held at 2-3 
pieces of wood you can add to a fire.  The super one me and jazaman 
kept up had 10-15 pieces in it and it was crazy.  :)  I can't 
believe folks didn't notice in their weeks and months as 
woodsmen what cheesehead newbies like me and jazaman found our first
few hours.
And I'll eat my boots if I was the first one to make a superfire.
As for abuse, I was standing in cs doing nothing the whole time 
but making a fire and having wolves hunt.  The biggest fires I could sustain 
in solo exp were 5 woods if I didn't stop killing, and 10-11 woods 
if I paused for 5 minutes between each kill, which made for a 3k/min 
rate which was maybe 40% of the exp rate I did soloing as a warrior 

-----------------

poster: Pedron
subject: animist essence eye
date: Mon Apr  2 05:16:20 2001

would be nice if we had something like the cleric essence 
eye to let us know if a skill
(one of the crazy 12-15 round gather this, prepare 
that skills) is in progress.

Sometimes I get a little spammed in conversations that seemed longer than 
they were, think I mustive failed my skill and start the 
skill use again only to intterupt my skill 
maybe a round before it would've finished. :)

Maybe just little messages every couple or few rounds
'You mash the plant in the leaf bowl'
'the mixture starts to thicken as it 
simmers over the fire' 'the mixture looks about ready'

something like that built into the skills themselves, or a little
### ## # countdown thing 
like essence eye would be fine. :)

-pedron

-----------------

poster: Ruliare
subject: >>Pedron's Idea's
date: Mon Apr  2 07:13:45 2001

Okay, I have been woodsman for like 2 weeks, I found that you could
make some pretty big fires. It didn't really occur to me as out of
balance or bugged because it may give you a bigger flicker, but the
time it lasts is drastically shortened, so it seemed about right. As
for creating a super fire, its just not practical for all the wood it
takes and for the short amount of time it will last.
Anyways, thats just my 2 cents.
                                                   -Ruliare

-----------------

poster: Mixer
subject: >>>Pedron's Idea's
date: Mon Apr  2 09:33:19 2001

On Mon Apr  2 07:13:45 2001 Ruliare wrote post #10:
> Okay, I have been woodsman for like 2 weeks, I found that you could
> make some pretty big fires. It didn't really occur to me as out of
> balance or bugged because it may give you a bigger flicker, but the
> time it lasts is drastically shortened, so it seemed about right. As
> for creating a super fire, its just not practical for all the wood it
> takes and for the short amount of time it will last.
> Anyways, thats just my 2 cents.
>                                                    -Ruliare
It is practical if you have 10 other people in the room all getting
hte benefit from it...


-----------------

poster: Pedron
subject: character names
date: Tue Apr  3 03:27:48 2001

Maybe make it so characters 2k worth under 
an hour old don't save.  I keep running into 
names taken by level 1 4 minute old players when I 
try to name my familiars something humorous. ;>
Might lso help to keep names clear for people who really 
want to play on red dragon.

-pedron

-----------------

poster: Arkangyle
subject: deaths -s counterpart
date: Tue Apr  3 06:50:21 2001

  I was thinking about a possible inclusion for the deaths command
similar to -s, that shows how many times a given mob has killed
players ... how about one that shows how many times a given mob has
been killed.  This would be a top 20 ranking or something for them,
and only eq class mobs need apply to avoid heavily killed exp stuff
from cluttering up the listing.

- Arkangyle

-----------------

poster: Lu
subject: prompt
date: Tue Apr  3 11:42:38 2001

maybe add Guild rank to the prompt, just the % to next lvl
-lu

-----------------

poster: Dram
subject: >prompt
date: Tue Apr  3 13:02:11 2001

On Tue Apr  3 11:42:38 2001 Lu wrote post #15:
> maybe add Guild rank to the prompt, just the % to next lvl
> -lu
Now we are just getting lazy aren't we.

Dram

-----------------

poster: Mixer
subject: >character names
date: Tue Apr  3 13:08:17 2001

On Tue Apr  3 03:27:48 2001 Pedron wrote post #12:
> Maybe make it so characters 2k worth under 
> an hour old don't save.  I keep running into 
> names taken by level 1 4 minute old players when I 
> try to name my familiars something humorous. ;>
> Might lso help to keep names clear for people who really 
> want to play on red dragon.
> 
> -pedron
Nobody 2k worth saves at all, people have to get some worth
over the 2k people are given to actually save.  So
I don't think there would be 4 minute old players there.

Perhaps though zifnab could be persuaded to a player purge
or a change of minimum worth for a player to save.

I personally hate all these characters that are just a waste
of disk space too.

Mix.

-----------------

poster: Zifnab
subject: >>character names
date: Tue Apr  3 13:22:18 2001

On Tue Apr  3 13:08:17 2001 Mixer wrote post #17:
> On Tue Apr  3 03:27:48 2001 Pedron wrote post #12:
> > Maybe make it so characters 2k worth under 
> > an hour old don't save.  I keep running into 
> > names taken by level 1 4 minute old players when I 
> > try to name my familiars something humorous. ;>
> > Might lso help to keep names clear for people who really 
> > want to play on red dragon.
> > 
> > -pedron
> Nobody 2k worth saves at all, people have to get some worth
> over the 2k people are given to actually save.  So
> I don't think there would be 4 minute old players there.
> 
> Perhaps though zifnab could be persuaded to a player purge
> or a change of minimum worth for a player to save.
> 
> I personally hate all these characters that are just a waste
> of disk space too.
> 
> Mix.
I attempted this, but made a mistake somewhere, and 'parts' of 
a player were saving, like the shell, and or the user object.

Never went back and attempted to fix it, we can do a player purge
though soon.

-----------------

poster: Baer
subject: >>>character names
date: Tue Apr  3 13:32:46 2001

lets purge all players under 5G worth.

-----------------

poster: Mixer
subject: >>>>character names
date: Tue Apr  3 13:33:49 2001

On Tue Apr  3 13:32:46 2001 Baer wrote post #19:
> lets purge all players under 5G worth.
noway, all players over 2g, obviously these guys got too much time and
need a challenge...
Mix.

-----------------

poster: Bahgtru
subject: >>>>>character names
date: Tue Apr  3 13:56:07 2001

On Tue Apr  3 13:33:49 2001 Mixer wrote post #20:
> On Tue Apr  3 13:32:46 2001 Baer wrote post #19:
> > lets purge all players under 5G worth.
> noway, all players over 2g, obviously these guys got too much time and
> need a challenge...
> Mix.
Why not annoy the hell out of everyone and wipe the mud clean? Start
over with new guilds, new armor, new races and such.

-----------------

poster: Sigwald
subject: >help gnome/sylph/salamander/undine guard
date: Tue Apr  3 14:05:43 2001

Yeah this way I had much less to type.
Learn by trial, it will work fine. Anyway these are elemental
spirits and it doesnt take a Nobel prize to guess what the 
effects are likely to be...

-----------------

poster: Sigwald
subject: >familiars
date: Tue Apr  3 14:06:16 2001

On Sun Apr  1 09:24:21 2001 Pedron wrote post #6:
> would be real cool if they could use 
> emotes. :)
No way.

-----------------

poster: Pedron
subject: >>character names
date: Wed Apr  4 00:57:12 2001

On Tue Apr  3 13:08:17 2001 Mixer wrote post #17:
> On Tue Apr  3 03:27:48 2001 Pedron wrote post #12:
> > Maybe make it so characters 2k worth under 
> > an hour old don't save.  I keep running into 
> > names taken by level 1 4 minute old players when I 
> > try to name my familiars something humorous. ;>
> > Might lso help to keep names clear for people who really 
> > want to play on red dragon.
> > 
> > -pedron
> Nobody 2k worth saves at all, people have to get some worth
> over the 2k people are given to actually save.  So
> I don't think there would be 4 minute old players there.
> 
> Perhaps though zifnab could be persuaded to a player purge
> or a change of minimum worth for a player to save.
> 
> I personally hate all these characters that are just a waste
> of disk space too.
> 
> Mix.
finger alfred.  Is an isolated case though, 
I don't think a wizard scanning the whole list of playernames
would come across 10 such characters out of the 1500 or 
however many there are. :)
(2k worth, 4 minute old guys.  maybe he got zaapped 
by free exp, but I sort of doubt it. :)

-pedron

-----------------

poster: Sleet
subject: >>>>character names
date: Wed Apr  4 04:28:41 2001

On Tue Apr  3 13:32:46 2001 Baer wrote post #19:
> lets purge all players under 5G worth.
ahh shit

-----------------

poster: Pedron
subject: >>help gnome/sylph/salamander/undine guard
date: Wed Apr  4 07:20:01 2001

On Tue Apr  3 14:05:43 2001 Sigwald wrote post #22:
> Yeah this way I had much less to type.
> Learn by trial, it will work fine. Anyway these are elemental
> spirits and it doesnt take a Nobel prize to guess what the 
> effects are likely to be...
To pass on the knowldge of older woodsmen, 
this is what I've been told:P
gnome guard = hp recovery special,
salamander guard = ep recovery special, 
sylph guard = sp/ep? recovery special, 
undine - little hp/sp/ep healing specials.

maybe there are some resistance factors that have to do with 
that elemental stuff mentioned in help files too. ;>

-pedron spam


-----------------

poster: Rambo
subject: >>character names
date: Wed Apr  4 08:09:23 2001

On Tue Apr  3 13:08:17 2001 Mixer wrote post #17:
> On Tue Apr  3 03:27:48 2001 Pedron wrote post #12:
> > Maybe make it so characters 2k worth under 
> > an hour old don't save.  I keep running into 
> > names taken by level 1 4 minute old players when I 
> > try to name my familiars something humorous. ;>
> > Might lso help to keep names clear for people who really 
> > want to play on red dragon.
> > 
> > -pedron
> Nobody 2k worth saves at all, people have to get some worth
> over the 2k people are given to actually save.  So
> I don't think there would be 4 minute old players there.
> 
> Perhaps though zifnab could be persuaded to a player purge
> or a change of minimum worth for a player to save.
> 
> I personally hate all these characters that are just a waste
> of disk space too.
> 
> Mix.
I think the familiar names thingie should be changed so it reacts on
the plaque, a player that played 2 years ago and worth like 10m will
still not allow familiars to use that name, even thought it was 2
years the player was on. So therefor my suggestion to this matter is
that if the name is visible on the plaque, the familiar can't be
named after it, but if it have been more then 2 weeks(I think that
is the time before you get removed from the plaque) the name will be
available to use on your familiars, so you can use inactive players
names, but not active.

Jus' my two cents

-----------------

poster: Mixer
subject: >>>character names
date: Wed Apr  4 11:51:31 2001

currently not working as intended.  Zif also said he would
get to a player purge of these guys at some point.

-----------------

poster: Chemosh
subject: >>>>>character names
date: Wed Apr  4 21:08:35 2001

On Tue Apr  3 13:33:49 2001 Mixer wrote post #20:
> On Tue Apr  3 13:32:46 2001 Baer wrote post #19:
> > lets purge all players under 5G worth.
> noway, all players over 2g, obviously these guys got too much time and
> need a challenge...
> Mix.
woo a clever thought out of Melbourne !

-----------------

poster: Arkangyle
subject: character names/familiars
date: Thu Apr  5 00:15:59 2001

  How about instead, we simply imply some form of pre or postfix to
EVERY familiar name that makes it so no names delivered will be the
same as a players' name?

-----------------

poster: Tarek
subject: tp's to experience
date: Thu Apr  5 11:42:23 2001

Why not make a machine or something there you can convert your tps
to experience??

-----------------

poster: Marvin
subject: >tp's to experience
date: Thu Apr  5 12:45:05 2001

On Thu Apr  5 11:42:23 2001 Tarek wrote post #31:
> Why not make a machine or something there you can convert your tps
> to experience??

Marvin whaps Tarek on the back of the head.

-----------------

poster: Wildchild
subject: event daemon
date: Thu Apr  5 19:36:27 2001

Any chance similar types of events could be grouped together within
the daemon?
Like, Carebear and Azarian attack events would be together,
suck/nosuck, etc. Atleast then multiple events could run
simultaneously, but with different results.

-WC

-----------------

poster: Wagro
subject: events
date: Thu Apr  5 22:40:31 2001

possibly make events list show the wait time for each event or how
long it is until it can be run again? just a thought
-wags

-----------------

poster: Pedron
subject: death taunt
date: Fri Apr  6 08:50:52 2001

I know it's been suggested before, 
going to suggest something similar.  Someone once asked for 
pk'ers to get death taunts on a kill on the death channel.
Would be cool if we got at least generic/automatic ones the 
mud generates the way monsters do.

Could also see about letting inaminatte objects 
and players who kill themselves somehow get a death taunt 
on the channel. :)

-another spamy proposal for more spam from-
-pedron spam

-----------------

poster: Pedron
subject: campfires
date: Sat Apr  7 01:51:49 2001

campfires should burn off mists. :P
that's my idea

-pedron

-----------------

poster: Bahgtru
subject: Lesser Wish
date: Sat Apr  7 15:29:52 2001

Maybe have a Lesser Wish of Eat corpse. It would really help.

-----------------

poster: Javier
subject: Ring
date: Sat Apr  7 19:44:27 2001

I'd like to lobby to bring back that neat little Spice Girls
ring....just because it was very cool.
*SPICE POWER*
Javi

-----------------

poster: Lu
subject: new emote
date: Sun Apr  8 00:45:46 2001

titter LIV
foo titters wildly about smacking LIV with his/her tail.
-lu

-----------------

poster: Tranquil
subject: Campfires
date: Sun Apr  8 05:07:31 2001

Seeing as we now cannot add wood whenever we want to, would it be
possible to add a message when we can add wood please? I spent a
little while periodically throwing wood onto a fire and getting the
message saying it still has enough wood to burn etc.
I then watched for a little while and it burnt out shortly after I
stopped trying to add wood. Not really a big deal but it would be a
nice little message to have, seeing that irl, at a glance I would
know whether or not the fire needed wood without having to inspect
it closely first, or go to throw wood onto it only to change my mind
since its burning plenty still.

Just an idea

- Tranquil


-----------------

poster: Wildchild
subject: RDCity map key
date: Mon Apr  9 02:31:44 2001

Maybe update this a bit...

The Lost and Found (L+F) no longer exists, the Acrobat Gld (Ac)
isn't on the map, and the Wand shop (ws) isn't accessable.

-----------------

poster: Rizzly
subject: Ack
date: Mon Apr  9 22:12:23 2001

Can it be made so that "ack" yields "LIV acks." and "ack2" yields
the graphic representation of ack?

-----------------

poster: Davaris
subject: pk registration
date: Mon Apr  9 23:04:18 2001

i think that you shouldn't have to wait 1 hour to unregister as a pk.
what if someone accidentally joins the pks (silverarc)? it would
leave them open to attack from people like denim who's hobby is to
kill the new pks
just my usless & ignored suggestion
Davaris

-----------------

poster: Tigran
subject: >pk registration
date: Mon Apr  9 23:16:37 2001

On Mon Apr  9 23:04:18 2001 Davaris wrote post #43:
> i think that you shouldn't have to wait 1 hour to unregister as a pk.
> what if someone accidentally joins the pks (silverarc)? it would
> leave them open to attack from people like denim who's hobby is to
> kill the new pks
> just my usless & ignored suggestion
> Davaris
Umm..iirc it asks you if you're sure you want to become pk before it
actually does it.  I don't seem to remember it possible to become PK
by 'accident' anymore.  If I'm wrong, please correct me.

-----------------

poster: Tranquil
subject: >>pk registration
date: Tue Apr 10 01:43:44 2001

On Mon Apr  9 23:16:37 2001 Tigran wrote post #44:
> On Mon Apr  9 23:04:18 2001 Davaris wrote post #43:
> > i think that you shouldn't have to wait 1 hour to unregister as a pk.
> > what if someone accidentally joins the pks (silverarc)? it would
> > leave them open to attack from people like denim who's hobby is to
> > kill the new pks
> > just my usless & ignored suggestion
> > Davaris
> Umm..iirc it asks you if you're sure you want to become pk before it
> actually does it.  I don't seem to remember it possible to become PK
> by 'accident' anymore.  If I'm wrong, please correct me.

You are wrong.


-----------------

poster: Zifnab
subject: >>>pk registration
date: Tue Apr 10 03:43:04 2001

On Tue Apr 10 01:43:44 2001 Tranquil wrote post #45:
> On Mon Apr  9 23:16:37 2001 Tigran wrote post #44:
> > On Mon Apr  9 23:04:18 2001 Davaris wrote post #43:
> > > i think that you shouldn't have to wait 1 hour to unregister as a pk.
> > > what if someone accidentally joins the pks (silverarc)? it would
> > > leave them open to attack from people like denim who's hobby is to
> > > kill the new pks
> > > just my usless & ignored suggestion
> > > Davaris
> > Umm..iirc it asks you if you're sure you want to become pk before it
> > actually does it.  I don't seem to remember it possible to become PK
> > by 'accident' anymore.  If I'm wrong, please correct me.
> 
> You are wrong.
> 
the point still remains that you have to type 
join pk, or register pk or whatever it is.

That cannot happen 'by accident'

-----------------

poster: Energystar
subject: >Ack
date: Tue Apr 10 05:50:53 2001

On Mon Apr  9 22:12:23 2001 Rizzly wrote post #42:
> Can it be made so that "ack" yields "LIV acks." and "ack2" yields
> the graphic representation of ack?
type alias ack ack2
alias ack2 ack

-----------------

poster: Alisha
subject: Emote
date: Wed Apr 11 00:53:06 2001

trounce *
You trounce * playfully into the ground.
Person trounces you into the ground.

-----------------

poster: Lu
subject: regeneration trance
date: Wed Apr 11 19:06:44 2001

i think over ticking while in regeneration trance should have bad affects
atm you can get in trance then go piss, come back and have full
sps(not botting either:) )
-lu
p.s. as i write this im over ticking

-----------------

poster: Rancor
subject: Weather Watcher
date: Wed Apr 11 19:15:32 2001

In the weather watcher guild the call clouds sepll rains on the area
that you are currently in.  
I the rain that falls from the cloud should have some effect. 
Something like ep regen or sp regen.  
Nothing big for the regen just something lik 5 or 6 points everytime
it says that it rains.
Just an idea.
Thanks
Rancor

-----------------

poster: Wagro
subject: >regeneration trance
date: Wed Apr 11 20:51:06 2001


yes lu, you have a valid point. However, while in the trance, whimpy
will not work, and if clones run, you will die

-----------------

poster: Quillz
subject: Arena
date: Thu Apr 12 00:02:51 2001

Ok this is silly if you lose in the arena you end up with like 2 hps. 
A rhls burn afterwards could kill you. 
Come to think of it I've seen people die after they leave the arena...
Anyway, I can see how it helps avoid people cheating my also not
adding more sps/eps.
I have nfc what they were doing to get the arena bonuses, but could
the hp reimb be brought back after you kill/get killed in the
arena?
Just a thought. 
Q

-----------------

poster: Zifnab
subject: >Arena
date: Thu Apr 12 01:50:13 2001

On Thu Apr 12 00:02:51 2001 Quillz wrote post #52:
> Ok this is silly if you lose in the arena you end up with like 2 hps. 
> A rhls burn afterwards could kill you. 
> Come to think of it I've seen people die after they leave the arena...
> Anyway, I can see how it helps avoid people cheating my also not
> adding more sps/eps.
> I have nfc what they were doing to get the arena bonuses, but could
> the hp reimb be brought back after you kill/get killed in the
> arena?
> Just a thought. 
> Q
nope people abused it, its gone

-----------------

poster: Trigon
subject: >>regeneration trance
date: Thu Apr 12 02:45:40 2001

On Wed Apr 11 20:51:06 2001 Wagro wrote post #51:
> yes lu, you have a valid point. However, while in the trance, whimpy
> will not work, and if clones run, you will die
cough breaktrance cough
At least you can break it, with camping you can't do jack until it's
done.  could that possibly be changed to allow some way to break
camping?
Trigon

-----------------

poster: Sigwald
subject: >>>regeneration trance
date: Thu Apr 12 09:11:43 2001

On Thu Apr 12 02:45:40 2001 Trigon wrote post #54:
> On Wed Apr 11 20:51:06 2001 Wagro wrote post #51:
> > yes lu, you have a valid point. However, while in the trance, whimpy
> > will not work, and if clones run, you will die
> cough breaktrance cough
> At least you can break it, with camping you can't do jack until it's
> done.  could that possibly be changed to allow some way to break
> camping?
> Trigon

You are _sleeping_. There is no way you can wake up at will.

-----------------

poster: Tranquil
subject: >>>>regeneration trance
date: Thu Apr 12 11:19:17 2001

On Thu Apr 12 09:11:43 2001 Sigwald wrote post #55:
> On Thu Apr 12 02:45:40 2001 Trigon wrote post #54:
> > On Wed Apr 11 20:51:06 2001 Wagro wrote post #51:
> > > yes lu, you have a valid point. However, while in the trance, whimpy
> > > will not work, and if clones run, you will die
> > cough breaktrance cough
> > At least you can break it, with camping you can't do jack until it's
> > done.  could that possibly be changed to allow some way to break
> > camping?
> > Trigon
> 
> You are _sleeping_. There is no way you can wake up at will.

Well, alot of shiftworkers can actually do that, although it is
usually at a set time that your body clock remembers while you're
asleep =p

- Tranquil, the guy who wakes up just in time to hear the alarm go off


-----------------

poster: Tarek
subject: Tick speed
date: Thu Apr 12 15:28:14 2001

why dont have a wish that makes the Tick speed faster.. ???

-----------------

poster: Tigran
subject: >Tick speed
date: Thu Apr 12 15:28:44 2001

On Thu Apr 12 15:28:14 2001 Tarek wrote post #57:
> why dont have a wish that makes the Tick speed faster.. ???
Delivery of a request has monumental effects on how it is received.

-----------------

poster: Palenon
subject: >>>>>regeneration trance
date: Thu Apr 12 16:32:19 2001

On Thu Apr 12 11:19:17 2001 Tranquil wrote post #56:
> On Thu Apr 12 09:11:43 2001 Sigwald wrote post #55:
> > On Thu Apr 12 02:45:40 2001 Trigon wrote post #54:
> > > On Wed Apr 11 20:51:06 2001 Wagro wrote post #51:
> > > > yes lu, you have a valid point. However, while in the trance, whimpy
> > > > will not work, and if clones run, you will die
> > > cough breaktrance cough
> > > At least you can break it, with camping you can't do jack until it's
> > > done.  could that possibly be changed to allow some way to break
> > > camping?
> > > Trigon
> > 
> > You are _sleeping_. There is no way you can wake up at will.
> 
> Well, alot of shiftworkers can actually do that, although it is
> usually at a set time that your body clock remembers while you're
> asleep =p
> 
> - Tranquil, the guy who wakes up just in time to hear the alarm go off
> 
Have to agree with Tranq .. if u go to sleep thinking about nothing
but say..5:00 ..if you are in the right mindset u will wake up at
5:00
This is proven .. my 2 cents
Pal out.

-----------------

poster: Pedron
subject: >pk registration
date: Fri Apr 13 00:20:44 2001

On Mon Apr  9 23:04:18 2001 Davaris wrote post #43:
> i think that you shouldn't have to wait 1 hour to unregister as a pk.
> what if someone accidentally joins the pks (silverarc)? it would
> leave them open to attack from people like denim who's hobby is to
> kill the new pks
> just my usless & ignored suggestion
> Davaris
idle in adv guild for an hour or die. ;>
if you accidentally type 'register pk' you 
deserve the ambush you get 3 seconds later.

my 2 cents
-pedron

-----------------

poster: Tarek
subject: Huge Casino
date: Fri Apr 13 11:04:44 2001

Why not make a Huge casino house with many machines and tables
And then have like 5-10 machines in one room.. and insert a new
command "pull all levers"
so you put 1 coin in all machines and then pull the levers.. i'll
guess that this would make people go to the casino more than now.. 

why not add Black Jack n stuff?? the more tables and machines, the more fun. 

-----------------

poster: Kazulanth
subject: >Huge Casino
date: Fri Apr 13 17:28:01 2001

On Fri Apr 13 11:04:44 2001 Tarek wrote post #61:
> Why not make a Huge casino house with many machines and tables
> And then have like 5-10 machines in one room.. and insert a new
> command "pull all levers"
> so you put 1 coin in all machines and then pull the levers.. i'll
> guess that this would make people go to the casino more than now.. 
> 
> why not add Black Jack n stuff?? the more tables and machines, the more
fun. 

As far as I see it, people lose plenty of money on the existing
tables. But if YOU code it Tarek, I'm sure they'd let you put in an
appropriate gambling area.

--kaz

-----------------

poster: Sleet
subject: irrifleta
date: Fri Apr 13 17:31:26 2001

i was wondering if it would be possible to make it possible to join
enchanter instead of irrifletta and use it as one of the required
guilds for masterabj and vulner guild.
i know this would be the least of anyones prioritys but i think it
would be a good way to get more enchanters in the game, since it
seems like the only people that have shrink these days are the ones
with the books.
thanks 
sleet

-----------------

poster: Rizzly
subject: Spell Costs
date: Sat Apr 14 02:32:02 2001

Can it be made so that when someone types "list spells" or "list
skills" it gives a more accurate estimate of how much it's going to
cost, like "1.31M" instead of "1.3M."  I just came to train a spell
where it says "1.3M" to train to the next level, and i've got 1.325m
on me, but I don't have enough.

Just a thought.

Rizzly

-----------------

poster: Tigran
subject: >Spell Costs
date: Sat Apr 14 02:38:33 2001

On Sat Apr 14 02:32:02 2001 Rizzly wrote post #64:
> Can it be made so that when someone types "list spells" or "list
> skills" it gives a more accurate estimate of how much it's going to
> cost, like "1.31M" instead of "1.3M."  I just came to train a spell
> where it says "1.3M" to train to the next level, and i've got 1.325m
> on me, but I don't have enough.
> 
> Just a thought.
> 
> Rizzly
When you're where you can list spells ,etc you have the capability
of typing estimate  .

-----------------

poster: Tranquil
subject: >Spell Costs
date: Sat Apr 14 03:26:00 2001

On Sat Apr 14 02:32:02 2001 Rizzly wrote post #64:
> Can it be made so that when someone types "list spells" or "list
> skills" it gives a more accurate estimate of how much it's going to
> cost, like "1.31M" instead of "1.3M."  I just came to train a spell
> where it says "1.3M" to train to the next level, and i've got 1.325m
> on me, but I don't have enough.
> 
> Just a thought.
> 
> Rizzly

You can get the exact cost by typing 'estimate spell '.
If you're too lazy to like that idea, then you could always go there
with 100k more than you think you will need. That will solve the
problem. It does for me.

- Tranquil


-----------------

poster: Bahgtru
subject: Average Hits
date: Sat Apr 14 11:12:35 2001

Something along the lines of a command that shows your average hits.
Like the best_hit command, both with a weapon and without.

- Bahgtru

-----------------

poster: Foxpaws
subject: Extra Reinc
date: Sun Apr 15 09:40:27 2001

Okay, it's something I've been thinking off, don't dismis it out of
hand, please.  :3

For about an hour after a reinc in which you payed tax, how about
one (1) tax-free
reinc for fine tuning and placement.  I have often ended up having
alot of trouble with
a reinc because of pressing 'train attack' one too many times or
similar problems.

-----------------

poster: Zifnab
subject: >Extra Reinc
date: Sun Apr 15 12:11:48 2001

On Sun Apr 15 09:40:27 2001 Foxpaws wrote post #68:
> Okay, it's something I've been thinking off, don't dismis it out of
> hand, please.  :3
> 
> For about an hour after a reinc in which you payed tax, how about
> one (1) tax-free
> reinc for fine tuning and placement.  I have often ended up having
> alot of trouble with
> a reinc because of pressing 'train attack' one too many times or
> similar problems.
Reincing already happens too much, and is much too eash IMNSHO.

Be careful.

-----------------

poster: Chemosh
subject: best kills
date: Tue Apr 17 17:38:13 2001

i always thought we have the command 'clear_kills' (or somethign to
that effect) for people who want to reset their best kills .. i.e.
on reincing.. and that best kills would be best kills (ever) for all
those who didnt want it.

i personally liked this idea as it gave the people who wanted to see
what their best kill as healer and fighter was that option.. and
those who wanted to see what their best kill ever was the option
too.

i find it a shame that we are all forced to have it reset on each reinc.

i think it would be cool if it were changed back to how it was.. and
maybe add a one-liner in the reinc spam on how everyone can reset
their best kills


thanks


-----------------

poster: Tigran
subject: >best kills
date: Tue Apr 17 17:47:23 2001

On Tue Apr 17 17:38:13 2001 Chemosh wrote post #70:
> i always thought we have the command 'clear_kills' (or somethign to
> that effect) for people who want to reset their best kills .. i.e.
> on reincing.. and that best kills would be best kills (ever) for all
> those who didnt want it.
> 
> i personally liked this idea as it gave the people who wanted to see
> what their best kill as healer and fighter was that option.. and
> those who wanted to see what their best kill ever was the option
> too.
> 
> i find it a shame that we are all forced to have it reset on each reinc.
> 
> i think it would be cool if it were changed back to how it was.. and
> maybe add a one-liner in the reinc spam on how everyone can reset
> their best kills
> 
> 
> thanks
> 
Actually I thought it was rather useless to keep track of at all. 
The experience a monster gives is not necessarily the best
indication of hardest kill.  People cheat all the time to get their
solo's marked as real high, etc.

Just MHO

T

-----------------

poster: Zifnab
subject: >>best kills
date: Tue Apr 17 17:58:42 2001

> > i think it would be cool if it were changed back to how it was.. and
> > maybe add a one-liner in the reinc spam on how everyone can reset
> > their best kills
> > 
> > 
> > thanks
> > 
> Actually I thought it was rather useless to keep track of at all. 
> The experience a monster gives is not necessarily the best
> indication of hardest kill.  People cheat all the time to get their
> solo's marked as real high, etc.
> 
> Just MHO
> 
> T
this has long been a complaint of mine.  'best kill' is meaningless

Its based on the 'raw' experience of the monsters, which as tigran
stated is really meaningless in the overall design of how 'tough'
a monster is.  

Given that if you really want to keep your all time best kill, 
put it in your plan.

-----------------

poster: Rambo
subject: >best kills
date: Wed Apr 18 07:32:10 2001

On Tue Apr 17 17:38:13 2001 Chemosh wrote post #70:
> i always thought we have the command 'clear_kills' (or somethign to
> that effect) for people who want to reset their best kills .. i.e.
> on reincing.. and that best kills would be best kills (ever) for all
> those who didnt want it.
> 
> i personally liked this idea as it gave the people who wanted to see
> what their best kill as healer and fighter was that option.. and
> those who wanted to see what their best kill ever was the option
> too.
> 
> i find it a shame that we are all forced to have it reset on each reinc.
> 
> i think it would be cool if it were changed back to how it was.. and
> maybe add a one-liner in the reinc spam on how everyone can reset
> their best kills
> 
> 
> thanks
> 
I think that the players should be allowed to keep their best party
kill, but it would be kewl if the solo kill got cleared every reinc
to see what you are capable to solo best for that guild and such,
but myself, I'm not often in any huge eq parties, and I'm quite
proud and likes my Chimera as best party kill and would hate to lose
it becouse I reinc..

I have for a long time wanted a clear_solo_kill command and a
clear_party_kill so you can clear one of them and not both at the
same time. I think alot of those out there agree with me that they
do not want to lose their party kill, but the solo kill can be
cleared.

only my 2 cents

-----------------

poster: Arkangyle
subject: best kills
date: Thu Apr 19 00:55:28 2001

  Both solo and party best kills, in the same reinc or accumulated,
are worthless and unnecessary.  Slag em both :P

- Arkangyle tosses in a shiny nickle

-----------------

poster: Wildchild
subject: >best kills
date: Thu Apr 19 02:20:01 2001

On Thu Apr 19 00:55:28 2001 Arkangyle wrote post #74:
>   Both solo and party best kills, in the same reinc or accumulated,
> are worthless and unnecessary.  Slag em both :P
> 
> - Arkangyle tosses in a shiny nickle

Agreed, we got enough other stuff around here that people use to
compare dick sizes :)

-WC

-----------------

poster: Tahnval
subject: Mudlist stuff
date: Thu Apr 19 03:01:20 2001

Might it be a good idea to send the darkdoodah URL to mudlists such
as www.mudconnector.com?

-----------------

poster: Tahnval
subject: Guild mastery
date: Thu Apr 19 03:02:23 2001

Dunno about anyone else, but I'd really appreciate it if checking
your guild item gave you some idea of your guild mastery rather than
just guild rank, which has no effect on the item.

-----------------

poster: Quillz
subject: Party kills. 
date: Thu Apr 19 03:25:44 2001

I agree with whoever said that best solo kill should be erased on
reinc, but not party kill. 
My 2 cents. 
Q

-----------------

poster: Bahgtru
subject: Conga Emote
date: Thu Apr 19 09:32:08 2001

Conga - You start a conga line.
Conga  - You join  conga line.

- Bahgtru going on a holiday

-----------------

poster: Tarek
subject: note arrange
date: Thu Apr 19 10:21:03 2001

IF you have like 10 notes or something and delete 1,5 and 7.
when you type note.. then num 1,5,7 should be gone.. but if you now
add 2 notes
then they fill in the 1 and 5 slot.. but if want the last inserted
notes to be last in my note book what do i do?
here it would be useful with a new command in "note" like "note
arrange" or something like that.. 

-----------------

poster: Lu
subject: minor refresh
date: Thu Apr 19 14:47:32 2001

maybe move minor refresh from weaver to a lvl 10 cleric spell, just a though
-lu

-----------------

poster: Myrddin
subject: >minor refresh
date: Fri Apr 20 04:57:00 2001

On Thu Apr 19 14:47:32 2001 Lu wrote post #81:
> maybe move minor refresh from weaver to a lvl 10 cleric spell, just a though
> -lu
Yeah lets make harmers even better.
Myrddin

-----------------

poster: Raivenloth
subject: Summary
date: Sun Apr 22 15:57:53 2001

how about a way to reset this one?
-R

-----------------

poster: Tigran
subject: >Summary
date: Sun Apr 22 16:00:20 2001

On Sun Apr 22 15:57:53 2001 Raivenloth wrote post #83:
> how about a way to reset this one?
> -R
Quit and come back half an hour later.   Walla, reset.

T

-----------------

poster: Tranquil
subject: Gnosis
date: Mon Apr 23 06:45:06 2001

Gnosis knows a bit about Fighters, Clerics, and Mages, but he seems
to know very little about Animists and Rogues. Maybe he can get two
new options for the newbies who might like to know a little about
those two alpha guilds? =)

- Tranquil


-----------------

poster: Sigwald
subject: >Gnosis
date: Mon Apr 23 10:12:55 2001

On Mon Apr 23 06:45:06 2001 Tranquil wrote post #85:
> Gnosis knows a bit about Fighters, Clerics, and Mages, but he seems
> to know very little about Animists and Rogues. Maybe he can get two
> new options for the newbies who might like to know a little about
> those two alpha guilds? =)
> 
> - Tranquil
> 
Tell you what if you got some decent ideas you could write the text
and we'd add it :)

-----------------

poster: Foxpaws
subject: success_rate
date: Tue Apr 24 07:36:59 2001

Whenever you train or study a skill, it's success_rate should reset
to correctly gauge the successes.

-----------------

poster: Arkangyle
subject: >success_rate
date: Tue Apr 24 19:29:13 2001

On Tue Apr 24 07:36:59 2001 Foxpaws wrote post #87:
> Whenever you train or study a skill, it's success_rate should reset
> to correctly gauge the successes.

You can do this manually if you want.

-----------------

poster: Regan
subject: cs
date: Wed Apr 25 05:38:17 2001

could probably remove the machine at cs since everyone was givin a
new body and no one should have wishes any longer

-Regan

-----------------

poster: Raivenloth
subject: object ids
date: Wed Apr 25 15:56:29 2001

I recgonize that you can use the . key as a seperator, and that you
have support to do most of what I suggest.
if you were to set it so that each word of the objects proper name
is automatically set as an assitional id, then imms wouldn't need to
set them and players would have multiple ways to id an object. case
I am not explaining myself well I will give an example.
a big fat hairy mother of a singer sits here
big.fat  hairy.singer big.mother.singer would all work to identify
the object, this part is in, the part that isn't is the auto id
part. 

-----------------

poster: Zifnab
subject: >object ids
date: Wed Apr 25 16:00:05 2001

On Wed Apr 25 15:56:29 2001 Raivenloth wrote post #90:
> I recgonize that you can use the . key as a seperator, and that you
> have support to do most of what I suggest.
> if you were to set it so that each word of the objects proper name
> is automatically set as an assitional id, then imms wouldn't need to
> set them and players would have multiple ways to id an object. case
> I am not explaining myself well I will give an example.
> a big fat hairy mother of a singer sits here
> big.fat  hairy.singer big.mother.singer would all work to identify
> the object, this part is in, the part that isn't is the auto id
> part. 

I have no clue what you mean by . as a seperator.

Wizards should do that, its very easy, most just dont do it, and
it falls through the cracks in checking the area.

z

-----------------

poster: Unix
subject: party name
date: Wed Apr 25 19:08:42 2001

I was thinking, that if you are a party leader, you can alter the
party name without disbanding.
just my idea.

ез-UNIX-зе

-----------------

poster: Gar
subject: Assisting Kills
date: Thu Apr 26 01:52:47 2001

Just an idea of a new command:
Assist
To help in confusion over which monster the party leader is killing
and also incase he attacks first dragon and then a dragon walks in
so when I attack first dragon, I hit a different dragon.
So instead of typing kill, I could type 'assist skitzo' where skitzo
must already be in battle, and it will then force me to attack who
skitzo is attacking.
Thanks
Gar

-----------------

poster: Kaos
subject: >Assisting Kills
date: Thu Apr 26 01:53:35 2001

the standard answer would be "this would make it too easy to bot,
you should pay attention when you are playing".

-----------------

poster: Tranquil
subject: >>object ids
date: Thu Apr 26 03:27:43 2001

On Wed Apr 25 16:00:05 2001 Zifnab wrote post #91:
> On Wed Apr 25 15:56:29 2001 Raivenloth wrote post #90:
> > I recgonize that you can use the . key as a seperator, and that you
> > have support to do most of what I suggest.
> > if you were to set it so that each word of the objects proper name
> > is automatically set as an assitional id, then imms wouldn't need to
> > set them and players would have multiple ways to id an object. case
> > I am not explaining myself well I will give an example.
> > a big fat hairy mother of a singer sits here
> > big.fat  hairy.singer big.mother.singer would all work to identify
> > the object, this part is in, the part that isn't is the auto id
> > part. 
> 
> I have no clue what you mean by . as a seperator.
> 
> Wizards should do that, its very easy, most just dont do it, and
> it falls through the cracks in checking the area.
> 
> z

That depends on who checks it =)

- Tranquil patiently waits to review an area.


-----------------

poster: Kazulanth
subject: >>Huge Casino
date: Thu Apr 26 04:44:45 2001

On Fri Apr 13 17:28:01 2001 Kazulanth wrote post #62:
> On Fri Apr 13 11:04:44 2001 Tarek wrote post #61:
> > Why not make a Huge casino house with many machines and tables
> > And then have like 5-10 machines in one room.. and insert a new
> > command "pull all levers"
> > so you put 1 coin in all machines and then pull the levers.. i'll
> > guess that this would make people go to the casino more than now.. 
> > 
> > why not add Black Jack n stuff?? the more tables and machines, the more
> fun. 
> 
> As far as I see it, people lose plenty of money on the existing
> tables. But if YOU code it Tarek, I'm sure they'd let you put in an
> appropriate gambling area.
> 
> --kaz

Just thought I'd include the thoughtful note Tarek sent to me
thanking me for my input on this issue:

To     : Kazulanth
From   : Tarek
Date   : Thu Apr 19 08:36:32 2001
Subject: Re: >Huge Casino
---------------------------------------
Well if i did know how i should build it, then i would be finnished
right now..
Bah.. LAMER.. i hate you.. i will always do.. thanx.. 


-----------------

poster: Nyx
subject: >>>Huge Casino
date: Thu Apr 26 05:03:52 2001

On Thu Apr 26 04:44:45 2001 Kazulanth wrote post #97:
> On Fri Apr 13 17:28:01 2001 Kazulanth wrote post #62:
> > On Fri Apr 13 11:04:44 2001 Tarek wrote post #61:
> > > Why not make a Huge casino house with many machines and tables
> > > And then have like 5-10 machines in one room.. and insert a new
> > > command "pull all levers"
> > > so you put 1 coin in all machines and then pull the levers.. i'll
> > > guess that this would make people go to the casino more than now.. 
> > > 
> > > why not add Black Jack n stuff?? the more tables and machines, the more
> > fun. 
> > 
> > As far as I see it, people lose plenty of money on the existing
> > tables. But if YOU code it Tarek, I'm sure they'd let you put in an
> > appropriate gambling area.
> > 
> > --kaz
> 
> Just thought I'd include the thoughtful note Tarek sent to me
> thanking me for my input on this issue:
> 
> To     : Kazulanth
> From   : Tarek
> Date   : Thu Apr 19 08:36:32 2001
> Subject: Re: >Huge Casino
> ---------------------------------------
> Well if i did know how i should build it, then i would be finnished
> right now..
> Bah.. LAMER.. i hate you.. i will always do.. thanx.. 
> 
I think that shows the level of maturity this MUD has. But that was
apparent by his post.

-----------------

poster: Tigran
subject: >>>Huge Casino
date: Thu Apr 26 05:03:58 2001

On Thu Apr 26 04:44:45 2001 Kazulanth wrote post #97:
> On Fri Apr 13 17:28:01 2001 Kazulanth wrote post #62:
> > On Fri Apr 13 11:04:44 2001 Tarek wrote post #61:
> > > Why not make a Huge casino house with many machines and tables
> > > And then have like 5-10 machines in one room.. and insert a new
> > > command "pull all levers"
> > > so you put 1 coin in all machines and then pull the levers.. i'll
> > > guess that this would make people go to the casino more than now.. 
> > > 
> > > why not add Black Jack n stuff?? the more tables and machines, the more
> > fun. 
> > 
> > As far as I see it, people lose plenty of money on the existing
> > tables. But if YOU code it Tarek, I'm sure they'd let you put in an
> > appropriate gambling area.
> > 
> > --kaz
> 
> Just thought I'd include the thoughtful note Tarek sent to me
> thanking me for my input on this issue:
> 
> To     : Kazulanth
> From   : Tarek
> Date   : Thu Apr 19 08:36:32 2001
> Subject: Re: >Huge Casino
> ---------------------------------------
> Well if i did know how i should build it, then i would be finnished
> right now..
> Bah.. LAMER.. i hate you.. i will always do.. thanx.. 
> 
Doesn't it feel great to be loved?

T

-----------------

poster: Yugo
subject: web page
date: Thu Apr 26 16:06:13 2001

mayby wanna change the links at:
race page
guild page
the autogenerated list of players and wiz hompage


to the reddragon.clansoft.com insted of reddragon.com:3000
so the pages will work if the thing with the nameserver should happen
again.

Yugo

-----------------

poster: Trax
subject: buying gems
date: Thu Apr 26 22:21:19 2001

it would be really cool if you could have an option at the gem shop
to buy multiple gems at a specified cost or below instead of having
to buy one at a time :)

-----------------

poster: Mixer
subject: >>Gnosis
date: Fri Apr 27 07:08:21 2001

On Mon Apr 23 10:12:55 2001 Sigwald wrote post #86:
> On Mon Apr 23 06:45:06 2001 Tranquil wrote post #85:
> > Gnosis knows a bit about Fighters, Clerics, and Mages, but he seems
> > to know very little about Animists and Rogues. Maybe he can get two
> > new options for the newbies who might like to know a little about
> > those two alpha guilds? =)
> > 
> > - Tranquil
> > 
> Tell you what if you got some decent ideas you could write the text
> and we'd add it :)
I reckon we should force people who put their hands up like this
to write the help files :)
Mix.

-----------------

poster: Zarp
subject: regen,
date: Sat Apr 28 14:31:31 2001

I dont know if this is an crazy idea or not, But everything would go
easier if we ticker/tocked during battle,
Or like a newbie bonus, that u regen during battle til level 20, so
the newbies can get a decent worth fast, Newbies want worth fast.
and even I, But I think it's more important for newbies..
//zarp

-----------------

poster: Kaos
subject: >regen,
date: Sat Apr 28 15:20:18 2001

You regen in battle up to level 15.

-----------------

poster: Tahnval
subject: New emote : shurg
date: Tue May  1 04:23:47 2001

 shurgs because they can't spell "shrug"

Just an odd thought prompted by a typo

-----------------

poster: Foxpaws
subject: High energy focus
date: Tue May  1 21:37:05 2001

Would love to see when high energy focus goes off without having to
watch every hit in combat.  Maybe it could be blocked out by the
skill action combat silent rather than the generic one?
p

-----------------

poster: Quillz
subject: Familiars
date: Thu May  3 03:01:18 2001

Just thought it would be entertaining if we could have our familiars
do emotes. 
ie. "order bud wave2 dfalt"
Bud waves at Dfalt. 
Just an idear. 
Q

-----------------

poster: Max
subject: Idea
date: Fri May  4 04:43:44 2001

How about making a command for the owner of a fire or whatever to
put it out something like, eliminate fire or somthing along those
lines

just a thought

-----------------

poster: Sleet
subject: food
date: Tue May  8 02:46:19 2001

was wodnering if since gems save if we could let food save over quit.
since it used to be you could go ld with food on ya and then eat it
later but now if you go ld all the time it doesnt make sense to
carry food on ya anymore.
thanks
sleet

-----------------

poster: Sleet
subject: >food
date: Tue May  8 02:49:28 2001

On Tue May  8 02:46:19 2001 Sleet wrote post #109:
> was wodnering if since gems save if we could let food save over quit.
> since it used to be you could go ld with food on ya and then eat it
> later but now if you go ld all the time it doesnt make sense to
> carry food on ya anymore.
> thanks
> sleet
sleet
oh yea was also thinkign maybe we could put differnt conditions on
the food, so if you had food maybe ove3r a boot it wouldnt work as
well cause it was moldy or cold or whatever, and maybe if after 2
weeks were lodestones stop workign theyd give ya food poisoning
sleet

-----------------

poster: Palenon
subject: New Emote
date: Wed May  9 02:07:27 2001

idiotguide STR LIV
You see - You go out and buy an "Idiots Guide to STR" book and give it to LIV.
LIV sees - 'Emoter' goes out and buys an "Idiots Guide to STR" book
and gives it to you.
Others see - 'Emoter' goes out and buys an "Idiots Guide to STR"
book and gives it to LIV.
--------------------------------
Pal out.

-----------------

poster: Tranquil
subject: New emote
date: Wed May  9 02:19:32 2001

well, two emotes actually:
 and 

 :
You wonder how to make the ride work.

and  :
You pop a coin into LIV's bellybutton, then jump on and go for a ride!

Just a few silly emotes from me =)

- Tranquil


-----------------

poster: Palenon
subject: Emote
date: Thu May 10 07:17:52 2001

Palenon3/Palenon3 LIV
Yes I need more emotes
Palenon3 - You say, "You must DIE, for I alone am best!"
           says, "You must DIE, for I alone am best!"

Palenon3 LIV - You say, "LIV must DIE, for I alone am best!"
               says, "LIV must DIE, for I alone am best!"

More emotes for Pal! More emotes for Pal! More emotes for Pal!

-----------------

poster: Blaze
subject: Packages
date: Sat May 12 22:56:46 2001

Maybe a way could be coded to mail eq, and other items to people
when they are not on.
-Blaze

-----------------

poster: Pedron
subject: >Packages
date: Sun May 13 04:44:40 2001

On Sat May 12 22:56:46 2001 Blaze wrote post #114:
> Maybe a way could be coded to mail eq, and other items to people
> when they are not on.
> -Blaze
best I could do myself for things like this was to drop a safe  in the 
front room of my castle and give it a crazy random combination.
'alter safe comboinfo' tells me the combo for future reference.
I can mail the combo to whoever I want to access the equipment 
inside(say someone transferred 3m to me while I was offline 
or afk and I needed to get a sword and cloak to them, 
they just get the mail and run pickup the stuff they 
bought when they login next)

Sort of have to worry about raiders, but I never had to do the 
soldeq safe bit very much or leave the safe there more than 
a day or two before the purchaser got the stuff.
Just pick a weird combo like 18 3 21 or something like.

-----------------

poster: Pedron
subject: crystal ball
date: Sun May 13 09:29:30 2001

or something to do a castle list command from afar. :)
Would be neat to monitor who's in your castle when you're not there, 
maybe have a castle guard emote to you when someone enters as 
an alternative.

-----------------

poster: Blonk
subject: new eq
date: Sun May 13 15:19:01 2001

A templar slashing weapon would be nice:)

-----------------

poster: Fnylte
subject: Talents/flaws
date: Tue May 15 10:53:33 2001

I thought i would rock if it was made possible to make the
characters different even though same races and guilds.
One way to do this would be to make it possible to choose a talent
AND a flaw (or more sets) in a reinc. 
An example could be:
Talent: high resistant to physical damage and a flaw that was
something like extreme vulnarability to fire damage.
I havet thought this through, but I'd hoped some of u guys can see the idea :)
cya
Fnylte

-----------------

poster: Blackthorne
subject: Emote
date: Tue May 15 11:33:44 2001

snuggly LIV: You fall asleep in LIV's arms.
-B

-----------------

poster: Pedron
subject: general stores
date: Tue May 15 13:18:20 2001

maybe make them sort stuff by armor, weapons, food, gems, general.
Not a big deal, but it would be easier to skim the lists. :)

-----------------

poster: Zifnab
subject: >general stores
date: Tue May 15 14:08:38 2001

On Tue May 15 13:18:20 2001 Pedron wrote post #120:
> maybe make them sort stuff by armor, weapons, food, gems, general.
> Not a big deal, but it would be easier to skim the lists. :)
list armor, list weapon, list food, etc

-----------------

poster: Palenon
subject: >>general stores
date: Tue May 15 22:30:12 2001

On Tue May 15 14:08:38 2001 Zifnab wrote post #121:
> On Tue May 15 13:18:20 2001 Pedron wrote post #120:
> > maybe make them sort stuff by armor, weapons, food, gems, general.
> > Not a big deal, but it would be easier to skim the lists. :)
> list armor, list weapon, list food, etc
hmm i just walked into gen store on rd and did 'list gems' got - 
List #   Avail  Name/id                             Gold
But no actual list.....

-----------------

poster: Zifnab
subject: >>>general stores
date: Tue May 15 23:15:03 2001

On Tue May 15 22:30:12 2001 Palenon wrote post #122:
> On Tue May 15 14:08:38 2001 Zifnab wrote post #121:
> > On Tue May 15 13:18:20 2001 Pedron wrote post #120:
> > > maybe make them sort stuff by armor, weapons, food, gems, general.
> > > Not a big deal, but it would be easier to skim the lists. :)
> > list armor, list weapon, list food, etc
> hmm i just walked into gen store on rd and did 'list gems' got - 
> List #   Avail  Name/id                             Gold
> But no actual list.....
nod gems dont work. iirc armor/weapons do
*







-----------------

poster: Silverarc
subject: New Channel
date: Thu May 17 23:40:39 2001

I think there should be a Violence channel if there isn't one...
Because violence isn't exactly Obscene-Channel-Material
So, if you want to beat the shit out of someone, you could just do
it over Violence, see?

-----------------

poster: Sleet
subject: party shares
date: Fri May 18 00:17:21 2001

i know we have two commands, party shares and party status, was
wonderign if we could just stick shares in status right bhind level
and infront of exp
thanks
sleet

-----------------

poster: Tektor
subject: Pk
date: Sun May 20 01:56:47 2001

Blind dust should be a pk only thing. Its annoying, and you can't do
anything about it but sit there.

-----------------

poster: Palenon
subject: Animal Familiars
date: Sun May 20 22:37:46 2001

Maybe fix it so that familiars drop the gold they are carrying as
well as inventory when they leave.

I have prolly lost close to 100k gold recently to my bear 'feeling
the call of nature' directly after a quick gold run

Not a big deal but it would be a nice adjustment
Pal

-----------------

poster: Palenon
subject: >Animal Familiars
date: Sun May 20 22:48:34 2001

Another thing i just noticed ... 
Once you name a bear/falcon/wolf/or eagle .. the familiar will ID to
the name you gave it as well as bear/falcon etc

This doesn't appear to work with dryads..maybe make it so dryads ID
to what you name them as the other familiars do
Pal

-----------------

poster: Zifnab
subject: >Animal Familiars
date: Mon May 21 01:26:16 2001

On Sun May 20 22:37:46 2001 Palenon wrote post #127:
> Maybe fix it so that familiars drop the gold they are carrying as
> well as inventory when they leave.
> 
> I have prolly lost close to 100k gold recently to my bear 'feeling
> the call of nature' directly after a quick gold run
> 
> Not a big deal but it would be a nice adjustment
> Pal
why do you use your familiar to hld gold?

-----------------

poster: Palenon
subject: >>Animal Familiars
date: Mon May 21 01:29:22 2001

On Mon May 21 01:26:16 2001 Zifnab wrote post #129:
> On Sun May 20 22:37:46 2001 Palenon wrote post #127:
> > Maybe fix it so that familiars drop the gold they are carrying as
> > well as inventory when they leave.
> > 
> > I have prolly lost close to 100k gold recently to my bear 'feeling
> > the call of nature' directly after a quick gold run
> > 
> > Not a big deal but it would be a nice adjustment
> > Pal
> why do you use your familiar to hld gold?
I got this same question from a couple players
My bear sells things at higher value than i get from my charisma
Sometimes i forget to have my bear give me the gold, and even a
couple times he left the second i sold items...

And if it is silly to have them hold gold why is there a line in the
description of the familiar specifically to show how much gold it
holds currently?
Pal

-----------------

poster: Zifnab
subject: >>>Animal Familiars
date: Mon May 21 02:37:11 2001

On Mon May 21 01:29:22 2001 Palenon wrote post #130:
> On Mon May 21 01:26:16 2001 Zifnab wrote post #129:
> > On Sun May 20 22:37:46 2001 Palenon wrote post #127:
> > > Maybe fix it so that familiars drop the gold they are carrying as
> > > well as inventory when they leave.
> > > 
> > > I have prolly lost close to 100k gold recently to my bear 'feeling
> > > the call of nature' directly after a quick gold run
> > > 
> > > Not a big deal but it would be a nice adjustment
> > > Pal
> > why do you use your familiar to hld gold?
> I got this same question from a couple players
> My bear sells things at higher value than i get from my charisma
> Sometimes i forget to have my bear give me the gold, and even a
> couple times he left the second i sold items...
> 
> And if it is silly to have them hold gold why is there a line in the
> description of the familiar specifically to show how much gold it
> holds currently?
> Pal
well i find it interesting that the bear sells for more, 
that should not be the way it works.
I didnt say it was silly, if you are concerned about losing the
gold, do not have him hold it.

-----------------

poster: Pedron
subject: >>>>Animal Familiars
date: Mon May 21 20:05:56 2001

On Mon May 21 02:37:11 2001 Zifnab wrote post #131:
> On Mon May 21 01:29:22 2001 Palenon wrote post #130:
> > On Mon May 21 01:26:16 2001 Zifnab wrote post #129:
> > > On Sun May 20 22:37:46 2001 Palenon wrote post #127:
> > > > Maybe fix it so that familiars drop the gold they are carrying as
> > > > well as inventory when they leave.
> > > > 
> > > > I have prolly lost close to 100k gold recently to my bear 'feeling
> > > > the call of nature' directly after a quick gold run
> > > > 
> > > > Not a big deal but it would be a nice adjustment
> > > > Pal
> > > why do you use your familiar to hld gold?
> > I got this same question from a couple players
> > My bear sells things at higher value than i get from my charisma
> > Sometimes i forget to have my bear give me the gold, and even a
> > couple times he left the second i sold items...
> > 
> > And if it is silly to have them hold gold why is there a line in the
> > description of the familiar specifically to show how much gold it
> > holds currently?
> > Pal
> well i find it interesting that the bear sells for more, 
> that should not be the way it works.
> I didnt say it was silly, if you are concerned about losing the
> gold, do not have him hold it.

Maybe have the risk of loss balance the extra bit gained from the animal 
selling. :)  Folks here are so trigger crazy, they could rig
something up for the animal to handover the gold when it's sold
anyway...

-----------------

poster: Mikul
subject: >>>>>Animal Familiars
date: Mon May 21 23:20:30 2001

Dunno, who told you they sell for more. But they dont.

Sig, already made sure of that one.

Mikul

-----------------

poster: Pedron
subject: >>>>>>Animal Familiars
date: Tue May 22 00:33:09 2001

On Mon May 21 23:20:30 2001 Mikul wrote post #133:
> Dunno, who told you they sell for more. But they dont.
> 
> Sig, already made sure of that one.
> 
> Mikul
maybe he was under the influence of suck or had 50 scars. :P
If animals are 0 cha, is still possible for players to 
hit negative.

I never let the animals sell stuff myself anyway.  
bird carried extra firewood and bear carried all the loot to help
dodge and that 
was it.

-----------------

poster: Palenon
subject: >>>>>>>Animal Familiars
date: Tue May 22 04:38:17 2001

On Tue May 22 00:33:09 2001 Pedron wrote post #134:
> On Mon May 21 23:20:30 2001 Mikul wrote post #133:
> > Dunno, who told you they sell for more. But they dont.
> > 
> > Sig, already made sure of that one.
> > 
> > Mikul
> maybe he was under the influence of suck or had 50 scars. :P
> If animals are 0 cha, is still possible for players to 
> hit negative.
> 
> I never let the animals sell stuff myself anyway.  
> bird carried extra firewood and bear carried all the loot to help
> dodge and that 
> was it.
wrong mikul..my charisma is 66..i tested..my bear sells for more
gold..thus i let my bear sell

-----------------

poster: Tektor
subject: Elemental Eq
date: Fri May 25 01:53:34 2001

Would be neat if when you joined Elemental guild you got ring of
elements, and maybe like all the gamma bodys could be like elemental
body and you cast the spell and then you pick which body you want
kind of like how stance works with ma's and maybe the mastery of
that element could be put at lvl 1 in the guild, then when you train
the mastery it ups success of that body. Same with Lava, and Mist,.
Then when you join Nether you could get like a Nether Stone that
could do almost the same things the nether ring does for nether
mages. Just a thought as Elemental is one of the more used guilds by
lowbies. Don't know if that would be hard or not, just a thought.

-----------------

poster: Unix
subject: new spell
date: Fri May 25 20:35:03 2001

I got this idea from some other mud, cant take creadit for it.
NewSpell Invisable
you  can cast it, and noone can see you.
So, you get pass agroo's with out them seeing you to!
But when you attack something, its gone, you must recast.
just found that to be a cool spell

-----------------

poster: Wagro
subject: Call beacon
date: Sat May 26 03:27:47 2001

It's kinda annoying to cast call beacon, use that spot for a few
hours until the beacon goes away, then move it. Maybe make it so
when you cast the spell, it dests your current one and adds the new
one where you are, or possibly a command to sync the beacon into our
deminsion so we can pick it up and move it to where we want? 

-----------------

poster: Sleet
subject: reylan
date: Sun May 27 03:32:41 2001

i was thinkign reyaln should probaly do shrinks and enlarges too

-----------------

poster: Palenon
subject: Sleight of Hand
date: Sun May 27 21:17:36 2001

Just a thought, make SoH work so u can slip something into someone's
inventory without them noticing.
This prolly seems useless but a brewer can slip poison food to
someone if he gets bored etc.
Let's face it if you walk through cs and there is a Slice of Rye
Bread there..you can do who guild poison brewer and if there is one
on..well it doesn't take a genius
Also, maybe up the effects of poisoned food a little..as it stands
it hardly puts anyone in fear for their lives...only moron's get
poisoned anyway...if u type eat foods instead of eat all it
automatically skips poisoned food..so it is hardly common place to
get poisoned itfp
Atm all u get if someone get's poisoned is..OMG I'm poisoned
whatever will i do?..then they go idle cause they know nothing will
happen
If poisoned food did more damage it would actually make the remove
poison cleric spell useful..(i doubt anyone studies it otherwise)
IIRC newbies can't eat so it is no danger to them, and it would make
a few spells/skills out there worth training again

Pal

-----------------

poster: Tahnval
subject: Mana draining
date: Mon May 28 04:17:45 2001

I'll stick my ha'porth in and raise my flame shields 8-)

The dissatifaction with mana drain seems to be twofold;
1) Mana drainers seem to find the spell less useful than it could be
because it gets them relatively little mana.
2) Other magic-users find the spell annoying because it drains their mana.

Perhaps a solution that both groups can be happy with would be to
have the spell drain more sps from classes that don't use magic?  It
could be plausible within the gameworld by explaining that people
who use magic have a partial resistance to having sps draining due
to their familiarity with magic.

Just a thought.

-----------------

poster: Palenon
subject: >Mana draining
date: Mon May 28 04:24:54 2001

On Mon May 28 04:17:45 2001 Tahnval wrote post #141:
> I'll stick my ha'porth in and raise my flame shields 8-)
> 
> The dissatifaction with mana drain seems to be twofold;
> 1) Mana drainers seem to find the spell less useful than it could be
> because it gets them relatively little mana.
> 2) Other magic-users find the spell annoying because it drains their mana.
> 
> Perhaps a solution that both groups can be happy with would be to
> have the spell drain more sps from classes that don't use magic?  It
> could be plausible within the gameworld by explaining that people
> who use magic have a partial resistance to having sps draining due
> to their familiarity with magic.
> 
> Just a thought.
My original idea on this, (which was my idea a year or so ago when
600sp drains were commonplace) was to have the spell mana drain not
draw mana from other players, but instead draw sps from the magical
nexus that encircles the realms.

This seemed feasable at the time and still does, anyone who messes
with RPG's etc finds that usually the existence of magic in such
games is of the 'all around you at all times' and the 'part of the
air you breathe' variety, and in essence any magic used by a
spell-user is drawn from either their life force, other's life
forces, or the air around them (magical field as it were)
Or all of the above..

My idea may seem like i complicated it more than necessary, but the
basic idea is have mana drain draw from a supernatural force rather
than other players..
The second paragraph was just to explain the 'realistic' RPG tie-in
to make it seem feasible.

Pal


-----------------

poster: Kaos
subject: >>Mana draining
date: Mon May 28 16:41:39 2001

It would be cool if mana drain selected one target at random and
drained all sps from that target. Of course, you'd have to be
pk'regged to be able to use mana drain.

-----------------

poster: Tektor
subject: Exp in parties
date: Mon May 28 17:00:46 2001

party status should reflect how much exp you get with race tax. I
tried this yesterday and it didn't show it with the race tax.

-----------------

poster: Sleet
subject: party killmsg
date: Wed May 30 02:49:58 2001

was wondering if we could make this stay inbetween parties so we
dont have to keep putting it up
thanks

-----------------

poster: Lu
subject: fig race skill train costs
date: Thu May 31 16:59:53 2001

maybe they could get lowered a little, seems that _alot_ of the dumb
fig races train skills real slow cause they are dumb..but alot of
those races grow up around people of their kind that use skills and
they should be more proficient with them
just a thought, would like to see more fig races with at least same
as human instead of MUCH slower

-lu

-----------------

poster: Blaze
subject: Fireplace
date: Thu May 31 19:09:47 2001

Even though the castle use has probably been declining since the Eq
saving on the body changes, it might be cool if you could buy a fire
place for use with any of the firebuilding skills, and maybe a
woodrack where you could put wood and it could save...just thought
that would be cool.

-----------------

poster: Pedron
subject: >fig race skill train costs
date: Fri Jun  1 04:19:33 2001

On Thu May 31 16:59:53 2001 Lu wrote post #146:
> maybe they could get lowered a little, seems that _alot_ of the dumb
> fig races train skills real slow cause they are dumb..but alot of
> those races grow up around people of their kind that use skills and
> they should be more proficient with them
> just a thought, would like to see more fig races with at least same
> as human instead of MUCH slower
> 
> -lu
Grorrark, dwarf, kobold, goblin, minotaur, cromagnon, human?.
Xorn and Ogier are faster than MUCH slower, and I probably missed someone. :)

-----------------

poster: Blue
subject: portals
date: Sat Jun  2 01:50:14 2001

i was thinking just to not wait on these ferries!
maybe we could exchange them for portals
just thought it would be better

-----------------

poster: Pedron
subject: >portals
date: Sat Jun  2 04:46:04 2001

On Sat Jun  2 01:50:14 2001 Blue wrote post #149:
> i was thinking just to not wait on these ferries!
> maybe we could exchange them for portals
> just thought it would be better
That's what navigator guild, level 16+ rogues, and lodestones do. ;>
Speed is a benefit of being in some guilds or having some 
objects, so ferries are here to stay methinks.

-----------------

poster: Sleet
subject: >>portals
date: Sat Jun  2 22:59:14 2001

On Sat Jun  2 04:46:04 2001 Pedron wrote post #150:
> On Sat Jun  2 01:50:14 2001 Blue wrote post #149:
> > i was thinking just to not wait on these ferries!
> > maybe we could exchange them for portals
> > just thought it would be better
> That's what navigator guild, level 16+ rogues, and lodestones do. ;>
> Speed is a benefit of being in some guilds or having some 
> objects, so ferries are here to stay methinks.
i like the ferrys
makes the game seem more real, as if its an actual place with boundries.

-----------------

poster: Sleet
subject: events
date: Sat Jun  2 23:30:36 2001

i was wondering if we could speed up the event daemon alittle bit,
its seemed latly that events being run has really slowed down alot
since its been opereted by it,
dunno maybe im wrong,
sleet

-----------------

poster: Zifnab
subject: >events
date: Sun Jun  3 19:37:37 2001

On Sat Jun  2 23:30:36 2001 Sleet wrote post #152:
> i was wondering if we could speed up the event daemon alittle bit,
> its seemed latly that events being run has really slowed down alot
> since its been opereted by it,
> dunno maybe im wrong,
> sleet
in the past 16 hours we have had 7 events, thats an average of 
one every 2.5 hours or so.


-----------------

poster: Tamuli
subject: events
date: Sun Jun  3 23:10:51 2001

most of the events that play are lik egg hunt and allie the
alien..no fun ones are every played really
-Tamuli

-----------------

poster: Tigran
subject: >events
date: Sun Jun  3 23:34:05 2001

On Sun Jun  3 23:10:51 2001 Tamuli wrote post #154:
> most of the events that play are lik egg hunt and allie the
> alien..no fun ones are every played really
> -Tamuli
Some of them indeed haven't been run recently...but almost every one
has been run within the last week.  As of this posting, fist was run
13 hours ago, azarian attack, 3 hours ago, blob 19 hours ago.  These
are all events that affect a lot of people and run since the last
Allie running.

No one is going to like every event As for how often, I can't judge
very well, but I'm sure that theya re picked randomly.  If one seems
to run more, it's more than likely coincidense.  Afterall..wizards
can't run events manually anymore..so blame random()

My apologies if it seems like I'm coming down hard, but statements
like 'no fun ones are every played really' are incredibly annoying
to me.

T

-----------------

poster: Khosan
subject: >>events
date: Sun Jun  3 23:44:11 2001

On Sun Jun  3 23:34:05 2001 Tigran wrote post #155:
> On Sun Jun  3 23:10:51 2001 Tamuli wrote post #154:
> > most of the events that play are lik egg hunt and allie the
> > alien..no fun ones are every played really
> > -Tamuli
> Some of them indeed haven't been run recently...but almost every one
> has been run within the last week.  As of this posting, fist was run
> 13 hours ago, azarian attack, 3 hours ago, blob 19 hours ago.  These
> are all events that affect a lot of people and run since the last
> Allie running.
> 
> No one is going to like every event As for how often, I can't judge
> very well, but I'm sure that theya re picked randomly.  If one seems
> to run more, it's more than likely coincidense.  Afterall..wizards
> can't run events manually anymore..so blame random()
> 
> My apologies if it seems like I'm coming down hard, but statements
> like 'no fun ones are every played really' are incredibly annoying
> to me.
> 
> T

Well if he means stuff like nosuck and time of life, they have a minimum
time between runs. They used to be run far too often anyway, you are not
supposed to get a nosuck twice a day like it used to be.

Khosan

-----------------

poster: Tahnval
subject: >events
date: Mon Jun  4 02:13:47 2001

On Sun Jun  3 23:10:51 2001 Tamuli wrote post #154:
> most of the events that play are lik egg hunt and allie the
> alien..no fun ones are every played really
> -Tamuli
Personally, I think that RD is fun anyway.  That's why I'm here. 
Events are icing on the cake....no, not even that.  They're
decoration on the icing on the cake - fun, but not part of the main
thing.

In any case, I'm on a lot and I've noticed quite a few different
events running.  Sure, we don't get chained nosucks and combo
nosucks and TOLs any more, but that was just a little bit
unbalancing.

Egg hunt is my least favourite "good" event though, since it's
pretty much random as to whether you stumble across an egg or not. 
So I ignore it.  Big deal.

-----------------

poster: Snoop
subject: all parties
date: Mon Jun  4 02:46:57 2001

Believe i've said it before :)
Just thinking that all parties ratings should be based on xp/member
rather than xp/party, a 2 member party with 100k rate should be
rated higher than a 10 member party doing 120k etc (50k/mbr >
12k/mbr)
*/Snoop

-----------------

poster: Kaos
subject: >all parties
date: Mon Jun  4 02:48:02 2001

bah we'll just get a lot of one man parties thriving to get on top

-----------------

poster: Snoop
subject: >>all parties
date: Mon Jun  4 16:09:32 2001

On Mon Jun  4 02:48:02 2001 Kaos wrote post #159:
> bah we'll just get a lot of one man parties thriving to get on top
then filter all one man parties away from all parties. a party
should consist of more than 1 member anyway.
*/Snoop

-----------------

poster: Baer
subject: >>>all parties
date: Tue Jun  5 01:32:48 2001

On Mon Jun  4 16:09:32 2001 Snoop wrote post #160:
> On Mon Jun  4 02:48:02 2001 Kaos wrote post #159:
> > bah we'll just get a lot of one man parties thriving to get on top
> then filter all one man parties away from all parties. a party
> should consist of more than 1 member anyway.
> */Snoop
Just like a party at snoops place should involve a snoop, not a
sleeping corpse locked in his room all day.

-----------------

poster: Shinryu
subject: Idea report
date: Sun Jun  3 07:44:15 2001

(Originally in wiz.player.ideas)
Idea reported from /domains/city/advguild/adv--

Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.
Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.


-----------------

poster: Sigwald
subject: >Idea report
date: Wed Jun  6 11:34:42 2001

On Sun Jun  3 07:44:15 2001 Shinryu wrote post #162:
> (Originally in wiz.player.ideas)
> Idea reported from /domains/city/advguild/adv--
> 
> Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.
> Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.
> 

Check Eje.

-----------------

poster: Raivenloth
subject: xp/min
date: Wed Jun  6 15:58:37 2001

Could xp/min/member be changed to express the xp/min the current
member is getting, so each person would see their own exp/min within
the party instead of an average xp/min of all members?
Thanks.
-R

-----------------

poster: Kazulanth
subject: >>Idea report
date: Wed Jun  6 19:41:28 2001

On Wed Jun  6 11:34:42 2001 Sigwald wrote post #163:
> On Sun Jun  3 07:44:15 2001 Shinryu wrote post #162:
> > (Originally in wiz.player.ideas)
> > Idea reported from /domains/city/advguild/adv--
> > 
> > Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.
> > Maybe make an Estimate worth machine, charge 10k or 5k gold an EW.
> > 
> 
> Check Eje.

I'm free.

-----------------

poster: Tektor
subject: Clan Members
date: Wed Jun  6 23:01:49 2001

Would be cool if clan size was upped to 20, with no party limit any
more, we have to cut out alot of people who are cool. 20 members
would rock.

-----------------

poster: Palenon
subject: >Clan Members
date: Wed Jun  6 23:11:15 2001

On Wed Jun  6 23:01:49 2001 Tektor wrote post #166:
> Would be cool if clan size was upped to 20, with no party limit any
> more, we have to cut out alot of people who are cool. 20 members
> would rock.
I myself don't think this is too good an idea.
Clan limits as they are aren't too bad.

If you would take time to look at the XP plaque you will notice
there aren't an abundance of high worth players .. ~90 players over
200M
at 20 ppl per clan that doesn't even compliment 5 full
midbie/highbie clans and keep in mind almost all of these 90ish ppl
are already in clans

Raising the bar to 20 just provides slots that you can only fill
with ppl under 100M worth which is the point most ppl start looking
for clans etc

And from what I have seen and heard most ppl don't want
newbies/lowbies to be clanned anyway leaving such pleasures to ppl
of higher worth only

My main question is with the incredibly low amount of ppl over 100m
that are NOT clanned..what do you hope to achieve by opening more
gaps that you can't fill with ppl with enough worth to complement a
decent clan?

Pal

-----------------

poster: Pedron
subject: >events
date: Thu Jun  7 12:56:02 2001

On Sun Jun  3 23:10:51 2001 Tamuli wrote post #154:
> most of the events that play are lik egg hunt and allie the
> alien..no fun ones are every played really
> -Tamuli
allie the alien rocks! :P  You just have to have a 
strategy and maybe a clanmate/friend helping.
(Or rogue tunnels :P)

-----------------

poster: Wildchild
subject: common sense
date: Thu Jun  7 17:30:02 2001

I say we wizlock the mud until the level of common sense becomes
more respectable around this place :P

-WC

-----------------

poster: Biorn
subject: >common sense
date: Thu Jun  7 17:32:06 2001

On Thu Jun  7 17:30:02 2001 Wildchild wrote post #169:
> I say we wizlock the mud until the level of common sense becomes
> more respectable around this place :P
> 
> -WC

Ok.

 -- Biorn


-----------------

poster: Tranquil
subject: >>events
date: Fri Jun  8 04:31:52 2001

On Thu Jun  7 12:56:02 2001 Pedron wrote post #168:
> On Sun Jun  3 23:10:51 2001 Tamuli wrote post #154:
> > most of the events that play are lik egg hunt and allie the
> > alien..no fun ones are every played really
> > -Tamuli
> allie the alien rocks! :P  You just have to have a 
> strategy and maybe a clanmate/friend helping.
> (Or rogue tunnels :P)

It may seem like those 2 events run more, Sleet, but first you have
to consider the running time. They run for an entire boot (iirc) or,
in the case of allie, until an entire sphere is found.
Every time you log on, you might see a message about an allie/egg
event running, which will happen every time you log on, as opposed
to the other events which have an average running time of maybe 30
minutes.

- Tranquils newbie guide spam.


-----------------

poster: Wagro
subject: Portal preferences
date: Fri Jun  8 05:13:07 2001

Can we get a comand for portal preferences to check its destination,
like check portal or something so it will tell us where it goes,
that way we dont accidentally change it from a destination to the
same destination.

-----------------

poster: Rambo
subject: Vampire
date: Sat Jun  9 15:36:23 2001

Okey, I think this is silly, Everyone knows that Vampire's doesn't
eat their victims, so okey they doesn't eat the corpses, but they
should atleast suck the blood out of their victims and regenerate
that way instead of eating the corpse.

My two coins

-----------------

poster: Baer
subject: players running events
date: Sat Jun  9 19:51:47 2001


We could introduce an npc into the city who will speak to the gods
on the behalf of a player, asking them to run an event. The cost of
this request could  start high, say at 1m gold, and slowly decrease
as the time elapsed since the last event was run increases. Of
course the player could not run an event that is not eligible to be
run, and probably has no choice over what event will get run
anyway.

All in all its a way to allow players to spice up the game a bit,
and to get rid of some gold from the bank accounts out there.

Baer

-----------------

poster: Sleet
subject: ideas\
date: Sat Jun  9 22:46:03 2001

i had an idea about mainly woodsman and thief guilds. Was wodnering
if maybe you could get a stat bonuses if you were a woodsmen in a
forest type area, or a thief if you were in a city.
it makes mroe sense that a thief would be more at home in a city
type place, then out in the middle of no wehre killign wolfs and
stuff.
where as a woodsmen would have a hard time in a city fighting guards
and beggars where theyd be ok with fighting a bear
shrug
sleet

-----------------

poster: Tranquil
subject: >Vampire
date: Sun Jun 10 03:23:53 2001

On Sat Jun  9 15:36:23 2001 Rambo wrote post #173:
> Okey, I think this is silly, Everyone knows that Vampire's doesn't
> eat their victims, so okey they doesn't eat the corpses, but they
> should atleast suck the blood out of their victims and regenerate
> that way instead of eating the corpse.
> 
> My two coins

IIRC a vampire sucking blood from a dead thing is drinking poison.
Something about the fact it has no life force, and thats what a
vampire is really drinking, as opposed to drinking just the fluid of
blood.

- Tranquil has watched too many movies


-----------------

poster: Magneto
subject: >>Vampire
date: Sun Jun 10 07:17:21 2001

obligatory reality check...
vampires... dont.. exist...

*goes off to argue the physics of star trek transporters, fast cheap
computers, and hot intelligent sane women*

-----------------

poster: Wildchild
subject: >>>Vampire
date: Sun Jun 10 08:16:14 2001

On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> obligatory reality check...
> vampires... dont.. exist...
> 
> *goes off to argue the physics of star trek transporters, fast cheap
> computers, and hot intelligent sane women*

So is now a bad time to go on about how vampires aren't really a
true "race", but are actually the result of an affliction, so
therefore shouldn't exist as a race? (Just the same as we shouldn't
have werewolves as a race)
:)

-WC

-----------------

poster: Khosan
subject: >>>Vampire
date: Sun Jun 10 10:25:19 2001

On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> obligatory reality check...
> vampires... dont.. exist...
> 
> *goes off to argue the physics of star trek transporters, fast cheap
> computers, and hot intelligent sane women*

But... What about Buffy then? She wouldn't be around if vampires didn't
exist, so you are clearly wrong!

-----------------

poster: Tahnval
subject: >>>Vampire
date: Sun Jun 10 14:30:35 2001

On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> obligatory reality check...
> vampires... dont.. exist...
> 
> *goes off to argue the physics of star trek transporters, fast cheap
> computers, and hot intelligent sane women*
Very bad examples: the first is theoretically possible (quantum
entanglement offers a possible way to circumvent the problem
described by the Heisenberg Uncertainty Principle), the second
contains two undefined terms ("cheap" and "fast") and the third is
sexist crap.

-----------------

poster: Tektor
subject: Monster Tunes
date: Sun Jun 10 20:04:49 2001

Monsters should tune alot slower now, there aren't hardly any areas
with monsters not tuned. There are more and more active people
killing in areas and in some of the more well known areas on a given
day you can run into 2-3 other parties in the same area. And most
monsters can get tuned down pretty quick. This is just an idea as
there are more and more places with horrible tunes. Even the Trolls
are getting some bad tunes.

-----------------

poster: Arkangyle
subject: >>>>Vampire
date: Sun Jun 10 20:57:27 2001

On Sun Jun 10 10:25:19 2001 Khosan wrote post #179:
> On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> > obligatory reality check...
> > vampires... dont.. exist...
> > 
> > *goes off to argue the physics of star trek transporters, fast cheap
> > computers, and hot intelligent sane women*
> 
> But... What about Buffy then? She wouldn't be around if vampires didn't
> exist, so you are clearly wrong!

Buffy is clearly an example of a "hot intelligent sane woman", thus
a figment of our imagination as well ... unfortunately.

-----------------

poster: Wagro
subject: Keep
date: Sun Jun 10 21:00:24 2001

Maybe the keep command should no longer have the ability to unkeep
since we have an unkeep command now.

-----------------

poster: Zifnab
subject: >Monster Tunes
date: Sun Jun 10 23:55:28 2001

On Sun Jun 10 20:04:49 2001 Tektor wrote post #181:
> Monsters should tune alot slower now, there aren't hardly any areas
> with monsters not tuned. There are more and more active people
> killing in areas and in some of the more well known areas on a given
> day you can run into 2-3 other parties in the same area. And most
> monsters can get tuned down pretty quick. This is just an idea as
> there are more and more places with horrible tunes. Even the Trolls
> are getting some bad tunes.
Total rooms in tuner: 6999
        Tunes over 100%: 6474
       Tunes under 100%: 525
           Average tune: 109.467720

-----------------

poster: Wildchild
subject: >>Monster Tunes
date: Mon Jun 11 02:01:36 2001

On Sun Jun 10 23:55:28 2001 Zifnab wrote post #184:
> On Sun Jun 10 20:04:49 2001 Tektor wrote post #181:
> > Monsters should tune alot slower now, there aren't hardly any areas
> > with monsters not tuned. There are more and more active people
> > killing in areas and in some of the more well known areas on a given
> > day you can run into 2-3 other parties in the same area. And most
> > monsters can get tuned down pretty quick. This is just an idea as
> > there are more and more places with horrible tunes. Even the Trolls
> > are getting some bad tunes.
> Total rooms in tuner: 6999
>         Tunes over 100%: 6474
>        Tunes under 100%: 525
>            Average tune: 109.467720

I think the suggestion is geared more to the fact that of those 7000
rooms, those that are tuned under 100% are the most common exp
areas, and when it comes down to it, many of those areas aren't very
large and aren't in very great of number.

-WC

-----------------

poster: Wildchild
subject: new emote
date: Mon Jun 11 02:02:49 2001

interface (LIV)
You mumble "Ahh, interface with my ass!"
You mumble at Somebody, "Ahh, interface with my ass!"


-----------------

poster: Tranquil
subject: >>>>>Vampire
date: Mon Jun 11 03:45:13 2001

On Sun Jun 10 20:57:27 2001 Arkangyle wrote post #182:
> On Sun Jun 10 10:25:19 2001 Khosan wrote post #179:
> > On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> > > obligatory reality check...
> > > vampires... dont.. exist...
> > > 
> > > *goes off to argue the physics of star trek transporters, fast cheap
> > > computers, and hot intelligent sane women*
> > 
> > But... What about Buffy then? She wouldn't be around if vampires didn't
> > exist, so you are clearly wrong!
> 
> Buffy is clearly an example of a "hot intelligent sane woman", thus
> a figment of our imagination as well ... unfortunately.

Hmm. It may be just my somewhat warped mind and its inaccurate
memory database storage and retrieval system working here, but last
time I saw buffy, she was a little young to be considered a 'woman',
and she didnt seem particularly bright either. I'm not sure if this
is relevant to the proving disproval theory we're working towards
here, but it did seem worth mentioning. =p

- Tranquil, the guy who hasn't watched tv in years.


-----------------

poster: Arkangyle
subject: >>Monster Tunes
date: Mon Jun 11 03:50:38 2001

On Sun Jun 10 23:55:28 2001 Zifnab wrote post #184:
> On Sun Jun 10 20:04:49 2001 Tektor wrote post #181:
> > Monsters should tune alot slower now, there aren't hardly any areas
> > with monsters not tuned. There are more and more active people
> > killing in areas and in some of the more well known areas on a given
> > day you can run into 2-3 other parties in the same area. And most
> > monsters can get tuned down pretty quick. This is just an idea as
> > there are more and more places with horrible tunes. Even the Trolls
> > are getting some bad tunes.
> Total rooms in tuner: 6999
>         Tunes over 100%: 6474
>        Tunes under 100%: 525
>            Average tune: 109.467720

  I think the issue is that many players don't realize they are
getting more exp the majority of the time from the tuner ... ie they
associate the very high tuned up value as the "true" worth of the
mob and anything less as a downgrade.  I personally believe things
are working fine as they are right now, maybe even to our advantage,
and any change to how fast the value of a mob goes down in value
would also probably mean it going back up at the same decreased rate
(not sure how things are coded atm).

- Arkangyle

-----------------

poster: Tranquil
subject: >>>Monster Tunes
date: Mon Jun 11 04:02:01 2001

On Mon Jun 11 03:50:38 2001 Arkangyle wrote post #188:
> On Sun Jun 10 23:55:28 2001 Zifnab wrote post #184:
> > On Sun Jun 10 20:04:49 2001 Tektor wrote post #181:
> > > Monsters should tune alot slower now, there aren't hardly any areas
> > > with monsters not tuned. There are more and more active people
> > > killing in areas and in some of the more well known areas on a given
> > > day you can run into 2-3 other parties in the same area. And most
> > > monsters can get tuned down pretty quick. This is just an idea as
> > > there are more and more places with horrible tunes. Even the Trolls
> > > are getting some bad tunes.
> > Total rooms in tuner: 6999
> >         Tunes over 100%: 6474
> >        Tunes under 100%: 525
> >            Average tune: 109.467720
> 
>   I think the issue is that many players don't realize they are
> getting more exp the majority of the time from the tuner ... ie they
> associate the very high tuned up value as the "true" worth of the
> mob and anything less as a downgrade.  I personally believe things
> are working fine as they are right now, maybe even to our advantage,
> and any change to how fast the value of a mob goes down in value
> would also probably mean it going back up at the same decreased rate
> (not sure how things are coded atm).
> 
> - Arkangyle

To be honest, I personally dont see any real problem with the tuner,
one way or the other. Probably one of the most often tuned areas of
the mud is the dragon caves on Dark Cavern isle, and I managed to
make 1.2m in one hour in a medium sized party, doing blacks (party
kills said 79k each) and whites (party kills said 33k each).

Now I have personally seen the monsters in there as high as 47k
(whites) and >100k (blacks), which were probably when they were at
over 100% tune, but my point is, if you are willing to work for the
xp, you will get it. Its not about how much the monster is worth.
While that does affect your gain somewhat, the point of 'earning' xp
is to actually go out and earn it. Not get it handed to you on a
silver platter.

And, as I have stated before in some previous news posts/followups,
if you think we need more areas to kill in, go code some. It isn't
hard, and certain of the players here have coding experience enough
to be able to code it themselves. =)

- Tranquil's spammy two cents.


-----------------

poster: Kazulanth
subject: >>>Vampire
date: Mon Jun 11 05:42:27 2001

On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> obligatory reality check...
> vampires... dont.. exist...
> 
> *goes off to argue the physics of star trek transporters, fast cheap
> computers, and hot intelligent sane women*

Why is sane a qualifier? After all, if you're looking for someone
interested in you, they'd have to be at least a little nuts.

-----------------

poster: Magneto
subject: >>>>>Vampire
date: Mon Jun 11 05:46:30 2001

On Sun Jun 10 20:57:27 2001 Arkangyle wrote post #182:
> On Sun Jun 10 10:25:19 2001 Khosan wrote post #179:
> > On Sun Jun 10 07:17:21 2001 Magneto wrote post #177:
> > > obligatory reality check...
> > > vampires... dont.. exist...
> > > 
> > > *goes off to argue the physics of star trek transporters, fast cheap
> > > computers, and hot intelligent sane women*
> > 
> > But... What about Buffy then? She wouldn't be around if vampires didn't
> > exist, so you are clearly wrong!
> 
> Buffy is clearly an example of a "hot intelligent sane woman", thus
> a figment of our imagination as well ... unfortunately.
high five!

-----------------

poster: Sleet
subject: >>>>Monster Tunes
date: Mon Jun 11 05:47:06 2001

On Mon Jun 11 04:02:01 2001 Tranquil wrote post #189:
> On Mon Jun 11 03:50:38 2001 Arkangyle wrote post #188:
> > On Sun Jun 10 23:55:28 2001 Zifnab wrote post #184:
> > > On Sun Jun 10 20:04:49 2001 Tektor wrote post #181:
> > > > Monsters should tune alot slower now, there aren't hardly any areas
> > > > with monsters not tuned. There are more and more active people
> > > > killing in areas and in some of the more well known areas on a given
> > > > day you can run into 2-3 other parties in the same area. And most
> > > > monsters can get tuned down pretty quick. This is just an idea as
> > > > there are more and more places with horrible tunes. Even the Trolls
> > > > are getting some bad tunes.
> > > Total rooms in tuner: 6999
> > >         Tunes over 100%: 6474
> > >        Tunes under 100%: 525
> > >            Average tune: 109.467720
> > 
> >   I think the issue is that many players don't realize they are
> > getting more exp the majority of the time from the tuner ... ie they
> > associate the very high tuned up value as the "true" worth of the
> > mob and anything less as a downgrade.  I personally believe things
> > are working fine as they are right now, maybe even to our advantage,
> > and any change to how fast the value of a mob goes down in value
> > would also probably mean it going back up at the same decreased rate
> > (not sure how things are coded atm).
> > 
> > - Arkangyle
> 
> To be honest, I personally dont see any real problem with the tuner,
> one way or the other. Probably one of the most often tuned areas of
> the mud is the dragon caves on Dark Cavern isle, and I managed to
> make 1.2m in one hour in a medium sized party, doing blacks (party
> kills said 79k each) and whites (party kills said 33k each).
> 
> Now I have personally seen the monsters in there as high as 47k
> (whites) and >100k (blacks), which were probably when they were at
> over 100% tune, but my point is, if you are willing to work for the
> xp, you will get it. Its not about how much the monster is worth.
> While that does affect your gain somewhat, the point of 'earning' xp
> is to actually go out and earn it. Not get it handed to you on a
> silver platter.
> 
> And, as I have stated before in some previous news posts/followups,
> if you think we need more areas to kill in, go code some. It isn't
> hard, and certain of the players here have coding experience enough
> to be able to code it themselves. =)
> 
> - Tranquil's spammy two cents.
> 
i got a question abotu the tunes, if there worth that much less are
they that much easier to kill, and if so wouldnt you make the same
amoutn of exp since theyd go down faster?

-----------------

poster: Wildchild
subject: >>>>>Monster Tunes
date: Mon Jun 11 05:48:28 2001

Never heard of anything ever stating that the monsies got harder or
easier based on their tune. Seems rather pointless, really.
The idea of the tunes is to get people to kill in other areas as the
monsies become worth less (at the same difficulty).

-WC

-----------------

poster: Tektor
subject: Evoker Amulet
date: Mon Jun 11 15:42:52 2001

Would be cool if you could press amulet, like you wave the witch
broom in battle to stun stuff. I know the amulet is pretty random,
but there are like 2 other specials with the amulet, and the stun
one doesn't eat up as much magic from the amulet so that would be
kinda cool.

-----------------

poster: Raivenloth
subject: Tithe
date: Tue Jun 12 19:00:05 2001

We used to have a tithe system where you could set an auto gold per
hp heald tithe, maybe we could bring that back?

-R.

-----------------

poster: Debacle
subject: Tithes
date: Tue Jun 12 19:01:41 2001

Ditto what raivenloth said =)
auto mud tithes... u can set the price etc.. etc..

-----------------

poster: Tranquil
subject: >Tithes
date: Tue Jun 12 22:19:02 2001

On Tue Jun 12 19:01:41 2001 Debacle wrote post #196:
> Ditto what raivenloth said =)
> auto mud tithes... u can set the price etc.. etc..

cough get a real client that has triggers

- Tranquil


-----------------

poster: Kaos
subject: >>Tithes
date: Wed Jun 13 01:24:43 2001

On Tue Jun 12 22:19:02 2001 Tranquil wrote post #197:
> On Tue Jun 12 19:01:41 2001 Debacle wrote post #196:
> > Ditto what raivenloth said =)
> > auto mud tithes... u can set the price etc.. etc..
> 
> cough get a real client that has triggers
> 
> - Tranquil
> 
.. and get nuked for botting. a wizard said tithe triggers were illegal.

-----------------

poster: Tranquil
subject: >>>Tithes
date: Wed Jun 13 01:51:12 2001

On Wed Jun 13 01:24:43 2001 Kaos wrote post #198:
> On Tue Jun 12 22:19:02 2001 Tranquil wrote post #197:
> > On Tue Jun 12 19:01:41 2001 Debacle wrote post #196:
> > > Ditto what raivenloth said =)
> > > auto mud tithes... u can set the price etc.. etc..
> > 
> > cough get a real client that has triggers
> > 
> > - Tranquil
> > 
> .. and get nuked for botting. a wizard said tithe triggers were illegal.

I'm guessing that this was a wizard on a rampage, as I have never
encountered anything anywhere that states or implies that a tithe
trigger is illegal. If that has changed recently for some reason,
there should be a news post or an update to 'help botting', with its
acompanying news post, to state such.

- Tranquil


-----------------

poster: Palenon
subject: >>>>Tithes
date: Wed Jun 13 02:20:31 2001

On Wed Jun 13 01:51:12 2001 Tranquil wrote post #199:
> On Wed Jun 13 01:24:43 2001 Kaos wrote post #198:
> > On Tue Jun 12 22:19:02 2001 Tranquil wrote post #197:
> > > On Tue Jun 12 19:01:41 2001 Debacle wrote post #196:
> > > > Ditto what raivenloth said =)
> > > > auto mud tithes... u can set the price etc.. etc..
> > > 
> > > cough get a real client that has triggers
> > > 
> > > - Tranquil
> > > 
> > .. and get nuked for botting. a wizard said tithe triggers were illegal.
> 
> I'm guessing that this was a wizard on a rampage, as I have never
> encountered anything anywhere that states or implies that a tithe
> trigger is illegal. If that has changed recently for some reason,
> there should be a news post or an update to 'help botting', with its
> acompanying news post, to state such.
> 
> - Tranquil
> 
This was addressed some time ago...
As it was explained to me this falls under triggered spam as well as
a trigger to emote a mana drainer

The crackdown was started i'd say a month ago when i was harmer and
made a lighthearted comment to Tigran about someone's drain reply
trig..and apparently a tithe trigger falls into the same category

It was argued before so I see no point in arguing again, Tigran
considers it triggered spam even if it is beneficial to the
receiver...

Pal tries to explain things as he knows them

-----------------

poster: Palenon
subject: New Emote
date: Wed Jun 13 05:13:47 2001

vidiots LIV LIV

You point at LIV and LIV and say, "Look, one village, two idiots!"

-----------------

poster: Coal
subject: FT/FS
date: Wed Jun 13 08:14:35 2001

Got some caster stuff for trade to fig/rouge eq or readily avalible gold.
Athol's emerald star
Dragon Sash
White glove of Raena
Bleached out Bracelet of Bones
Ruby ring
Whispering ring
Clean glowing glove
Send me a tell or mail me with offers.
-Coal

-----------------

poster: Khosan
subject: >>>>>Tithes
date: Wed Jun 13 08:51:34 2001

On Wed Jun 13 02:20:31 2001 Palenon wrote post #200:
> On Wed Jun 13 01:51:12 2001 Tranquil wrote post #199:
> > On Wed Jun 13 01:24:43 2001 Kaos wrote post #198:
> > > On Tue Jun 12 22:19:02 2001 Tranquil wrote post #197:
> > > > On Tue Jun 12 19:01:41 2001 Debacle wrote post #196:
> > > > > Ditto what raivenloth said =)
> > > > > auto mud tithes... u can set the price etc.. etc..
> > > > 
> > > > cough get a real client that has triggers
> > > > 
> > > > - Tranquil
> > > > 
> > > .. and get nuked for botting. a wizard said tithe triggers were illegal.
> > 
> > I'm guessing that this was a wizard on a rampage, as I have never
> > encountered anything anywhere that states or implies that a tithe
> > trigger is illegal. If that has changed recently for some reason,
> > there should be a news post or an update to 'help botting', with its
> > acompanying news post, to state such.
> > 
> > - Tranquil
> > 
> This was addressed some time ago...
> As it was explained to me this falls under triggered spam as well as
> a trigger to emote a mana drainer
> 
> The crackdown was started i'd say a month ago when i was harmer and
> made a lighthearted comment to Tigran about someone's drain reply
> trig..and apparently a tithe trigger falls into the same category
> 
> It was argued before so I see no point in arguing again, Tigran
> considers it triggered spam even if it is beneficial to the
> receiver...
> 
> Pal tries to explain things as he knows them

That might be, but I am not aware of any admin that thinks a tithe
trigger is botting. And so until othervise advertised, they are not
illegal.

Khosan

-----------------

poster: Snoop
subject: party report
date: Wed Jun 13 09:33:14 2001

Would be nice if party report went out on party channel so that
healers not in the room could see the reports. Like extra healers in
eq etc.
*/Snoop

-----------------

poster: Coal
subject: Drunkfactor
date: Wed Jun 13 09:45:49 2001

We need a legal achl. mudding limit! Mainly so i don't do dumb stuff
like post eq sales in the ideas news group. My Bad.
-Coal the Really Dumbass Llama

-----------------

poster: Raivenloth
subject: party report
date: Wed Jun 13 14:23:30 2001

I kinda like not having the party say buffer spammed with reports.
-T

-----------------

poster: Snoop
subject: >party report
date: Wed Jun 13 14:29:18 2001

i kinda like seeing how many hps the tank have even if i'm not in the room
maybe it could be made a report that everyone in the party saw even
tho it didnt go to the party channel...dunno
*/Snoop the tuned healer

-----------------

poster: Zifnab
subject: >>party report
date: Wed Jun 13 14:30:37 2001

On Wed Jun 13 14:29:18 2001 Snoop wrote post #207:
> i kinda like seeing how many hps the tank have even if i'm not in the room
> maybe it could be made a report that everyone in the party saw even
> tho it didnt go to the party channel...dunno
> */Snoop the tuned healer
RDMP ON 1234
party watch on

Then write a trigger to get the hp/sp/ep for the person
in position 1 of the party, position 1 will always be the tank.

You are then free to do whatever you like with that info.

-----------------

poster: Raivenloth
subject: Can reporter work for tank now instead of leader?
date: Wed Jun 13 20:14:48 2001

-R
,

-----------------

poster: Marvin
subject: >>>party report
date: Thu Jun 14 06:40:55 2001

On Wed Jun 13 14:30:37 2001 Zifnab wrote post #208:
> On Wed Jun 13 14:29:18 2001 Snoop wrote post #207:
> > i kinda like seeing how many hps the tank have even if i'm not in the room
> > maybe it could be made a report that everyone in the party saw even
> > tho it didnt go to the party channel...dunno
> > */Snoop the tuned healer
> RDMP ON 1234
> party watch on
> 
> Then write a trigger to get the hp/sp/ep for the person
> in position 1 of the party, position 1 will always be the tank.
> 
> You are then free to do whatever you like with that info.

Well, I wouldn't trigger dheal them if I were you..._Almost_
anything you like =)

-----------------

poster: Bahgtru
subject: New emote
date: Thu Jun 14 14:11:44 2001

Fraziw emote (since he is always giving people cookies)

"You come around in a cookie wagon, giving out free cookies."

- Bahgtru has something wrong with him

-----------------

poster: Palenon
subject: >New emote
date: Thu Jun 14 19:15:44 2001

On Thu Jun 14 14:11:44 2001 Bahgtru wrote post #212:
> Fraziw emote (since he is always giving people cookies)
> 
> "You come around in a cookie wagon, giving out free cookies."
> 
> - Bahgtru has something wrong with him
Leave it to Bahgtru to warrant reasons for another 'cookie' emote....

-----------------

poster: Raivenloth
subject: Skills/spells
date: Thu Jun 14 19:35:16 2001

I think that more guilds should have to train low level
skills/spells to use higher level skills/spells.  A good start would
be Clerics making refs and heals all masteries based on minor ref
and clw, if any of these masteries fail then you can't get the next
one on the series.  All should enjoy the lovely narrowness of
subsiquent masteries.
-R

-----------------

poster: Palenon
subject: >Skills/spells
date: Thu Jun 14 19:39:16 2001

On Thu Jun 14 19:35:16 2001 Raivenloth wrote post #214:
> I think that more guilds should have to train low level
> skills/spells to use higher level skills/spells.  A good start would
> be Clerics making refs and heals all masteries based on minor ref
> and clw, if any of these masteries fail then you can't get the next
> one on the series.  All should enjoy the lovely narrowness of
> subsiquent masteries.
> -R
Hrm, I dunno if you've noticed but it takes lots of worth to master
that many spells/skills..a change like this would make it much
harder for lower worth players to be as good as they are now...

Pal's two cents

-----------------

poster: Palenon
subject: Punch
date: Thu Jun 14 20:47:16 2001

Thought it might be cool if wwattack/doublehit affected punch the
way that 2stab/3stab affects stab
Pal

-----------------

poster: Tranquil
subject: >Punch
date: Fri Jun 15 00:57:36 2001

On Thu Jun 14 20:47:16 2001 Palenon wrote post #216:
> Thought it might be cool if wwattack/doublehit affected punch the
> way that 2stab/3stab affects stab
> Pal

Double stab and Triple stab are masteries that are meant entirely
for Stab, where Doublehit and Whirlwind attack are combat skills
meant to help melee, something that neither Double stab or Triple
stab do, or were intended for. Besides, Thief is meant to use Stab
for its damage, not Punch =)

- Tranquil


-----------------

poster: Pedron
subject: >>Punch
date: Fri Jun 15 05:53:36 2001

On Fri Jun 15 00:57:36 2001 Tranquil wrote post #217:
> On Thu Jun 14 20:47:16 2001 Palenon wrote post #216:
> > Thought it might be cool if wwattack/doublehit affected punch the
> > way that 2stab/3stab affects stab
> > Pal
> 
> Double stab and Triple stab are masteries that are meant entirely
> for Stab, where Doublehit and Whirlwind attack are combat skills
> meant to help melee, something that neither Double stab or Triple
> stab do, or were intended for. Besides, Thief is meant to use Stab
> for its damage, not Punch =)
> 
> - Tranquil
> 
Is he a warrior without a sword? :P  double/triple punch might be cool, 
but warriors have the kick, bash, strike, enhance strike, 
unarmed combat for beta/gamma skill attacks.
and unbalancing blow.  MA could do triple punch 
maybe?

-pedron idle

-----------------

poster: Pedron
subject: thumb screws
date: Fri Jun 15 05:59:30 2001

First bug report I read after several days was a guy suggesting 
changes to thumb screws. :P  He wants it to give combat 
values using the same scale as the witch gaze, 
monster least res instead of most res, says gold is irrelevant, 
and I'm not sure whether he cared about 
monster worth, but that seems fine for eq.
Thumb screw was the bug report, but I think he meant for a change 
to that torturer skill.  Just tossing the 
idea out here.

-pedron idle

-----------------

poster: Phire
subject: >>>Punch
date: Fri Jun 15 06:20:57 2001

On Fri Jun 15 05:53:36 2001 Pedron wrote post #218:
> On Fri Jun 15 00:57:36 2001 Tranquil wrote post #217:
> > On Thu Jun 14 20:47:16 2001 Palenon wrote post #216:
> > > Thought it might be cool if wwattack/doublehit affected punch the
> > > way that 2stab/3stab affects stab
> > > Pal
> > 
> > Double stab and Triple stab are masteries that are meant entirely
> > for Stab, where Doublehit and Whirlwind attack are combat skills
> > meant to help melee, something that neither Double stab or Triple
> > stab do, or were intended for. Besides, Thief is meant to use Stab
> > for its damage, not Punch =)
> > 
> > - Tranquil
> > 
> Is he a warrior without a sword? :P  double/triple punch might be cool, 
> but warriors have the kick, bash, strike, enhance strike, 
> unarmed combat for beta/gamma skill attacks.
> and unbalancing blow.  MA could do triple punch 
> maybe?
> 
> -pedron idle
The bards get some enhancement to the punch skill (until they train up the
knife throwing stuff).

-----------------

poster: Palenon
subject: New Skill?
date: Fri Jun 15 06:58:11 2001

Guild Level: Gamma/Bravo seems more likely for (Assassin, maybe Flogger)
 Name: Blindside
Skill Type: Attack
Average Damage: ~Noticeable (base) - Abv Avg (trained with affecting
masteries etc)
 D-Type: Phys
Ep Cost: ~110-150
Use Time: 3 Rds
Affecting Skills: Knowledge of Pressure Points/(corresponding flogger skills)
Affecting Stats: Str,Dex
Base Cost: ~1400

The basic idea is an old thief/muggers trick, also employed by law
enforcement, in which you creep up upon your opponent and soundly
bonk him upon his skull.
This brings about 2 things: A very dazed/annoyed opponent, and a
satisfying smile.
To accomplish this the target must be unaware of your presence,you
must be using a blunt weapon but I could see where the rotation of a
sword from thrust to hilt could bring about similiar effects from
the too well-known art of 'pistolwhipping'

Maybe also could add a blackjack eq piece or sell a generic one in
weap shops...

Obviously a skill like this is intended to do more stun than harm so
maybe down the damage a bit and see if stun skill % can't affect the
outcome...just an idea I had =P

Pal is caffeined up!

-----------------

poster: Sleet
subject: emote
date: Fri Jun 15 07:22:52 2001

we need an emote that says...
Sleet knocks on the door and says "House keeping, you want towel???
... you want blow job???"

-----------------

poster: Blackthorne
subject: New Emote
date: Fri Jun 15 07:26:05 2001

We need an emote that reads 'You grease up a midget and ride her off
into the sunset.' Good for exits! =D
-B, the perverse and ornery.

-----------------

poster: Blackthorne
subject: Emote set
date: Fri Jun 15 07:36:00 2001

1) You shout 'Praise the LAWD!!!'
2) You shout 'Hallelujia!'
3) You shout 'Testify!'
-B, the religiously unsound.

-----------------

poster: Koma
subject: new emote
date: Fri Jun 15 08:52:34 2001


We need a fart-emote. Like Koma farts. The default'fart' is now
You go: '(--|--)...oooOOO ( I fart in your general direction! )'

which is poopy.

Thanks, 
Komapee

-----------------

poster: Raivenloth
subject: Re: Pedron
date: Fri Jun 15 17:50:57 2001

Stab is meant for the damage, but it seems kinda worthless to have
50M trained to max stab/backstab/doublestab/triple stab just to fail
double about 10-20% of my attempts.  It would be the equivalent of
clerics being required to train csw ccw and heal, and getting a csw
instead of a heal.  But this is all irrelavent since its not goint
to change, I posted it when I was upset after finding this is how it
was intended to be and how it will stay, the inconsistancies is what
makes this a non party guild, yet its balanced towards parties. go
figure.
-Raivenloth (see I can type my name)

-----------------

poster: Urg
subject: weapon classes...
date: Fri Jun 15 20:10:07 2001

its prolly been said millions of times but there seems to be a huge
gap between weapons (esp slashing weapons) where they seem to go
straight from WC20 to WC50......VERY few in between - might be a
good idea to tune down some of the specials and just up the WC a
bit. or just introduce new higher WC weapons with no specials or
+stats

just always seems very strenuous for lowbie/newbie fighters to get
weapons that are under 750k that arent shitty WC20 ones......

............heh......we need a weaponsmith guild :P

-Urg....the terminally deranged

-----------------

poster: Sleet
subject: >Emote set
date: Fri Jun 15 20:12:28 2001

On Fri Jun 15 07:36:00 2001 Blackthorne wrote post #224:
> 1) You shout 'Praise the LAWD!!!'
> 2) You shout 'Hallelujia!'
> 3) You shout 'Testify!'
> -B, the religiously unsound.
Praise da Lawd!!!

-----------------

poster: Palenon
subject: New Emote
date: Sun Jun 17 09:19:36 2001

dig grave
Palenon3 --> You say, "It was just a random honest, stop hitting me!"

-----------------

poster: Blaze
subject: Eq selling
date: Sun Jun 17 22:33:04 2001

There should be a shop where someone can leave a peice of eq, and
set a price they want paid on it, then logg off if they wish, other
people can simply go into the shop, see whats forsales, by whom, and
the mbs, and bid if they would like, then the person in the
shop(npc) would annouce the bid, going once, twice, etc, to give
others  a chance to out bid, etc.
-Blaze.

-----------------

poster: Zifnab
subject: >Eq selling
date: Sun Jun 17 23:14:04 2001

On Sun Jun 17 22:33:04 2001 Blaze wrote post #230:
> There should be a shop where someone can leave a peice of eq, and
> set a price they want paid on it, then logg off if they wish, other
> people can simply go into the shop, see whats forsales, by whom, and
> the mbs, and bid if they would like, then the person in the
> shop(npc) would annouce the bid, going once, twice, etc, to give
> others  a chance to out bid, etc.
> -Blaze.
I had this done, in fact I probably still have it.  I havent put
it in because that was going to be one of the features of 'strongholds'
but I think at this point perhaps its past the point of waiting
for those to be done.

-----------------

poster: Unix
subject: Tithe's
date: Mon Jun 18 06:55:59 2001

This there should be a way to see last tithe(s), exp, last tithes
:unix-10000000  :  someone-200

-----------------

poster: Durin
subject: >new emote
date: Mon Jun 18 17:02:01 2001

On Fri Jun 15 08:52:34 2001 Koma wrote post #225:
> We need a fart-emote. Like Koma farts. The default'fart' is now
> You go: '(--|--)...oooOOO ( I fart in your general direction! )'
> 
> which is poopy.
> 
> Thanks, 
> Komapee
I second this fart!
(fart)
-D-urin3

-----------------

poster: Trigon
subject: Race lead
date: Mon Jun 18 18:27:22 2001

Just a thought, I remember a few posts a while ago commenting on
people who login, take race lead, then don't login for like monthes.
 Now I know Talgore logged in yesterday and took the race lead for
giant and said he wasn't going to play much, so I'd like to
reprepose the idea that when a person falls off the plaque they
shouldn't have race leadership anymore.  Can't see anything but
benefits from this, and I'm sure others would like to see it
implemented as well.
Trigon

-----------------

poster: Zifnab
subject: >Race lead
date: Mon Jun 18 18:45:16 2001

On Mon Jun 18 18:27:22 2001 Trigon wrote post #234:
> Just a thought, I remember a few posts a while ago commenting on
> people who login, take race lead, then don't login for like monthes.
>  Now I know Talgore logged in yesterday and took the race lead for
> giant and said he wasn't going to play much, so I'd like to
> reprepose the idea that when a person falls off the plaque they
> shouldn't have race leadership anymore.  Can't see anything but
> benefits from this, and I'm sure others would like to see it
> implemented as well.
> Trigon
if they are off the plaque, the leadership can be taken from them.
But it is rather annoying that players are intentionally logging
on to do that for no other reason.

-----------------

poster: Khosan
subject: >>Race lead
date: Mon Jun 18 22:07:27 2001

On Mon Jun 18 18:45:16 2001 Zifnab wrote post #235:
> On Mon Jun 18 18:27:22 2001 Trigon wrote post #234:
> > Just a thought, I remember a few posts a while ago commenting on
> > people who login, take race lead, then don't login for like monthes.
> >  Now I know Talgore logged in yesterday and took the race lead for
> > giant and said he wasn't going to play much, so I'd like to
> > reprepose the idea that when a person falls off the plaque they
> > shouldn't have race leadership anymore.  Can't see anything but
> > benefits from this, and I'm sure others would like to see it
> > implemented as well.
> > Trigon
> if they are off the plaque, the leadership can be taken from them.
> But it is rather annoying that players are intentionally logging
> on to do that for no other reason.

an idea: we could check if they also beat the current leader on the
weekly exp plaque. That way they will have to make some exp to be
able to get the leadership.

Khosan

-----------------

poster: Trigon
subject: >>>Race lead
date: Mon Jun 18 22:14:23 2001

*Took out all the other stuff*  Involving weekly plaque would be a
very good idea.  Maybe put something on it like you have to make
like 100k in order to keep the race leadership, or something like
that.  But good idea.
Trigon

-----------------

poster: Nightbane
subject: descriptions
date: Mon Jun 18 23:17:06 2001

in the description for cleric guild the refused guilds does not
include animist **

-----------------

poster: Snoop
subject: channels creator swe
date: Tue Jun 19 14:12:19 2001

should be a way to check who created a channel, so if it's a private
channel you know who to ask (pester) about invite etc
*/Snoop

-----------------

poster: Zifnab
subject: >channels creator swe
date: Tue Jun 19 14:23:15 2001

On Tue Jun 19 14:12:19 2001 Snoop wrote post #239:
> should be a way to check who created a channel, so if it's a private
> channel you know who to ask (pester) about invite etc
> */Snoop
type swe..


Creator: Tomten
Topic:
Invited: Biorn, Tomten and Rodo
 ,-----------------------------------------------------------------------.
 | Listener     |  Idle  | Listener     |  Idle  | Listener     |  Idle  |
 |-----------------------------------------------------------------------|
 | Biorn        |   1m9s | Zifnab       |   away |              |        |
 `-----------------------------------------------------------------------'

-----------------

poster: Snoop
subject: >>channels creator swe
date: Tue Jun 19 14:27:49 2001

On Tue Jun 19 14:23:15 2001 Zifnab wrote post #240:
> On Tue Jun 19 14:12:19 2001 Snoop wrote post #239:
> > should be a way to check who created a channel, so if it's a private
> > channel you know who to ask (pester) about invite etc
> > */Snoop
> type swe..
> 
> 
> Creator: Tomten
> Topic:
> Invited: Biorn, Tomten and Rodo
>  ,-----------------------------------------------------------------------.
>  | Listener     |  Idle  | Listener     |  Idle  | Listener     |  Idle  |
>  |-----------------------------------------------------------------------|
>  | Biorn        |   1m9s | Zifnab       |   away |              |        |
>  `-----------------------------------------------------------------------'
have to be invited to the channel to be able to do that, and if i'm
invited i dont need to check who's the creator so i can get invited,
since i am allrdy invited :
*/Snoop

-----------------

poster: Sleet
subject: new slot
date: Wed Jun 20 07:50:19 2001

we should have a groin slot for eq.
it would make more sense for loin clothes and such to go there then
other slots.
and realistacly thinkign a groin piece would fit over leggings and such
sleet

-----------------

poster: Blackthorne
subject: >new slot
date: Wed Jun 20 07:51:01 2001

On Wed Jun 20 07:50:19 2001 Sleet wrote post #242:
> we should have a groin slot for eq.
> it would make more sense for loin clothes and such to go there then
> other slots.
> and realistacly thinkign a groin piece would fit over leggings and such
> sleet
That would be a codpiece.

-----------------

poster: Wildchild
subject: >>new slot
date: Wed Jun 20 16:24:01 2001

On Wed Jun 20 07:51:01 2001 Blackthorne wrote post #243:
> On Wed Jun 20 07:50:19 2001 Sleet wrote post #242:
> > we should have a groin slot for eq.
> > it would make more sense for loin clothes and such to go there then
> > other slots.
> > and realistacly thinkign a groin piece would fit over leggings and such
> > sleet
> That would be a codpiece.

Sounds like Sleet wants some genuine +dick_size eq, eh? :)

-WC

-----------------

poster: Jaws
subject: emote
date: Thu Jun 21 01:11:46 2001

beaver4 LIV

You inform  God didn't damn it, the beaver did!

Jaws

-----------------

poster: Athias
subject: minor cleric robes
date: Thu Jun 21 02:20:22 2001

i think there should be a spell like minor cleric staff but minor
cleric robes...
just an opinion
athias

-----------------

poster: Lostego
subject: New Psi spell
date: Thu Jun 21 08:23:43 2001

cough Full Sps
Just thought it would be cool if psi has yet another neat little spell.
Has in mind a locate spell so you could see where other ppl where on the mud.
Just a neat little idea I had.
-Los

-----------------

poster: Palenon
subject: >New Psi spell
date: Thu Jun 21 09:57:24 2001

On Thu Jun 21 08:23:43 2001 Lostego wrote post #247:
> cough Full Sps
> Just thought it would be cool if psi has yet another neat little spell.
> Has in mind a locate spell so you could see where other ppl where on the
mud.
> Just a neat little idea I had.
> -Los
Your not the first...
Ages ago there was a spell called 'Snoop' in a guild called 'Seers'
which became telekinetics..if the snoop spell didn't transfer over i
am sure there was good reason..this all happened while i was gone so
it has prolly been discussed be4...

Pal

-----------------

poster: Sleet
subject: >>New Psi spell
date: Thu Jun 21 17:42:02 2001

On Thu Jun 21 09:57:24 2001 Palenon wrote post #248:
> On Thu Jun 21 08:23:43 2001 Lostego wrote post #247:
> > cough Full Sps
> > Just thought it would be cool if psi has yet another neat little spell.
> > Has in mind a locate spell so you could see where other ppl where on the
> mud.
> > Just a neat little idea I had.
> > -Los
> Your not the first...
> Ages ago there was a spell called 'Snoop' in a guild called 'Seers'
> which became telekinetics..if the snoop spell didn't transfer over i
> am sure there was good reason..this all happened while i was gone so
> it has prolly been discussed be4...
> 
> Pal
was that the summon fly spell?

-----------------

poster: Lu
subject: potion throwers
date: Thu Jun 21 18:32:10 2001

tick soon
if potion throwers throw potions at pk people, i think the pk people
should have a chance to throw em back
-lu

-----------------

poster: Raivenloth
subject: Potion Throwers
date: Thu Jun 21 18:35:28 2001

I Think that would be good, if non pk people can pk people that
steal from them.
-R

-----------------

poster: Kaos
subject: >Potion Throwers
date: Thu Jun 21 19:15:43 2001

On Thu Jun 21 18:35:28 2001 Raivenloth wrote post #251:
> I Think that would be good, if non pk people can pk people that
> steal from them.
> -R
not that pickpocketing is a big problem, but seeing how pk can be
set on people for a certain time, it would be fun if a _failed
attempt to pickpocket_ ("... notices x's grubby hands ...")
lead to some time of forced pk registering.

-----------------

poster: Magneto
subject: >>Potion Throwers
date: Thu Jun 21 21:14:14 2001

On Thu Jun 21 19:15:43 2001 Kaos wrote post #252:
> On Thu Jun 21 18:35:28 2001 Raivenloth wrote post #251:
> > I Think that would be good, if non pk people can pk people that
> > steal from them.
> > -R
> not that pickpocketing is a big problem, but seeing how pk can be
> set on people for a certain time, it would be fun if a _failed
> attempt to pickpocket_ ("... notices x's grubby hands ...")
> lead to some time of forced pk registering.
the problem is this...
i train pickpocket up to 5%, fail it pretty much on purpose and then kill you.
you can make the kill really the purpose that way

-----------------

poster: Snoop
subject: >>>Potion Throwers
date: Thu Jun 21 21:15:15 2001

On Thu Jun 21 21:14:14 2001 Magneto wrote post #253:
> On Thu Jun 21 19:15:43 2001 Kaos wrote post #252:
> > On Thu Jun 21 18:35:28 2001 Raivenloth wrote post #251:
> > > I Think that would be good, if non pk people can pk people that
> > > steal from them.
> > > -R
> > not that pickpocketing is a big problem, but seeing how pk can be
> > set on people for a certain time, it would be fun if a _failed
> > attempt to pickpocket_ ("... notices x's grubby hands ...")
> > lead to some time of forced pk registering.
> the problem is this...
> i train pickpocket up to 5%, fail it pretty much on purpose and then kill
you.
> you can make the kill really the purpose that way
just make it the same way as regular pk reg, if you kill while
you're regged pk you get regged permanently
*/Snoop

-----------------

poster: Tahnval
subject: new emote
date: Mon Jun 25 05:38:04 2001

allbase....You proclaim "All your base are belong to us!"

-----------------

poster: Krellen
subject: >new emote
date: Mon Jun 25 07:04:32 2001

I think I'm gonna hurl.  I thought that BS was dead.

-----------------

poster: Killaaz
subject: New changes
date: Tue Jun 26 00:13:29 2001

Hmm..sinces this discution about "making it easier for midbies"
started i've been against it and i am still. And this new changes
doesnt look good atall to me.
Spliting your char?? First of all your char is whats makes you
you..second we would see players doing exp with one and eq with the
other wouldnt we?
Lowering training/lvling?? Its easy enough to do exp as it is and
what would happen if ya do that? Soon we would have lots and lots of
2gig+ players etc etc
Considering top 30 is players above 1g and lots of em are just about
1year old..
Helping the middle range isnt a wiz concern imo..most of it is just
whine..they are to lazy to get ppl together and do something about
it..
Imo the better midbie eq parties didnt depend on the changes like
more on organization. I've seen midbie exp parties keeping a better
rate then most highbies can..and thats because they can get all the
elements for a good expparty and thing else.
I think these changes that zifnab posted about will not help the mud
just shorten its lifespan.
Nuff from me.
//Killaaz

-----------------

poster: Trigon
subject: >New changes
date: Tue Jun 26 00:52:10 2001

The midbie eq party is a direct result of the equipment changes. I
can tell you that, I know so.  We all reinced to test out the
changes.  You honestly think before the changes Lu could tank a 1.2m
eq monster?  I personally don't, and I think most of us don't think
so either.  Without the changes, there would be hardly any midbie
eq.  
The reason we can keep such high rates is half of the exp parties
contain the evokers who reinced for midbie eq.  We can choose what
dtype we use, so we get an abj and we all do the same dtype, thereby
doing exp better.  We wouldn't be evokers if it weren't for the eq
change.
Shorten its lifespan?  Splitting the bodies is in my opinion a way
to cater to you highbies.  You think I'm gonna split my 300m into
two chars? I think not.  It's a little easier for you Killaaz to
split your exp into 2 chars and not suck.  This will give the mud
more diversity.  And yes, the point is so you can be able to do eq
and exp, and there will be less "reincing for eq" and vice versa.  I
personally think these changes will benefit the mud.
Trigon

-----------------

poster: Smee
subject: >>New changes
date: Tue Jun 26 01:00:48 2001

On Tue Jun 26 00:52:10 2001 Trigon wrote post #258:
> The midbie eq party is a direct result of the equipment changes. I
> can tell you that, I know so.  We all reinced to test out the
> changes.  You honestly think before the changes Lu could tank a 1.2m
> eq monster?  I personally don't, and I think most of us don't think
> so either.  Without the changes, there would be hardly any midbie
> eq.  
> The reason we can keep such high rates is half of the exp parties
> contain the evokers who reinced for midbie eq.  We can choose what
> dtype we use, so we get an abj and we all do the same dtype, thereby
> doing exp better.  We wouldn't be evokers if it weren't for the eq
> change.
> Shorten its lifespan?  Splitting the bodies is in my opinion a way
> to cater to you highbies.  You think I'm gonna split my 300m into
> two chars? I think not.  It's a little easier for you Killaaz to
> split your exp into 2 chars and not suck.  This will give the mud
> more diversity.  And yes, the point is so you can be able to do eq
> and exp, and there will be less "reincing for eq" and vice versa.  I
> personally think these changes will benefit the mud.
> Trigon

I think that isn't right, the reason exp parties are getting such
high rates is almost pure organization. Watching the group headed by
Arkangyle progress from making a 10k rate in babies to making a 200k
rate in elves showed that getting a group of people together to do
exp, and to specifically play one guild, is the key to exp. This was
a year before the changes to upgrade midbie eq-doing capabilities,
and they were doing well because they were organized. 

Smee

-----------------

poster: Zifnab
subject: >New changes
date: Tue Jun 26 01:13:20 2001

> Considering top 30 is players above 1g and lots of em are just about
> 1year old..
> Helping the middle range isnt a wiz concern imo..most of it is just
> whine..they are to lazy to get ppl together and do something about
> it..
> Imo the better midbie eq parties didnt depend on the changes like
> more on organization. I've seen midbie exp parties keeping a better
> rate then most highbies can..and thats because they can get all the
> elements for a good expparty and thing else.
> I think these changes that zifnab posted about will not help the mud
> just shorten its lifespan.
> Nuff from me.
It is rather amusing to sit and see people say the mud is going 
to die etc etc.  That has been happening forever and we are 5
weeks short of our official 5th birthday, 6th or 7th unofficial.


The interesting thing is that there are doom prophets on both sides
actually on all sides.  1)  Its too long to be a 'midbie' and noone wants
to play that long so they leave. 2) the 'highbies' are bored and all 
retire 3) etc etc etc.

> //Killaaz

-----------------

poster: Jomo
subject: Split Personalities / etc.
date: Tue Jun 26 01:26:04 2001

I like the idea of splitting your characters.. At least that 
gives you something to use your exp for at higher levels.

There should be a shift from doing exp to doing other 
things at higher levels.

Like in life where you pick up alot of your job-skills
when your in your teens, 20's or 30's and then focus 
on "more important" things when you get older.

What we're talking about is the maturation of the mud
as a whole.  

How do we get from point A to point B.. do something
in such a way as to keep us coming back and yet not
alienate the new people coming in.

Reddragon has had a fairly decent track record as
far as balance is concerned... so I suspect that
this change will make things interesting And
perhaps allow players to "stretch-out" their 
over all playing experience.

l

-----------------

poster: Killaaz
subject: >>New changes
date: Tue Jun 26 01:26:38 2001

On Tue Jun 26 01:13:20 2001 Zifnab wrote post #260:
> > Considering top 30 is players above 1g and lots of em are just about
> > 1year old..
> > Helping the middle range isnt a wiz concern imo..most of it is just
> > whine..they are to lazy to get ppl together and do something about
> > it..
> > Imo the better midbie eq parties didnt depend on the changes like
> > more on organization. I've seen midbie exp parties keeping a better
> > rate then most highbies can..and thats because they can get all the
> > elements for a good expparty and thing else.
> > I think these changes that zifnab posted about will not help the mud
> > just shorten its lifespan.
> > Nuff from me.
> It is rather amusing to sit and see people say the mud is going 
> to die etc etc.  That has been happening forever and we are 5
> weeks short of our official 5th birthday, 6th or 7th unofficial.
> 
> 
> The interesting thing is that there are doom prophets on both sides
> actually on all sides.  1)  Its too long to be a 'midbie' and noone wants
> to play that long so they leave. 2) the 'highbies' are bored and all 
> retire 3) etc etc etc.
> 
> > //Killaaz

I didnt say that the mud would die but we would get lot more bigger
players in a shorter amount of time.
I've been midbie most of my time here until i was done with school
and armyservice then i got time to play more and it didnt take me
that long to get where i am now. Saying higbies leave because of
changes i dont belive in..only seen a few..
What i see is that ppl start to bitch and whine when others got the
time to do and can do eq and exp..at time ppl to have enough ppl to
to good eq..as it is now the bigger part of the players that have
lots of worth are from europe and can we blame anyone for that?
The changes to make midbies better for eq was just fine..didnt hit
highbies much,if any,and made midbie blasters alill better but still
the biggest reason why they were able to do eq was that they got
organized..
Ya wanted some thoughts about it zif soo i posted some..ya got me
wrong about the mud dying tho

-----------------

poster: Zifnab
subject: >>>New changes
date: Tue Jun 26 01:33:04 2001

> players in a shorter amount of time.
> I've been midbie most of my time here until i was done with school
> and armyservice then i got time to play more and it didnt take me
> that long to get where i am now. Saying higbies leave because of
> changes i dont belive in..only seen a few..
> What i see is that ppl start to bitch and whine when others got the
> time to do and can do eq and exp..at time ppl to have enough ppl to
> to good eq..as it is now the bigger part of the players that have
> lots of worth are from europe and can we blame anyone for that?
> The changes to make midbies better for eq was just fine..didnt hit
> highbies much,if any,and made midbie blasters alill better but still
> the biggest reason why they were able to do eq was that they got
> organized..
> Ya wanted some thoughts about it zif soo i posted some..ya got me
> wrong about the mud dying tho
Good glad to hear I was wrong on that, my apologies.

The problem as I see it you clearly hit on above, equipment is purely
a time factor.  How much time can you spend doing it.  Personally, 
and I am not alone on this there is a feeling that the only thing
that makes equipment tough is the 'time'.  We have had 2 equipment
monsters that have been untouched for how long?

How many times have I heard that we cant do equipment because
we dont have player in guild X. 

Why is it that players have to spend 15 hours connected to do equipment, 
is that 'fun' to anyone? I personally find that not fun at all, and
can in no way ever spend that kind of time active at my computer.

Another thing that i think we (the administration) has been guilty
of is constantly moving that bar out and out and making things harder
and harder.  I am trying to reign that bar in to a measurable place
while at the same time offering the graxon/dfalts/the rest of the top of
the plaque an 'option' to keep playing, and a reason to do so.

Just FYI, I am not talking about huge slashing cuts to training costs, just
enough to stimulate things a bit more than they currently are.

Thanks for the input, I must admit you caught me off guard with the
'bad for the mud' line.

Zif
**

-----------------

poster: Lu
subject: tps
date: Tue Jun 26 01:41:20 2001

tick soon
tick soon
since the rescent shop eq tp bonanza and the following tunes, eqs
that sacced before the eq changes has ceased to sac, all the
500k-700k mobs, trex, frith, calvin...all the little monsies that
were upped alittle.  Recently i tried to sac eq from a 1m monsie,
that took a fair amount of time for a midbie party with the help of
a gigbie evoker, and could not sac 1 of the eqs for tps, just
wondering why this is, and if it's possible to see something done
about ti.
-lu, the tp hungry

-----------------

poster: Killaaz
subject: >>>>New changes
date: Tue Jun 26 01:45:23 2001

On Tue Jun 26 01:33:04 2001 Zifnab wrote post #263:
> > players in a shorter amount of time.
> > I've been midbie most of my time here until i was done with school
> > and armyservice then i got time to play more and it didnt take me
> > that long to get where i am now. Saying higbies leave because of
> > changes i dont belive in..only seen a few..
> > What i see is that ppl start to bitch and whine when others got the
> > time to do and can do eq and exp..at time ppl to have enough ppl to
> > to good eq..as it is now the bigger part of the players that have
> > lots of worth are from europe and can we blame anyone for that?
> > The changes to make midbies better for eq was just fine..didnt hit
> > highbies much,if any,and made midbie blasters alill better but still
> > the biggest reason why they were able to do eq was that they got
> > organized..
> > Ya wanted some thoughts about it zif soo i posted some..ya got me
> > wrong about the mud dying tho
> Good glad to hear I was wrong on that, my apologies.
> 
> The problem as I see it you clearly hit on above, equipment is purely
> a time factor.  How much time can you spend doing it.  Personally, 
> and I am not alone on this there is a feeling that the only thing
> that makes equipment tough is the 'time'.  We have had 2 equipment
> monsters that have been untouched for how long?
> 
> How many times have I heard that we cant do equipment because
> we dont have player in guild X. 
> 
> Why is it that players have to spend 15 hours connected to do equipment, 
> is that 'fun' to anyone? I personally find that not fun at all, and
> can in no way ever spend that kind of time active at my computer.
> 
> Another thing that i think we (the administration) has been guilty
> of is constantly moving that bar out and out and making things harder
> and harder.  I am trying to reign that bar in to a measurable place
> while at the same time offering the graxon/dfalts/the rest of the top of
> the plaque an 'option' to keep playing, and a reason to do so.
> 
> Just FYI, I am not talking about huge slashing cuts to training costs, just
> enough to stimulate things a bit more than they currently are.
> 
> Thanks for the input, I must admit you caught me off guard with the
> 'bad for the mud' line.
> 
> Zif
> **
I dont think that eq is to hard thats right and i know that most ppl
dont want or dont have the time which some npc's takes..i've wanted
to do the schitzo quest for ages now but its almost impossible to
get ppls to stay until its done..they rather do some "easy" kills
soo that they get pieces.
Mebbe thats the way to go but if ya make eq "easy" dont we gonna
need some sort of decay system?
The biggest reason that i think eq is easy is that when i did eq for
the first time it took ~6h to kill satan..how strange this may sound
we got lots more players at that point that could do eq for lots of
time..we could start at 6pm and be done at 6am and no one thougth it
was strange
But i still think its too easy to do exp here...i know ppl that are
over 1g and cant find there way to common eqmobs..that is strange
imo
Sorry if im kinda disordered...getting really tired:P

-----------------

poster: Jaws
subject: Zif's proposal
date: Tue Jun 26 01:55:35 2001

Hmm well myself personally I noticed at last forced reinc
a better balance was reached between the various guilds and
GCH
myself noticed a reduction in costs to train.
All of which I was quite happy with.

I do not know who has been complaining.  I also like
the wide diverse options to folllow in the guild trees

For the high end people, splitting chars is just silly, most
highbies prob have a secondary already that has
progressed well.  For continuation once u reach
godlike status as it were I like the current option
of joining another guild tree and progressing in it. 
Another Idea I have is do this - have a rebirth process
where u start back over at lvl 1 but u get nice perks to make things
easier
1st - base stats say 10-20% higher
2nd - before any guild a couple skills or spells to help out
(defensive in nature)
3rd - some amount of natural resistance to dmg

this would be a cool way to handle the 3g+ crowd - make req to be reborn
like maxxed omicron guild - 2-3g xp (or whatever deemeed appropriate)
and maybe 1M gold or so

Then you start over at lvl 1, but things suddenly are a little easier
then they were last time

This would also be a way of exploring the new newbie areas without reinc 
and stayin at lvl 1.  This would also have to be permanant
reinc would not take u back to before reborn

Just tosing in my .02

Jaws

-----------------

poster: Elendor
subject: Zif proposal
date: Tue Jun 26 02:41:17 2001

Zif proposal
Well persoanlly i think that spliting the chars would lead to a
excess amount of highbies just creating 2 characters and doin 
lots of eq without the problems of loosing worth to reinc or 
worrying about doin xp which will mean the brinning in of eq decay
because of the amount of eq that will arrive on the market, this 
will cause no problems for them but cause alot for midbies unless 
they make eq monsters easier again which will lead to eq being 
unimportant and even less interesting to do then now.
Most midbies wont bother to do splits because in the end its not
worth it for them

I agree with killaaz that xp has become alot easier but thats more
do do with the amount of ppl becoming organised then the monsters
themsleves, after all look at the number of healers on now.

Elendor

-----------------

poster: Sleet
subject: new changes
date: Tue Jun 26 02:54:39 2001

im all in favor of this, for awhile now the muds been upping the
worth needed to do certain stuff, by lowering the cost on ksills at
least this allows players to become more power ful sooner.
another thing about this splitting that helps midbie types out is
that you dont have to split, it sounds lioek it might make more
sense to throw all your exp into one char untill you reach that
upper tier.
shrug
sleet

-----------------

poster: Unix
subject: party thingy
date: Tue Jun 26 03:43:40 2001

i think a cool thing, for large parties is, a party idle command.
like, it shows the idle time, just as it would if i typed"idle unix"
but shows the whole party idle

-----------------

poster: Blue
subject: a party idea
date: Tue Jun 26 06:22:11 2001

i was just hinkin on how the highbies if you party with one and they
get a huge portion of the experience because of there worth, that
maybe with the % they get they can have a handicap option in a party
so they can figure out what % of experience all the people get so
they wont, but than again they might want to get more experience so
its up to them, just a idea

-----------------

poster: Sirk
subject: changes
date: Tue Jun 26 07:26:13 2001

i don't like this splitting char thing at all. if i wanted 
another char i'd start one and that char would be totaly different
than the one i have now. I agree with killaaz that xp is 
quite easy. eq has been going well because of organization
and i agree that the changes that have been made helped as well
i'm not sure what the best solution is, however out of what i 
have heard so far, jaws's idea of the rebirth with some kind of
bonus given is my favorite.

on a second note, the complain that being a midbie is hard
is bogus, a total load of crap. just finger some of the top
people and you can see that in a very short time they jumped 
quite high, it's called effort, and anything worth having in 
life is gained through effort and work, not just handed to you.
there are many people who are now midbies that could be much higher
in worth however they chose to reinc over and over again...they
know who they are, and they chose this path to take. making it
easier is in my opinion silly. i think things are quite well balanced
as they are now. there are many guild options to chose from that have
really enhanced the game play.

well enough of my rabble till i get excited by another post i read

sirk

-----------------

poster: Durin
subject: >New changes
date: Tue Jun 26 08:36:53 2001

Killaaz wrote:
what would happen if ya do that? Soon we would have lots and lots of
2gig+ players etc etc
Considering top 30 is players above 1g and lots of em are just about
1year old..
Helping the middle range isnt a wiz concern imo..most of it is just
whine..they are to lazy to get ppl together and do something about
it..
Imo the better midbie eq parties didnt depend on the changes like  


Aye, even as this change would make things easier for poops like me
too, i acctually dont see the pointt. In lowering costs i mean, as
even today with ~350M worth im doing helluva good, almost in any
class i try, if i just learn the right way to play it. I agree with
killaaz that this change would just up the allready high number of
newbie gig players, who acctually dont even know where sidhes are if
they arent dragged there. About the real high end player splits...
not my place to comment. But wanted to express my opinion about
lowering costs. If anything, take the money cost away from tarining
8).

-D-Urin3

-----------------

poster: Urg
subject: re: party idea
date: Tue Jun 26 12:15:05 2001

wasnt that on the mud ages ago? sure i remember something like that
with 10% being allocated by leader or somethuing .... might have
just been a test i was in tho....not sure
Ben

-----------------

poster: Urg
subject: Veldren
date: Tue Jun 26 13:02:03 2001

would be a good idea just to have veldren tell people the price of
stuff (ie 10k to set gender...)

Ben

-----------------

poster: Zifnab
subject: >Veldren
date: Tue Jun 26 13:19:57 2001

On Tue Jun 26 13:02:03 2001 Urg wrote post #274:
> would be a good idea just to have veldren tell people the price of
> stuff (ie 10k to set gender...)
> 
> Ben
He does tell you how much.  I will leave that exercise up to
the reader to find out how, as its very straight forward.

-----------------

poster: Pedron
subject: >>new slot
date: Tue Jun 26 15:17:49 2001

On Wed Jun 20 07:51:01 2001 Blackthorne wrote post #243:
> On Wed Jun 20 07:50:19 2001 Sleet wrote post #242:
> > we should have a groin slot for eq.
> > it would make more sense for loin clothes and such to go there then
> > other slots.
> > and realistacly thinkign a groin piece would fit over leggings and such
> > sleet
> That would be a codpiece.
Yeah, add 10 rings for 10-fingered people, earrings, gold teeth, 
nipplerings, noserings, and toe socks and we can have all 
the slots! :P

-pedron spam bets the later posts argue there are too many slots. :)

-----------------

poster: Pedron
subject: >rebirth
date: Tue Jun 26 15:36:10 2001

On Tue Jun 26 15:35:10 2001 Pedron wrote post #277:
> I like jaws' rebirth idea I saw back there.  I have like 
> 6 secondaries, or 5, that I play just cause 
> newbie was cool and 3 of them landed castles on their 
> own effort inside a few days. :)
> Rebirth I assume would be a version of that where I'd get to use 
> all my top eq as a newbie-like person.
woops, and I know rebirth would be a top-player privilege.
Was just saying I'd get to use it in a hopeful way. :)

-----------------

poster: Kjara
subject: Conversion stuff
date: Tue Jun 26 18:29:07 2001

Many of you are complaining that too many people are get up to the
1G mark without knowlege of basic eq mobs, ect. Is that the Wizes
fault, no, its the People who drag thems fault,  If anyone get to 1G
or so without knowing where sidhes are they ovisouly almost never
soloed.  Take Trax for example(not that he don't know where sidhes
are) but he joined mojo and was dragged up to 900k in like 3 months.
 And then the highbies that dragged him up there complain that its
too easy to make exp.

-----------------

poster: Jomo
subject: Split/Split 1G players
date: Tue Jun 26 18:58:00 2001

Morning,

I've given this a night or two to think on, and here are my ideas
/opinions.

IF the plan is for eq to degrade over time..
... THEN Either 
.....EQ must be easier to get Or
.....A Character Class Dedicated to EQ-Maintence must be developed.


I believe EQ maintence was going to be somehow involved in 
Strongholds, which would then place the time-line on when 
SH's will see the light of day (All things come in time)

Character Splits could make EQ easier and would also allow
for that other "class" Armorer or what have you.

As I've said before.. the real question at stake here is 
the maturation of the mud.  Shifting the focus from
EXP-EXP-EXP to something else.

In the past, a drive for EQ has driven both wheels --
need exp to do eq.. need eq to do more exp..

Character Splitting is an interesting approach because
it would allow the current rule system to stand
alone without having to make a "world-wide" sweeping
change. (I.E. core mudlib would stay mostly intact)

The Rebirth idea is interesting.. if this were a real
"fantasy" game I would almost suggest a family
progression where you start as a peasant and through
"generations" of rebirth, you could eventually
achieve "nobility" and finally "King" though
the overhead would be high, and you'd have to develop
a system for it to work right.

Well, have a nice day!

-----------------

poster: Urg
subject: rebirth
date: Tue Jun 26 19:33:10 2001

yeah - jomo's idea of "family progression" does sound great - maybe
liked in with jaws (?) idea of bonuses with each rebirth - would add
a great sense of continuity, maybe with each rebirth having a
different piece of eq to symbolise rank or being given a title after
their name...
cool idea...

what about more ideas relating to strongholds as well (if ever...)
maybe this could be liked in if you had to have a rebirth level to
own a stronghold and had to have a mix of levels in your stronghold
(so no "elitist" ones? all with a mix...)

just my random ramblings ;)

Ben

-----------------

poster: Lasher
subject: Split character?
date: Tue Jun 26 20:12:07 2001



Perhaps I just missed an earlier explanation in all the 
notes, but unless I'm mistaken, I could choose to do xp for
a week, get 100m or so and then 'split' that into a new 
character with 100mb xp, effectively creating a character in a 
week that took a couple of months of playing all day every
day first time around. Competing with that sure is going to make
it hard to be a real newbie here, imho.

-----------------

poster: Zifnab
subject: >Split character?
date: Tue Jun 26 20:16:36 2001

On Tue Jun 26 20:12:07 2001 Lasher wrote post #282:
> 
> Perhaps I just missed an earlier explanation in all the 
> notes, but unless I'm mistaken, I could choose to do xp for
> a week, get 100m or so and then 'split' that into a new 
> character with 100mb xp, effectively creating a character in a 
> week that took a couple of months of playing all day every
> day first time around. Competing with that sure is going to make
> it hard to be a real newbie here, imho.
not 100MB, you would
have 2 characters with 50M apiece.

And my thoughts at the moment is this is to give the upper players
something to keep busy with, keep interested in the mud with.

So at the moment im debating a very high total worth liit before 
this is even an option.

-----------------

poster: Zifnab
subject: >>Split character?
date: Tue Jun 26 20:21:18 2001

On Tue Jun 26 20:16:36 2001 Zifnab wrote post #283:
> On Tue Jun 26 20:12:07 2001 Lasher wrote post #282:
> > 
> > Perhaps I just missed an earlier explanation in all the 
> > notes, but unless I'm mistaken, I could choose to do xp for
> > a week, get 100m or so and then 'split' that into a new 
> > character with 100mb xp, effectively creating a character in a 
> > week that took a couple of months of playing all day every
> > day first time around. Competing with that sure is going to make
> > it hard to be a real newbie here, imho.
> not 100MB, you would
> have 2 characters with 50M apiece.
> 
> And my thoughts at the moment is this is to give the upper players
> something to keep busy with, keep interested in the mud with.
> 
> So at the moment im debating a very high total worth liit before 
> this is even an option.

Ok, Dfalt said im being confusing, and I am sure I am..

This is not like a secondary where its 2 completely seperate characters.

This is really 1 character, with multiple stored reincs, so dfalt
the player can have a fig, and a cleric all under the name dfalt.  

All else stays the same if you add the total worth of all those
'stored reincs' they equal the old dfalt.

That help any, or am i still being confusing :)

-----------------

poster: Elendor
subject: Split characters
date: Tue Jun 26 21:12:02 2001

Surely if a higbie wants do have something to do they can just do a
secondry character, thats what there there for, split characters just
makes reinc pointless and at the worth these characters are at will
make the mud no more interesting, they will still be able to do
much the same things as before since they have high worths it
just allows them to be lazy and cheat as they will easily be able 
to do eq without the determent they might have got to xp, they can
just do both, everyone else still has to choose and put the effort
and time in

Elendor

-----------------

poster: Erec
subject: >>>Split character?
date: Tue Jun 26 21:21:12 2001

OK, I am confused about a couple things.

In this proposed changes:

(1) Is one allowed to split in any other division than 50/50?
(2) After a split, how is experience stored?  Is it seperate for the
two characters, or does it continue to go up equally, at half 
the rate of actual experience obtained?

        -Erec

-----------------

poster: Tahnval
subject: New ideas and my ideas on them
date: Tue Jun 26 21:22:02 2001

I can't see the point in splitting a character myself.  I think it's
attempting 
to circumvent the problem with very high-worth players having
nothing to do by h
aving 1 very high-worth player split into 2 high-worth players.  Or,
in Graxon's
 case, 7 high-worth players 8-)  It may work as a short-term
approach, but doesn
't actually give high-worth players anything to do.  I think it
would be useful 
to look into things that very high-worth players can do in a MUD (other than
becoming wizards and/or builders).  More solo quests suitable for
higher-levelplayers, perhaps.  Some 
ingame recognition, such as statues in cities, might be a nice little touch.Al
lowing
genuine multi-classing, without a limit on the second class, maybe.  Perhaps
[dragon]: Moose moos.
completing different guilds in different trees would allow you to combine the
knowledge gained in the guilds and craft a named item, or maybe that could be
the reward for a quest or two.
As for making it easier for people to gain xps, that will make more
high-worth 
players running into the problem of having nothing to do, so a solution will
need to be in place for that.  I can solo getting on for a million
xp per hour myself,
and I'm lowbie player in a guild which is not the best for soloing. 
If I had better
eq, I could get xp faster.  It's not hard to gain xps.

Perhaps some system to encourage players to actually use different
areas, rather
than going there once to gain explore%?

I like the rebirth idea that was put forward....perhaps it could influence
your size as well?  After several rebirths, a 10' super-pixie called
Graxon VIIIor something 8-)
One last comment - the fact that this situation has arisen at all demonstrates
the high commitment the admins have to this MUD.  Big bundles o'
praise for them!

-----------------

poster: Zifnab
subject: >>>>Split character?
date: Tue Jun 26 21:24:50 2001

On Tue Jun 26 21:21:12 2001 Erec wrote post #286:
> OK, I am confused about a couple things.
> 
> In this proposed changes:
> 
> (1) Is one allowed to split in any other division than 50/50?
> (2) After a split, how is experience stored?  Is it seperate for the
> two characters, or does it continue to go up equally, at half 
> the rate of actual experience obtained?
> 
>         -Erec
As I reply to this, its only 50/50 however that is undecided 
officially right now.

2) you gain exp with the character you are using right now.
   when you 'switch' to the other 'character' you start earning
   exp with that one, so it is seperate at the normal rate for 
   that 'characters' race and wishes.

There has been talk of allowing some exp sharing to go on, but not for free
some type of hefty tax associated with it (thats still in the works though, 
so no more comments on that, assume for now no exp sharing).


-----------------

poster: Wildchild
subject: >changes
date: Tue Jun 26 23:35:43 2001

On Tue Jun 26 07:26:13 2001 Sirk wrote post #271:
> i don't like this splitting char thing at all. if i wanted 
> another char i'd start one and that char would be totaly different
> than the one i have now. I agree with killaaz that xp is 
> quite easy. eq has been going well because of organization
> and i agree that the changes that have been made helped as well
> i'm not sure what the best solution is, however out of what i 
> have heard so far, jaws's idea of the rebirth with some kind of
> bonus given is my favorite.
> 
> on a second note, the complain that being a midbie is hard
> is bogus, a total load of crap. just finger some of the top
> people and you can see that in a very short time they jumped 
> quite high, it's called effort, and anything worth having in 
> life is gained through effort and work, not just handed to you.
> there are many people who are now midbies that could be much higher
> in worth however they chose to reinc over and over again...they
> know who they are, and they chose this path to take. making it
> easier is in my opinion silly. i think things are quite well balanced
> as they are now. there are many guild options to chose from that have
> really enhanced the game play.
> 
> well enough of my rabble till i get excited by another post i read
> 
> sirk

Umm, I think one of the things people should pay attention to when
you see all these guys that are +1gig in less than a year is that
many of them put a TON of hours in every day, every week. Not saying
that that makes exp easier or harder, but I've never thought that
people that play as much as some of these guys have/do has helped
the mud any, just for the sheer fact that their worths (and the
highest worth players on the mud) have grown exponentially in the
past year/year and a half.

Effort only goes so far when you don't spend 40 hours a week on the mud.

-WC

-----------------

poster: Tektor
subject: Changes
date: Wed Jun 27 01:26:22 2001

I think the new changes should be given a chance before shot down, I
have been against some of the other changes that were put it as were
others and they turned out to be not so bad. The admin here works
hard and their results never fall short of something spectacular. As
for exp being hard or easy. I find it both. Sometimes i get a week
of good exp then I may go the next 2-3 weeks with out. Pain in the
butt trying to get etock just so I can get more parties with current
lvl costs. I been at the low end awhile. Its been toughened up sure
but its still fun. As for those that raised in months like Graxon
they are mudwhores and you all know it. You shouldn't have to play
hardcore like that to get good. There has long been a gap between
the mid and high end and there shouldn't be. I can easliy remember
counting about the same people 1 gig + as there were 100m-900m thats
been closing in but there still is a way to go before its balanced
if ever. For people like Graxon maybe an option of storing exp and
being able to buy things with it.

-----------------

poster: Palenon
subject: >infinite'>>'Changes
date: Wed Jun 27 01:55:39 2001

I guess I'll throw in a nickel or so here, just don't get upset if
the info wasn't worth the price of admission.

>Splitting Chars...
Upon revision of the million some-odd ideas posts I fell upon when
logging in today it seems to me the bulk of people supporting this
idea are midbies whereas the bulk of highbies object, if I assumed
correctly from the descriptions Zif gave of his idea (which was even
more confusing one he tried to explain it later on) this 'character
worth split' idea is geared towards Highbies..thus it seems the vote
is in...

I myself don't see any real problem..you don't HAVE to use it do
you?..I know I wouldn't but if it is optional who cares?..If you
aren't being forced into it you can't object to letting wizzes blow
off some coding steam so the people who will use it can..
------------------------------
If this is put in we will need an EQ-degrade system as has been addressed be4
On that subject i like Jomo's 'Armorer' idea
Probably not a bad idea to put such skills into the enchanter guild
as practically noone uses it anymore unless they have nothing else
to do
Or take enchanter and 'armorer' and stick them in abj or make a new
tree or something =P

Pal

-----------------

poster: Unix
subject: new emote
date: Wed Jun 27 07:13:44 2001

flinch
raises liv fist, FLINCH!...liv jump! EPP!
exp - Unix raises his fist, FLINCH!...you jump, EEP!

-----------------

poster: Tamuli
subject: splitting char
date: Wed Jun 27 08:08:11 2001

i think the whole slitting char thing is dumb. there isnt much point
to it all. why would you waste all your time working on one char and
then reduce it by half... it doesnt make sense and what about the
eq. can you choose what char the eq goes on?oh well it doesnt
matter... shrug i just wont do it. other ppl can fine with me.
-Tamuli

-----------------

poster: Durin
subject: split etc
date: Wed Jun 27 10:06:16 2001

Do the split, but allow it to only those that can't benefit from it
otherways, ie those over 3G or so. Don't chnage anything else, as im
having fun as is. And that is all that matters, that you keep
D-urin3 happy!

-D-urin3

-----------------

poster: Bahgtru
subject: New Emote
date: Wed Jun 27 10:44:18 2001

edge
edge LIV
You edge away slowly...
You edge away from LIV slowly...

- BQ

-----------------

poster: Urg
subject: splitting
date: Wed Jun 27 11:50:44 2001

hmmm.....just another random idea (as many seem to disagree with splitting)

would realy on the introduction of strongholds (which im not pushing
for...this idea may be useless given priorites of wizzes..)

why not make strongholds (and the quality of, and improvements
within) only purchasable with exp (and large amounts for biggest
stuff..)

seems to me that thay would be the only thing that highbies would be
willing to spend exp on....

-----------------

poster: Koma
subject: splitting
date: Wed Jun 27 12:20:13 2001


I'll add my two pennies worth, and try to keep it short.

I think it's great that admins and wizzes try to keep even the
gigbies entertained by inventing new things. This proposed character
split might be a great way to give them something to do.

However, I do not wish to see this change benefit midbies in any
way. It was mentioned that training/leveling costs will be cut. I 
hope this is nothing drastic, since I truly think that us midbies
have it easy as it is. It takes time to get to the gigs, but a midbies
life IS easy.

Koma

-----------------

poster: Zifnab
subject: >splitting
date: Wed Jun 27 13:23:02 2001

On Wed Jun 27 12:20:13 2001 Koma wrote post #297:
> I'll add my two pennies worth, and try to keep it short.
> 
> I think it's great that admins and wizzes try to keep even the
> gigbies entertained by inventing new things. This proposed character
> split might be a great way to give them something to do.
> 
> However, I do not wish to see this change benefit midbies in any
> way. It was mentioned that training/leveling costs will be cut. I 
> hope this is nothing drastic, since I truly think that us midbies
> have it easy as it is. It takes time to get to the gigs, but a midbies
> life IS easy.
> 
> Koma

I think we all agree its an optional thing for those upper tier players.

As to a midbies life being easy..

From what I have seen it is easy, however it also tends to be boring
with a large amount of time spent not appearing to get better as
you advance.  Is that a mistaken assumption?


-----------------

poster: Durin
subject: >>splitting
date: Wed Jun 27 13:49:37 2001

On Wed Jun 27 13:23:02 2001 Zifnab wrote post #298:
> On Wed Jun 27 12:20:13 2001 Koma wrote post #297:
> > I'll add my two pennies worth, and try to keep it short.
> > 
> > I think it's great that admins and wizzes try to keep even the
> > gigbies entertained by inventing new things. This proposed character
> > split might be a great way to give them something to do.
> > 
> > However, I do not wish to see this change benefit midbies in any
> > way. It was mentioned that training/leveling costs will be cut. I 
> > hope this is nothing drastic, since I truly think that us midbies
> > have it easy as it is. It takes time to get to the gigs, but a midbies
> > life IS easy.
> > 
> > Koma
> 
> I think we all agree its an optional thing for those upper tier players.
> 
> As to a midbies life being easy..
> 
> From what I have seen it is easy, however it also tends to be boring
> with a large amount of time spent not appearing to get better as
> you advance.  Is that a mistaken assumption?
> 
The last assumption is totally dependant of the guild.
-Durin

-----------------

poster: Koma
subject: >>splitting
date: Wed Jun 27 13:55:19 2001

On Wed Jun 27 13:23:02 2001 Zifnab wrote post #298:
> On Wed Jun 27 12:20:13 2001 Koma wrote post #297:
> > I'll add my two pennies worth, and try to keep it short.
> > 
> > I think it's great that admins and wizzes try to keep even the
> > gigbies entertained by inventing new things. This proposed character
> > split might be a great way to give them something to do.
> > 
> > However, I do not wish to see this change benefit midbies in any
> > way. It was mentioned that training/leveling costs will be cut. I 
> > hope this is nothing drastic, since I truly think that us midbies
> > have it easy as it is. It takes time to get to the gigs, but a midbies
> > life IS easy.
> > 
> > Koma
> 
> I think we all agree its an optional thing for those upper tier players.
> 
> As to a midbies life being easy..
> 
> From what I have seen it is easy, however it also tends to be boring
> with a large amount of time spent not appearing to get better as
> you advance.  Is that a mistaken assumption?
> 
I guess it depends, but I am currently having the time of my life. I
get better each level, I get new skills, and I can't wait to get the
next guild level so I can train my skills a bit higher. I'm enjoying.

Koma, worth 390M

-----------------

poster: Lu
subject: >splitting
date: Wed Jun 27 14:48:46 2001

splitting is an OPTION, you do not need to take advantage of it if
you don't want to.
-lu

-----------------

poster: Lasher
subject: >Changes
date: Wed Jun 27 15:23:30 2001

On Wed Jun 27 01:26:22 2001 Tektor wrote post #290:
> I think the new changes should be given a chance before shot down, I
> have been against some of the other changes that were put it as were

No one is 'not giving it a chance' or 'putting it down',
people were asked their opinions and are giving them, simple
as that.

-----------------

poster: Jomo
subject: Midbie
date: Wed Jun 27 17:16:47 2001

There is a large gap of about 20 or so levels between level 54
and 74 where there is no real evident change in power
level.  At least that was experience.  


-----------------

poster: Palenon
subject: >Midbie
date: Wed Jun 27 20:31:42 2001

On Wed Jun 27 17:16:47 2001 Jomo wrote post #303:
> There is a large gap of about 20 or so levels between level 54
> and 74 where there is no real evident change in power
> level.  At least that was experience.  
> 
That is because you were lava mage......

Palenon hides from the wrath of Jomo!

-----------------

poster: Lokie
subject: witch eq
date: Wed Jun 27 20:37:24 2001

was talking about the witch guild and realized the witches broom is
the only 2 slot guild eq in the game was just woundering why its not
1h? 

-----------------

poster: Fox
subject: >witch eq
date: Wed Jun 27 22:20:31 2001

On Wed Jun 27 20:37:24 2001 Lokie wrote post #305:
> was talking about the witch guild and realized the witches broom is
> the only 2 slot guild eq in the game was just woundering why its not
> 1h? 
Because it's a broom?! =P

-----------------

poster: Durin
subject: evil/good
date: Wed Jun 27 22:41:28 2001

How about making a duplicate of RDcity and make but make it evil.
And change the city guards back to old days level (2M) and aggro to
both evil races (listed) AND evil aligned good races. And vice versa
with the evil city.

Feel free to think the idea further.

-Durin

-----------------

poster: Wildchild
subject: >>splitting
date: Thu Jun 28 00:54:01 2001

On Wed Jun 27 13:23:02 2001 Zifnab wrote post #298:
> On Wed Jun 27 12:20:13 2001 Koma wrote post #297:
> > I'll add my two pennies worth, and try to keep it short.
> > 
> > I think it's great that admins and wizzes try to keep even the
> > gigbies entertained by inventing new things. This proposed character
> > split might be a great way to give them something to do.
> > 
> > However, I do not wish to see this change benefit midbies in any
> > way. It was mentioned that training/leveling costs will be cut. I 
> > hope this is nothing drastic, since I truly think that us midbies
> > have it easy as it is. It takes time to get to the gigs, but a midbies
> > life IS easy.
> > 
> > Koma
> 
> I think we all agree its an optional thing for those upper tier players.
> 
> As to a midbies life being easy..
> 
> From what I have seen it is easy, however it also tends to be boring
> with a large amount of time spent not appearing to get better as
> you advance.  Is that a mistaken assumption?
> 

I guess that would depend alot on the guild, imo. Elementals don't
see much advancement once you max your bravo until either you get
the omnicron (which takes alot) or get a second alpha.
Other guilds I can't speak for...

-WC

-----------------

poster: Wildchild
subject: >witch eq
date: Thu Jun 28 00:56:02 2001

On Wed Jun 27 20:37:24 2001 Lokie wrote post #305:
> was talking about the witch guild and realized the witches broom is
> the only 2 slot guild eq in the game was just woundering why its not
> 1h? 

Because if it was a 1h weapon, it would be the equivalent of half
the potential bonuses that the broom can get taking both hands. As
it stands, the bonuses are far better than any two weapons combined
could give in stats.
Besides, it was the first guild eq, iirc, so you can pick on Samael
for making it like it is :)

-WC

-----------------

poster: Lokie
subject: >>witch eq
date: Thu Jun 28 07:25:21 2001

On Thu Jun 28 00:56:02 2001 Wildchild wrote post #309:
> On Wed Jun 27 20:37:24 2001 Lokie wrote post #305:
> > was talking about the witch guild and realized the witches broom is
> > the only 2 slot guild eq in the game was just woundering why its not
> > 1h? 
> 
> Because if it was a 1h weapon, it would be the equivalent of half
> the potential bonuses that the broom can get taking both hands. As
> it stands, the bonuses are far better than any two weapons combined
> could give in stats.
> Besides, it was the first guild eq, iirc, so you can pick on Samael
> for making it like it is :)
> 
> -WC
was just woundering about it =)
lokie *ONLY 1 MUD YEAR OLD*

-----------------

poster: Kaos
subject: giant size wish
date: Thu Jun 28 17:21:28 2001

Something should be done with it. If it stays as it is, it should
definately not be a greater wish. I am 3'4" fully grown now with
giant size wish, about 200 str, and still can't wield a weapon
with decent size when it's shrunk 3 times (max).

-----------------

poster: Skillz
subject: guild eq
date: Fri Jun 29 18:35:35 2001

shake
After playing a witch about 1 year (yes, they call me fool :)) i
switched another blaster guild, but now i miss my old bloody broom.

Maybe guild eq should become removable eq after its owner played
huge amount of mudtime in curtain guild or after reaching top guild
rank?

--Skillz

-----------------

poster: Skillz
subject: locker
date: Fri Jun 29 19:47:40 2001

Nowdays when players don't have to safe eq before quit/reboot i
can't see any reason to pay 10gold/hour for a locker. Am i wrong?

--Skillz

-----------------

poster: Sleet
subject: i got an idea
date: Sat Jun 30 06:48:21 2001

i thought it might be cool if we could follow someone around, even
if we werent in there party
like just type follow liv, and then id follow liv around till i
typed stop following
this way we could foloow uninvited, or maybe make it a skill in
thief guild were it could only be used with hide were you stalk them
around.

-----------------

poster: Wagro
subject: >i got an idea
date: Sat Jun 30 16:52:22 2001

On Sat Jun 30 06:48:21 2001 Sleet wrote post #314:
> i thought it might be cool if we could follow someone around, even
> if we werent in there party
> like just type follow liv, and then id follow liv around till i
> typed stop following
> this way we could foloow uninvited, or maybe make it a skill in
> thief guild were it could only be used with hide were you stalk them
> around.
We have that, its called track, and it's in scout of the deep green =p

-----------------

poster: Arkangyle
subject: enchanter guild
date: Sun Jul  1 10:52:03 2001

  I'd like to suggest that the enchanter guild be open to joining for druids.

-----------------

poster: Bluemoon
subject: New Event
date: Mon Jul  2 03:19:17 2001

New Event: Time of Khosan
Events help Time of Khosan
Khosan has joined the rest of the healers in the mud, chaining haim! 
Go kill everything!

-----------------

poster: Malifix
subject: Mist form and hit points
date: Mon Jul  2 05:34:05 2001

When I have full hps in mist form and it falls, I lose about 400
hps.  Would it be OK to suggest that, when mist form falls, your
proportion of current to max hps remains the same?  I does when i
cast mist form.
When I have full hps in mist form and it falls, I lose about 400
hps.  Would it be OK to suggest that, when mist form falls, your
proportion of current to max hps remains the same?  I does when i
cast mist form.**

-----------------

poster: Trigon
subject: When dead
date: Mon Jul  2 05:56:06 2001

Could it be possible to be able to use party status or party status
short while in hell?  Right now "Ghosts can only do party say" and
it's hard to figure out who survived a massive death, etc etc. 
Would just help a lot. :) Trigon

-----------------

poster: Durin
subject: evil/good
date: Mon Jul  2 08:21:44 2001

To     : Durin
From   : Rambo
Date   : Sat Jun 30 09:33:41 2001
Subject: Re: evil/good
---------------------------------------
On Wed Jun 27 22:41:28 2001 Durin wrote post #307 in ideas:
> How about making a duplicate of RDcity and make but make it evil.
> And change the city guards back to old days level (2M) and aggro to
> both evil races (listed) AND evil aligned good races. And vice versa
> with the evil city.
>
> Feel free to think the idea further.
>
> -Durin
Yeah, make it an area somewhere on Oddworld, where you enter a
shimmering portal..=)
Kewl idea, Durin =)                                                    

Have to help these sillly w [1swedes 8)

The idea could be thjnked way further and bring some 'roleplaying'
perspective to the mud with evil vs good themes.

-Durin-3

-----------------

poster: Kaos
subject: vaniljeis er undervurdert
date: Tue Jul  3 00:15:23 2001

20:13:48 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Helloween -
Future World"
20:17:18 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Motorhead -
Ace of Spades"
20:17:42 Sleet [chat]: any of you guys ever hear of godhead? 
20:17:57 Rossano [chat]: i've heard of good head 
20:26:17 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Slayer -
Skeletons of Society"
20:31:05 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Slayer - In
the name of God"
21:04:51 [chat]: Spiraldancer puts a quarter in the jukebox and
presses the button for
"Sublime - Wrong Way"
21:10:04 [chat]: Spiraldancer puts a quarter in the jukebox and
presses the button for
"Sublime-April 29, 1992"
21:10:11 Denim [chat]: woowoo 
21:10:39 [chat]: Urg puts a quarter in the jukebox and presses the
button for "The Strokes -
New York City Cops (aint too smart)"
21:18:38 [chat]: Spiraldancer puts a quarter in the jukebox and
presses the button for
"Sublime-Jailhouse"
21:19:05 [chat]: Urg puts a quarter in the jukebox and presses the
button for "The Strokes -
Hard to explain"
21:40:10 [chat]: Panza puts a quarter in the jukebox and presses the
button for
"Blink-182-Anthem Part II"
21:59:35 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Slayer -
Perversions of pain"
22:08:10 {chat}: Snoop puts a quarter in the jukebox and presses the
button for "Billy Idol
- White Wedding"
22:08:25 Blue [chat]: hell yeah 
22:08:52 [chat]: Sumerion puts a quarter in the jukebox and presses
the button for "Ebba
GrЎn - Hфng Gud"
23:09:34 [chat]: Blackthorne puts a quarter in the jukebox and
presses the button for "Dead
Kennedys-Buzzbomb From Pasadena"

someone tell the channeldaemon that we need a [music] channel.

-----------------

poster: Tahnval
subject: Party dice and ties
date: Thu Jul  5 05:30:13 2001

' I no longer resist pain!
The new party object doesn't give a tie-break roll if people get the
same roll, like the old one did.  I think it would be a good idea if
it did, to save disputes when two people get the same winning roll

-----------------

poster: Tahnval
subject: Honor of the Gods message
date: Thu Jul  5 06:07:55 2001

The success message for this skill mentions that you are more
refreshed.....but it adds to the hps recovered when healing, not to
the eps recovered.  A different message, perhaps?

-----------------

poster: Pedron
subject: >Honor of the Gods message
date: Thu Jul  5 07:54:32 2001

On Thu Jul  5 06:07:55 2001 Tahnval wrote post #324:
> The success message for this skill mentions that you are more
> refreshed.....but it adds to the hps recovered when healing, not to
> the eps recovered.  A different message, perhaps?
Is a generic message.  The clue is 'honor' = hps and 'endowment' = sps.
Dunno what the sp one is. :)

-----------------

poster: Pedron
subject: >>Honor of the Gods message
date: Thu Jul  5 07:54:50 2001

On Thu Jul  5 07:54:32 2001 Pedron wrote post #325:
> On Thu Jul  5 06:07:55 2001 Tahnval wrote post #324:
> > The success message for this skill mentions that you are more
> > refreshed.....but it adds to the hps recovered when healing, not to
> > the eps recovered.  A different message, perhaps?
> Is a generic message.  The clue is 'honor' = hps and 'endowment' = sps.
> Dunno what the sp one is. :)
er endowment = eps.

-----------------

poster: Sleet
subject: shit3 emote
date: Thu Jul  5 09:14:55 2001

we need a shit3  emote that goes like...
Sleet shits in 's mouth.

-----------------

poster: Mixer
subject: >shit3 emote
date: Fri Jul  6 03:34:10 2001

On Thu Jul  5 09:14:55 2001 Sleet wrote post #328:
> we need a shit3  emote that goes like...
> Sleet shits in 's mouth.
Pardon me for asking, but for f*ck's sake why?

-----------------

poster: Unix
subject: new emote
date: Fri Jul  6 04:29:07 2001

Unix1 liv Obj
You get a angry look in your eyes, and LUNG at Unix swinging your
Mace screaming DIE!!!!

-----------------

poster: Energystar
subject: new newsgroup
date: Fri Jul  6 08:12:38 2001

 How about a newsgroup for people to suggest new emotes, so we don't
have to filter through all of this in the idea group.

-----------------

poster: Durin
subject: Race leadeship
date: Fri Jul  6 09:52:14 2001

Yes, this was discussed earlier. I just don't remeber did you
allready promise some changes to race leadership system and the
criteria. I really hate when old idle non-active characters like
Grendel ie (in my races case) comes and takes it away from a good
battle (rambo and me atm, until some gigabie reinc grorrark). Put
some weekly exp (bad choice) or some login time restrictions or
something. Please.

And why im posting something, guild leadership items would be nice.

-Durin

-----------------

poster: Durin
subject: >Race leadeship
date: Fri Jul  6 10:08:06 2001

On Fri Jul  6 09:52:14 2001 Durin wrote post #332:
> Yes, this was discussed earlier. I just don't remeber did you
> allready promise some changes to race leadership system and the
> criteria. I really hate when old idle non-active characters like
> Grendel ie (in my races case) comes and takes it away from a good
> battle (rambo and me atm, until some gigabie reinc grorrark). Put
> some weekly exp (bad choice) or some login time restrictions or
> something. Please.
> 
> And why im posting something, guild leadership items would be nice.
> 
> -Durin
Ok maybe the weekly exp (with other criteria) wouldnt be such a bad
idea after all...

-Durin

-----------------

poster: Kaos
subject: >new newsgroup
date: Fri Jul  6 12:31:45 2001

how about people finding out there is an "emote" command so you don't
have to add 10000 pointless emotes, most named after players that have
no logical connection with the emote whatsoever.

-----------------

poster: Durin
subject: >>new newsgroup
date: Fri Jul  6 13:22:25 2001

On Fri Jul  6 12:31:45 2001 Kaos wrote post #334:
> how about people finding out there is an "emote" command so you don't
> have to add 10000 pointless emotes, most named after players that have
> no logical connection with the emote whatsoever.
Btw, howabout changing that emote command so that it doest do that
poopy @ and X emotes: -thingy at first. Make it look like emote.
That would rox0r ur hax0r.
-Durin(3)

-----------------

poster: Arkangyle
subject: >>>new newsgroup
date: Fri Jul  6 19:20:53 2001

On Fri Jul  6 13:22:25 2001 Durin wrote post #335:
> On Fri Jul  6 12:31:45 2001 Kaos wrote post #334:
> > how about people finding out there is an "emote" command so you don't
> > have to add 10000 pointless emotes, most named after players that have
> > no logical connection with the emote whatsoever.
> Btw, howabout changing that emote command so that it doest do that
> poopy @ and X emotes: -thingy at first. Make it look like emote.
> That would rox0r ur hax0r.
> -Durin(3)
the REASON we put thet @ character there is so you can't fake things
like gold transfers etc.  At least that is as I understood the
reason originally so long long ago on a mud far away

-----------------

poster: Zifnab
subject: >>>>new newsgroup
date: Fri Jul  6 19:28:06 2001

On Fri Jul  6 19:20:53 2001 Arkangyle wrote post #336:
> On Fri Jul  6 13:22:25 2001 Durin wrote post #335:
> > On Fri Jul  6 12:31:45 2001 Kaos wrote post #334:
> > > how about people finding out there is an "emote" command so you don't
> > > have to add 10000 pointless emotes, most named after players that have
> > > no logical connection with the emote whatsoever.
> > Btw, howabout changing that emote command so that it doest do that
> > poopy @ and X emotes: -thingy at first. Make it look like emote.
> > That would rox0r ur hax0r.
> > -Durin(3)
> the REASON we put thet @ character there is so you can't fake things
> like gold transfers etc.  At least that is as I understood the
> reason originally so long long ago on a mud far away
that is exactly the reason..  the player base in general is 
not mature enough to handle emotes without the @

-----------------

poster: Jaws
subject: area spell
date: Fri Jul  6 23:18:50 2001

shouldnt wind call not require a specified target 
if it has already failed to cast once and all mobs are agro to u?

Jaws

-----------------

poster: Sleet
subject: >>shit3 emote
date: Sat Jul  7 05:58:39 2001

On Fri Jul  6 03:34:10 2001 Mixer wrote post #329:
> On Thu Jul  5 09:14:55 2001 Sleet wrote post #328:
> > we need a shit3  emote that goes like...
> > Sleet shits in 's mouth.
> Pardon me for asking, but for f*ck's sake why?
we were having a conversation on the channel and for some reason i
forgot why i got the urge to emote that, and i looked for an emtoe
that said it but i couldnt find so i used the : thingy but it looked
silly, and not as proffesonal like. Thats why i thought itd be cool
to have that emote.

-----------------

poster: Durin
subject: >>>>>new newsgroup
date: Sat Jul  7 09:10:29 2001

On Fri Jul  6 19:28:06 2001 Zifnab wrote post #337:
> On Fri Jul  6 19:20:53 2001 Arkangyle wrote post #336:
> > On Fri Jul  6 13:22:25 2001 Durin wrote post #335:
> > > On Fri Jul  6 12:31:45 2001 Kaos wrote post #334:
> > > > how about people finding out there is an "emote" command so you don't
> > > > have to add 10000 pointless emotes, most named after players that have
> > > > no logical connection with the emote whatsoever.
> > > Btw, howabout changing that emote command so that it doest do that
> > > poopy @ and X emotes: -thingy at first. Make it look like emote.
> > > That would rox0r ur hax0r.
> > > -Durin(3)
> > the REASON we put thet @ character there is so you can't fake things
> > like gold transfers etc.  At least that is as I understood the
> > reason originally so long long ago on a mud far away
> that is exactly the reason..  the player base in general is 
> not mature enough to handle emotes without the @
Nods that is a known fact, but, off course transactions like
bankings etc could be formatted to print out difrently then that
something that could be emoted. Hmm are there many faking
possibilities, giving eq, transferring money... oh well i can be
immature enough with channels/party emotes 8).
-Durin

-----------------

poster: Arkangyle
subject: chests/safes
date: Sat Jul  7 10:04:59 2001

  Since we are having the open/close verbs for safes disregard ones
that can't be opened (not unlocked) or can't be closed (not open)
could we apply the same filter to the alter verb for them ... ie
have it return 0 for the can_alter_foo if the safe isn't opened,
just to be consistent, I get mixed up alot here since altering makes
me specify the actual one irregardless of open / closed status etc.

-----------------

poster: Jaws
subject: familair
date: Sat Jul  7 18:34:25 2001

how about adding a sparrow familiar
porkle
TI
that can gather herbs - yello/brown/green etc and the herbs for herbalist tree

Jaws

-----------------

poster: Cleo
subject: Clans
date: Sat Jul  7 19:14:35 2001

It┤s a way to see all that is in a clan and what clan they belong to
(clan allinfo). But it would be fun to see all ppl that ain┤t in a
clan=)
thanks.

-----------------

poster: Wildchild
subject: safe bug
date: Sat Jul  7 20:05:20 2001

Maybe just make it return a msg saying to close & reopen it? :)

-----------------

poster: Arkangyle
subject: party mute 
date: Sat Jul  7 21:48:19 2001

I'd like to request an ability by the tank to do a command like
"party mute " to prevent them from talking on the
party line.

-----------------

poster: Pedron
subject: >party mute 
date: Sun Jul  8 01:41:41 2001

On Sat Jul  7 21:48:19 2001 Arkangyle wrote post #346:
> I'd like to request an ability by the tank to do a command like
> "party mute " to prevent them from talking on the
> party line.
laf..  someone might think you were a prig if this 
didn't have the practical application of shutting people up just
after you p-diced for 
eq. :)

-----------------

poster: Mixer
subject: >>new newsgroup
date: Sun Jul  8 02:31:10 2001

On Fri Jul  6 12:31:45 2001 Kaos wrote post #334:
> how about people finding out there is an "emote" command so you don't
> have to add 10000 pointless emotes, most named after players that have
> no logical connection with the emote whatsoever.
A-farken-men

-----------------

poster: Mixer
subject: >party mute 
date: Sun Jul  8 02:33:16 2001

On Sat Jul  7 21:48:19 2001 Arkangyle wrote post #346:
> I'd like to request an ability by the tank to do a command like
> "party mute " to prevent them from talking on the
> party line.
There already is: party kick so&so

-----------------

poster: Navratil
subject: witches
date: Mon Jul  9 03:02:22 2001

Imho, i think it would be awesome if the witches broom would glow,
or flash or something when its ready to be waved again. its really a
pain in the butt to have to sit there in combat, typing wave broom
over and over and over, just waiting for it to randomly kick in.
thanks

-----------------

poster: Trigon
subject: >witches
date: Mon Jul  9 04:02:50 2001

On Mon Jul  9 03:02:22 2001 Navratil wrote post #350:
> Imho, i think it would be awesome if the witches broom would glow,
> or flash or something when its ready to be waved again. its really a
> pain in the butt to have to sit there in combat, typing wave broom
> over and over and over, just waiting for it to randomly kick in.
> thanks
The broom doesn't do it randomly, you are waving it too much.  If
you want it to work more, wave it once every 2-3 rounds and train
lore of the elders to 100%.
Trigon used to a witch back in the day

-----------------

poster: Sleet
subject: pickpocket
date: Mon Jul  9 21:05:32 2001

i think we should be able to pickpocket familars, i know it says
there monsters but they can carry gold and be given stuff liek a
normal person.

-----------------

poster: Arkangyle
subject: hits
date: Tue Jul 10 06:22:21 2001

Possibly add who the target was in the largest current weapon
hit/regular hit, at least for the monsies.

-----------------

poster: Uno
subject: >hits
date: Tue Jul 10 06:23:06 2001

i wholeheartedly agree. would be mega +dicksize for me.

-----------------

poster: Sleet
subject: herb pouch
date: Tue Jul 10 08:15:32 2001

i was wondering if we could make this item savable over quits since,
it doesnt seem right that to make poisons you have to spend 1k
everytime i go ld for more then 30 minutes.
im refferign to the ones in the thief shop.
thanks
sleet

-----------------

poster: Pedron
subject: another shop idea :)
date: Wed Jul 11 01:39:03 2001

Maybe flag the top eqs unsellable rather than make 
them dest in shops. :)

-pedron sells his dr shield 2 days after making fun of lu for 
selling his thunder axe

-----------------

poster: Denim
subject: Hmm
date: Wed Jul 11 03:36:23 2001

Since Vampires drink the blood of humans, and some of them do
actually eat them, maybe Vampires should be able to eat corpses, it
would make much more sense.

Denim

-----------------

poster: Pedron
subject: >Hmm
date: Wed Jul 11 07:51:00 2001

On Wed Jul 11 03:36:23 2001 Denim wrote post #357:
> Since Vampires drink the blood of humans, and some of them do
> actually eat them, maybe Vampires should be able to eat corpses, it
> would make much more sense.
> 
> Denim
I think being out in daylight should do constant damage to 
vampires too.  I heard somewhere there is an 'allergic to light' 
(water, dark, etc) kind of attribute in the game. :)
That would be impressive actually- vampires wolfing down corpses as
fast as they can to survive 
the ravages of daylight..

-pedron

-----------------

poster: Sleet
subject: >Hmm
date: Wed Jul 11 22:59:21 2001

On Wed Jul 11 03:36:23 2001 Denim wrote post #357:
> Since Vampires drink the blood of humans, and some of them do
> actually eat them, maybe Vampires should be able to eat corpses, it
> would make much more sense.
> 
> Denim
vampires cant eat corpses they can eat people, but only if there not
dead, eating a dead thing would kill them since the corpse has no
life force., and thats the whole point of drinkign blood

-----------------

poster: Unix
subject: wimpy
date: Thu Jul 12 19:22:55 2001

I think we need a new command, Wimpy exit.
so we dont flee south, and run back into the mob
like:. you try to flee, your in shock.......so you try to run north,
but if your laging, and you flee south, you run right back into the
mob, and most of the time ya die.
so i think we need something to stop that...just my too cents
-unix-

-----------------

poster: Lu
subject: nuking
date: Thu Jul 12 19:37:17 2001

i think nuked chars shouldnt be able to recreate characters the day
they are nuked
-;u

-----------------

poster: Uno
subject: new skill
date: Fri Jul 13 04:21:07 2001

Get Snoop Killed, put it in traveler's or something

-----------------

poster: Wagro
subject: Spell menus
date: Fri Jul 13 05:21:27 2001

Maybe for spells/skills like portal preferences or the style skill
in ma, or elemental attunement etc, it could take our sp's/ep's
after we input a correct attunement, and when you first get the menu
it could say 'Your current attunment is ' that way if we were
already at the thing we want, we could just typo our input and not
waste the sp's/ep's.

-----------------

poster: Xphere
subject: stuff
date: Fri Jul 13 08:17:16 2001

since physical attacks sometimes do more damage while the target is
stunned, maybe physical skills could do the same thing, such as bf
and strike could possibly do more damage while the target is
stunned...
just an idea...
xpee

-----------------

poster: Snoop
subject: >new skill
date: Fri Jul 13 08:34:57 2001

On Fri Jul 13 04:21:07 2001 Uno wrote post #362:
> Get Snoop Killed, put it in traveler's or something
i think not

-----------------

poster: Lu
subject: cauldron
date: Fri Jul 13 18:59:22 2001

when you are making potions, if you are too burdened to carry them,
they should drop tothe ground instead of desting

-lu


-----------------

poster: Mixer
subject: >stuff
date: Sat Jul 14 05:25:59 2001

On Fri Jul 13 08:17:16 2001 Xphere wrote post #364:
> since physical attacks sometimes do more damage while the target is
> stunned, maybe physical skills could do the same thing, such as bf
> and strike could possibly do more damage while the target is
> stunned...
> just an idea...
> xpee
Cool.  But just remember any changes made to benefit you will also benefit
monsters many, many times more.
monsters many, many times more.
mix

-----------------

poster: Palenon
subject: >>stuff
date: Sat Jul 14 05:29:57 2001

On Sat Jul 14 05:25:59 2001 Mixer wrote post #367:
> On Fri Jul 13 08:17:16 2001 Xphere wrote post #364:
> > since physical attacks sometimes do more damage while the target is
> > stunned, maybe physical skills could do the same thing, such as bf
> > and strike could possibly do more damage while the target is
> > stunned...
> > just an idea...
> > xpee
> Cool.  But just remember any changes made to benefit you will also benefit
> monsters many, many times more.
> monsters many, many times more.
> mix
Monsters also vary there attacks and generally stun less than a
decent fig/ma...Thus the odds of a mob lining up a phys skill, while
a player is a stunned, are lower than a player lining a skill up on
a stunned mob..especially when abj prots (iw)..and certain fig/ma
prots are included
So even if it benefitted the monsters more say damagewise..the odds
are still with the player
pal

-----------------

poster: Smee
subject: Thin leather belt
date: Sun Jul 15 08:27:44 2001

I got id's on this as the stats are for each alpha guild, and it
occured to me that it would probably be much cooler / more loved /
neater if it based its stats on your beta guild, rather than your
alpha. Especially for mage, animist, cleric, where there is such a
big difference in what stats/skills are desirable for each beta.

And, the stats seem much lower for mage than for animist, two of the
caster setups, which makes me wonder also.

Smee

-----------------

poster: Pedron
subject: clear desc
date: Mon Jul 16 23:29:43 2001

describe clear to clear your description.
Can't find anything to clear it actually- 
typing desc gives me an old macdonald song emote. :P

-----------------

poster: Wagro
subject: Plans
date: Tue Jul 17 01:30:32 2001

Possibly if you try to enter something over 79 charactors (or
whatever the current limit is) that are not ansi charactors whine
making a plan, it would tell you that the line was too long and that
you need to shorten it, instead of entering it in your plan and
having to redo it because it was cut off.

-----------------

poster: Zifnab
subject: >Plans
date: Tue Jul 17 03:32:29 2001

On Tue Jul 17 01:30:32 2001 Wagro wrote post #371:
> Possibly if you try to enter something over 79 charactors (or
> whatever the current limit is) that are not ansi charactors whine
> making a plan, it would tell you that the line was too long and that
> you need to shorten it, instead of entering it in your plan and
> having to redo it because it was cut off.
the line in the editor, both news, and plan, desc etc 
is 65 lines long, you have 14 characters that you can go past that line
doesnt seem too hard to figure out.

-----------------

poster: Zifnab
subject: >>Plans
date: Tue Jul 17 03:33:02 2001

On Tue Jul 17 03:32:29 2001 Zifnab wrote post #372:
> On Tue Jul 17 01:30:32 2001 Wagro wrote post #371:
> > Possibly if you try to enter something over 79 charactors (or
> > whatever the current limit is) that are not ansi charactors whine
> > making a plan, it would tell you that the line was too long and that
> > you need to shorten it, instead of entering it in your plan and
> > having to redo it because it was cut off.
> the line in the editor, both news, and plan, desc etc 
> is 65 lines long, you have 14 characters that you can go past that line
> doesnt seem too hard to figure out.
was wrong for the describe one, but the point for plan still 
holds.

-----------------

poster: Jaws
subject: eq stuff
date: Wed Jul 18 01:39:43 2001

along with this it is well known that proper 
loot corpse
get all
dig grave
preventative maint with eq greatly extends its wear time before
repairs/replacement

Maybe make a traveller/woodsman skill that would help
extend periods between decay..

loot corpse
get all
dig grave
Also maybe an abjurer spell to do the same magically

Not to replace the need for repairs, just prolong amount of time
before repairs are needed

Jaws

-----------------

poster: Jaws
subject: well 
date: Wed Jul 18 01:40:46 2001

opargeon the loot trigs there
biorn was reving the death bunnies  =)

Jaws

-----------------

poster: Durin
subject: >eq stuff
date: Wed Jul 18 09:25:57 2001

On Wed Jul 18 01:39:43 2001 Jaws wrote post #374:
> along with this it is well known that proper 
> loot corpse
> get all
> dig grave
> preventative maint with eq greatly extends its wear time before
> repairs/replacement
> 
> Maybe make a traveller/woodsman skill that would help
> extend periods between decay..
> 
> loot corpse
> get all
> dig grave
> Also maybe an abjurer spell to do the same magically
> 
> Not to replace the need for repairs, just prolong amount of time
> before repairs are needed
> 
> Jaws

I would like to see this very high on the tree then, so it wouldnt
be for grabs for all the highbies so that they could just grab it
like they do thief tunnels etc. I want to see a 12309481249 giga
worth player to turn to some lowbie for help rather.

Other idea could be to create whole new tree for merchant guild,
which i would like better. With skills for creating, repairing,
enchanting (ac/stat/skill/dmg etc. bonuses), creating theyr own
shops or likes etc?

-Durin

-----------------

poster: Fezzick
subject: re: Decay
date: Wed Jul 18 16:07:54 2001

As a function of the Identify spell...and forgive me if this has
been posted - I've got 17 unread back there.
 
How about adding something more specific to the Identify spell for
Eq to show an exact % of decay (as something apart from the simple
association of 'new' sli scratch', etc.)
 

-----------------

poster: Bahgtru
subject: New Emote
date: Wed Jul 18 16:47:00 2001

Flush LIV

You look at LIV and say, "How many times must I flush before you go away"

- Bahg o' poo (Thanks for the name Durin)

-----------------

poster: Apathy
subject: >re: Decay
date: Wed Jul 18 19:20:34 2001

On Wed Jul 18 16:07:54 2001 Fezzick wrote post #377:
> As a function of the Identify spell...and forgive me if this has
> been posted - I've got 17 unread back there.
>  
> How about adding something more specific to the Identify spell for
> Eq to show an exact % of decay (as something apart from the simple
> association of 'new' sli scratch', etc.)
>  

Some of us prefer *not* to have the game reduced to pure mathematics.

-Apathy

-----------------

poster: Sleet
subject: >>eq stuff
date: Wed Jul 18 19:25:40 2001

On Wed Jul 18 09:25:57 2001 Durin wrote post #376:
> On Wed Jul 18 01:39:43 2001 Jaws wrote post #374:
> > along with this it is well known that proper 
> > loot corpse
> > get all
> > dig grave
> > preventative maint with eq greatly extends its wear time before
> > repairs/replacement
> > 
> > Maybe make a traveller/woodsman skill that would help
> > extend periods between decay..
> > 
> > loot corpse
> > get all
> > dig grave
> > Also maybe an abjurer spell to do the same magically
> > 
> > Not to replace the need for repairs, just prolong amount of time
> > before repairs are needed
> > 
> > Jaws
> 
> I would like to see this very high on the tree then, so it wouldnt
> be for grabs for all the highbies so that they could just grab it
> like they do thief tunnels etc. I want to see a 12309481249 giga
> worth player to turn to some lowbie for help rather.
> 
> Other idea could be to create whole new tree for merchant guild,
> which i would like better. With skills for creating, repairing,
> enchanting (ac/stat/skill/dmg etc. bonuses), creating theyr own
> shops or likes etc?
> 
> -Durin
sleet
maybe move the enchanter guild to this new merchant guild so that
somebody would actuly join it.

-----------------

poster: Pedron
subject: >>eq stuff
date: Wed Jul 18 19:45:21 2001

On Wed Jul 18 09:25:57 2001 Durin wrote post #376:
> On Wed Jul 18 01:39:43 2001 Jaws wrote post #374:
> > along with this it is well known that proper 
> > loot corpse
> > get all
> > dig grave
> > preventative maint with eq greatly extends its wear time before
> > repairs/replacement
> > 
> > Maybe make a traveller/woodsman skill that would help
> > extend periods between decay..
> > 
> > loot corpse
> > get all
> > dig grave
> > Also maybe an abjurer spell to do the same magically
> > 
> > Not to replace the need for repairs, just prolong amount of time
> > before repairs are needed
> > 
> > Jaws
> 
> I would like to see this very high on the tree then, so it wouldnt
> be for grabs for all the highbies so that they could just grab it
> like they do thief tunnels etc. I want to see a 12309481249 giga
> worth player to turn to some lowbie for help rather.
> 
> Other idea could be to create whole new tree for merchant guild,
> which i would like better. With skills for creating, repairing,
> enchanting (ac/stat/skill/dmg etc. bonuses), creating theyr own
> shops or likes etc?
> 
> -Durin
make repair a gamma woodsman/warrior tree skill/spell maybe.
Abjurer or witch branch at gamma+ could use it oo maybe. :P
I'm assassin myself right now, so please don't assume I picked 
any of those guilds out of favor for them. :) Just seemed 
logical for them.

-----------------

poster: Lu
subject: guild items
date: Wed Jul 18 20:14:42 2001

a feature that lets you 'turnoff' the stats ;), and turn them back
on again when you want
-lu

-----------------

poster: Wildchild
subject: adjustment to res/rev
date: Wed Jul 18 23:40:45 2001

Maybe make some changes to res so that if one lowbie with res is
resurrecting another lowbie, then the penalty isn't as harsh or
something.
But this same lesser penalty wouldn't be given to a higher levelled
player getting ressed.

This might help encourage the lowbies to do eq parties w/out having
to wait out for an avatar or have fear of dying.

-WC

-----------------

poster: Pedron
subject: armor piercing damage
date: Thu Jul 19 02:41:20 2001

maybe give skills with armor piercing as an affecting skill 
some chance to damage enemy equipment.
(monster, player, whoever. :)
More damage than wearing or normal combat would do on their own.

pedron

-----------------

poster: Tahnval
subject: Checking patched-up eq
date: Thu Jul 19 03:48:58 2001

This just occured to me and no-one on Dragon could answer:

Is it possible to check the maximum quality that a piece of eq can
be repaired to?
That seems to be highly relevant to buying eq.....a piece that can
only be repaired to, say, 20% would be much less valuable than one
which could be repaired to 40%.  Even seeing the item repaired as
much as possible wouldn't help, because you would just get a message
giving a range.

-----------------

poster: Pedron
subject: >Checking patched-up eq
date: Thu Jul 19 05:07:23 2001

On Thu Jul 19 03:48:58 2001 Tahnval wrote post #385:
> This just occured to me and no-one on Dragon could answer:
> 
> Is it possible to check the maximum quality that a piece of eq can
> be repaired to?
> That seems to be highly relevant to buying eq.....a piece that can
> only be repaired to, say, 20% would be much less valuable than one
> which could be repaired to 40%.  Even seeing the item repaired as
> much as possible wouldn't help, because you would just get a message
> giving a range.
I think you'd require the seller to go repair it up to max, then 
show it to you so you can see the condition it's in.  If it's 
'New' then you can be confident the max is 90%+ of original.
If it's one of the lower things after being repaired, you'll know that too.
If it looks like crud, it'll be in seller's best interest to 
repair it up as best they can anyway.  I'm pretty sure you'll 
know it's max condition when seller goes to sell. ;>
Wizards didn't make it too specific cause they're trying to avoid making eq 
into a mathematics workout.  Decay is pretty slow to help 
on top of the other things..

My big nickel,
pedron

-----------------

poster: Kazulanth
subject: >adjustment to res/rev
date: Thu Jul 19 05:16:17 2001

On Wed Jul 18 23:40:45 2001 Wildchild wrote post #383:
> Maybe make some changes to res so that if one lowbie with res is
> resurrecting another lowbie, then the penalty isn't as harsh or
> something.
> But this same lesser penalty wouldn't be given to a higher levelled
> player getting ressed.
> 
> This might help encourage the lowbies to do eq parties w/out having
> to wait out for an avatar or have fear of dying.
> 
> -WC
Something else that might help a midbie party without summon, even
if they could get a healer to rev their members, is some spell to
send a player back to his party leader.

--kaz

-----------------

poster: Pedron
subject: >>adjustment to res/rev
date: Thu Jul 19 05:19:19 2001

On Thu Jul 19 05:16:17 2001 Kazulanth wrote post #387:
> On Wed Jul 18 23:40:45 2001 Wildchild wrote post #383:
> > Maybe make some changes to res so that if one lowbie with res is
> > resurrecting another lowbie, then the penalty isn't as harsh or
> > something.
> > But this same lesser penalty wouldn't be given to a higher levelled
> > player getting ressed.
> > 
> > This might help encourage the lowbies to do eq parties w/out having
> > to wait out for an avatar or have fear of dying.
> > 
> > -WC
> Something else that might help a midbie party without summon, even
> if they could get a healer to rev their members, is some spell to
> send a player back to his party leader.
> 
> --kaz
I think healer able to res them back to the party, knockout the scar, and 
throw them a heal would be a sufficient substitute for a 
revver and a nav.  Player could stock up a little extra exp(200-500k) for 
res-fodder in eq party to keep from going deep in 
the negatives maybe. :)

-----------------

poster: Durin
subject: >adjustment to res/rev
date: Thu Jul 19 08:59:11 2001

On Wed Jul 18 23:40:45 2001 Wildchild wrote post #383:
> Maybe make some changes to res so that if one lowbie with res is
> resurrecting another lowbie, then the penalty isn't as harsh or
> something.
> But this same lesser penalty wouldn't be given to a higher levelled
> player getting ressed.
> 
> This might help encourage the lowbies to do eq parties w/out having
> to wait out for an avatar or have fear of dying.
> 
> -WC

Nod, sounds reasonable.

-Durin

-----------------

poster: Durin
subject: Time of Life
date: Thu Jul 19 12:18:39 2001

Pleasent event, but could the good god names be changed. Mixing
mythology and sillyness kinda destroys the illusion. Either make the
whole event plain out silly with silly names etc or vice versa. 

Thank you, drive through.
-Durin

-----------------

poster: Kaos
subject: l4va maeg
date: Fri Jul 20 16:31:51 2001

It's cool that we got revert form to dispel lesser bodies, but really,
the one form that needs dispelling most is lava, so it would be
real nice to get some spell in lava mage for it.

-----------------

poster: Pedron
subject: left-hand wield
date: Fri Jul 20 23:37:48 2001

I was disarmed fighting some guys which was fine, I 
unwielded my shield to get my dagger in my left hand 
and it says my hand still hurts.  Would it be too much or too hard to 
allow lefthand wielding and for disarm to let you wield 
a weapon in your lefthand if it was just disarmed from righthand?

If it's 2-handed or stuff in both hands was disarmed, 
then you couldn't rewield anything still.. ..just a thought. :)

Could make a skill for off-hand wielding, but I 
just needed a dagger in either hand for stabbing with.

-pedron runs to buy a 2nd mini-dagger to replace shield now. :P

-----------------

poster: Wagro
subject: Best kills
date: Sat Jul 21 07:20:53 2001

A command to disable any new best solo/party kills would be nice,
that way Foo could keep his nifty sear kill and not worry abot
having chimera take it over when he kills her.

-----------------

poster: Bluemoon
subject: New Emotes
date: Sat Jul 21 23:10:50 2001

Just a few ideas...
Eyeleg LIV ---You eyeleg 

and just one I'd like
Bluemoon LIV---You grab  and scream, "Pull yourself together
man! Everybody's lookin!"

Bluenuggs

-----------------

poster: Jazaman
subject: Last Tell
date: Sun Jul 22 00:12:03 2001

how about have it show both tells to you *and* tells by you, makes
it easier to understand convversations via tells.
thanks for your time and consideration.

-----------------

poster: Zifnab
subject: >Last Tell
date: Sun Jul 22 04:15:23 2001

On Sun Jul 22 00:12:03 2001 Jazaman wrote post #395:
> how about have it show both tells to you *and* tells by you, makes
> it easier to understand convversations via tells.
> thanks for your time and consideration.
I always assume you should know what you are saying to people..
Can always type 'history' too

-----------------

poster: Jazaman
subject: Emote Idea
date: Sun Jul 22 07:46:25 2001

rythm
You see: You suffer from White Mans Disease.  The Number One killer of rythm
others see: Name suffers from White Man's Disease.  The Number One
killer of rythm.
rythm liv
you see: You inform LIV that you suffer from White Man's Disease,
Which just happens to be the Number One killer of rythm.
others see: Name informs you that he/she/it suffers from White Man's
Disease, which just happens to be the Number One killer of rythm.
course it could also just be under jazaman, watching me dance is
like witnessing an epiletic shock.

-----------------

poster: Elendor
subject: EQ needs Altering for All
date: Sun Jul 22 16:42:13 2001

If we are goin to have to do eq, which seems likely then i think
that eq has to be changed, currently eq is designed purley for
4 guids, the rest of the barely get a look in, fighter (to tank it)
witch(to stun and gaze it),evoker (to blast it),and abjurer
(for;prots), in really high level stuff you can also use adepts of
the stone
but that is only for high end ppl who can attune.

How about changin the monsters so there is a reason to have any other 
guilds in the game in the eq parties for those ppl who cant afford to
change there guild just to do eq, or those like me who simply like the
guild there in and dont want to keep swapping.

To do this perhaps give eq monsters a weakness against certain guilds
i.e. take more damage/do less damage to particular guilds or make it so
you cannot do some eq without a member of a guild in the party.
Give some monsters an equal chance of being least resist to phys damage
for lavas or so, after all figs really dont do that much damage since 
they generally have to parry all the time in eq (ive never
understood;why monsters always seem to be incredibly resist to phys
no matter who;they were)

Im sure there are others ways to make it so you would use the other guilds
but i cant think of them

Please at least consider these ideas and dont leave eq a couple of guilds
domain.


Elendor.

-----------------

poster: Kaos
subject: >EQ needs Altering for All
date: Sun Jul 22 16:45:28 2001

Elendor:
[...] or make it so
you cannot do some eq without a member of a guild in the party.

This is what they are trying to avoid, eq parties never forming
cause of lack of "right" people. Therefore, costs have been tuned
down _alot_ to allow midbies to get all the damagetypes they ned
to do eq.

-----------------

poster: Elendor
subject: EQ needs Altering for All
date: Sun Jul 22 16:52:20 2001

Fine you dont like that idea, how about the rest of them or

perhaps coming up with something else
i agrre the lesser costs make it easier if you want to use the
few guilds that can do eq but what about those who cant, that
nobody wants in the eq parties, i did mention in the last post
that i didnt manage to list anywhere near all the possible ways
it can be done, i simply think it should be changed so ALL
the guilds have an equal chance of doin good (for there worth)
eq.

Elendor.

-----------------

poster: Kaos
subject: >EQ needs Altering for All
date: Sun Jul 22 16:57:47 2001

I disagree, people should specialize to do different things,
xp parties, solo, eq, whatever.

-----------------

poster: Snoop
subject: >EQ needs Altering for All
date: Sun Jul 22 17:00:56 2001

On Sun Jul 22 16:52:20 2001 Elendor wrote post #400:
> Fine you dont like that idea, how about the rest of them or
> 
> perhaps coming up with something else
> i agrre the lesser costs make it easier if you want to use the
> few guilds that can do eq but what about those who cant, that
> nobody wants in the eq parties, i did mention in the last post
> that i didnt manage to list anywhere near all the possible ways
> it can be done, i simply think it should be changed so ALL
> the guilds have an equal chance of doin good (for there worth)
> eq.
> 
> Elendor.
I don't like this idea, since if all guilds can do eq equally good,
then there's really no reason for ppls to stop mass slaughterin for
exp all the time, the penalty for reincing is no thigh anyways and
if ppls can't stand losing some small percentage of the
I don't like this idea, since if all guilds can do eq equally good,
then there's really no reason for ppls to stop mass slaughterin for
exp all the time, the penalty for reincing is no thigh anyways and
if ppls can't stand losing some small percentage of the

worth then maybe those ppls should jhust not do eq
*/Snoop sorry bout that double stuff grr mrr

-----------------

poster: Elendor
subject: Eq for All
date: Sun Jul 22 17:09:24 2001

Wheres the specialiastion at ?, a fighter tank that can do eq
is in demand for xp to tank it, evokers that can blast for eq
in demnad for xp since they can do diff damage types and make
a full party do the same damage type, abjurers whop can do eq
in demand since they can vul/disrupt for xp to make damage 
higher for a better rate, adeps with the worth, see evokers,
the single guild is witch that has to specialise, the only thing
is that evokers alone cant solo.

As for the idea of losing a little worth, sure for big players
who can often afford to sac large sums of gold to reinc thats
no problem what about the little players who once they reinc HAVE
to stay at what they reinc into untill there tax goes down 
naturally

Also remebr all these changes are to make eq more often done to 
ALL levels of players so the idea that if you wont lose the worth
you shgouldnt be doin it is now a wrong idea to think (old style;thinking)

Elendor.

-----------------

poster: Durin
subject: >>EQ needs Altering for All
date: Sun Jul 22 17:34:14 2001

On Sun Jul 22 17:00:56 2001 Snoop wrote post #402:
> On Sun Jul 22 16:52:20 2001 Elendor wrote post #400:
> > Fine you dont like that idea, how about the rest of them or
> > 
> > perhaps coming up with something else
> > i agrre the lesser costs make it easier if you want to use the
> > few guilds that can do eq but what about those who cant, that
> > nobody wants in the eq parties, i did mention in the last post
> > that i didnt manage to list anywhere near all the possible ways
> > it can be done, i simply think it should be changed so ALL
> > the guilds have an equal chance of doin good (for there worth)
> > eq.
> > 
> > Elendor.
> I don't like this idea, since if all guilds can do eq equally good,
> then there's really no reason for ppls to stop mass slaughterin for
> exp all the time, the penalty for reincing is no thigh anyways and
> if ppls can't stand losing some small percentage of the
> I don't like this idea, since if all guilds can do eq equally good,
> then there's really no reason for ppls to stop mass slaughterin for
> exp all the time, the penalty for reincing is no thigh anyways and
> if ppls can't stand losing some small percentage of the
> 
> worth then maybe those ppls should jhust not do eq
> */Snoop sorry bout that double stuff grr mrr

TICK/TOCK
TICK/TOCK
Why is then that all the guilds can do exp almost equally good.
Sucks big time. Make the eq guilds obsolete for exp parties like all
exp mobs zillion percent resistant etc. Have you noticed that best
exp groups pretty much follow the lines of eq groups.
-Durin3

-----------------

poster: Erec
subject: A couple random ideas.
date: Sun Jul 22 18:43:53 2001

Two ideas:

(1) Could ignore be made like combat silent, so you could ignore, say, 
someones combat messages, but not their tells and party says?

(2) Bard really needs a guild like Guardians.  Desperately.

             -erec

-----------------

poster: Erec
subject: Making all classes useful for equipment.
date: Sun Jul 22 18:59:09 2001

A couple thoughts on Elendor's post.

Every guild has something to contribute to exp. parties.  Some more, some 
less, but all can do something.  I'm not sure why people object to the same 
being true of eq. parties.

The key is finding different, non-intersecting (or only mildly intersecting) 
areas in which for them to contribute.  It's easy to say, "everyone should be 
able to do something", but we need ideas as to what they can do that won't 
impinge on the domain of another guild.

At low levels, I think the only real problem guild is thief, and I don't have 
many ideas there.  Perhaps thieves might get a skill to sneak people into a 
combat room such that they aren't attacked by agro monsters?  Even if the 
monster is already agro to them?  Might help with healers who get area 
attacked, and stop regening.

All other guilds I saw used at lower levels for eq. (OK, as woodsman, I 
tanked stuff at the level of a fighter half my size, but that really doesn't 
matter for eq., does it?  It was something, and party shares are more 
irrelevant).  For top levels of equipment, though, it seems that both animist 
classes are now being ignored.

For druid, it seems primarily because they can only tune half their damage.  
Perhaps we should let them tune the other half too?  Not to the same thing, 
perhaps, but at least they could then hit the monster in its two most 
vulnerable areas.

As to woodsman, I've had a few ideas I've sent to Siggy for the omicron (wher 
is siggy lately, anyway?), but with current skills, just removing the 
limitations from Womb of Gaia would make it a viable eq. party skill - enough 
that combined with some tunable damage, etc, like they have, it would 
probably be enough to make them viable members.  However, that violates what 
I said about not stepping on the toes of other classes (namely navigators).  
Perhaps make their anti-tracking skills work when not leading?  Seems last 
place in a party is the best place to cover party tracks to me :-).  And 
hopefully, the omicron (if we ever get it) will address this issue.

Thief, though, is still really the hard one to figure out.  Anyone with 
bright ideas as to how to make thief useful in a party, given the limitation 
that they can't be useful in a way that makes someone else useless?

Are there any other problem guilds at the moment?

             -Erec

-----------------

poster: Durin
subject: >Making all classes useful for equipment.
date: Sun Jul 22 19:02:48 2001

I would say MA is.
-Durin


-----------------

poster: Zifnab
subject: >A couple random ideas.
date: Sun Jul 22 20:23:01 2001

On Sun Jul 22 18:43:53 2001 Erec wrote post #405:
> Two ideas:
> 
> (1) Could ignore be made like combat silent, so you could ignore, say, 
> someones combat messages, but not their tells and party says?
> 
> (2) Bard really needs a guild like Guardians.  Desperately.
> 
>              -erec
1) no. we do not have a good enough mechanism to pass what type
  of message you are receiving from a person up to the point
where ignore is done at, you either ignore a person or you 
dont.

-----------------

poster: Yugo
subject: wc on eq page
date: Sun Jul 22 21:22:26 2001

can it be done so you can see the wc of the diff. weapons?

-----------------

poster: Pedron
subject: EQ vs Exp party comments
date: Mon Jul 23 00:57:56 2001

Just responding to folks who think the Eq-type parties are as good 
for exp as the Exp-type parties, where the reverse is not true.

The very best exp parties I've ever been in- with next to no chance 
of being killed, the highest possible exp/min/member rates, 
and only essential members would not have lasted 5 seconds in Eq.
I found that any kind of ok tank of whatever race and whatever 
non-caster guild(thief/warrior/woodsman I've played), a pair 
of lava mages(considered useless in eq), and any old 
level 20+ healer with a strong spr and the heal spell well 
trained got each of the 4 of us more exp at faster rates 
than any of the 10-man troll parties I did as a giant tank 
with abjurer, bard, pair of healers, and big mess of superblasters 
backing me up.  Love runon sentence. :)

We'd only be tanking stuff like sidhes and shadows and misc dragons 
short of the bronze and red ones, but I cleared a million exp/hour 
in those parties with the lava mages pushing 1.5-2m/hour and healer 
covering 500k/hour which is better than the lot of us could get killing 
huge stuff on a 10-way split.  Healer probably wouldn't be invited to 
such an exp party and I'd have a 50/50 chance of surviving if my prots 
dropped in combat or lag hit our party.  10-way split on gold always sucks 
too, esp when you got gem blasters demanding all the gems.

My big nickel,
pedron spam

-----------------

poster: Elendor
subject: EQ vs Exp parties
date: Mon Jul 23 01:54:02 2001

AT no time is anyone sayin that that the other guilds cant do xp
however if you took equal worth parties of say 5 members, and
stocked one with a good fig, healer,abjurer and 2 evokers, then
checked it against a party with say a woodsman tank, a healer
and random other guilds (maybe 2 lavas and rogue), you will find
out first that the first party will hold quite alot better rate
in xp and second that it will also still be able to do eq quite
well, the other party should hold a reasonable xp rate (thou
not as good as the other party) but will get nuked trying any
type of eq.

This makes the the other guilds quite underpowered in respect to
the guilds i mentioned in my eariler post, if anything there should
be some kind of middle level, if a guild cant do something i.e.
woodsman for eq then they should be able to do xp or solo better
then a fid for example, however at the moment the only guild that
has that well worked out is the woodsman, other blast guilds cannot
compare to evoker(eq and xp) and adepts(xp solo and at higher lvls eq)
or rogue which basically sucks for anything (excpet maybe the bard
skills)

when you compare it to a tank


Elendor

-----------------

poster: Pedron
subject: >EQ vs Exp parties
date: Mon Jul 23 02:10:19 2001

On Mon Jul 23 01:54:02 2001 Elendor wrote post #412:
> AT no time is anyone sayin that that the other guilds cant do xp
> however if you took equal worth parties of say 5 members, and
> stocked one with a good fig, healer,abjurer and 2 evokers, then
> checked it against a party with say a woodsman tank, a healer
> and random other guilds (maybe 2 lavas and rogue), you will find
> out first that the first party will hold quite alot better rate
> in xp and second that it will also still be able to do eq quite
> well, the other party should hold a reasonable xp rate (thou
> not as good as the other party) but will get nuked trying any
> type of eq.
> 
> This makes the the other guilds quite underpowered in respect to
> the guilds i mentioned in my eariler post, if anything there should
> be some kind of middle level, if a guild cant do something i.e.
> woodsman for eq then they should be able to do xp or solo better
> then a fid for example, however at the moment the only guild that
> has that well worked out is the woodsman, other blast guilds cannot
> compare to evoker(eq and xp) and adepts(xp solo and at higher lvls eq)
> or rogue which basically sucks for anything (excpet maybe the bard
> skills)
> 
> when you compare it to a tank
> 
> 
> Elendor
I still never made a million exp/hour tanking parties 
bigger than 4 players unless the healer was very much smaller and the mages 
were lava/mist.  Evokers didn't quite come as close to holding 
constant damagee on exp monsters as the lava/mists I had, and harmers etc 
always whine about tapping out. ;>  Cut out the abj/bard/stunner 
and shares of everything get bigger still.  Then you factor in the 
0.1% chance of tank getting killed vs the 50/50 chance he's got tanking 
stuff that needs abj and big healer, and tank at least 
comes out ahead. ;>

Everytime I tank something big, I place everyone by hps at the start, and 
bump healers to 2nd place if they slack off- at which point they 
quit slacking off or whine or quit the party cause they don't think
they can keep me 
alive(which backs up my claim at 50/50 chance of survival in 
such a party).

I've been in parties like you said- had graxon and trax using
gemflash to nuke large shadows, 
had somebody abj or bard to cast prots on me, I was trained as a 
middling eq tank, and we had a powerful healer.  Nuked rooms full 
of shadows as fast as my smaller 4-man minihealer/lavamage/whatevertank 
party could kill sidhes.  My share was something 
like 600k/hour and gem blasters gobbled up 
the bulk of the loot to blast for it.

My 4-man sidhe party of _lower_ worth got me 1m exp/hour 
and we had big piles of gems and gold to split which easily 
covered food/training costs.  5-man shadow party almost killed me in 
every single fight.  Sidhes never came close to killing 
me or anyone.  That concludes my comparison. ;>

-----------------

poster: Tahnval
subject: >>EQ needs Altering for All
date: Mon Jul 23 04:59:21 2001

On Sun Jul 22 16:57:47 2001 Kaos wrote post #401:
> I disagree, people should specialize to do different things,
> xp parties, solo, eq, whatever.
There is also the fact that the "eq" guilds mentioned may not be
anything of the sort.  For example, I am a fighter.  I'm worth about
125M, which would be an adequate worth for tanking smaller eq mobs
if I was a tank, which I'm not.  I suck as a tank and there is no
way I can tank eq mobs.  I can. however, solo pretty damn well.

-----------------

poster: Wik
subject: Not something to do with EQ
date: Mon Jul 23 05:47:53 2001

People who want dheals or drefs. Simple thing to do.
Type who guild confessor. It will show you all the confessors on.
-Wik

-----------------

poster: Arkangyle
subject: >EQ vs Exp parties
date: Mon Jul 23 08:42:50 2001

EQ class evokers should be compared to nether mages, NOT LAVA MAGES,
who will do just as well in exp as the evokers.

-----------------

poster: Bahgtru
subject: Guild
date: Mon Jul 23 12:57:59 2001

I was bored in Hell, so I came up with this.

Hell Warrior guild (Fighter Bravo)
Required: Maxxed in Berserker, Knight
---------------------------------------------------
[Level 2]: New Skills: Summon Hell (Protection, Low Average
Duration) The warrior can summon the fires of Hell to run through
his/her body, increasing his/her power. (105 eps, 3 rounds.)
Affecting Skills: Knowledge of Hell


[Level 3]: New Skills: Firey Blow (Combat) The warrior can use this
skill to target vulnerable areas of the target, and hit it, burning
it.

[Level 4]: New Spells: Hell Blade (Summon Object) With this spell,
the warrior can create a Blade fashioned from the fires of Hell,
which he/she uses as a personal weapon (98 sps, 5 rounds) Affecting
skills: Knowledge of Hell

[Level 6]: New Skills: Knowledge of Hell (Mastery) It helps to know
about what is giving you power, and knowledge of this skill can and
will increase the warrior's ability. Mastery of this skill is a must
to succeed.

[Level 9]: New SKills: Mind of Satan (Protection, Low Average
Duration) By sharing their mind with Satan, the warrior can become
immensely more powerful. Failure in this skill will hurt the warrior
however, as Satan is not happy that he cannot enter your mind. (143
eps, 4 rounds)


-----------------

poster: Blackthorne
subject: >Guild
date: Mon Jul 23 13:00:54 2001

On Mon Jul 23 12:57:59 2001 Bahgtru wrote post #417:
> I was bored in Hell, so I came up with this.
> 
> Hell Warrior guild (Fighter Bravo)
> Required: Maxxed in Berserker, Knight
> ---------------------------------------------------
> [Level 2]: New Skills: Summon Hell (Protection, Low Average
> Duration) The warrior can summon the fires of Hell to run through
> his/her body, increasing his/her power. (105 eps, 3 rounds.)
> Affecting Skills: Knowledge of Hell
> 
> 
> [Level 3]: New Skills: Firey Blow (Combat) The warrior can use this
> skill to target vulnerable areas of the target, and hit it, burning
> it.
> 
> [Level 4]: New Spells: Hell Blade (Summon Object) With this spell,
> the warrior can create a Blade fashioned from the fires of Hell,
> which he/she uses as a personal weapon (98 sps, 5 rounds) Affecting
> skills: Knowledge of Hell
> 
> [Level 6]: New Skills: Knowledge of Hell (Mastery) It helps to know
> about what is giving you power, and knowledge of this skill can and
> will increase the warrior's ability. Mastery of this skill is a must
> to succeed.
> 
> [Level 9]: New SKills: Mind of Satan (Protection, Low Average
> Duration) By sharing their mind with Satan, the warrior can become
> immensely more powerful. Failure in this skill will hurt the warrior
> however, as Satan is not happy that he cannot enter your mind. (143
> eps, 4 rounds)
> 
Hm, I think this would be a mage guild...beats me where it would
sit, but fighter ain't it :P
-B, the ever-present voice of madness.

-----------------

poster: Bahgtru
subject: >>Guild
date: Mon Jul 23 13:05:51 2001

On Mon Jul 23 13:00:54 2001 Blackthorne wrote post #418:
> On Mon Jul 23 12:57:59 2001 Bahgtru wrote post #417:
> > I was bored in Hell, so I came up with this.
> > 
> > Hell Warrior guild (Fighter Bravo)
> > Required: Maxxed in Berserker, Knight
> > ---------------------------------------------------
> > [Level 2]: New Skills: Summon Hell (Protection, Low Average
> > Duration) The warrior can summon the fires of Hell to run through
> > his/her body, increasing his/her power. (105 eps, 3 rounds.)
> > Affecting Skills: Knowledge of Hell
> > 
> > 
> > [Level 3]: New Skills: Firey Blow (Combat) The warrior can use this
> > skill to target vulnerable areas of the target, and hit it, burning
> > it.
> > 
> > [Level 4]: New Spells: Hell Blade (Summon Object) With this spell,
> > the warrior can create a Blade fashioned from the fires of Hell,
> > which he/she uses as a personal weapon (98 sps, 5 rounds) Affecting
> > skills: Knowledge of Hell
> > 
> > [Level 6]: New Skills: Knowledge of Hell (Mastery) It helps to know
> > about what is giving you power, and knowledge of this skill can and
> > will increase the warrior's ability. Mastery of this skill is a must
> > to succeed.
> > 
> > [Level 9]: New SKills: Mind of Satan (Protection, Low Average
> > Duration) By sharing their mind with Satan, the warrior can become
> > immensely more powerful. Failure in this skill will hurt the warrior
> > however, as Satan is not happy that he cannot enter your mind. (143
> > eps, 4 rounds)
> > 
> Hm, I think this would be a mage guild...beats me where it would
> sit, but fighter ain't it :P
> -B, the ever-present voice of madness.
Nods, I was tossing up between mage and fig

- Bahg o' Poo is alive again

-----------------

poster: Skillz
subject: hide goods spell
date: Mon Jul 23 15:21:08 2001

Now, since we have no lockers it would be great for misty mages to
have 'hide goods' spell. Of course i can put my castle key on
floating disc, but it really hurts to waste usefull for misty mages
spell points. 

--Skillz

-----------------

poster: Elendor
subject: EQ vs Exp parties  
date: Mon Jul 23 17:40:30 2001

You must be joking, why would you compare evokers to nether mages
a maxxed sorc MAY just be right to compare with nether, not an
evoker, even one with all dtypes maxxed only needs to be 200mil
which is the lava mage range not nether mage which even with 
reduced costs is still 1gig xp to do, even addin a couple
of lvls of sorc puts you at 350mil

When i compare i try to at least look in somewhere near
the worth range.


Elendor

-----------------

poster: Elendor
subject: EQ vs XP stuff i wrote earlier altered :)
date: Mon Jul 23 17:51:37 2001

Ok first i was talkin about havin all dytpe spells maxxed
you should add bout another 3000mil on to maxx all of the skills
uhh 300 mil even :)

and get the levels to fully do the guild.
This still puits i WAY out of the range of a nether mage, i
personally do not just look towards the V highest players when
i compare since there are a hell of alot more lower players
then there are high ones


Elendor.

-----------------

poster: Tranquil
subject: >EQ vs Exp parties
date: Mon Jul 23 18:47:22 2001

On Mon Jul 23 01:54:02 2001 Elendor wrote post #412:
> AT no time is anyone sayin that that the other guilds cant do xp
> however if you took equal worth parties of say 5 members, and
> stocked one with a good fig, healer,abjurer and 2 evokers, then
> checked it against a party with say a woodsman tank, a healer
> and random other guilds (maybe 2 lavas and rogue), you will find
> out first that the first party will hold quite alot better rate
> in xp and second that it will also still be able to do eq quite
> well, the other party should hold a reasonable xp rate (thou
> not as good as the other party) but will get nuked trying any
> type of eq.
> 
> This makes the the other guilds quite underpowered in respect to
> the guilds i mentioned in my eariler post, if anything there should
> be some kind of middle level, if a guild cant do something i.e.
> woodsman for eq then they should be able to do xp or solo better
> then a fid for example, however at the moment the only guild that
> has that well worked out is the woodsman, other blast guilds cannot
> compare to evoker(eq and xp) and adepts(xp solo and at higher lvls eq)
> or rogue which basically sucks for anything (excpet maybe the bard
> skills)
> 
> when you compare it to a tank
> 
> 
> Elendor

How about this radical new idea.

1) We remove all races, guilds, and mobs.

2) We reinstate the human race.

3) We create a guild names 'Generic', and give it one medium power
heal spell, one medium power blasting spell, one medium duration
prot, and that attack skill also.

4) We create many mobs, all level 20, and all with two pieces of eq,
a 'Sword' and an 'Armor', which covers all slots.

I propose this change for 2 reasons:

1) There will no longer be any issue with regards to different
guilds being more powerful for a given task, since there is only 1
guild with everything that you need included in the guild.

2) It will also nullify any gripes with the current eq decay setup
that was recently introduced.

- Tranquil's two denarii


-----------------

poster: Jomo
subject: Thieves Useful
date: Mon Jul 23 18:48:46 2001

If you wanted to make thieves useful,--
I believe at one point there was talk of putting traps in eq areas..
I seem to remember thieves being able to disarm these traps. 
Everybody hated this,
but if you wanted to make thieves extremely useful for eq, traps that they 
need to disarm along the path to popular eq monsters would be the way to go.

-----------------

poster: Tranquil
subject: >Guild
date: Mon Jul 23 18:51:52 2001

This sounds like an ideal guild for the harmer guild recode,
providing another gamma is introduced which gives some more melee
skills stuff.

- Tranquil hides from Wagro


-----------------

poster: Apathy
subject: >>EQ vs Exp parties
date: Mon Jul 23 18:55:16 2001

> 
> - Tranquil's two denarii
> 

You should use asses, not denarii. That would be much more entertaining. =)

-Apathy

-----------------

poster: Apathy
subject: >Thieves Useful
date: Mon Jul 23 18:56:43 2001

On Mon Jul 23 18:48:46 2001 Jomo wrote post #424:
> If you wanted to make thieves useful,--
> I believe at one point there was talk of putting traps in eq areas..
> I seem to remember thieves being able to disarm these traps. 
> Everybody hated this,
> but if you wanted to make thieves extremely useful for eq, traps that they 
> need to disarm along the path to popular eq monsters would be the way to go.

That doesn't sound very interesting. The first time a party goes
through an eq area, they'll set off all the traps. The second time
they go through, they'll know where they all are, and they'll spend
five minutes sitting around while the thief disarms traps.

-Apathy

-----------------

poster: Tranquil
subject: >>>EQ vs Exp parties
date: Mon Jul 23 18:59:02 2001

On Mon Jul 23 18:55:16 2001 Apathy wrote post #426:
> > 
> > - Tranquil's two denarii
> > 
> 
> You should use asses, not denarii. That would be much more entertaining. =)
> 
> -Apathy
I've been on a Ceaser III spree lately.. and its creeping into my
other hobbies =j

- Tranquil

*
er

-----------------

poster: Erec
subject: >>Thieves Useful
date: Mon Jul 23 18:59:32 2001

On Mon Jul 23 18:56:43 2001 Apathy wrote post #427:
> On Mon Jul 23 18:48:46 2001 Jomo wrote post #424:
> > If you wanted to make thieves useful,--
> > I believe at one point there was talk of putting traps in eq areas..
> > I seem to remember thieves being able to disarm these traps. 
> > Everybody hated this,
> > but if you wanted to make thieves extremely useful for eq, traps that
they 
> > need to disarm along the path to popular eq monsters would be the way to
go.
> 
> That doesn't sound very interesting. The first time a party goes
> through an eq area, they'll set off all the traps. The second time
> they go through, they'll know where they all are, and they'll spend
> five minutes sitting around while the thief disarms traps.
> 
> -Apathy
One could say that about most of the hurdles we put in the way of
equipment monsters (with the occasional addenedum that some take
a little longer than 5 minutes.  Then again, some take less).
   -Erec

-----------------

poster: Apathy
subject: >>>Thieves Useful
date: Mon Jul 23 19:02:36 2001

> One could say that about most of the hurdles we put in the way of
> equipment monsters (with the occasional addenedum that some take
> a little longer than 5 minutes.  Then again, some take less).
>    -Erec

But having a puzzle to solve is much more interesting than simply
walking into a trap and saying "Oops, we'll disarm that next time."

-Apathy

-----------------

poster: Erec
subject: >>>>Thieves Useful
date: Mon Jul 23 19:03:12 2001

On Mon Jul 23 19:02:36 2001 Apathy wrote post #430:
> > One could say that about most of the hurdles we put in the way of
> > equipment monsters (with the occasional addenedum that some take
> > a little longer than 5 minutes.  Then again, some take less).
> >    -Erec
> 
> But having a puzzle to solve is much more interesting than simply
> walking into a trap and saying "Oops, we'll disarm that next time."
> 
> -Apathy
That depends on what it takes to disarm it, doesn't it?

       -Erec

-----------------

poster: Jomo
subject: Traps
date: Mon Jul 23 19:05:23 2001

You would obviously need a "detect" trap skill of some sort.
Then masteries in specific types of traps.. which would
assist the thief in solving how to disarm the trap.

If the thieves skills weren't high enough, he might have to try and figure out

"which wwire to cut", which could result in a good size explosion, etc.

I really haven't thought out any details, but it makes sense in a
fantasy environment.

-----------------

poster: Apathy
subject: >>>>>Thieves Useful
date: Mon Jul 23 19:05:52 2001

On Mon Jul 23 19:03:12 2001 Erec wrote post #431:
> On Mon Jul 23 19:02:36 2001 Apathy wrote post #430:
> > > One could say that about most of the hurdles we put in the way of
> > > equipment monsters (with the occasional addenedum that some take
> > > a little longer than 5 minutes.  Then again, some take less).
> > >    -Erec
> > 
> > But having a puzzle to solve is much more interesting than simply
> > walking into a trap and saying "Oops, we'll disarm that next time."
> > 
> > -Apathy
> That depends on what it takes to disarm it, doesn't it?
> 
>        -Erec

That's my point. If all it takes is successful completion of a
skill, it's pretty boring. Oh, you could put a large aggro monsie
into the room that randomly stuns people, but you can't do that for
*every* trap.

-Apathy

-----------------

poster: Rizzly
subject: Eq decay
date: Mon Jul 23 23:12:54 2001

Perhaps a skill could be added somewhere in the fighter tree that
can repair armours and weapons.  It would be relatively high (of
course), it wouldn't be as effective as the blacksmith (of course),
and it would take a while to perform, but it would be a useful skill
and would be "in theme" for fighters.  To use the skill you'd also
need certain items, e.g. anvil and hammer.  The plus side of this,
however, is that you don't have to spend money to repair your
armours and weapons.

-----------------

poster: Pedron
subject: >>EQ vs Exp parties
date: Tue Jul 24 00:26:04 2001

On Mon Jul 23 08:42:50 2001 Arkangyle wrote post #416:
> EQ class evokers should be compared to nether mages, NOT LAVA MAGES,
> who will do just as well in exp as the evokers.
Still never made a million exp/hour without a pair of lavas or mist 
and a mini-healer.  Could give a flying leap about the power of the 
other guilds unless I can't find any lavas/mist/minihealers to party 
with for exps at the moment. :)  I also never died in those million 
exp/hour parties which is alot more than I could say for those 
600k exp/hour parties that turn out to be maybe 500k exp/hour if 
I get killed.

*Pedron once got to bump a level 80 healer to 2nd spot for slacking off 
on huge trolls- never had to bump a level 20 healer to 2nd spot even 
if they went linkdead on sidhes* :)

I was saying lava mages do better than those other guilds at exp in my 
experience.  They don't tap, damage is being done by their spells even 
if they do step out for a tick, monsters have a cool habit of dropping dead 
even if I wimpied a second before.  All that stuff adds up.  Lavas aren't 
the ideal eq mage race though cause most of their damage is phys/fire and 
I believe every eq monster over 500k has very heavy res to phys/fire compared 
to other dtypes.

My big spammy nickel,
pedron

ps>was complementing evoker exp ability by saying they came close to getting 
my parties the exp/member rates the lavas could in the 4-man exp
configuration. ;>

-----------------

poster: Arkangyle
subject: >EQ vs Exp parties  
date: Tue Jul 24 02:37:30 2001

On Mon Jul 23 17:40:30 2001 Elendor wrote post #421:
> You must be joking, why would you compare evokers to nether mages
> a maxxed sorc MAY just be right to compare with nether, not an
> evoker, even one with all dtypes maxxed only needs to be 200mil
> which is the lava mage range not nether mage which even with 
> reduced costs is still 1gig xp to do, even addin a couple
> of lvls of sorc puts you at 350mil
> 
> When i compare i try to at least look in somewhere near
> the worth range.
> 
> 
> Elendor

No, I am not joking.  While it is true, lava and mist mages make for
poor eq party blasters, I KNOW that a properly played mist mage will
kick your 300m evoker's butt when soloing exp.  Why do I know this
... because I've been mist mage (and now recently nether as well)
since I was 100m worth back last October.  Now currently standing at
1.2g worth I think I've done ok for myself.
  Yes, there was a long time in there that I wished I could do eq
and wasn't very viable in that form, but it was my choice to stick
with mist and work my way up.  You have that choice as well.
  Just a few costs to toss by everyone in comparison, though I don't
have decent figures on evoker/sorcerer because what is considered
viable for them often varies from person to person (as is obvious
from Elendor thinking 300m was sufficient).

chanter of deep earth (NOT adept of stone ... this is not an eq
class guild) 700m for eq viability
nether mage ... 1g for eq viability

Now, if you compare this to the costs for these guilds just a short
while ago (900m for chanter and 1.4g for nether) I think you will
notice that the administration has been MORE than generous in
creating potential for the players here.
  All races and guilds will not be equal in every situation, they
have their own strengths and weaknesses.  Compared to the past days
of this mud (which I remember very clearly) we have made incredible
progress towards equality, while still retaining individuality.
  Personally I credit alot of this to the work of Sigwald and
Magneto, and I'm proud to say I worked with them during some of this
period of change.

-----------------

poster: Poofy
subject: suggestion
date: Tue Jul 24 21:23:38 2001

Tick timer
I don't know if this has bein mentioned b4,
but i notice quite a few people having
tick timers, i think i may be better to have
an in-game timer everyone can use so it'll be more
fair to the people without timers, just my
opinion anyways.



-Poofy

-----------------

poster: Guacamole
subject: >suggestion
date: Tue Jul 24 22:36:23 2001

On Tue Jul 24 21:23:38 2001 Poofy wrote post #437:
> Tick timer
> I don't know if this has bein mentioned b4,
> but i notice quite a few people having
> tick timers, i think i may be better to have
> an in-game timer everyone can use so it'll be more
> fair to the people without timers, just my
> opinion anyways.
> 
> 
> 
> -Poofy
I think that part of the process of learning how to mud effectively
includes working with your ticks...  

I guess it COULD be added to RDMP for those people who are too
inexperienced with clients to develop a timer.  However, IMHO
it shouldn't be a requirement on the admin to provide internal 
or non-game related information to enable a player to play
more effectively...

-G

-----------------

poster: Palenon
subject: >>suggestion
date: Tue Jul 24 23:28:56 2001

On Tue Jul 24 22:36:23 2001 Guacamole wrote post #438:
> On Tue Jul 24 21:23:38 2001 Poofy wrote post #437:
> > Tick timer
> > I don't know if this has bein mentioned b4,
> > but i notice quite a few people having
> > tick timers, i think i may be better to have
> > an in-game timer everyone can use so it'll be more
> > fair to the people without timers, just my
> > opinion anyways.
> > 
> > 
> > 
> > -Poofy
> I think that part of the process of learning how to mud effectively
> includes working with your ticks...  
> 
> I guess it COULD be added to RDMP for those people who are too
> inexperienced with clients to develop a timer.  However, IMHO
> it shouldn't be a requirement on the admin to provide internal 
> or non-game related information to enable a player to play
> more effectively...
> 
> -G
This doesn't sound too bad to me.
Let's face it ever since ticks stopped being in sync mud-wide life
has prolly gotten harder for ppl without clients that support such
luxuries as tick timers
Just my input
Pal

-----------------

poster: Jomo
subject: In mud Tick Trigger...
date: Tue Jul 24 23:57:32 2001

The easily way to implement this would be just to make tick #19 red
on the RDMP reports.

-----------------

poster: Zifnab
subject: >>>suggestion
date: Wed Jul 25 00:30:32 2001

On Tue Jul 24 23:28:56 2001 Palenon wrote post #439:
> On Tue Jul 24 22:36:23 2001 Guacamole wrote post #438:
> > On Tue Jul 24 21:23:38 2001 Poofy wrote post #437:
> > > Tick timer
> > > I don't know if this has bein mentioned b4,
> > > but i notice quite a few people having
> > > tick timers, i think i may be better to have
> > > an in-game timer everyone can use so it'll be more
> > > fair to the people without timers, just my
> > > opinion anyways.
> > > 
> > > 
> > > 
> > > -Poofy
> > I think that part of the process of learning how to mud effectively
> > includes working with your ticks...  
> > 
> > I guess it COULD be added to RDMP for those people who are too
> > inexperienced with clients to develop a timer.  However, IMHO
> > it shouldn't be a requirement on the admin to provide internal 
> > or non-game related information to enable a player to play
> > more effectively...
> > 
> > -G
> This doesn't sound too bad to me.
> Let's face it ever since ticks stopped being in sync mud-wide life
> has prolly gotten harder for ppl without clients that support such
> luxuries as tick timers
> Just my input
> Pal
how did it get harder? it was random before, now its every
X rounds, seems you could almost count it if you wanted to
and I bet you coudl.

-----------------

poster: Tahnval
subject: >suggestion
date: Wed Jul 25 00:45:35 2001

On Tue Jul 24 21:23:38 2001 Poofy wrote post #437:
> Tick timer
> I don't know if this has bein mentioned b4,
> but i notice quite a few people having
> tick timers, i think i may be better to have
> an in-game timer everyone can use so it'll be more
> fair to the people without timers, just my
> opinion anyways.
> 
> 
> 
> -Poofy
I'm really curious as to why so many people don't have a watch which
shows seconds in some way.  My tick timer has always been a watch on
my desk, and people usually think that it weird and unusable.

-----------------

poster: Erec
subject: >>>>suggestion
date: Wed Jul 25 03:51:00 2001

Zifnab said:
> how did it get harder?...
It got harder because people now have to do the work themselves.
Used to be you only needed on person with a tick timer.  Now everyone
has to have one.

(yeah, people complaining about more work. What a surprise).

It would be easier (and more sensible) if instead of ticks
we all just regened at 1/20th our current rate every heartbeat
we were out of combat.  But that would mean everyone would have to 
idle more, and we can't have that, can we? :-)

    -Erec

-----------------

poster: Phire
subject: >>>>>suggestion
date: Wed Jul 25 03:52:24 2001

On Wed Jul 25 03:51:00 2001 Erec wrote post #443:
> Zifnab said:
> > how did it get harder?...
> It got harder because people now have to do the work themselves.
> Used to be you only needed on person with a tick timer.  Now everyone
> has to have one.
> 
> (yeah, people complaining about more work. What a surprise).
> 
> It would be easier (and more sensible) if instead of ticks
> we all just regened at 1/20th our current rate every heartbeat
> we were out of combat.  But that would mean everyone would have to 
> idle more, and we can't have that, can we? :-)
> 
>     -Erec
I am all for anything that increases idling for good causes.


-----------------

poster: Durin
subject: Eq
date: Wed Jul 25 09:28:13 2001

What if any monster could drop a piece of eq. Let's say per area,
there is a pool of eqs (from bad to decent at least) and any monster
in that area has some chance of dropping one piece. A small, very
very very small chance, but a chance anyway.

Would really bring some joy and change to your everyday adventuring
and give a whole new reason to really go through all areas with
time.

-Durin

-----------------

poster: Zyz
subject: re: Eq
date: Wed Jul 25 09:38:08 2001

Durin's idea regarding very small random chance of small eq drop I
think would be an interesting avenue to pursue.  I would suggest
limiting eq drop chance to high tune (i.e. not often killed)
monsters, and type of random eq similar to gems, based on monster
size. Would add entertainment and encourage/reward exp in obscure
areas.
-Zyz

-----------------

poster: Kazulanth
subject: >>>>>suggestion
date: Thu Jul 26 04:15:27 2001

On Wed Jul 25 03:51:00 2001 Erec wrote post #443:
> Zifnab said:
> > how did it get harder?...
> It got harder because people now have to do the work themselves.
> Used to be you only needed on person with a tick timer.  Now everyone
> has to have one.
> 
> (yeah, people complaining about more work. What a surprise).
> 
> It would be easier (and more sensible) if instead of ticks
> we all just regened at 1/20th our current rate every heartbeat
> we were out of combat.  But that would mean everyone would have to 
> idle more, and we can't have that, can we? :-)
> 
>     -Erec

You mean, have everyone wear an emerald pendant like armor? ;)


-----------------

poster: Lu
subject: bad eq decay
date: Thu Jul 26 10:03:47 2001

can't remove eq in hell, this means if you die and no av is on, you
can't remove it to stop the decay
-lu

-----------------

poster: Zifnab
subject: >bad eq decay
date: Thu Jul 26 14:57:23 2001

On Thu Jul 26 10:03:47 2001 Lu wrote post #448:
> can't remove eq in hell, this means if you die and no av is on, you
> can't remove it to stop the decay
> -lu
so pray

-----------------

poster: Zifnab
subject: >>bad eq decay
date: Thu Jul 26 16:53:40 2001

On Thu Jul 26 14:57:23 2001 Zifnab wrote post #449:
> On Thu Jul 26 10:03:47 2001 Lu wrote post #448:
> > can't remove eq in hell, this means if you die and no av is on, you
> > can't remove it to stop the decay
> > -lu
> so pray
Wanted to add to this.  The fact that you guys are trying so hard
to remove/wear your armor so often is almost laughable.  

It doesnt decay _that_ fast that wearing it is goign to hurt that much.
It certainly doesnt justify some of the costs some of you are going
through to remove it.

-----------------

poster: Killerdude
subject: portal to warrior guild
date: Thu Jul 26 17:09:04 2001

i think that the portal at warp should have an exit to the warrior
guild.I have trouble finding it so i would apreciate a quick way to
get there.**

-----------------

poster: Zifnab
subject: >portal to warrior guild
date: Thu Jul 26 17:16:02 2001

On Thu Jul 26 17:09:04 2001 Killerdude wrote post #451:
> i think that the portal at warp should have an exit to the warrior
> guild.I have trouble finding it so i would apreciate a quick way to
> get there.**
You are kidding right?

Just in case you arent, right the directions down, map the city, etc.
The only reason there is a portal at all in the Adv Guild with
guilds in it is because they do not yet have a real home.

-----------------

poster: Zifnab
subject: >>>bad eq decay
date: Thu Jul 26 20:28:47 2001

On Thu Jul 26 16:53:40 2001 Zifnab wrote post #450:
> On Thu Jul 26 14:57:23 2001 Zifnab wrote post #449:
> > On Thu Jul 26 10:03:47 2001 Lu wrote post #448:
> > > can't remove eq in hell, this means if you die and no av is on, you
> > > can't remove it to stop the decay
> > > -lu
> > so pray
> Wanted to add to this.  The fact that you guys are trying so hard
> to remove/wear your armor so often is almost laughable.  
> 
> It doesnt decay _that_ fast that wearing it is goign to hurt that much.
> It certainly doesnt justify some of the costs some of you are going
> through to remove it.
ohhh I thought of another solution....

We could always drop a corpse for you with your equipment on it......

-----------------

poster: Jomo
subject: Greater Wish Idea
date: Thu Jul 26 22:10:08 2001

Eq_Repairs_for_Free:

DFor some reason, the Blacksmith favors you with free eq repairs.
Of course, they can still break.

-----------------

poster: Zifnab
subject: >Greater Wish Idea
date: Thu Jul 26 22:12:38 2001

On Thu Jul 26 22:10:08 2001 Jomo wrote post #454:
> Eq_Repairs_for_Free:
> 
> DFor some reason, the Blacksmith favors you with free eq repairs.
> Of course, they can still break.
not sure hte wish is a good idea... however we did have thoughts
of an event of that nature, perhaps not free but reduced

seems if that was a wish, everyone would take that one.

or at least reinc and take the wish then reinc shortly out again.

-----------------

poster: Jomo
subject: Reduced EQ repairs
date: Thu Jul 26 22:14:56 2001

Yeah.. rightafter I posted it I thought how dumb I was.
Of course you'd get one person in your clan or something
to take that as a wish and then funnel repairs through him..
In other words, too abusable.. 

But if it were 1 piece per boot.. It might work.

-----------------

poster: Pedron
subject: >>bad eq decay
date: Fri Jul 27 01:38:27 2001

On Thu Jul 26 14:57:23 2001 Zifnab wrote post #449:
> On Thu Jul 26 10:03:47 2001 Lu wrote post #448:
> > can't remove eq in hell, this means if you die and no av is on, you
> > can't remove it to stop the decay
> > -lu
> so pray
I'd like to point out that you're in Hell too.
It's not supposed to be cool. :)
Maybe accelerate eq decay while people are in hell cause they're 
on fire and stuff! :)

-pedron spam

-----------------

poster: Arkangyle
subject: >>Greater Wish Idea
date: Fri Jul 27 02:28:09 2001

On Thu Jul 26 22:12:38 2001 Zifnab wrote post #455:
> On Thu Jul 26 22:10:08 2001 Jomo wrote post #454:
> > Eq_Repairs_for_Free:
> > 
> > DFor some reason, the Blacksmith favors you with free eq repairs.
> > Of course, they can still break.
> not sure hte wish is a good idea... however we did have thoughts
> of an event of that nature, perhaps not free but reduced
> 
> seems if that was a wish, everyone would take that one.
> 
> or at least reinc and take the wish then reinc shortly out again.
I wouldn't waste a wish to save gold ...

-----------------

poster: Wagro
subject: >>>Greater Wish Idea
date: Fri Jul 27 02:30:42 2001

Was thinking about the event idea...Instead of reduced gold costs,
maybe it would repair the eq for the same cost, but would not cause
it to lose any amount of its condition point max or whatever you
want to call it.

-----------------

poster: Arkangyle
subject: enchanter
date: Fri Jul 27 02:33:00 2001

  ... OR, how about we add a spell to the least used guild on the
mud that prevents eq from decaying for a period of time ... maybe
that will stimulate interest in joining a little more.

-----------------

poster: Wik
subject: >enchanter
date: Fri Jul 27 06:48:11 2001

On Fri Jul 27 02:33:00 2001 Arkangyle wrote post #460:
>   ... OR, how about we add a spell to the least used guild on the
> mud that prevents eq from decaying for a period of time ... maybe
> that will stimulate interest in joining a little more.
Wait WAIT WAIT!!! That is much too radical of an idea. Enchanters
enchanting things?
What are you thinking, lemme guess next you'll want all the healers
to heal people.

-----------------

poster: Jaws
subject: guild idea
date: Fri Jul 27 07:07:11 2001

How about a bravo for traveller - Journeyman
lvl 1 - merchandishing skill - +cha
lvl 3 - Tanning skill - take skins from skinning and make stuff that
sells for more
lvl 5 - Game tracking - mastery for hunting - get stuff with higher
food values
lvl 6 - attack - for us mages without it
lvl 7 - weapon skill blunt
lvl 8 - unarmed combat
lvl 9 - weapon skill piercing
lvl 10 - motion control

Just some thoughts - flame if u want but would add some more
options people can follow


-----------------

poster: Arkangyle
subject: >guild idea
date: Fri Jul 27 07:29:50 2001

On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> How about a bravo for traveller - Journeyman
> lvl 1 - merchandishing skill - +cha
> lvl 3 - Tanning skill - take skins from skinning and make stuff that
> sells for more
> lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> food values
> lvl 6 - attack - for us mages without it
> lvl 7 - weapon skill blunt
> lvl 8 - unarmed combat
> lvl 9 - weapon skill piercing
> lvl 10 - motion control
> 
> Just some thoughts - flame if u want but would add some more
> options people can follow
> 
Why do mages seem obsessed with the idea they need attack?  Don't
you all realize even with 100% attack and WS you will still do 99%
of your damage with spells if not more.

-----------------

poster: Jaws
subject: >>guild idea
date: Fri Jul 27 16:32:23 2001

On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > How about a bravo for traveller - Journeyman
> > lvl 1 - merchandishing skill - +cha
> > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > sells for more
> > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > food values
> > lvl 6 - attack - for us mages without it
> > lvl 7 - weapon skill blunt
> > lvl 8 - unarmed combat
> > lvl 9 - weapon skill piercing
> > lvl 10 - motion control
> > 
> > Just some thoughts - flame if u want but would add some more
> > options people can follow
> > 
> Why do mages seem obsessed with the idea they need attack?  Don't
> you all realize even with 100% attack and WS you will still do 99%
> of your damage with spells if not more.
Not obessed - first time ive said anything =)
and personally every little bit helps

Jaws

-----------------

poster: Sleet
subject: >>guild idea
date: Fri Jul 27 21:16:41 2001

On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > How about a bravo for traveller - Journeyman
> > lvl 1 - merchandishing skill - +cha
> > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > sells for more
> > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > food values
> > lvl 6 - attack - for us mages without it
> > lvl 7 - weapon skill blunt
> > lvl 8 - unarmed combat
> > lvl 9 - weapon skill piercing
> > lvl 10 - motion control
> > 
> > Just some thoughts - flame if u want but would add some more
> > options people can follow
> > 
> Why do mages seem obsessed with the idea they need attack?  Don't
> you all realize even with 100% attack and WS you will still do 99%
> of your damage with spells if not more.
take for instance abj, cham blast is a very good spell, does lots of
damage for least resit, but it is rather difficult to clear stony
brook towerthat has tons of little monsters that give decent gold,
if abj had attack an abjurer could just type kill all and make a ton
of gold wihtin a few minutes.
Its a real pain in the ass when you tap within 4 rooms in an area
where the monsters are only worth 500 gold.
This isnt really a problem i dont think for guilds with area attacks
since you can just whipe the area, but if your blasting abilities
only target one monster it sucks.

-----------------

poster: Jaws
subject: shops
date: Fri Jul 27 21:23:36 2001

have them ignore food if marked kept as they do other items

Jaws


-----------------

poster: Jaws
subject: erk amendment
date: Fri Jul 27 21:25:12 2001

porkle
ok just read again and it doesnt ignore other stuff
TI
my bad - just was gettin dont by perishable stuff spam


Jaws

-----------------

poster: Arkangyle
subject: >>>guild idea
date: Sat Jul 28 00:07:48 2001

On Fri Jul 27 21:16:41 2001 Sleet wrote post #465:
> On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> > On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > > How about a bravo for traveller - Journeyman
> > > lvl 1 - merchandishing skill - +cha
> > > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > > sells for more
> > > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > > food values
> > > lvl 6 - attack - for us mages without it
> > > lvl 7 - weapon skill blunt
> > > lvl 8 - unarmed combat
> > > lvl 9 - weapon skill piercing
> > > lvl 10 - motion control
> > > 
> > > Just some thoughts - flame if u want but would add some more
> > > options people can follow
> > > 
> > Why do mages seem obsessed with the idea they need attack?  Don't
> > you all realize even with 100% attack and WS you will still do 99%
> > of your damage with spells if not more.
> take for instance abj, cham blast is a very good spell, does lots of
> damage for least resit, but it is rather difficult to clear stony
> brook towerthat has tons of little monsters that give decent gold,
> if abj had attack an abjurer could just type kill all and make a ton
> of gold wihtin a few minutes.
> Its a real pain in the ass when you tap within 4 rooms in an area
> where the monsters are only worth 500 gold.
> This isnt really a problem i dont think for guilds with area attacks
> since you can just whipe the area, but if your blasting abilities
> only target one monster it sucks.
Abjurer is NOT a blasting primary guild.  If you want to area rooms,
go elementalist, evoker, or psychic.  If you want to kill things
with your hands, you might want to consider going MA, warrior,
woodsman, or a rogue type.  Mages use spells :P

-----------------

poster: Myrddin
subject: >>>>guild idea
date: Sat Jul 28 02:11:37 2001

On Sat Jul 28 00:07:48 2001 Arkangyle wrote post #468:
> On Fri Jul 27 21:16:41 2001 Sleet wrote post #465:
> > On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> > > On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > > > How about a bravo for traveller - Journeyman
> > > > lvl 1 - merchandishing skill - +cha
> > > > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > > > sells for more
> > > > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > > > food values
> > > > lvl 6 - attack - for us mages without it
> > > > lvl 7 - weapon skill blunt
> > > > lvl 8 - unarmed combat
> > > > lvl 9 - weapon skill piercing
> > > > lvl 10 - motion control
> > > > 
> > > > Just some thoughts - flame if u want but would add some more
> > > > options people can follow
> > > > 
> > > Why do mages seem obsessed with the idea they need attack?  Don't
> > > you all realize even with 100% attack and WS you will still do 99%
> > > of your damage with spells if not more.
> > take for instance abj, cham blast is a very good spell, does lots of
> > damage for least resit, but it is rather difficult to clear stony
> > brook towerthat has tons of little monsters that give decent gold,
> > if abj had attack an abjurer could just type kill all and make a ton
> > of gold wihtin a few minutes.
> > Its a real pain in the ass when you tap within 4 rooms in an area
> > where the monsters are only worth 500 gold.
> > This isnt really a problem i dont think for guilds with area attacks
> > since you can just whipe the area, but if your blasting abilities
> > only target one monster it sucks.
> Abjurer is NOT a blasting primary guild.  If you want to area rooms,
> go elementalist, evoker, or psychic.  If you want to kill things
> with your hands, you might want to consider going MA, warrior,
> woodsman, or a rogue type.  Mages use spells :P
you could also try a cheaper spell than cham blast that would be
more equivelent to the power required to kill the little monsies

-----------------

poster: Pedron
subject: >>>>>guild idea
date: Sat Jul 28 04:00:24 2001

On Sat Jul 28 02:11:37 2001 Myrddin wrote post #469:
> On Sat Jul 28 00:07:48 2001 Arkangyle wrote post #468:
> > On Fri Jul 27 21:16:41 2001 Sleet wrote post #465:
> > > On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> > > > On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > > > > How about a bravo for traveller - Journeyman
> > > > > lvl 1 - merchandishing skill - +cha
> > > > > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > > > > sells for more
> > > > > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > > > > food values
> > > > > lvl 6 - attack - for us mages without it
> > > > > lvl 7 - weapon skill blunt
> > > > > lvl 8 - unarmed combat
> > > > > lvl 9 - weapon skill piercing
> > > > > lvl 10 - motion control
> > > > > 
> > > > > Just some thoughts - flame if u want but would add some more
> > > > > options people can follow
> > > > > 
> > > > Why do mages seem obsessed with the idea they need attack?  Don't
> > > > you all realize even with 100% attack and WS you will still do 99%
> > > > of your damage with spells if not more.
> > > take for instance abj, cham blast is a very good spell, does lots of
> > > damage for least resit, but it is rather difficult to clear stony
> > > brook towerthat has tons of little monsters that give decent gold,
> > > if abj had attack an abjurer could just type kill all and make a ton
> > > of gold wihtin a few minutes.
> > > Its a real pain in the ass when you tap within 4 rooms in an area
> > > where the monsters are only worth 500 gold.
> > > This isnt really a problem i dont think for guilds with area attacks
> > > since you can just whipe the area, but if your blasting abilities
> > > only target one monster it sucks.
> > Abjurer is NOT a blasting primary guild.  If you want to area rooms,
> > go elementalist, evoker, or psychic.  If you want to kill things
> > with your hands, you might want to consider going MA, warrior,
> > woodsman, or a rogue type.  Mages use spells :P
> you could also try a cheaper spell than cham blast that would be
> more equivelent to the power required to kill the little monsies
like magic dart. ;>  My secondaries fry 6-10 monsies a minute and 
are untappable with magic or fire darts.  the psychic with 
psychic fury is pretty fast too.

-----------------

poster: Tranquil
subject: >>guild idea
date: Sat Jul 28 07:54:03 2001

On Fri Jul 27 07:29:50 2001 Arkangyle wrote post #463:
> On Fri Jul 27 07:07:11 2001 Jaws wrote post #462:
> > How about a bravo for traveller - Journeyman
> > lvl 1 - merchandishing skill - +cha
> > lvl 3 - Tanning skill - take skins from skinning and make stuff that
> > sells for more
> > lvl 5 - Game tracking - mastery for hunting - get stuff with higher
> > food values
> > lvl 6 - attack - for us mages without it
> > lvl 7 - weapon skill blunt
> > lvl 8 - unarmed combat
> > lvl 9 - weapon skill piercing
> > lvl 10 - motion control
> > 
> > Just some thoughts - flame if u want but would add some more
> > options people can follow
> > 
> Why do mages seem obsessed with the idea they need attack?  Don't
> you all realize even with 100% attack and WS you will still do 99%
> of your damage with spells if not more.

Not that I agree with either argument, but there is most definately
something to be said for braining someone with a nice heavy
warhammer as the killing blow =)

- Tranq


-----------------

poster: Malifix
subject: >>Greater Wish Idea
date: Sat Jul 28 18:54:19 2001

Not I, said chicken little.  I try to restrict my wishes to things I
can get no other way whenever possible.  IMHO this would be a silly
wish to take.
Not I, said chicken little.  I try to restrict my wishes to things I
can get no other way whenever possible.  IMHO this would be a silly
wish to take.**
ack, I did it again.  

-----------------

poster: Unix
subject: spell
date: Mon Jul 30 01:01:12 2001



I think it would be cool if we had a spell that use's all the
persons sp in one HUGE blast!
with cool words, and spell name
Like, madaBlast of something
im just saying this of the top of my head, but here it go's
energy leeps for on hand, and back
your whole body starts to glow as more and more energy leeps from
your body into your hands
You relese the HUGE ball of energy!
It seems to fill the whole room a blinding white as it hits (target)!
You colaps into a ball as all of your energy has been drained
Steem raises from your palms
i think it would be a kickass spell, maybee for harmers, like its
bases on the spell manadrain and the % its trained to, like dobble
hit
Unix

-----------------

poster: Unix
subject: me
date: Mon Jul 30 01:03:54 2001

i was just told that spell is here allready
So im shuting up from now on
all my ideas allready exist or piss people of into ignoreing me..
Sorry
unix-last post

-----------------

poster: Tahnval
subject: Apostrophe emote
date: Mon Jul 30 06:06:50 2001

An emote along the lines of "Learn to use apostrophes, dumbass!"

It's a pet peeve of mine, so feel free to name it after me.  

Tahnval tries to sneak in an emote with his name as an ego-trip

-----------------

poster: Fox
subject: Best hits, etc...
date: Tue Jul 31 10:12:36 2001

Hence there is a best_hit for weapons and hand...maybe have
something to record your best blast of spell and of skill attack,
spell blast only if determine effectiveness is used and skill attack
for all the time?!
Just some thoughts ... anyone elses ideas are more than welcome ...
Fox

-----------------

poster: Zeratul
subject: Tickle feather
date: Tue Jul 31 12:07:11 2001

Maybe its just me, but from what I've seen most casters (including a
level 50 gargoyle with 77str) were not able to wield a tickle
feather, even 2h...in my opinion this is just sorta silly...i mean
its a feather, granted it says its a big one...and thats just
roleplay wise, gamewise, its not THAT great of an item i dont think,
its not too powerful for people that level, or even a little lower
level to wield...

I think the size of whatever of tickle feather needs to be reduced
to fit the item...


then again maybe i dunno what im talking about?

      -Zeratul
h

-----------------

poster: Graxon
subject: wish idea!
date: Tue Jul 31 13:03:10 2001

How about a (greater) wish that allows you to tick in 19 heartbeats
instead of 20...

Graxon

-----------------

poster: Sleet
subject: reinc
date: Wed Aug  1 06:43:32 2001

there should be a way to check your reinc tax while in hell i dunno
maybe make satan work like eje.

-----------------

poster: Bahgtru
subject: Emote
date: Wed Aug  1 08:26:45 2001

deyjavu

You think you've heard all of this before.

deyjamoo

You think you've heard all of this bull before.

-----------------

poster: Tahnval
subject: Handling eq repair
date: Thu Aug  2 00:41:21 2001

It would be rather more convenient if Bifur would accept a bulk
order for eq repair, i.e. you could get him to repair all your eq
with one command.  Currently, you have to unkeep and unequip each
item, then give them one at a time to Bifur for repair, then
wear/wield and keep them again.  That seems an unnecessary and
pointless inconvenience to me.  Perhaps attach a tell-menu to Bifur,
like the bank teller, with options to give you a price for repairing
all your eq and to repair all your eq,
with the repair of individual items handled as it currently is?


-----------------

poster: Tektor
subject: Wishes
date: Thu Aug  2 00:45:40 2001

Would be cool if there was a lesser all spells/all skills wish that
gave 3%. Lets say you have 100% spell max you get all spells and you
study your spells to 90% with the all spell wish thats puts you at
97% so you still have to pay to study the last 5% when its really
only 3%. Just a thought would be cool.


-----------------

poster: Arkangyle
subject: fireworks
date: Thu Aug  2 04:43:59 2001

  I would much appreciate a means by which I could avoid firework
spam and yet hear the muffleable shouts that accompany things like
events etc.

-----------------

poster: Lokie
subject: wishes
date: Thu Aug  2 18:21:25 2001

cough Tock
hey just my 2 cents but i think it would rock if we added 2 more
lesser wishes.... hmm maybe always bad and always good... no matter
what you or your party kills would help out a few guilds and would
be nice for the eq you have to be a certin alignment to wield. ,)
just a though ... * cough!, cough! *
lok

-----------------

poster: Wik
subject: >Handling eq repair
date: Thu Aug  2 20:53:47 2001

On Thu Aug  2 00:41:21 2001 Tahnval wrote post #481:
> It would be rather more convenient if Bifur would accept a bulk
> order for eq repair, i.e. you could get him to repair all your eq
> with one command.  Currently, you have to unkeep and unequip each
> item, then give them one at a time to Bifur for repair, then
> wear/wield and keep them again.  That seems an unnecessary and
> pointless inconvenience to me.  Perhaps attach a tell-menu to Bifur,
> like the bank teller, with options to give you a price for repairing
> all your eq and to repair all your eq,
> with the repair of individual items handled as it currently is?
> 
Whine whine whine. What the fuck, even if you fill every single slot
on you and you
repair each piece of equipment it cant take you longer than possibly
5 minutes.
Wouldnt want people to be too inconvieniced.
Jesus christ all the bitching and moaning about things not beaing easy enough.

-----------------

poster: Magneto
subject: >>Handling eq repair
date: Thu Aug  2 23:22:53 2001

On Thu Aug  2 20:53:47 2001 Wik wrote post #485:
> On Thu Aug  2 00:41:21 2001 Tahnval wrote post #481:
> > It would be rather more convenient if Bifur would accept a bulk
> > order for eq repair, i.e. you could get him to repair all your eq
> > with one command.  Currently, you have to unkeep and unequip each
> > item, then give them one at a time to Bifur for repair, then
> > wear/wield and keep them again.  That seems an unnecessary and
> > pointless inconvenience to me.  Perhaps attach a tell-menu to Bifur,
> > like the bank teller, with options to give you a price for repairing
> > all your eq and to repair all your eq,
> > with the repair of individual items handled as it currently is?
> > 
> Whine whine whine. What the fuck, even if you fill every single slot
> on you and you
> repair each piece of equipment it cant take you longer than possibly
> 5 minutes.
> Wouldnt want people to be too inconvieniced.
> Jesus christ all the bitching and moaning about things not beaing easy
enough.
What is wrong with saying 'I want all my stuff fixed'.  Do you go to
mcdonalds and ask for a coke, then pay for it.  Then order your
mcrib and pay for it.  then order your fries?  Gee that would seem
silly wouldn't it?.  It is a request for an improvement.  
Mags

-----------------

poster: Tamuli
subject: >>>handling eq repair
date: Fri Aug  3 01:01:41 2001

the idea about repair all eq at once is a good idea to make things
easier and stuff like magneto said but wik is right. everyone is
just whineing and bitching about hard everything is. well i say live
with. it makes the mud more hard and more fun. if the wizzes never
changed anything or made new stuff the mud would get really boring
really fast. so just shut up up and live it

-----------------

poster: Trigon
subject: >>>>handling eq repair
date: Fri Aug  3 02:37:10 2001

On Fri Aug  3 01:01:41 2001 Tamuli wrote post #487:
> the idea about repair all eq at once is a good idea to make things
> easier and stuff like magneto said but wik is right. everyone is
> just whineing and bitching about hard everything is. well i say live
> with. it makes the mud more hard and more fun. if the wizzes never
> changed anything or made new stuff the mud would get really boring
> really fast. so just shut up up and live it
First off, no personal offense but you are lvl 15.  You havn't been
playing long enough to know what gets boring and what doesn't.  It's
different with everyone
The idea for fixing all is a good idea.  Not many people like having
to repair their eq, so making it easy is a plus.  Play a little
longer before you go making crack judgements about changes and
ideas.
Trigon

-----------------

poster: Tamuli
subject: >>>>>handling eq
date: Fri Aug  3 02:42:09 2001

>>>>>handling eq
wtf just because im lvl 15 means i dont know that a mud can get
boring if nothing changes?? you ppl think newbies are fucking idiots
just because are a small worth. this is only 1 mud. we could play
other muds too.so just because we are newbie doesnt mean we know
jack shit. and just bacause u are big doesnt mean u knoiw
everything. im not saying i know everything but i do know some stuff
and there is prolly some stuff u dont know.

-----------------

poster: Trigon
subject: >>>>>>handling eq
date: Fri Aug  3 03:27:15 2001

Sigh, I saw this little flame coming.  I wasn't saying newbie are
stupid.  I was merely saying that you don't know much about THIS
mud, so you can't make judgements about it.  If you play other muds,
good for you, but being an expert on another mud doesn't mean diddly
squat when you come here. I don't knot everything either. I don't
claim to, but I know enough not to make news posts on things I don't
know much about.
Trigon

-----------------

poster: Tamuli
subject: >>>>>>handling eq
date: Fri Aug  3 03:28:34 2001

i dont have to know alot to tell that a game will get boring if it
never changes

-----------------

poster: Sleet
subject: >>>>>>handling eq
date: Fri Aug  3 07:54:11 2001

On Fri Aug  3 02:42:09 2001 Tamuli wrote post #489:
> >>>>>handling eq
> wtf just because im lvl 15 means i dont know that a mud can get
> boring if nothing changes?? you ppl think newbies are fucking idiots
> just because are a small worth. this is only 1 mud. we could play
> other muds too.so just because we are newbie doesnt mean we know
> jack shit. and just bacause u are big doesnt mean u knoiw
> everything. im not saying i know everything but i do know some stuff
> and there is prolly some stuff u dont know.
ya that is true, people treat newbies liek retards around here,
there nice to um just liek youd be nice to a retard in rl, but its a
different kind of nice, no respect involved.**

-----------------

poster: Kazulanth
subject: >>>>>>>handling eq
date: Fri Aug  3 08:03:26 2001

On Fri Aug  3 07:54:11 2001 Sleet wrote post #492:
> On Fri Aug  3 02:42:09 2001 Tamuli wrote post #489:
> > >>>>>handling eq
> > wtf just because im lvl 15 means i dont know that a mud can get
> > boring if nothing changes?? you ppl think newbies are fucking idiots
> > just because are a small worth. this is only 1 mud. we could play
> > other muds too.so just because we are newbie doesnt mean we know
> > jack shit. and just bacause u are big doesnt mean u knoiw
> > everything. im not saying i know everything but i do know some stuff
> > and there is prolly some stuff u dont know.
> ya that is true, people treat newbies liek retards around here,
> there nice to um just liek youd be nice to a retard in rl, but its a
> different kind of nice, no respect involved.**

I don't think we treat newbies like retards.. questions are
answered, help is offered. Perhaps some people have a shorter
tolerance for newbies annoying them, or following them around, or
asking for favors, but I think that's understandable. Tamuli
overreacted and read something into the statement which hadn't been
intended, but the "offender" did apologize even though nothing had
been meant by it.

-----------------

poster: Blackthorne
subject: >>>>>>>>handling eq
date: Fri Aug  3 08:06:21 2001

On Fri Aug  3 08:03:26 2001 Kazulanth wrote post #493:
> On Fri Aug  3 07:54:11 2001 Sleet wrote post #492:
> > On Fri Aug  3 02:42:09 2001 Tamuli wrote post #489:
> > > >>>>>handling eq
> > > wtf just because im lvl 15 means i dont know that a mud can get
> > > boring if nothing changes?? you ppl think newbies are fucking idiots
> > > just because are a small worth. this is only 1 mud. we could play
> > > other muds too.so just because we are newbie doesnt mean we know
> > > jack shit. and just bacause u are big doesnt mean u knoiw
> > > everything. im not saying i know everything but i do know some stuff
> > > and there is prolly some stuff u dont know.
> > ya that is true, people treat newbies liek retards around here,
> > there nice to um just liek youd be nice to a retard in rl, but its a
> > different kind of nice, no respect involved.**
> 
> I don't think we treat newbies like retards.. questions are
> answered, help is offered. Perhaps some people have a shorter
> tolerance for newbies annoying them, or following them around, or
> asking for favors, but I think that's understandable. Tamuli
> overreacted and read something into the statement which hadn't been
> intended, but the "offender" did apologize even though nothing had
> been meant by it.
I think we've strayed far enough from the original purpose of this
post. I think we can all do without the flame posts and Kaz has made
good points about the newbie situation.
-Happily changing the subject to elves and adult content, 
-BT

-----------------

poster: Palenon
subject: Throw Knife skill
date: Fri Aug  3 08:39:58 2001

I have been juggler a couple of weeks..the only flaw i have seen so
far is if u r looting..the throw knife skill automatically wields
whatever id's to knife in your inventory..could this be changed so
that it only wields things that id to 'throwing knife'?

Would help me alot methinks,

Pal

-----------------

poster: Yugo
subject: RDMP
date: Fri Aug  3 18:02:09 2001

i wonder if it is possible to make the RDMP show the same as the prompt can?
like show the room explored, gold, time and so on
Yugo

-----------------

poster: Jaguar
subject: Solo Kills
date: Sat Aug  4 03:16:53 2001

Maybe there could be a way to reset your best solo/party kill, other
than reincing

-----------------

poster: Energystar
subject: >Solo Kills
date: Sat Aug  4 03:17:58 2001

On Sat Aug  4 03:16:53 2001 Jaguar wrote post #497:
> Maybe there could be a way to reset your best solo/party kill, other
> than reincing
 There is, best_clear or clear_kills or something to that affect.

-----------------

poster: Tahnval
subject: >>>>handling eq repair
date: Sat Aug  4 06:30:57 2001

On Fri Aug  3 01:01:41 2001 Tamuli wrote post #487:
> the idea about repair all eq at once is a good idea to make things
> easier and stuff like magneto said but wik is right. everyone is
> just whineing and bitching about hard everything is. well i say live
> with. it makes the mud more hard and more fun. if the wizzes never
> changed anything or made new stuff the mud would get really boring
> really fast. so just shut up up and live it
Wik is wrong, because he was saying *I* was whining and bitching in that post.
Magneto's analogy with MacDonalds was spot on.  Would you like the
wizzes to remove "wear all", "sell all", etc too?

-----------------

poster: Tamuli
subject: >>>>>handling eq
date: Sat Aug  4 10:02:12 2001

i said the repair all was a good idea... i meant that ppl are
whining to much about the changes

-----------------

poster: Chewba
subject: Hell
date: Sat Aug  4 11:42:38 2001

How about a casino in hell where you can gamble your xps to get a
free ride outta here?
If you dare to bet there could be a time limit and if you passed the
time limit you would be forced to rot in hell(or take the boat).

Just a thought.

Chewba

-----------------

poster: Chewba
subject: hell
date: Sat Aug  4 11:58:09 2001

On Sat Aug  4 11:42:38 2001 Chewba wrote post #501 in ideas:
> How about a casino in hell where you can gamble your xps to get a
> free ride outta here?
> If you dare to bet there could be a time limit and if you passed the
> time limit you would be forced to rot in hell(or take the boat).
> 
> Just a thought.
> 
>
Or a game of snakes & ladders with Lucifer for 60% worth.
Another BrainWave (hi).
Chewba


-----------------

poster: Bahgtru
subject: Castle Guards
date: Sat Aug  4 17:57:22 2001

I was thinking maybe they could wear eq and wield weapons that you
give them... although it might make players want to kill them...
Just a thought.

- Bahg o' poop

-----------------

poster: Wildchild
subject: >Castle Guards
date: Sat Aug  4 19:20:03 2001

On Sat Aug  4 17:57:22 2001 Bahgtru wrote post #503:
> I was thinking maybe they could wear eq and wield weapons that you
> give them... although it might make players want to kill them...
> Just a thought.
> 
> - Bahg o' poop

This idea was to be incorporated with strongholds, iirc.

As for castles: well, the focus has been away from castles for a long time...

-WC

-----------------

poster: Sleet
subject: >Hell
date: Sun Aug  5 02:12:40 2001

On Sat Aug  4 11:42:38 2001 Chewba wrote post #501:
> How about a casino in hell where you can gamble your xps to get a
> free ride outta here?
> If you dare to bet there could be a time limit and if you passed the
> time limit you would be forced to rot in hell(or take the boat).
> 
> Just a thought.
> 
> Chewba
i liek that idea maybe make it a 50/50 chance you either are free or 100% tax

-----------------

poster: Talquin
subject: new TP idea
date: Sun Aug  5 02:58:10 2001

ok how about having a trivia channel and giving the winner a little
amount of TP at the end of the week.
I was thinking having random questions so not only one person gets
the answer evey single time
make it so that it takes money to enter too like about 1000k or something

-----------------

poster: Zifnab
subject: >new TP idea
date: Sun Aug  5 03:34:16 2001

On Sun Aug  5 02:58:10 2001 Talquin wrote post #506:
> ok how about having a trivia channel and giving the winner a little
> amount of TP at the end of the week.
> I was thinking having random questions so not only one person gets
> the answer evey single time
> make it so that it takes money to enter too like about 1000k or something
problem with all this, is that you have to find a person
with the time/desire to track down 'trivia' questions.

-----------------

poster: Kaos
subject: >>new TP idea
date: Sun Aug  5 04:28:51 2001

On Sun Aug  5 03:34:16 2001 Zifnab wrote post #507:
> On Sun Aug  5 02:58:10 2001 Talquin wrote post #506:
> > ok how about having a trivia channel and giving the winner a little
> > amount of TP at the end of the week.
> > I was thinking having random questions so not only one person gets
> > the answer evey single time
> > make it so that it takes money to enter too like about 1000k or something
> problem with all this, is that you have to find a person
> with the time/desire to track down 'trivia' questions.
And you all know that I will win anyway.

-----------------

poster: Bahgtru
subject: Eq Decay
date: Sun Aug  5 09:25:18 2001

Maybe have a command to check just one piece of eq, rather than all
of the at the same time.


-----------------

poster: Apathy
subject: >Eq Decay
date: Sun Aug  5 10:19:46 2001

On Sun Aug  5 09:25:18 2001 Bahgtru wrote post #509:
> Maybe have a command to check just one piece of eq, rather than all
> of the at the same time.
> 

la foo

-Apathy

-----------------

poster: Proteus
subject: Shop Lists
date: Sun Aug  5 16:55:38 2001

It would make plenty of sense to put things in the shop lists in
Alpabetical order.
Not so sure how hard it would be to do but it would sure make it
easier to find what you're lookin for
just a thought.

super newbie, Proteus.**

-----------------

poster: Proteus
subject: shop lists
date: Sun Aug  5 17:01:29 2001

or even list them by slot maybe instead....or both >:-}

-----------------

poster: Taric
subject: clock tithe
date: Mon Aug  6 00:04:45 2001

Let people tithe the clock and whoever triggers the clock heal 
can get the tithe. :)

-----------------

poster: Wik
subject: >>new TP idea
date: Mon Aug  6 00:05:19 2001

On Sun Aug  5 03:34:16 2001 Zifnab wrote post #507:
> On Sun Aug  5 02:58:10 2001 Talquin wrote post #506:
> > ok how about having a trivia channel and giving the winner a little
> > amount of TP at the end of the week.
> > I was thinking having random questions so not only one person gets
> > the answer evey single time
> > make it so that it takes money to enter too like about 1000k or something
> problem with all this, is that you have to find a person
> with the time/desire to track down 'trivia' questions.
I'd be willing to help with that.

-----------------

poster: Taric
subject: chaos bolt
date: Mon Aug  6 03:46:16 2001

Some kind of blast spell with double the power of 
other blast spells at it's level
(alpha/beta/gamma/bravo) that targets random monsters in the 
room. :)

-----------------

poster: Mirrim
subject: >>>new TP idea
date: Mon Aug  6 08:33:00 2001

On Sun Aug  5 04:28:51 2001 Kaos wrote post #508:
> On Sun Aug  5 03:34:16 2001 Zifnab wrote post #507:
> > On Sun Aug  5 02:58:10 2001 Talquin wrote post #506:
> > > ok how about having a trivia channel and giving the winner a little
> > > amount of TP at the end of the week.
> > > I was thinking having random questions so not only one person gets
> > > the answer evey single time
> > > make it so that it takes money to enter too like about 1000k or
something
> > problem with all this, is that you have to find a person
> > with the time/desire to track down 'trivia' questions.
> And you all know that I will win anyway.
They don't call me the Queen of Trivia for nothing. I've even
answered all of the "Who Wants to be a Millionaire" questions
before. I live for trivia.....and MUDding.

-----------------

poster: Jomo
subject: Words for "Overall" Eq Condition
date: Mon Aug  6 23:13:20 2001


Here are some words for the checkeq command (where there are %'s now)
Exquisite
Nicked
Scratched
Gouged
Marred
Rusty
Shoddy
Junk

-----------------

poster: Sleet
subject: day care center
date: Tue Aug  7 07:35:19 2001

you know whatd be cool
if you made all the dead babies in the day care center edible as
food, not corpes so to say but just turn into food you could carry
around.
and races that couldnt normaly eat corpses could eat the dead baby food.
Dunno why but i think this would be cool, the dead babies of course
would only restore food, they wouldnt regen stats or anything.
mayeb just make it that way since its a newbie area.
Or maybe just make it so everyone can have an equal oppurtunity to
eat dead babies
sleet

-----------------

poster: Apathy
subject: >day care center
date: Tue Aug  7 09:21:06 2001

On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> you know whatd be cool
> if you made all the dead babies in the day care center edible as
> food, not corpes so to say but just turn into food you could carry
> around.
> and races that couldnt normaly eat corpses could eat the dead baby food.
> Dunno why but i think this would be cool, the dead babies of course
> would only restore food, they wouldnt regen stats or anything.
> mayeb just make it that way since its a newbie area.
> Or maybe just make it so everyone can have an equal oppurtunity to
> eat dead babies
> sleet

Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?

-Apathy

-----------------

poster: Sleet
subject: >>day care center
date: Tue Aug  7 09:21:42 2001

On Tue Aug  7 09:21:06 2001 Apathy wrote post #519:
> On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> > you know whatd be cool
> > if you made all the dead babies in the day care center edible as
> > food, not corpes so to say but just turn into food you could carry
> > around.
> > and races that couldnt normaly eat corpses could eat the dead baby food.
> > Dunno why but i think this would be cool, the dead babies of course
> > would only restore food, they wouldnt regen stats or anything.
> > mayeb just make it that way since its a newbie area.
> > Or maybe just make it so everyone can have an equal oppurtunity to
> > eat dead babies
> > sleet
> 
> Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?
> 
> -Apathy
i donmt read books, they hurt my head
mostly my brain but sometimes my eyes

-----------------

poster: Myrddin
subject: >>day care center
date: Tue Aug  7 09:22:38 2001

On Tue Aug  7 09:21:06 2001 Apathy wrote post #519:
> On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> > you know whatd be cool
> > if you made all the dead babies in the day care center edible as
> > food, not corpes so to say but just turn into food you could carry
> > around.
> > and races that couldnt normaly eat corpses could eat the dead baby food.
> > Dunno why but i think this would be cool, the dead babies of course
> > would only restore food, they wouldnt regen stats or anything.
> > mayeb just make it that way since its a newbie area.
> > Or maybe just make it so everyone can have an equal oppurtunity to
> > eat dead babies
> > sleet
> 
> Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?
> 
> -Apathy
Jonathan Swift

-----------------

poster: Sleet
subject: new quest
date: Tue Aug  7 09:58:19 2001

maybe make finding the lawyer a quest

-----------------

poster: Mixer
subject: >>>day care center
date: Tue Aug  7 11:36:31 2001

On Tue Aug  7 09:21:42 2001 Sleet wrote post #520:
> On Tue Aug  7 09:21:06 2001 Apathy wrote post #519:
> > On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> > > you know whatd be cool
> > > if you made all the dead babies in the day care center edible as
> > > food, not corpes so to say but just turn into food you could carry
> > > around.
> > > and races that couldnt normaly eat corpses could eat the dead baby food.
> > > Dunno why but i think this would be cool, the dead babies of course
> > > would only restore food, they wouldnt regen stats or anything.
> > > mayeb just make it that way since its a newbie area.
> > > Or maybe just make it so everyone can have an equal oppurtunity to
> > > eat dead babies
> > > sleet
> > 
> > Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?
> > 
> > -Apathy
> i donmt read books, they hurt my head
> mostly my brain but sometimes my eyes
Maybe you should, Sleet.  In my humble opinion you come up
with some of the most dunderheaded, moronic and well stupidly
offensive ideas I have ever seen on this mud.  Whats most striking
is that you REGULARLY come out with this tripe.

Mix.

-----------------

poster: Baer
subject: race lead
date: Tue Aug  7 11:50:46 2001

I propose we add a new condition to being able to lead your race.
That is in addition to having a higher total worth than the current
leader, you must also have a positive amount of experience on the
weekly plaque.

This will mean less idle players will be leading races. In the past
some players would log in once a month, hit race lead, and leave 2
seconds later, and remain race leader for 15 days. This way they
must at least kill something every week. The only time active
players wont be able to lead a race is right after losing exp
through reinc, revive etc, when they could have a negative amount of
experience for the week. I don't think someone who is losing
experience should be rewarded with being a race leader, and it will
be rare anyway.

Just to clarify this does not mean you need to be higher on the
weekly plaque than other people of your race. A giant who tanks the
hardest monsters on the mud and makes less exp than a newbie giant
killing bugs is still a better leader.

Baer

-----------------

poster: Baer
subject: or else
date: Tue Aug  7 11:51:19 2001

otherwise if you dont like that just nuke hierokliff so i can race lead again

-----------------

poster: Durin
subject: >race lead
date: Tue Aug  7 11:55:14 2001

On Tue Aug  7 11:50:46 2001 Baer wrote post #524:
> I propose we add a new condition to being able to lead your race.
> That is in addition to having a higher total worth than the current
> leader, you must also have a positive amount of experience on the
> weekly plaque.
> 
> This will mean less idle players will be leading races. In the past
> some players would log in once a month, hit race lead, and leave 2
> seconds later, and remain race leader for 15 days. This way they
> must at least kill something every week. The only time active
> players wont be able to lead a race is right after losing exp
> through reinc, revive etc, when they could have a negative amount of
> experience for the week. I don't think someone who is losing
> experience should be rewarded with being a race leader, and it will
> be rare anyway.
> 
> Just to clarify this does not mean you need to be higher on the
> weekly plaque than other people of your race. A giant who tanks the
> hardest monsters on the mud and makes less exp than a newbie giant
> killing bugs is still a better leader.
> 
> Baer
Yes yes, this has been proposed many times. Something must be done
to the idle players who have like 1d mud age after the conversion
and are still able to piss in the eye the active characters by
logging in and taking leadership. And the positive weekly exp rule
isn't too good, it aint too hard for those idle players to kill the
nearetrs cleric trainee and then get the leadership. The rule Baer
said not to be used sounds much better (must be higher on weekly
plaque). Something must be done.

-Durin

-----------------

poster: Khosan
subject: >day care center
date: Tue Aug  7 11:55:24 2001

On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:

This is the last time I want to read stuff like that in our news groups.
Post stuff like that again Sleet, and I will make sure it will be your
last.

Khosan

-----------------

poster: Urg
subject: race leadership
date: Tue Aug  7 14:36:21 2001

not sure if this is a permanent thing or not (with race leads) but
if not then why not just reset race lead with every reboot and let
peopel claim it then? seems sensible and at most idlers would have
to log on every 2 days

-----------------

poster: Zax
subject: >race leadership
date: Tue Aug  7 16:01:39 2001

On Tue Aug  7 14:36:21 2001 Urg wrote post #528:
> not sure if this is a permanent thing or not (with race leads) but
> if not then why not just reset race lead with every reboot and let
> peopel claim it then? seems sensible and at most idlers would have
> to log on every 2 days
unless it's changed, once you get race leader item, you keep it for
boot etc. So, it kinda defeats the purpose of having a leader item
if the first n+1 people who log on can grab it as long as they are
worth marginally more then the last player to have logged on and
grabbed it.

or something

-----------------

poster: Kaos
subject: >race lead
date: Tue Aug  7 16:35:32 2001

Good idea, but I think it should be a certain amount of xp in
both directions. See, us constant reincers are at -5..-20m on
the weekly plaque all the time and would have no chance to race
lead even though we are active :)

-----------------

poster: Durin
subject: >>race lead
date: Tue Aug  7 16:40:10 2001

On Tue Aug  7 16:35:32 2001 Kaos wrote post #530:
> Good idea, but I think it should be a certain amount of xp in
> both directions. See, us constant reincers are at -5..-20m on
> the weekly plaque all the time and would have no chance to race
> lead even though we are active :)

Acctually race leadership rules have changed allready, but if
something like this was implemented, i would rather see its the
positive amount of exp in the weekly plaque. This way the new comer
(reincer) couldnt just pop in and claim to be the leader, but
acctually would have to do something for the leadership. And in the
case newbie exp maker vs. gigasupermegabig player tanking the most
hardest mobs in the game... it can't be that hard for the latter
spend a few hours to beat the newbie exp maker. And even if he had
to work days to get past in the expl plaque.. so what? It's the
choice of doing eq or exp.

-Durin

-----------------

poster: Elendor
subject: race lead
date: Tue Aug  7 16:48:55 2001

If your always reincin then your not much of a race leader anyhow
it should at least be someone who stays in that race who leads it
, if a newbie stays in the race for a long time and makes xp in it
then hes more important, in a race look, then the highbie who
reincs into it for a week just to do eq.

There should be a time limit, something like you cant lead a race
untill youve been in the race for a length of time, also that you
make constant xp in that race, to further the races goals (if they
have any)

Elendor

-----------------

poster: Durin
subject: >race lead
date: Tue Aug  7 16:51:28 2001

On Tue Aug  7 16:48:55 2001 Elendor wrote post #532:
> If your always reincin then your not much of a race leader anyhow
> it should at least be someone who stays in that race who leads it
> , if a newbie stays in the race for a long time and makes xp in it
> then hes more important, in a race look, then the highbie who
> reincs into it for a week just to do eq.
> 
> There should be a time limit, something like you cant lead a race
> untill youve been in the race for a length of time, also that you
> make constant xp in that race, to further the races goals (if they
> have any)
> 
> Elendor
Agreed. Something along the lines of guild points system ie age in
race + something silly?

-Durin

-----------------

poster: Snoop
subject: >>>race lead
date: Tue Aug  7 16:52:20 2001

On Tue Aug  7 16:40:10 2001 Durin wrote post #531:
> On Tue Aug  7 16:35:32 2001 Kaos wrote post #530:
> > Good idea, but I think it should be a certain amount of xp in
> > both directions. See, us constant reincers are at -5..-20m on
> > the weekly plaque all the time and would have no chance to race
> > lead even though we are active :)
> 
> Acctually race leadership rules have changed allready, but if
> something like this was implemented, i would rather see its the
> positive amount of exp in the weekly plaque. This way the new comer
> (reincer) couldnt just pop in and claim to be the leader, but
> acctually would have to do something for the leadership. And in the
> case newbie exp maker vs. gigasupermegabig player tanking the most
> hardest mobs in the game... it can't be that hard for the latter
> spend a few hours to beat the newbie exp maker. And even if he had
> to work days to get past in the expl plaque.. so what? It's the
> choice of doing eq or exp.
> 
> -Durin
After they change level costs, skill and spell costs and implement
split body to make eq more popular they should make race lead go to
them who choose to do eq rather than exp? Sounds very gay to me, but
that's just my oppinion, and besides, they've allready put some
stuff in to handle race lead i believe.
*/Snoop

-----------------

poster: Zendor
subject: >>race lead
date: Tue Aug  7 17:24:02 2001

On Tue Aug  7 16:51:28 2001 Durin wrote post #533:
> On Tue Aug  7 16:48:55 2001 Elendor wrote post #532:
> > If your always reincin then your not much of a race leader anyhow
> > it should at least be someone who stays in that race who leads it
> > , if a newbie stays in the race for a long time and makes xp in it
> > then hes more important, in a race look, then the highbie who
> > reincs into it for a week just to do eq.
> > 
> > There should be a time limit, something like you cant lead a race
> > untill youve been in the race for a length of time, also that you
> > make constant xp in that race, to further the races goals (if they
> > have any)
> > 
> > Elendor
> Agreed. Something along the lines of guild points system ie age in
> race + something silly?
> 
> -Durin
look at some other players out there who only pick one race, i know
some players out there who are still the same race they started with
some years ago. i dont think its really fair to have the leader be
player who has been in the race the longest. that will mean almost
all new players will not have a change to ever lead a race (with
players out there always picking the same race).

my 2c

-----------------

poster: Tranquil
subject: >>>>day care center
date: Tue Aug  7 17:55:29 2001

On Tue Aug  7 11:36:31 2001 Mixer wrote post #523:
> On Tue Aug  7 09:21:42 2001 Sleet wrote post #520:
> > On Tue Aug  7 09:21:06 2001 Apathy wrote post #519:
> > > On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> > > > you know whatd be cool
> > > > if you made all the dead babies in the day care center edible as
> > > > food, not corpes so to say but just turn into food you could carry
> > > > around.
> > > > and races that couldnt normaly eat corpses could eat the dead baby
food.
> > > > Dunno why but i think this would be cool, the dead babies of course
> > > > would only restore food, they wouldnt regen stats or anything.
> > > > mayeb just make it that way since its a newbie area.
> > > > Or maybe just make it so everyone can have an equal oppurtunity to
> > > > eat dead babies
> > > > sleet
> > > 
> > > Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?
> > > 
> > > -Apathy
> > i donmt read books, they hurt my head
> > mostly my brain but sometimes my eyes
> Maybe you should, Sleet.  In my humble opinion you come up
> with some of the most dunderheaded, moronic and well stupidly
> offensive ideas I have ever seen on this mud.  Whats most striking
> is that you REGULARLY come out with this tripe.
> 
> Mix.

Maybe its just an aussie thing, but here I almost completely agree
with Mixer. 'Almost?' I hear you say? Well, the fact is that 4 of
the people in the house I am currently sitting in have agreed with
Sleet, in that it would be a good idea to be able to eat babies.
Whats more disturbing is that they seemed to unanimously agree that
said babies should -not- require to be dead before being killed. I
propose that it isn't Sleet in particular that is.. shall we refer
to it as 'odd'; Its actually a large portion of the american
population. And I'm stuck here in the middle of Missouri.
Just thought I'd mention that fact to any non-americans who have not
yet had the priceless chance to experience oddities like Sleet on a
large scale basis.

- Tranquil


-----------------

poster: Tranquil
subject: >>>race lead
date: Tue Aug  7 18:08:26 2001

>> Agreed. Something along the lines of guild points system ie age in
>> race + something silly?
>> 
>> -Durin
>look at some other players out there who only pick one race, i know
>some players out there who are still the same race they started with
>some years ago. i dont think its really fair to have the leader be
>player who has been in the race the longest. that will mean almost
>all new players will not have a change to ever lead a race (with
>players out there always picking the same race).
>
>my 2c
>

An idea I've been thinking of for quite a while but didnt think it
was worth mentioning at the time, is maybe the race leader should be
the person in said race who is a) the oldest living person of that
race (ie: when you reinc you become age 0 again, no matter what race
you choose) and b) active.

With the relatively recent reimplementation of mud age, I think this
could be possible. Even if the race lead issue has already been
taken care of (how, at this point I am unaware), its something to
keep in mind for the future, maybe.

- Tranquil with the logical mind


-----------------

poster: Tranquil
subject: >>>>>day care center
date: Tue Aug  7 18:09:46 2001

note: 'killed' = 'being eaten' for this post only. I was in the ER
till 4:30 this morning. gimme a break =p

-----------------

poster: Proteus
subject: Healer guild
date: Tue Aug  7 21:58:39 2001

why not have laura in healer guild do full heals for a price...or a
certain gem or something.

-----------------

poster: Wildchild
subject: >>>>>day care center
date: Tue Aug  7 23:55:32 2001

On Tue Aug  7 17:55:29 2001 Tranquil wrote post #536:
> On Tue Aug  7 11:36:31 2001 Mixer wrote post #523:
> > On Tue Aug  7 09:21:42 2001 Sleet wrote post #520:
> > > On Tue Aug  7 09:21:06 2001 Apathy wrote post #519:
> > > > On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> > > > > you know whatd be cool
> > > > > if you made all the dead babies in the day care center edible as
> > > > > food, not corpes so to say but just turn into food you could carry
> > > > > around.
> > > > > and races that couldnt normaly eat corpses could eat the dead baby
> food.
> > > > > Dunno why but i think this would be cool, the dead babies of course
> > > > > would only restore food, they wouldnt regen stats or anything.
> > > > > mayeb just make it that way since its a newbie area.
> > > > > Or maybe just make it so everyone can have an equal oppurtunity to
> > > > > eat dead babies
> > > > > sleet
> > > > 
> > > > Hrm, you read "A Modest Proposal", by Whatsisface, didn't you?
> > > > 
> > > > -Apathy
> > > i donmt read books, they hurt my head
> > > mostly my brain but sometimes my eyes
> > Maybe you should, Sleet.  In my humble opinion you come up
> > with some of the most dunderheaded, moronic and well stupidly
> > offensive ideas I have ever seen on this mud.  Whats most striking
> > is that you REGULARLY come out with this tripe.
> > 
> > Mix.
> 
> Maybe its just an aussie thing, but here I almost completely agree
> with Mixer. 'Almost?' I hear you say? Well, the fact is that 4 of
> the people in the house I am currently sitting in have agreed with
> Sleet, in that it would be a good idea to be able to eat babies.
> Whats more disturbing is that they seemed to unanimously agree that
> said babies should -not- require to be dead before being killed. I
> propose that it isn't Sleet in particular that is.. shall we refer
> to it as 'odd'; Its actually a large portion of the american
> population. And I'm stuck here in the middle of Missouri.
> Just thought I'd mention that fact to any non-americans who have not
> yet had the priceless chance to experience oddities like Sleet on a
> large scale basis.
> 
> - Tranquil
> 

Ahh, less than a month left of having to live only 30 miles from the
Iowa/Missouri border... We have alwyas known there's something wrong
with the people down there, thanks for chalking us up another point,
Tranq.

-WC

-----------------

poster: Taric
subject: >>day care center
date: Wed Aug  8 00:13:48 2001

On Tue Aug  7 11:55:24 2001 Khosan wrote post #527:
> On Tue Aug  7 07:35:19 2001 Sleet wrote post #518:
> 
> This is the last time I want to read stuff like that in our news groups.
> Post stuff like that again Sleet, and I will make sure it will be your
> last.
> 
> Khosan
I was expecting folks to point out the tinning skill or the 
corpse-eating races. :)
His wasn't a legit idea though I guess.

-T

-----------------

poster: Sigwald
subject: >weapon classes...
date: Wed Aug  8 00:43:06 2001

On Fri Jun 15 20:10:07 2001 Urg wrote post #227:
> its prolly been said millions of times but there seems to be a huge
> gap between weapons (esp slashing weapons) where they seem to go
> straight from WC20 to WC50......VERY few in between - might be a
> good idea to tune down some of the specials and just up the WC a
> bit. or just introduce new higher WC weapons with no specials or
> +stats
> 
> just always seems very strenuous for lowbie/newbie fighters to get
> weapons that are under 750k that arent shitty WC20 ones......
> 
> ............heh......we need a weaponsmith guild :P
> 
> -Urg....the terminally deranged

Opened to suggestions regarding which monsies could be changed to
do intermediate weapons. One of the big problems is area coders
tend always to code rocking eq and big WC and ignore midbie levels.

-----------------

poster: Jaws
subject: Or
date: Wed Aug  8 00:50:09 2001

Just lets all stop comparing penis sizes and go find
things to stick them em!


hehehe

You guys get way to serious

Jaws

-----------------

poster: Sigwald
subject: >witch eq
date: Wed Aug  8 00:57:46 2001

On Wed Jun 27 20:37:24 2001 Lokie wrote post #305:
> was talking about the witch guild and realized the witches broom is
> the only 2 slot guild eq in the game was just woundering why its not
> 1h? 

Because its a broom and its big.
Any other dumb questions?

-----------------

poster: Jaws
subject: babies
date: Wed Aug  8 00:57:55 2001

An alternate option to assist those who need food
just create a food item and stick on the babies

Jaws

-----------------

poster: Sigwald
subject: >giant size wish
date: Wed Aug  8 00:59:29 2001

On Thu Jun 28 17:21:28 2001 Kaos wrote post #311:
> Something should be done with it. If it stays as it is, it should
> definately not be a greater wish. I am 3'4" fully grown now with
> giant size wish, about 200 str, and still can't wield a weapon
> with decent size when it's shrunk 3 times (max).
Efficiency of the wish depends a lot on race.
A giant ant i still an ant, so not very big...
Anyway its a wish so no one forces you to use it.

-----------------

poster: Sigwald
subject: >guild eq
date: Wed Aug  8 01:00:05 2001

On Fri Jun 29 18:35:35 2001 Skillz wrote post #312:
> shake
> After playing a witch about 1 year (yes, they call me fool :)) i
> switched another blaster guild, but now i miss my old bloody broom.
> 
> Maybe guild eq should become removable eq after its owner played
> huge amount of mudtime in curtain guild or after reaching top guild
> rank?
> 
> --Skillz
No, guild eqs will NOT become removeable.
Never, never, never.

-----------------

poster: Sigwald
subject: >Mist form and hit points
date: Wed Aug  8 01:00:59 2001

On Mon Jul  2 05:34:05 2001 Malifix wrote post #318:
> When I have full hps in mist form and it falls, I lose about 400
> hps.  Would it be OK to suggest that, when mist form falls, your
> proportion of current to max hps remains the same?  I does when i
> cast mist form.
> When I have full hps in mist form and it falls, I lose about 400
> hps.  Would it be OK to suggest that, when mist form falls, your
> proportion of current to max hps remains the same?  I does when i
> cast mist form.**
See reply to hierokliff bug report.
Not doable in a satisfying manner without a big amount of coding.

-----------------

poster: Sigwald
subject: >Hmm
date: Wed Aug  8 01:05:43 2001

On Wed Jul 11 03:36:23 2001 Denim wrote post #357:
> Since Vampires drink the blood of humans, and some of them do
> actually eat them, maybe Vampires should be able to eat corpses, it
> would make much more sense.
> 
> Denim

Nope, vampires feed on live bodies, not corpses.

-----------------

poster: Sigwald
subject: >Thin leather belt
date: Wed Aug  8 01:07:30 2001

On Sun Jul 15 08:27:44 2001 Smee wrote post #369:
> I got id's on this as the stats are for each alpha guild, and it
> occured to me that it would probably be much cooler / more loved /
> neater if it based its stats on your beta guild, rather than your
> alpha. Especially for mage, animist, cleric, where there is such a
> big difference in what stats/skills are desirable for each beta.
> 
> And, the stats seem much lower for mage than for animist, two of the
> caster setups, which makes me wonder also.
> 
> Smee
Too man fucking beta guilds, i'm lazy.

-----------------

poster: Sigwald
subject: >>>EQ needs Altering for All
date: Wed Aug  8 01:12:04 2001

On Sun Jul 22 17:34:14 2001 Durin wrote post #404:
> On Sun Jul 22 17:00:56 2001 Snoop wrote post #402:
> > On Sun Jul 22 16:52:20 2001 Elendor wrote post #400:
> > > Fine you dont like that idea, how about the rest of them or
> > > 
> > > perhaps coming up with something else
> > > i agrre the lesser costs make it easier if you want to use the
> > > few guilds that can do eq but what about those who cant, that
> > > nobody wants in the eq parties, i did mention in the last post
> > > that i didnt manage to list anywhere near all the possible ways
> > > it can be done, i simply think it should be changed so ALL
> > > the guilds have an equal chance of doin good (for there worth)
> > > eq.
> > > 
> > > Elendor.
> > I don't like this idea, since if all guilds can do eq equally good,
> > then there's really no reason for ppls to stop mass slaughterin for
> > exp all the time, the penalty for reincing is no thigh anyways and
> > if ppls can't stand losing some small percentage of the
> > I don't like this idea, since if all guilds can do eq equally good,
> > then there's really no reason for ppls to stop mass slaughterin for
> > exp all the time, the penalty for reincing is no thigh anyways and
> > if ppls can't stand losing some small percentage of the
> > 
> > worth then maybe those ppls should jhust not do eq
> > */Snoop sorry bout that double stuff grr mrr
> 
> TICK/TOCK
> TICK/TOCK
> Why is then that all the guilds can do exp almost equally good.
> Sucks big time. Make the eq guilds obsolete for exp parties like all
> exp mobs zillion percent resistant etc. Have you noticed that best
> exp groups pretty much follow the lines of eq groups.
> -Durin3

I could tune all "eq" guilds so that they cant do exp crap if you
guys really want it.

-----------------

poster: Sigwald
subject: >Making all classes useful for equipment.
date: Wed Aug  8 01:12:55 2001

On Sun Jul 22 18:59:09 2001 Erec wrote post #406:
> A couple thoughts on Elendor's post.
> 
> Every guild has something to contribute to exp. parties.  Some more, some 
> less, but all can do something.  I'm not sure why people object to the same 
> being true of eq. parties.
> 
> The key is finding different, non-intersecting (or only mildly
intersecting) 
> areas in which for them to contribute.  It's easy to say, "everyone should
be 
> able to do something", but we need ideas as to what they can do that won't 
> impinge on the domain of another guild.
> 
> At low levels, I think the only real problem guild is thief, and I don't
have 
> many ideas there.  Perhaps thieves might get a skill to sneak people into a 
> combat room such that they aren't attacked by agro monsters?  Even if the 
> monster is already agro to them?  Might help with healers who get area 
> attacked, and stop regening.
> 
> All other guilds I saw used at lower levels for eq. (OK, as woodsman, I 
> tanked stuff at the level of a fighter half my size, but that really
doesn't 
> matter for eq., does it?  It was something, and party shares are more 
> irrelevant).  For top levels of equipment, though, it seems that both
animist 
> classes are now being ignored.
> 
> For druid, it seems primarily because they can only tune half their
damage.  
> Perhaps we should let them tune the other half too?  Not to the same thing, 
> perhaps, but at least they could then hit the monster in its two most 
> vulnerable areas.
> 
> As to woodsman, I've had a few ideas I've sent to Siggy for the omicron
(wher 
> is siggy lately, anyway?), but with current skills, just removing the 
> limitations from Womb of Gaia would make it a viable eq. party skill -
enough 
> that combined with some tunable damage, etc, like they have, it would 
> probably be enough to make them viable members.  However, that violates
what 
> I said about not stepping on the toes of other classes (namely
navigators).  
> Perhaps make their anti-tracking skills work when not leading?  Seems last 
> place in a party is the best place to cover party tracks to me :-).  And 
> hopefully, the omicron (if we ever get it) will address this issue.
> 
> Thief, though, is still really the hard one to figure out.  Anyone with 
> bright ideas as to how to make thief useful in a party, given the
limitation 
> that they can't be useful in a way that makes someone else useless?
> 
> Are there any other problem guilds at the moment?
> 
>              -Erec

Sigwald is wherever he wants to be and that's no fucking business of
ours.

-----------------

poster: Sigwald
subject: >Eq decay
date: Wed Aug  8 01:16:44 2001

On Mon Jul 23 23:12:54 2001 Rizzly wrote post #434:
> Perhaps a skill could be added somewhere in the fighter tree that
> can repair armours and weapons.  It would be relatively high (of
> course), it wouldn't be as effective as the blacksmith (of course),
> and it would take a while to perform, but it would be a useful skill
> and would be "in theme" for fighters.  To use the skill you'd also
> need certain items, e.g. anvil and hammer.  The plus side of this,
> however, is that you don't have to spend money to repair your
> armours and weapons.
Whats the point of introducing decay if someone can nullify it with
a few eps ?

-----------------

poster: Sigwald
subject: >>portal to warrior guild
date: Wed Aug  8 01:19:38 2001

On Thu Jul 26 17:16:02 2001 Zifnab wrote post #452:
> On Thu Jul 26 17:09:04 2001 Killerdude wrote post #451:
> > i think that the portal at warp should have an exit to the warrior
> > guild.I have trouble finding it so i would apreciate a quick way to
> > get there.**
> You are kidding right?
> 
> Just in case you arent, right the directions down, map the city, etc.
> The only reason there is a portal at all in the Adv Guild with
> guilds in it is because they do not yet have a real home.

Talking of which I still need builders to create these homes :)

-----------------

poster: Sigwald
subject: >Throw Knife skill
date: Wed Aug  8 01:26:58 2001

On Fri Aug  3 08:39:58 2001 Palenon wrote post #495:
> I have been juggler a couple of weeks..the only flaw i have seen so
> far is if u r looting..the throw knife skill automatically wields
> whatever id's to knife in your inventory..could this be changed so
> that it only wields things that id to 'throwing knife'?
> 
> Would help me alot methinks,
> 
> Pal
Throw knife will auto wield a throwing knife from now on.

-----------------

poster: Taric
subject: >>Eq decay
date: Wed Aug  8 01:30:04 2001

On Wed Aug  8 01:16:44 2001 Sigwald wrote post #553:
> On Mon Jul 23 23:12:54 2001 Rizzly wrote post #434:
> > Perhaps a skill could be added somewhere in the fighter tree that
> > can repair armours and weapons.  It would be relatively high (of
> > course), it wouldn't be as effective as the blacksmith (of course),
> > and it would take a while to perform, but it would be a useful skill
> > and would be "in theme" for fighters.  To use the skill you'd also
> > need certain items, e.g. anvil and hammer.  The plus side of this,
> > however, is that you don't have to spend money to repair your
> > armours and weapons.
> Whats the point of introducing decay if someone can nullify it with
> a few eps ?
I think he just wants a skill in the fighter guilds where 
fighters can repair the stuff the same way the blacksmith does.
Instead of gold, they'd spend time/eps on it.  The max condition 
would still lower over time, and the eq decay would still 
be happening.  May have it do 1-2% repair per use of the 
skill, so you gotta do the skill a bunch of times on something 
that's decayed 5-10%.  Could make it gobble up half or all your eps 
depending on how much you let it repair.
Shieldmasters could have a repair shield skill, barbarians 
could repair blunt weapons, floggers could repair whips, bladedancer could 
repair slashing weapons, thruster could repair piercing weapons.
The Champions might get something to repair armors 
and maybe a mastery skill at the top.

I repair all my eq before I logoff each night just to be safe. 
Giving fighters 
the ability to do it at great ep/time cost(like making nav stones or 
reviving people do to casters) seems fair.  I think 
fighters might rather dump all their eq through bifur and save 
their exps for other skills, but there are plenty of other novelty
guild abilities 
out there, so adding this would ok. :)

-T

-----------------

poster: Jaws
subject: guild homes
date: Wed Aug  8 02:23:54 2001

I am working on one for shield masters

just a FYI 

Jaws

-----------------

poster: Tranquil
subject: >>>portal to warrior guild
date: Wed Aug  8 05:34:41 2001

On Wed Aug  8 01:19:38 2001 Sigwald wrote post #554:
> On Thu Jul 26 17:16:02 2001 Zifnab wrote post #452:
> > On Thu Jul 26 17:09:04 2001 Killerdude wrote post #451:
> > > i think that the portal at warp should have an exit to the warrior
> > > guild.I have trouble finding it so i would apreciate a quick way to
> > > get there.**
> > You are kidding right?
> > 
> > Just in case you arent, right the directions down, map the city, etc.
> > The only reason there is a portal at all in the Adv Guild with
> > guilds in it is because they do not yet have a real home.
> 
> Talking of which I still need builders to create these homes :)

Uhh.. *attempts to hide behind the nearest gold monsie*
The warrior guild tree hall has been my job. I confess to a certain
laziness towards coding this particular area. I've got some ideas to
put into implementation atm, but I havent started the actual coding
yet.

Anyone who has any ideas or anyone with a working knowledge of
castle keeps, I would appreciate it if you could mail me your
comments/ideas on what i could put in the area, as what I have so
far is kind of bland.

- Tranquil


-----------------

poster: Lu
subject: midbie eqs
date: Wed Aug  8 09:57:53 2001

i know the wizzes are cracking down on us coders to code some
midbie/lowbie areas, i know the first few(At least) i put out will
have lowbie-midbie eq monsters, so if you feel that thers some
midbie eq lacking, sne dme a mail and i'll see what i can do about
it,

-lu

-----------------

poster: Urg
subject: Mastery points ...
date: Wed Aug  8 18:38:31 2001

okay, this is probably gonna get me shouted at for some reason that
i have no clue about, but would it be possible for us to have some
idea (if not in number hten just in terms of a "scale") of the
amount of guild mastery points that we have in a guild. Just seems
kinda odd that we have no clue at all except from the stats on guild
eq and from the guild rank (which ive found actually has nothing at
all to do wiht masteries really)

-----------------

poster: Zifnab
subject: >Mastery points ...
date: Wed Aug  8 18:50:35 2001

On Wed Aug  8 18:38:31 2001 Urg wrote post #560:
> okay, this is probably gonna get me shouted at for some reason that
> i have no clue about, but would it be possible for us to have some
> idea (if not in number hten just in terms of a "scale") of the
> amount of guild mastery points that we have in a guild. Just seems
> kinda odd that we have no clue at all except from the stats on guild
> eq and from the guild rank (which ive found actually has nothing at
> all to do wiht masteries really)
the nubmers are meaningless to you.

-----------------

poster: Palenon
subject: Race Leadership
date: Wed Aug  8 21:02:56 2001

As has been pointed out in previous posts some ppl (myself included)
think getting and keeping race leadership should be a lil bit
different than the current system due to the fact that highbies grab
it and idle rendering the existence of the ldr eq useless for that
race.

Instead of whining I'll drop some ideas I thought up and see how
that goes from there.

I liked the idea ppl had about needing positive xp in weekly plaque
to hold race leader eq..and possibly setting a minimum...maybe 5-10M
so u can have race lead
Someone mentioned negative xp being used in that same way..what is
to stop a reinc bunny highbie from taking 2-3 race leads a month and
still idling?

Another thought, race leaders should have a minimum charisma score
that is fairly hard to attain compared to their base after
reinc..which forces them to raise their charisma/appeal to attain
race lead
The charisma score has little effect on the game compared to other
stats (unless you are a bard) and this is basically what the stat is
all about in my opinion
Maybe make it so hard to reach that a bard has to put charisma song
on you so u can get race lead..in times of old the fame of a person
was brought to far regions by singing bards passing tales of the
person's abilities anyway..this would just make it a little more
plausible

------

I doubt my ideas are the best but they seem to function logically anyway
And seeing as while I was bard last week I was making 20-30M weekly
while my race leader sat at 0 for two weeks solid I think there
needs to be some overhaul even if my ideas aren't used.
If this sounds like a whine I apologize..this has just been biting
at me for weeks

Pal

-----------------

poster: Guacamole
subject: >Race Leadership
date: Wed Aug  8 21:21:23 2001

On Wed Aug  8 21:02:56 2001 Palenon wrote post #562:
> As has been pointed out in previous posts some ppl (myself included)
> think getting and keeping race leadership should be a lil bit
> different than the current system due to the fact that highbies grab
> it and idle rendering the existence of the ldr eq useless for that
> race.
> 
> Instead of whining I'll drop some ideas I thought up and see how
> that goes from there.
> 
> I liked the idea ppl had about needing positive xp in weekly plaque
> to hold race leader eq..and possibly setting a minimum...maybe 5-10M
> so u can have race lead
> Someone mentioned negative xp being used in that same way..what is
> to stop a reinc bunny highbie from taking 2-3 race leads a month and
> still idling?
> 
> Another thought, race leaders should have a minimum charisma score
> that is fairly hard to attain compared to their base after
> reinc..which forces them to raise their charisma/appeal to attain
> race lead
> The charisma score has little effect on the game compared to other
> stats (unless you are a bard) and this is basically what the stat is
> all about in my opinion
> Maybe make it so hard to reach that a bard has to put charisma song
> on you so u can get race lead..in times of old the fame of a person
> was brought to far regions by singing bards passing tales of the
> person's abilities anyway..this would just make it a little more
> plausible
> 
> ------
> 
> I doubt my ideas are the best but they seem to function logically anyway
> And seeing as while I was bard last week I was making 20-30M weekly
> while my race leader sat at 0 for two weeks solid I think there
> needs to be some overhaul even if my ideas aren't used.
> If this sounds like a whine I apologize..this has just been biting
> at me for weeks
> 
> Pal

I believe this covers this:

 ______________________________________________________________________ 
| Message | Newsgroup: inform                                 | Red    |_
| ID: 236 | Subject:   race lead                              |Dragon  | |
|         | Poster:    Zifnab                                 |MudNews | |
|_________|___________________________________________________|________| |
| Time: Tue Aug  7 14:15:00 2001                                       | |
|______________________________________________________________________| |
Must be active to lead the races.


--- End Zif's Post ---
IMHO, we should stop posting on this until we are able to evaluate the effect
of the changes that Zifnab made and posted about.

-G

-----------------

poster: Elendor
subject: Race lead
date: Wed Aug  8 21:58:08 2001

I like the idea of the minimum xp wekkly, and agree that something
like 10mil a week should be a good minimum, but i can see no
real reason to make charisma as a stat to led a race, after all
stregnth for a giant would be best, int for a mindflayer, and so
on, each race would be different


For my ideas on race lead i think you should have been in the
race for the minimum of 2 weeks as well as having say 10mil
on the weekly plaque, i know this would mean that the lower
worth players are less likely to lead a race, but what
race really wants someone small to lead it ?


I also belive that the ace lead eq should be upped,
recently when i talked about it i got told that keading
the race should be enough, but basically leading a race
gains you nothing, there is no status gain etc.
just a mini item.


Elendor.

-----------------

poster: Zifnab
subject: >Race lead
date: Wed Aug  8 23:07:57 2001

On Wed Aug  8 21:58:08 2001 Elendor wrote post #564:
> I like the idea of the minimum xp wekkly, and agree that something
> like 10mil a week should be a good minimum, but i can see no
> real reason to make charisma as a stat to led a race, after all
> stregnth for a giant would be best, int for a mindflayer, and so
> on, each race would be different
> 
> 
> For my ideas on race lead i think you should have been in the
> race for the minimum of 2 weeks as well as having say 10mil
> on the weekly plaque, i know this would mean that the lower
> worth players are less likely to lead a race, but what
> race really wants someone small to lead it ?

If a lower lever person can lead the race so what?  If you are
a higher level and active over the last week, why not take it away
from them.  Only reason not to is because you 'havent been active'
> 
> 
> I also belive that the ace lead eq should be upped,
> recently when i talked about it i got told that keading
> the race should be enough, but basically leading a race
> gains you nothing, there is no status gain etc.
> just a mini item.

A 'mini' item in a slot that you cannot get any where else
in the game, with bonuses. Anyway you look at it its a plus, 
it take no slots away from you, just gives you stats.
> 
> 
> Elendor.

-----------------

poster: Quillz
subject: Open Pk. 
date: Thu Aug  9 02:17:27 2001

I know this idea has been thrown out there before, but I'd like to
stir it up again.  
Old school style, with the 2.4m Rdc guards everyone feared, the
criminal system, the whole 9 yards. 
Before you get your panties in a grundle and just start flaming me
think it through. 
Every now and then some people talk tons of shit.  And wouldn't you
know it. I'm one of em. 
So punks like me can just go around and talk smack to anyone,
anytime.   And no mort can do much about it. 
They deserve an honest chance to try to kill me.   
That goes for everyone.  From time to time I've been known to get a
bit pissed at something, but I can't do anything about it. 
So the anger just keeps building.   Think of it as a stress relief. 
Maybe I'd even go on a suicide mission and try to attack some gigbie
Ma or something. 
Look at the options.  
Methinks Red Dragon would be a much happier mud if we could kill
each other rather than just bitch back and forth and spam public
channels. 
And remember, guns dont kill people.  People kill people. 
Q-out

-----------------

poster: Quillz
subject: Forgot to mention...
date: Thu Aug  9 02:22:42 2001

Gimme some feedback on my last post. 
Dont just bitch about it. 
If you disagree, lemme know why.  
If you agree, lemme know why.  
I think bringing this back is do-able.   But your feedback (minus
the whines and flames) is necessary. 
Vote Yes Open Pk. 
Q the spokesman. 

-----------------

poster: Tahnval
subject: >Forgot to mention...
date: Thu Aug  9 03:14:39 2001

On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> Gimme some feedback on my last post. 
> Dont just bitch about it. 
> If you disagree, lemme know why.  
> If you agree, lemme know why.  
> I think bringing this back is do-able.   But your feedback (minus
> the whines and flames) is necessary. 
> Vote Yes Open Pk. 
> Q the spokesman. 
I disagree, because the punks you mention will simply kill people instead of
"talking smack" to them.  How is that a benefit to the MUD?

-----------------

poster: Sleet
subject: >>Forgot to mention...
date: Thu Aug  9 03:15:39 2001

On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > Gimme some feedback on my last post. 
> > Dont just bitch about it. 
> > If you disagree, lemme know why.  
> > If you agree, lemme know why.  
> > I think bringing this back is do-able.   But your feedback (minus
> > the whines and flames) is necessary. 
> > Vote Yes Open Pk. 
> > Q the spokesman. 
> I disagree, because the punks you mention will simply kill people instead of
> "talking smack" to them.  How is that a benefit to the MUD?
alot of poepel that talk smack you can kill, and if someone can kil
you why would they talk smack they know there better then you, it
has been proved.

-----------------

poster: Zifnab
subject: >Open Pk. 
date: Thu Aug  9 03:18:10 2001

> anytime.   And no mort can do much about it. 
> They deserve an honest chance to try to kill me.   
> That goes for everyone.  From time to time I've been known to get a
> bit pissed at something, but I can't do anything about it. 
> So the anger just keeps building.   Think of it as a stress relief. 
> Maybe I'd even go on a suicide mission and try to attack some gigbie
> Ma or something. 
> Look at the options.  
> Methinks Red Dragon would be a much happier mud if we could kill
> each other rather than just bitch back and forth and spam public
> channels. 
> And remember, guns dont kill people.  People kill people. 
> Q-out

I promise you Red Dragon is a much happier place without
player able to kill any player at will.

-----------------

poster: Taric
subject: >>>Forgot to mention...
date: Thu Aug  9 03:18:16 2001

On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > Gimme some feedback on my last post. 
> > > Dont just bitch about it. 
> > > If you disagree, lemme know why.  
> > > If you agree, lemme know why.  
> > > I think bringing this back is do-able.   But your feedback (minus
> > > the whines and flames) is necessary. 
> > > Vote Yes Open Pk. 
> > > Q the spokesman. 
> > I disagree, because the punks you mention will simply kill people
instead of
> > "talking smack" to them.  How is that a benefit to the MUD?
> alot of poepel that talk smack you can kill, and if someone can kil
> you why would they talk smack they know there better then you, it
> has been proved.
reg pk if you wanna kill/be killed. If everyone wants open pk, 
everyone will reg. ;>

-----------------

poster: Zifnab
subject: >>>Forgot to mention...
date: Thu Aug  9 03:19:43 2001

On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > Gimme some feedback on my last post. 
> > > Dont just bitch about it. 
> > > If you disagree, lemme know why.  
> > > If you agree, lemme know why.  
> > > I think bringing this back is do-able.   But your feedback (minus
> > > the whines and flames) is necessary. 
> > > Vote Yes Open Pk. 
> > > Q the spokesman. 
> > I disagree, because the punks you mention will simply kill people
instead of
> > "talking smack" to them.  How is that a benefit to the MUD?
> alot of poepel that talk smack you can kill, and if someone can kil
> you why would they talk smack they know there better then you, it
> has been proved.
I do not like the atmosphere promoted by a mud where I 
get killed because player X doesnt like the question I asked.

I find that entirely immature, and not some place I would
like to play, and in fact i wont play.

Open pk will _not_ come back.

Not sure how many times we can say this.

-----------------

poster: Apathy
subject: >Open Pk. 
date: Thu Aug  9 03:37:12 2001

> So punks like me can just go around and talk smack to anyone,
> anytime.   And no mort can do much about it. 

Wrong. They can put you on ignore. If all else fails, they can log
off and find something else to do.

-Apathy

-----------------

poster: Arkangyle
subject: Skill: Lore
date: Thu Aug  9 04:35:06 2001

  Unsure about proper, or necessary, guild placement, but I think
adding a new skill (or spell) called lore that would allow you to
determine the "general" location an item comes from might be nice to
add.  Basically it would tell you the island something came from ...
or inform you that you couldn't determine an origin if it isn't from
an island specifically (as determined by the domain path of the
filename).
  Personally, I think we need tons more non-combat oriented
skills/spells to flesh out the mud a little more and give us things
to toy with.

-----------------

poster: Taric
subject: >Skill: Lore
date: Thu Aug  9 06:38:26 2001

On Thu Aug  9 04:35:06 2001 Arkangyle wrote post #574:
>   Unsure about proper, or necessary, guild placement, but I think
> adding a new skill (or spell) called lore that would allow you to
> determine the "general" location an item comes from might be nice to
> add.  Basically it would tell you the island something came from ...
> or inform you that you couldn't determine an origin if it isn't from
> an island specifically (as determined by the domain path of the
> filename).
>   Personally, I think we need tons more non-combat oriented
> skills/spells to flesh out the mud a little more and give us things
> to toy with.
Like repair weapon skills for figs and maybe the repair armor skill 
up at champions someone else suggested a ways back. :)  Enchanters and 
psychics and thieves got a good bunch of non-combative skills 
if you need stuff shrunk or id'd or stolen.. :)

-T

-----------------

poster: Taric
subject: Lead to Gold spell
date: Thu Aug  9 07:08:15 2001

==============================================================================
Help on spell          :  Lead to Gold
Guild Level            :  Beta
Spell type             :  Special
Sp Cost                :  52
Casting time           :  3 round
Affecting stats        :  int
Base Experience Cost   :  431
==============================================================================
This spell converts ordinary objects to GOLD.  Unfortunately, the spell is 
imperfect so some of the matter may be lost to the ethereal plain.  You won't 
always convert the object to its full weight in gold.  On the other
hand, Masters 
of this spell will sometimes convert the object to greater than its weight in 
gold; as the power of their casting draws lost gold back from the
ethereal plain.

Object's value = V. Spell % is S. Random modifier is R. Formula
something like:
Cast spell on object to get V(2)(S/100)(R) Gold.  R could be .3 to 1.3.
Example object worth 1000 gold and spell at 75% would do:
1000(2)(.75)(R) = 1500(R) gold, which would be 450 to 1950 gold.

1000(2)(1)(R) = 2000(R) gold, which would be 600 to 2600 gold for a master.
1000(2)(.3)(R) = 600(R) gold, which would be 180 to 780 gold for a newbie.
Maybe make failed castings destroy the object.

-T

-----------------

poster: Taric
subject: >Lead to Gold spell
date: Thu Aug  9 07:16:59 2001

On Thu Aug  9 07:08:15 2001 Taric wrote post #576:
> ===========================================================
==================
> Help on spell          :  Lead to Gold
> Guild Level            :  Beta
> Spell type             :  Special
> Sp Cost                :  52
> Casting time           :  3 round
> Affecting stats        :  int
> Base Experience Cost   :  431
> ===========================================================
==================
> This spell converts ordinary objects to GOLD.  Unfortunately, the spell is 
> imperfect so some of the matter may be lost to the ethereal plain.  You
won't 
> always convert the object to its full weight in gold.  On the other
> hand, Masters 
> of this spell will sometimes convert the object to greater than its weight
in 
> gold; as the power of their casting draws lost gold back from the
> ethereal plain.
> 
> Object's value = V. Spell % is S. Random modifier is R. Formula
> something like:
> Cast spell on object to get V(2)(S/100)(R) Gold.  R could be .3 to 1.3.
> Example object worth 1000 gold and spell at 75% would do:
> 1000(2)(.75)(R) = 1500(R) gold, which would be 450 to 1950 gold.
> 
> 1000(2)(1)(R) = 2000(R) gold, which would be 600 to 2600 gold for a master.
> 1000(2)(.3)(R) = 600(R) gold, which would be 180 to 780 gold for a newbie.
> Maybe make failed castings destroy the object.
> 
> -T
Oh yeah, precious gems or anything over ~20k value would 
reject the spell. :)  I just had an image of some 
highbie casting this thing on the great lot of gems after a dragon 
party and generating another meg or 3 in gold.
Maybe make gems reject it altogether since they're gems anyway.

-T

-----------------

poster: Tranquil
subject: >>>>Forgot to mention...
date: Thu Aug  9 08:28:54 2001

On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > Gimme some feedback on my last post. 
> > > > Dont just bitch about it. 
> > > > If you disagree, lemme know why.  
> > > > If you agree, lemme know why.  
> > > > I think bringing this back is do-able.   But your feedback (minus
> > > > the whines and flames) is necessary. 
> > > > Vote Yes Open Pk. 
> > > > Q the spokesman. 
> > > I disagree, because the punks you mention will simply kill people
> instead of
> > > "talking smack" to them.  How is that a benefit to the MUD?
> > alot of poepel that talk smack you can kill, and if someone can kil
> > you why would they talk smack they know there better then you, it
> > has been proved.
> I do not like the atmosphere promoted by a mud where I 
> get killed because player X doesnt like the question I asked.
> 
> I find that entirely immature, and not some place I would
> like to play, and in fact i wont play.
> 
> Open pk will _not_ come back.
> 
> Not sure how many times we can say this.

Not to be seen as being for or against either side, I feel that this
one thing must be mentioned, Zif.
This is a 'family entertainment mud', or at least, its relatively
safe for minors to hang out and play at. Being probably 50% or so
minors, and also many of the non-minors here (myself included), we
as a mud population arent exactly the pinnacle of maturity. If we
were, we'd not be here. We would be doing something 'less
immature'.

Just thought that was worth a mention.

- Tranquil


-----------------

poster: Koma
subject: >Skill: Lore
date: Thu Aug  9 08:36:28 2001

On Thu Aug  9 04:35:06 2001 Arkangyle wrote post #574:
>   Unsure about proper, or necessary, guild placement, but I think
> adding a new skill (or spell) called lore that would allow you to
> determine the "general" location an item comes from might be nice to
> add.  Basically it would tell you the island something came from ...
> or inform you that you couldn't determine an origin if it isn't from
> an island specifically (as determined by the domain path of the
> filename).
>   Personally, I think we need tons more non-combat oriented
> skills/spells to flesh out the mud a little more and give us things
> to toy with.

I think this is a nice idea. 
-Koma


-----------------

poster: Lu
subject: safes
date: Thu Aug  9 09:09:10 2001

maybe a command to check how full a safe or chest is(like the inventory %)
-lu

-----------------

poster: Jazaman
subject: Stamina affecting certain skills
date: Thu Aug  9 09:50:11 2001

It makes sense that certain fighter type skills (ignore pain, resist
pain, inner walls, blade dance, others) that need to last for a
while would be affected by stamina.
I chatted with a couple people about this and I guess this is about
the gist of what we were thinking.

-----------------

poster: Durin
subject: Eq decay
date: Thu Aug  9 13:28:34 2001

w:Eq decay to affect items in safes too, so that eq horders woudlnt
be hogging so many diffrent kindsa sets in their zillions of safes.
GNN!!! No one is selling anything!

-Durin

-----------------

poster: Zifnab
subject: >Skill: Lore
date: Thu Aug  9 14:14:31 2001

On Thu Aug  9 04:35:06 2001 Arkangyle wrote post #574:
>   Unsure about proper, or necessary, guild placement, but I think
> adding a new skill (or spell) called lore that would allow you to
> determine the "general" location an item comes from might be nice to
> add.  Basically it would tell you the island something came from ...
> or inform you that you couldn't determine an origin if it isn't from
> an island specifically (as determined by the domain path of the
> filename).
>   Personally, I think we need tons more non-combat oriented
> skills/spells to flesh out the mud a little more and give us things
> to toy with.
the problem with this is the path names dont always reflect the
correct domains.  But I am sure we coudl work something out.

-----------------

poster: Kaos
subject: >safes
date: Thu Aug  9 14:29:14 2001

On Thu Aug  9 09:09:10 2001 Lu wrote post #580:
> maybe a command to check how full a safe or chest is(like the inventory %)
> -lu
It would also be nice with a "huge safe" for double the price of a safe,
since a full eq set sometimes takes 2 safes.

-----------------

poster: Durin
subject: >>safes
date: Thu Aug  9 14:30:58 2001

On Thu Aug  9 14:29:14 2001 Kaos wrote post #584:
> On Thu Aug  9 09:09:10 2001 Lu wrote post #580:
> > maybe a command to check how full a safe or chest is(like the inventory %)
> > -lu
> It would also be nice with a "huge safe" for double the price of a safe,
> since a full eq set sometimes takes 2 safes.
Actually, lets change safes so that you can store max 1 full set of
extra eq anywhere, that way mooooore eq would be sold over sales
channel aaaas eq-horders could only store 1 additional set of eq!
MuahAHAHaa *snap* (sell me boots)

-D-urin3

-----------------

poster: Kaos
subject: >>>safes
date: Thu Aug  9 14:32:50 2001

On Thu Aug  9 14:30:58 2001 Durin wrote post #585:
> On Thu Aug  9 14:29:14 2001 Kaos wrote post #584:
> > On Thu Aug  9 09:09:10 2001 Lu wrote post #580:
> > > maybe a command to check how full a safe or chest is(like the
inventory %)
> > > -lu
> > It would also be nice with a "huge safe" for double the price of a safe,
> > since a full eq set sometimes takes 2 safes.
> Actually, lets change safes so that you can store max 1 full set of
> extra eq anywhere, that way mooooore eq would be sold over sales
> channel aaaas eq-horders could only store 1 additional set of eq!
> MuahAHAHaa *snap* (sell me boots)
> 
> -D-urin3
Actually we need a "booty safe" that can fit 20 boots, since i
have so many spare boots i am hoarding and not selling do durin.

-----------------

poster: Poofy
subject: >>>>safes
date: Thu Aug  9 17:08:51 2001

On Thu Aug  9 14:32:50 2001 Kaos wrote post #586:
> On Thu Aug  9 14:30:58 2001 Durin wrote post #585:
> > On Thu Aug  9 14:29:14 2001 Kaos wrote post #584:
> > > On Thu Aug  9 09:09:10 2001 Lu wrote post #580:
> > > > maybe a command to check how full a safe or chest is(like the
> inventory %)
> > > > -lu
> > > It would also be nice with a "huge safe" for double the price of a safe,
> > > since a full eq set sometimes takes 2 safes.
> > Actually, lets change safes so that you can store max 1 full set of
> > extra eq anywhere, that way mooooore eq would be sold over sales
> > channel aaaas eq-horders could only store 1 additional set of eq!
> > MuahAHAHaa *snap* (sell me boots)
> > 
> > -D-urin3
> Actually we need a "booty safe" that can fit 20 boots, since i
> have so many spare boots i am hoarding and not selling do durin.
my my u sure r a nice person :)

-Poofy

-----------------

poster: Apathy
subject: >>>>>Forgot to mention...
date: Thu Aug  9 22:16:38 2001

On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > Gimme some feedback on my last post. 
> > > > > Dont just bitch about it. 
> > > > > If you disagree, lemme know why.  
> > > > > If you agree, lemme know why.  
> > > > > I think bringing this back is do-able.   But your feedback (minus
> > > > > the whines and flames) is necessary. 
> > > > > Vote Yes Open Pk. 
> > > > > Q the spokesman. 
> > > > I disagree, because the punks you mention will simply kill people
> > instead of
> > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > alot of poepel that talk smack you can kill, and if someone can kil
> > > you why would they talk smack they know there better then you, it
> > > has been proved.
> > I do not like the atmosphere promoted by a mud where I 
> > get killed because player X doesnt like the question I asked.
> > 
> > I find that entirely immature, and not some place I would
> > like to play, and in fact i wont play.
> > 
> > Open pk will _not_ come back.
> > 
> > Not sure how many times we can say this.
> 
> Not to be seen as being for or against either side, I feel that this
> one thing must be mentioned, Zif.
> This is a 'family entertainment mud', or at least, its relatively
> safe for minors to hang out and play at. Being probably 50% or so
> minors, and also many of the non-minors here (myself included), we
> as a mud population arent exactly the pinnacle of maturity. If we
> were, we'd not be here. We would be doing something 'less
> immature'.
> 
> Just thought that was worth a mention.
> 
> - Tranquil
> 

From Red Dragon's listing at mudconnector.com:

   * Generally Adult-Oriented

-Apathy

-----------------

poster: Kazulanth
subject: >>>>>>Forgot to mention...
date: Thu Aug  9 22:17:39 2001

On Thu Aug  9 22:16:38 2001 Apathy wrote post #588:
> On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> > On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > > Gimme some feedback on my last post. 
> > > > > > Dont just bitch about it. 
> > > > > > If you disagree, lemme know why.  
> > > > > > If you agree, lemme know why.  
> > > > > > I think bringing this back is do-able.   But your feedback (minus
> > > > > > the whines and flames) is necessary. 
> > > > > > Vote Yes Open Pk. 
> > > > > > Q the spokesman. 
> > > > > I disagree, because the punks you mention will simply kill people
> > > instead of
> > > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > > alot of poepel that talk smack you can kill, and if someone can kil
> > > > you why would they talk smack they know there better then you, it
> > > > has been proved.
> > > I do not like the atmosphere promoted by a mud where I 
> > > get killed because player X doesnt like the question I asked.
> > > 
> > > I find that entirely immature, and not some place I would
> > > like to play, and in fact i wont play.
> > > 
> > > Open pk will _not_ come back.
> > > 
> > > Not sure how many times we can say this.
> > 
> > Not to be seen as being for or against either side, I feel that this
> > one thing must be mentioned, Zif.
> > This is a 'family entertainment mud', or at least, its relatively
> > safe for minors to hang out and play at. Being probably 50% or so
> > minors, and also many of the non-minors here (myself included), we
> > as a mud population arent exactly the pinnacle of maturity. If we
> > were, we'd not be here. We would be doing something 'less
> > immature'.
> > 
> > Just thought that was worth a mention.
> > 
> > - Tranquil
> > 
> 
> From Red Dragon's listing at mudconnector.com:
> 
>    * Generally Adult-Oriented
> 
> -Apathy
cast prayer for mankind

Unfortunately, that's probably WHY we attract so many minors. ;)

-----------------

poster: Petra
subject: Journals
date: Thu Aug  9 22:42:43 2001

I dont know if this has been proposed before but i was thinking
about two types of journals, a RL journal where a player if
he/she/it chooses can write down things that pertain to their life
so if people really want to, they can share a little more about
themselves. ALSO. I like an in game journal where players can show
creativity and make up storys about their adventures in RD. After a
party a player could then write a documentary or something with nice
flavor about that particular party, and the kills and describe the
tragedy of someone dieing (even tho its super common) but hey it
would be interesting to see how some people portray drama and
comedy. Then make these journals availbe to read by the public, say
at a library or something.. I think this would allow a little more
role play at times, or at the very least give some idlers something
to write or read. Maybe even have contest for best writtings of the
week or something. Maybe even hand out TP's for creative writtings
that would be voted upon or something.  Just an idea, I think some
people would have a lot of fun and im sure we have some really
creative people on this mud. At any rate, let me know your opinions
on this. Thanks (gosh between customers and work, it took me so long
to write this post my char is starving, gotta go eat ;)
-Petra

-----------------

poster: Taric
subject: >>>>>>>Forgot to mention...
date: Thu Aug  9 22:48:47 2001

On Thu Aug  9 22:17:39 2001 Kazulanth wrote post #589:
> On Thu Aug  9 22:16:38 2001 Apathy wrote post #588:
> > On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> > > On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > > > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > > > Gimme some feedback on my last post. 
> > > > > > > Dont just bitch about it. 
> > > > > > > If you disagree, lemme know why.  
> > > > > > > If you agree, lemme know why.  
> > > > > > > I think bringing this back is do-able.   But your feedback
(minus
> > > > > > > the whines and flames) is necessary. 
> > > > > > > Vote Yes Open Pk. 
> > > > > > > Q the spokesman. 
> > > > > > I disagree, because the punks you mention will simply kill people
> > > > instead of
> > > > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > > > alot of poepel that talk smack you can kill, and if someone can kil
> > > > > you why would they talk smack they know there better then you, it
> > > > > has been proved.
> > > > I do not like the atmosphere promoted by a mud where I 
> > > > get killed because player X doesnt like the question I asked.
> > > > 
> > > > I find that entirely immature, and not some place I would
> > > > like to play, and in fact i wont play.
> > > > 
> > > > Open pk will _not_ come back.
> > > > 
> > > > Not sure how many times we can say this.
> > > 
> > > Not to be seen as being for or against either side, I feel that this
> > > one thing must be mentioned, Zif.
> > > This is a 'family entertainment mud', or at least, its relatively
> > > safe for minors to hang out and play at. Being probably 50% or so
> > > minors, and also many of the non-minors here (myself included), we
> > > as a mud population arent exactly the pinnacle of maturity. If we
> > > were, we'd not be here. We would be doing something 'less
> > > immature'.
> > > 
> > > Just thought that was worth a mention.
> > > 
> > > - Tranquil
> > > 
> > 
> > From Red Dragon's listing at mudconnector.com:
> > 
> >    * Generally Adult-Oriented
> > 
> > -Apathy
> cast prayer for mankind
> 
> Unfortunately, that's probably WHY we attract so many minors. ;)
Nods.  If we cared, maybe the admins would require you tell your 
age and have obscene age restricted- would only be a 
technicality since minors just lie and parents never monitor 
anything, but would cover all the bases if this was supposed 
to be a G/PG kind of mud. ;>

-T

-----------------

poster: Warchief
subject: >Journals
date: Thu Aug  9 23:13:23 2001

On Thu Aug  9 22:42:43 2001 Petra wrote post #590:
> I dont know if this has been proposed before but i was thinking
> about two types of journals, a RL journal where a player if
> he/she/it chooses can write down things that pertain to their life
> so if people really want to, they can share a little more about
> themselves. ALSO. I like an in game journal where players can show
> creativity and make up storys about their adventures in RD. After a
> party a player could then write a documentary or something with nice
> flavor about that particular party, and the kills and describe the
> tragedy of someone dieing (even tho its super common) but hey it
> would be interesting to see how some people portray drama and
> comedy. Then make these journals availbe to read by the public, say
> at a library or something.. I think this would allow a little more
> role play at times, or at the very least give some idlers something
> to write or read. Maybe even have contest for best writtings of the
> week or something. Maybe even hand out TP's for creative writtings
> that would be voted upon or something.  Just an idea, I think some
> people would have a lot of fun and im sure we have some really
> creative people on this mud. At any rate, let me know your opinions
> on this. Thanks (gosh between customers and work, it took me so long
> to write this post my char is starving, gotta go eat ;)
> -Petra

We already have the part with the in-game writings, ever check the
library in Tarantia?

-Chief

-----------------

poster: Zifnab
subject: >>Journals
date: Fri Aug 10 00:44:19 2001

> > at a library or something.. I think this would allow a little more
> > role play at times, or at the very least give some idlers something
> > to write or read. Maybe even have contest for best writtings of the
> > week or something. Maybe even hand out TP's for creative writtings
> > that would be voted upon or something.  Just an idea, I think some
> > people would have a lot of fun and im sure we have some really
> > creative people on this mud. At any rate, let me know your opinions
> > on this. Thanks (gosh between customers and work, it took me so long
> > to write this post my char is starving, gotta go eat ;)
> > -Petra
> 
> We already have the part with the in-game writings, ever check the
> library in Tarantia?
> 
> -Chief
I have asked over and over again for stories of just that nature
and only received a handful.

-----------------

poster: Dalak
subject: >>Eq decay
date: Fri Aug 10 01:49:27 2001

On Wed Aug  8 01:16:44 2001 Sigwald wrote post #553:
> On Mon Jul 23 23:12:54 2001 Rizzly wrote post #434:
> > Perhaps a skill could be added somewhere in the fighter tree that
> > can repair armours and weapons.  It would be relatively high (of
> > course), it wouldn't be as effective as the blacksmith (of course),
> > and it would take a while to perform, but it would be a useful skill
> > and would be "in theme" for fighters.  To use the skill you'd also
> > need certain items, e.g. anvil and hammer.  The plus side of this,
> > however, is that you don't have to spend money to repair your
> > armours and weapons.
> Whats the point of introducing decay if someone can nullify it with
> a few eps ?
I don't think it would have to nullify decay, perhaps just slow it
down.  If you own
a sword and don't oil down the blade now and then it will rust
faster or if you don't sharpen
it it will still have the knicks from previous battles.

Another example might be a car.  You give your car tune-ups and such
to keep it on the
road longer so why not use the same logic for eq repair.

My 3 fitty's worth.
Dal

-----------------

poster: Purgatori
subject: Killers
date: Fri Aug 10 03:38:51 2001

A idea i seen on a  news item a couple of days ago about the "Top
Killers " of the mud, maybe there should be one like a wall plaque
in a bar or tavern somewhere on the mud, on which it keeps a moving
kills tally going with the top 20 playerrs!,

Just a idea of course, excuse the typos, back space not working to well:)

-----------------

poster: Palenon
subject: >Killers
date: Fri Aug 10 10:36:37 2001

On Fri Aug 10 03:38:51 2001 Purgatori wrote post #595:
> A idea i seen on a  news item a couple of days ago about the "Top
> Killers " of the mud, maybe there should be one like a wall plaque
> in a bar or tavern somewhere on the mud, on which it keeps a moving
> kills tally going with the top 20 playerrs!,
> 
> Just a idea of course, excuse the typos, back space not working to well:)
Seems like a neat enough idea..but the bulk of kills in most
players' scores are 300xp gold stuff that they type kill all wait a
few seconds and move to the next room..it's hardly a challenge for
any able minded gold doer to rack up an insane amount of kills in
mere hours..
I guess my point is it doesn't really show much ability
Pal

-----------------

poster: Baer
subject: news
date: Fri Aug 10 10:39:09 2001

Be nice to have an option in news for when you are searching for an
author, the titles of the post were returned, rather than just the
group and id.

-----------------

poster: Skillz
subject: >news
date: Fri Aug 10 11:15:42 2001

On Fri Aug 10 10:39:09 2001 Baer wrote post #597:
> Be nice to have an option in news for when you are searching for an
> author, the titles of the post were returned, rather than just the
> group and id.
Or just implement 'grep' command :\

-- All Skillz

-----------------

poster: Urg
subject: estimate worth spell
date: Fri Aug 10 23:05:42 2001

hmm, prolly been proposed but any reason why it shouldnt be made so
you can cast it on monsies to guess their worth?

-----------------

poster: Wik
subject: ATM
date: Fri Aug 10 23:57:39 2001

There should be an atm at the casino so i can use even more of money
if i spend all i have on hand.
-W

-----------------

poster: Wildchild
subject: >estimate worth spell
date: Sat Aug 11 00:15:58 2001

On Fri Aug 10 23:05:42 2001 Urg wrote post #599:
> hmm, prolly been proposed but any reason why it shouldnt be made so
> you can cast it on monsies to guess their worth?

Reinc to psychic, get psychic gaze. Use it.

-WC

-----------------

poster: Tranquil
subject: >>safes
date: Sat Aug 11 00:57:55 2001

On Thu Aug  9 14:29:14 2001 Kaos wrote post #584:
> On Thu Aug  9 09:09:10 2001 Lu wrote post #580:
> > maybe a command to check how full a safe or chest is(like the inventory %)
> > -lu
> It would also be nice with a "huge safe" for double the price of a safe,
> since a full eq set sometimes takes 2 safes.
or have a lockable room that has shelves in it, called a 'vault'.
that might be cool.

- Tranquil


-----------------

poster: Tranquil
subject: >>>>>>Forgot to mention...
date: Sat Aug 11 00:59:46 2001

On Thu Aug  9 22:16:38 2001 Apathy wrote post #588:
> On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> > On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > > Gimme some feedback on my last post. 
> > > > > > Dont just bitch about it. 
> > > > > > If you disagree, lemme know why.  
> > > > > > If you agree, lemme know why.  
> > > > > > I think bringing this back is do-able.   But your feedback (minus
> > > > > > the whines and flames) is necessary. 
> > > > > > Vote Yes Open Pk. 
> > > > > > Q the spokesman. 
> > > > > I disagree, because the punks you mention will simply kill people
> > > instead of
> > > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > > alot of poepel that talk smack you can kill, and if someone can kil
> > > > you why would they talk smack they know there better then you, it
> > > > has been proved.
> > > I do not like the atmosphere promoted by a mud where I 
> > > get killed because player X doesnt like the question I asked.
> > > 
> > > I find that entirely immature, and not some place I would
> > > like to play, and in fact i wont play.
> > > 
> > > Open pk will _not_ come back.
> > > 
> > > Not sure how many times we can say this.
> > 
> > Not to be seen as being for or against either side, I feel that this
> > one thing must be mentioned, Zif.
> > This is a 'family entertainment mud', or at least, its relatively
> > safe for minors to hang out and play at. Being probably 50% or so
> > minors, and also many of the non-minors here (myself included), we
> > as a mud population arent exactly the pinnacle of maturity. If we
> > were, we'd not be here. We would be doing something 'less
> > immature'.
> > 
> > Just thought that was worth a mention.
> > 
> > - Tranquil
> > 
> 
> From Red Dragon's listing at mudconnector.com:
> 
>    * Generally Adult-Oriented
> 
> -Apathy
You may also note that 80%+ of muds are 'adult oriented', including
the one i played once that was infested with large populations of
Barney the purple dinosaur clones... *shudder*


-----------------

poster: Arkangyle
subject: >>Killers
date: Sat Aug 11 02:12:39 2001

On Fri Aug 10 10:36:37 2001 Palenon wrote post #596:
> On Fri Aug 10 03:38:51 2001 Purgatori wrote post #595:
> > A idea i seen on a  news item a couple of days ago about the "Top
> > Killers " of the mud, maybe there should be one like a wall plaque
> > in a bar or tavern somewhere on the mud, on which it keeps a moving
> > kills tally going with the top 20 playerrs!,
> > 
> > Just a idea of course, excuse the typos, back space not working to well:)
> Seems like a neat enough idea..but the bulk of kills in most
> players' scores are 300xp gold stuff that they type kill all wait a
> few seconds and move to the next room..it's hardly a challenge for
> any able minded gold doer to rack up an insane amount of kills in
> mere hours..
> I guess my point is it doesn't really show much ability
> Pal
I am somewhere like #9 on the list and 50% of my kills are 100k mobs.

-----------------

poster: Wik
subject: new command
date: Sat Aug 11 02:54:13 2001

checkparty 
allows you to quick check if someone is in a party
-W

-----------------

poster: Taric
subject: identify
date: Sat Aug 11 02:56:04 2001

make it tell values of gems.

I haven't tried it on things like flowers and oddball items, but if 
it told value of misc objects too, that would be nice.

-T

-----------------

poster: Arkangyle
subject: >identify
date: Sat Aug 11 03:03:47 2001

On Sat Aug 11 02:56:04 2001 Taric wrote post #606:
> make it tell values of gems.
> 
> I haven't tried it on things like flowers and oddball items, but if 
> it told value of misc objects too, that would be nice.
> 
> -T
How about an additional skill for rogues called 'appraise' to do this instead.

-----------------

poster: Tahnval
subject: >>>>>>Forgot to mention...
date: Sat Aug 11 03:08:23 2001

On Thu Aug  9 22:16:38 2001 Apathy wrote post #588:
> On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> > On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > > Gimme some feedback on my last post. 
> > > > > > Dont just bitch about it. 
> > > > > > If you disagree, lemme know why.  
> > > > > > If you agree, lemme know why.  
> > > > > > I think bringing this back is do-able.   But your feedback (minus
> > > > > > the whines and flames) is necessary. 
> > > > > > Vote Yes Open Pk. 
> > > > > > Q the spokesman. 
> > > > > I disagree, because the punks you mention will simply kill people
> > > instead of
> > > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > > alot of poepel that talk smack you can kill, and if someone can kil
> > > > you why would they talk smack they know there better then you, it
> > > > has been proved.
> > > I do not like the atmosphere promoted by a mud where I 
> > > get killed because player X doesnt like the question I asked.
> > > 
> > > I find that entirely immature, and not some place I would
> > > like to play, and in fact i wont play.
> > > 
> > > Open pk will _not_ come back.
> > > 
> > > Not sure how many times we can say this.
> > 
> > Not to be seen as being for or against either side, I feel that this
> > one thing must be mentioned, Zif.
> > This is a 'family entertainment mud', or at least, its relatively
> > safe for minors to hang out and play at. Being probably 50% or so
> > minors, and also many of the non-minors here (myself included), we
> > as a mud population arent exactly the pinnacle of maturity. If we
> > were, we'd not be here. We would be doing something 'less
> > immature'.
> > 
> > Just thought that was worth a mention.
> > 
> > - Tranquil
> > 
> 
> From Red Dragon's listing at mudconnector.com:
> 
>    * Generally Adult-Oriented
> 
> -Apathy
With good reason, I think.  Firstly, there is the general slaughter
involved in
this game, including small animals, babies, children, etc, etc.  Then there is
the dubious nature of many of the emotes.  Some are merely obscene, but some
are rather nasty (the definition of "nog", for example).

So perhaps "Generally orientated towards immature adults" might be the best
description 8-)

-----------------

poster: Magneto
subject: >>>>>>>Forgot to mention...
date: Sat Aug 11 03:16:22 2001

On Sat Aug 11 03:08:23 2001 Tahnval wrote post #608:
> On Thu Aug  9 22:16:38 2001 Apathy wrote post #588:
> > On Thu Aug  9 08:28:54 2001 Tranquil wrote post #578:
> > > On Thu Aug  9 03:19:43 2001 Zifnab wrote post #572:
> > > > On Thu Aug  9 03:15:39 2001 Sleet wrote post #569:
> > > > > On Thu Aug  9 03:14:39 2001 Tahnval wrote post #568:
> > > > > > On Thu Aug  9 02:22:42 2001 Quillz wrote post #567:
> > > > > > > Gimme some feedback on my last post. 
> > > > > > > Dont just bitch about it. 
> > > > > > > If you disagree, lemme know why.  
> > > > > > > If you agree, lemme know why.  
> > > > > > > I think bringing this back is do-able.   But your feedback
(minus
> > > > > > > the whines and flames) is necessary. 
> > > > > > > Vote Yes Open Pk. 
> > > > > > > Q the spokesman. 
> > > > > > I disagree, because the punks you mention will simply kill people
> > > > instead of
> > > > > > "talking smack" to them.  How is that a benefit to the MUD?
> > > > > alot of poepel that talk smack you can kill, and if someone can kil
> > > > > you why would they talk smack they know there better then you, it
> > > > > has been proved.
> > > > I do not like the atmosphere promoted by a mud where I 
> > > > get killed because player X doesnt like the question I asked.
> > > > 
> > > > I find that entirely immature, and not some place I would
> > > > like to play, and in fact i wont play.
> > > > 
> > > > Open pk will _not_ come back.
> > > > 
> > > > Not sure how many times we can say this.
> > > 
> > > Not to be seen as being for or against either side, I feel that this
> > > one thing must be mentioned, Zif.
> > > This is a 'family entertainment mud', or at least, its relatively
> > > safe for minors to hang out and play at. Being probably 50% or so
> > > minors, and also many of the non-minors here (myself included), we
> > > as a mud population arent exactly the pinnacle of maturity. If we
> > > were, we'd not be here. We would be doing something 'less
> > > immature'.
> > > 
> > > Just thought that was worth a mention.
> > > 
> > > - Tranquil
> > > 
> > 
> > From Red Dragon's listing at mudconnector.com:
> > 
> >    * Generally Adult-Oriented
> > 
> > -Apathy
> With good reason, I think.  Firstly, there is the general slaughter
> involved in
> this game, including small animals, babies, children, etc, etc.  Then
there is
> the dubious nature of many of the emotes.  Some are merely obscene, but some
> are rather nasty (the definition of "nog", for example).
> 
> So perhaps "Generally orientated towards immature adults" might be the best
> description 8-)
mmm some days i think the noghelp emote is my biggest achievement on this mud

-----------------

poster: Nightfall
subject: >>identify
date: Sat Aug 11 04:07:50 2001

On Sat Aug 11 03:03:47 2001 Arkangyle wrote post #607:
> On Sat Aug 11 02:56:04 2001 Taric wrote post #606:
> > make it tell values of gems.
> > 
> > I haven't tried it on things like flowers and oddball items, but if 
> > it told value of misc objects too, that would be nice.
> > 
> > -T
> How about an additional skill for rogues called 'appraise' to do this
instead.
I would second an appraise skill for rogues.

  -NF


-----------------

poster: Palenon
subject: >>>identify
date: Sat Aug 11 05:50:45 2001

On Sat Aug 11 04:07:50 2001 Nightfall wrote post #610:
> On Sat Aug 11 03:03:47 2001 Arkangyle wrote post #607:
> > On Sat Aug 11 02:56:04 2001 Taric wrote post #606:
> > > make it tell values of gems.
> > > 
> > > I haven't tried it on things like flowers and oddball items, but if 
> > > it told value of misc objects too, that would be nice.
> > > 
> > > -T
> > How about an additional skill for rogues called 'appraise' to do this
> instead.
> I would second an appraise skill for rogues.
> 
>   -NF
> 
Rogues have that skill..it's called 'appraisal' it's in bartender
guild and u have to be level 41 to have it..assuming after bard u go
bartender first..which nobody does..thus making it around level
51-61 to have and thuse throughly inaccessible to most of the mud
And if u do 'guildinfo bartender' u will see it was only used around
24 times...so maybe it would be better to just adapt identify or do
away with the idea entirely..why use a skill to do something u can
do by typing value OBJ while inside a shop?

My2cents
Pal

-----------------

poster: Arkangyle
subject: appraisal
date: Sat Aug 11 05:52:12 2001

  Seeing as how you can get values rather easily, it might make
sense to lower this skill to use in the alpha level guild.

-----------------

poster: Taric
subject: >appraisal
date: Sat Aug 11 05:55:50 2001

On Sat Aug 11 05:52:12 2001 Arkangyle wrote post #612:
>   Seeing as how you can get values rather easily, it might make
> sense to lower this skill to use in the alpha level guild.
how about remove value command from shops and just let all the 
folks without the skills get ripped off and stuff.. hmm..
is there a passive haggling skill to get slightly more gold at shops 
the higher it's trained?  That would be something cool to put in 
beta+ rogue tree.  Putting too much cool stuff in the alpha guilds 
for the low omicron people to get at seems wrong. :)

-T

-----------------

poster: Palenon
subject: >>appraisal
date: Sat Aug 11 05:57:38 2001

On Sat Aug 11 05:55:50 2001 Taric wrote post #613:
> On Sat Aug 11 05:52:12 2001 Arkangyle wrote post #612:
> >   Seeing as how you can get values rather easily, it might make
> > sense to lower this skill to use in the alpha level guild.
> how about remove value command from shops and just let all the 
> folks without the skills get ripped off and stuff.. hmm..
> is there a passive haggling skill to get slightly more gold at shops 
> the higher it's trained?  That would be something cool to put in 
> beta+ rogue tree.  Putting too much cool stuff in the alpha guilds 
> for the low omicron people to get at seems wrong. :)
> 
> -T
Have that too..Bartering skill..also in bartender
Pal

-----------------

poster: Malifix
subject: Floating disc
date: Sun Aug 12 23:50:56 2001

Would be nice if you could cast a spell to re-energize floating
disc, like you can re-energize nether form, for example.  That way a
mist mage wouldn't have to solidify to pick stuff up and put it back
on a new disc when the old one dispells.  Or maybe just let 'cast
floating disc' set disc back to full energy.  :)

-----------------

poster: Malifix
subject: Previous post
date: Sun Aug 12 23:55:09 2001

Disregard previous post.  Works now.  Last time I tried it didnt
seem to work.  Perhaps another senior moment :)

-----------------

poster: Dirge
subject: Make the "Consecrate Weapon" skill able to be used anywhere rather than just a holy place.  Also, possibly add a line to the description of your weapon that says "Has recently been consecrated" or somthing to that regard whenever the consecration is active.Currently, it's an impractical skill to use because you have to continue running back to a holy place to use it.  The # of folks in the Templar guild tells me that it's not attractive.  This would atleast help make it more so.  
date: Mon Aug 13 04:51:45 2001

Thanks, 
Dirge (the only templar in existence I think)

-----------------

poster: Dirge
subject: oops
date: Mon Aug 13 04:53:06 2001

Hmm messed up last post.  It should have read:                      
             Make the "Consecrate Weapon" skill able to be used
anywhere rather than just a holy place.  Also, possibly add a line
to the description of your weapon that says "Has recently been
consecrated" or somthing to that regard whenever the consecration is
active.Currently, it's an impractical skill to use because you have
to continue running back to a holy place to use it.  The # of folks
in the Templar guild tells me that it's not attractive.  This would
atleast help make it more so.  
Thanks, 
Dirge (the only templar in existence I think)

-----------------

poster: Baer
subject: >oops
date: Mon Aug 13 11:57:19 2001

On Mon Aug 13 04:53:06 2001 Dirge wrote post #618:
> Hmm messed up last post.  It should have read:                      
>              Make the "Consecrate Weapon" skill able to be used
> anywhere rather than just a holy place.  Also, possibly add a line
> to the description of your weapon that says "Has recently been
> consecrated" or somthing to that regard whenever the consecration is
> active.Currently, it's an impractical skill to use because you have
> to continue running back to a holy place to use it.  The # of folks
> in the Templar guild tells me that it's not attractive.  This would
> atleast help make it more so.  
> Thanks, 
> Dirge (the only templar in existence I think)

Some other options would be to increase the duration of the
consecration, or to have some more holy places apart from the one
you keep running to now. Or get to high priest and you can make your
own holy areas :)

What is the duration on your enchantment now btw? And how does it
relate to weapon enchantment durations from other guilds?


-----------------

poster: Nightfall
subject: Guests
date: Tue Aug 14 07:56:47 2001

  
     Add to the inform when a guest logs in instead of the usual
(Guest level 1), which is of course obvious, add or replace this 
with the guest's IP number.  This would allow a little player
policing or those annoying guests.
  
  -NF


-----------------

poster: Zifnab
subject: >Guests
date: Tue Aug 14 12:49:16 2001

On Tue Aug 14 07:56:47 2001 Nightfall wrote post #620:
>   
>      Add to the inform when a guest logs in instead of the usual
> (Guest level 1), which is of course obvious, add or replace this 
> with the guest's IP number.  This would allow a little player
> policing or those annoying guests.
>   
>   -NF
> 
we know the ip addresses.  I see no reason tha any player
ever needs to know the ip address of another player, unless
that player wishes to share it.

-----------------

poster: Pedron
subject: Eriol fails
date: Wed Aug 15 00:27:24 2001

make him give the money back if he fails. :P  Not a huge deal, 
but would be nice.  He can still show me gauntlet rooms 
and crap to steal my gold fairly, but a failure should 
give back the gold. :)

Thanks
Pedron

-----------------

poster: Zifnab
subject: >Eriol fails
date: Wed Aug 15 00:47:21 2001

On Wed Aug 15 00:27:24 2001 Pedron wrote post #622:
> make him give the money back if he fails. :P  Not a huge deal, 
> but would be nice.  He can still show me gauntlet rooms 
> and crap to steal my gold fairly, but a failure should 
> give back the gold. :)
> 
> Thanks
> Pedron
nope, been talked about before,  You are getting a glimpse
of something you may have missed.  If he tells you about
a room that no longer exists thats a risk you have to be willing
to take.  If you aren't dont use him.

-----------------

poster: Pedron
subject: >>Eriol fails
date: Wed Aug 15 01:53:48 2001

On Wed Aug 15 00:47:21 2001 Zifnab wrote post #623:
> On Wed Aug 15 00:27:24 2001 Pedron wrote post #622:
> > make him give the money back if he fails. :P  Not a huge deal, 
> > but would be nice.  He can still show me gauntlet rooms 
> > and crap to steal my gold fairly, but a failure should 
> > give back the gold. :)
> > 
> > Thanks
> > Pedron
> nope, been talked about before,  You are getting a glimpse
> of something you may have missed.  If he tells you about
> a room that no longer exists thats a risk you have to be willing
> to take.  If you aren't dont use him.
I don't care if he tells me rooms no longer existing.  It's the 
'I'm sorry, I seem to have forgotten the story.  Thanks for the
money though.' 
message I got instead of a room.  He forgot his story and 
then kept my money. :)
(checkout the bottom of my plan)

-pedron

-----------------

poster: Zifnab
subject: >>>Eriol fails
date: Wed Aug 15 02:01:48 2001

On Wed Aug 15 01:53:48 2001 Pedron wrote post #624:
> On Wed Aug 15 00:47:21 2001 Zifnab wrote post #623:
> > On Wed Aug 15 00:27:24 2001 Pedron wrote post #622:
> > > make him give the money back if he fails. :P  Not a huge deal, 
> > > but would be nice.  He can still show me gauntlet rooms 
> > > and crap to steal my gold fairly, but a failure should 
> > > give back the gold. :)
> > > 
> > > Thanks
> > > Pedron
> > nope, been talked about before,  You are getting a glimpse
> > of something you may have missed.  If he tells you about
> > a room that no longer exists thats a risk you have to be willing
> > to take.  If you aren't dont use him.
> I don't care if he tells me rooms no longer existing.  It's the 
> 'I'm sorry, I seem to have forgotten the story.  Thanks for the
> money though.' 
> message I got instead of a room.  He forgot his story and 
> then kept my money. :)
> (checkout the bottom of my plan)
> 
> -pedron
Like I said dont use him.

-----------------

poster: Wagro
subject: Spell books
date: Fri Aug 17 05:52:13 2001

Would be nice if the spell books (Spellbook covered with runes)
would id to their spell name, so you could do 'wear shrink weapon
book' or 'wear identify book'

-----------------

poster: Grasfer
subject: Java Client
date: Fri Aug 17 13:26:06 2001

Make so we can copy and past, it's realy annoying when someone write
a long URL and i can't copy it. or neither can i send a long URL to
someone because im to lazy to write it.

-----------------

poster: Pedron
subject: everrest
date: Fri Aug 17 22:46:34 2001

Was thinking while it's being overhauled, maybe it could be 
connected to the thief tunnels.  There's already a marker 
down in their for everrest, but it points at oddworld 
or the deadend depending on how you read it. :)  Maybe pretend 
some ogier repaired that deadend bridge and stick a room on the 
other side of it that leads out to some room on everrest.

My big nickel,
Pedron spam

-----------------

poster: Pedron
subject: New Spell: Clone
date: Sat Aug 18 19:13:52 2001

Throw it up in the evil priest guild or something.  With the 
clone spell, you could use a player's severed bodypart 
to create a clone of said player.  Whether it follows you 
around for awhile like a familiar, or is just a 'Player the Clone'
mob to kill is up to you. :)

-Pedron

-----------------

poster: Kaos
subject: newbie eq
date: Sun Aug 19 04:11:26 2001

I think low-end eq should be worth much more in the newbie shop,
this way highbies may find it profitable to kill some of the
monsters that give out newbie eq and sell it so newbies could
get hold of it. Newbies seem to have a tough time finding
available eq, and stuff worth less thant 250k is nearly never
sold on the sales channel.

-----------------

poster: Davaris
subject: new emote
date: Sun Aug 19 19:07:37 2001

we need a sure2 emote, like;  says, "Sure!"

the sure emote we have now is getting annoying

Just an idea no one's gonna listen to -Dav

-----------------

poster: Sleet
subject: conditions
date: Mon Aug 20 06:45:25 2001

i figured out a way to make the game more realistic.
I was sitting here loking at condition and how this student iw was
killing was in awful shape, and it lead me to start thinking that if
this student was in  such awful conditon and so beat up that he was
about to die, why and how could he possibly be hitting me this
hard.
I alos thought maybe this could go the other way, make monster hit
harder in excellant shape. Then at somewhat it would hit as it does
right now going up or down depedning on its condition.

-----------------

poster: Blackthorne
subject: New Emote
date: Mon Aug 20 09:58:05 2001

Mainly because I'm bored and need my ego fueled...
Blackthorne: You see that your name has been misspelled and you
demand swift vengeance.
Just something for us with the long names tired of being called
things like blackthrone, balckthorne, and blacthoe.
BT, with reasons to have a nickname.

-----------------

poster: Wik
subject: >conditions
date: Mon Aug 20 10:05:19 2001

and also, Would really affect figs hits if it affected players(which
in fairness it would) if their abilities went up and down almost per
round.
my ╝ cents worth

-----------------

poster: Taric
subject: emote peek LIV
date: Wed Aug 22 18:03:12 2001

Foo peeks at LIV's cards.

-----------------

poster: Taric
subject: carebear leader's name
date: Wed Aug 22 19:38:41 2001

One of the people in my party to kill the leader got him as a 
best party kill.  Would be cool if it said 'Superfluff' or 
'Carebear Leader' or something like that instead of 
plain old 'leader'. :)  Superfluff in yellow maybe, I dunno.

-T

-----------------

poster: Marvin
subject: >newbie eq
date: Thu Aug 23 02:44:19 2001

On Sun Aug 19 04:11:26 2001 Kaos wrote post #631:
> I think low-end eq should be worth much more in the newbie shop,
> this way highbies may find it profitable to kill some of the
> monsters that give out newbie eq and sell it so newbies could
> get hold of it. Newbies seem to have a tough time finding
> available eq, and stuff worth less thant 250k is nearly never
> sold on the sales channel.

Wouldn't a much better idea be to clamp down on the money supply so
it is necessary for highbies to sell even small eq for a profit? 
-M

-----------------

poster: Kaos
subject: >>newbie eq
date: Thu Aug 23 03:01:02 2001

On Thu Aug 23 02:44:19 2001 Marvin wrote post #638:
> On Sun Aug 19 04:11:26 2001 Kaos wrote post #631:
> > I think low-end eq should be worth much more in the newbie shop,
> > this way highbies may find it profitable to kill some of the
> > monsters that give out newbie eq and sell it so newbies could
> > get hold of it. Newbies seem to have a tough time finding
> > available eq, and stuff worth less thant 250k is nearly never
> > sold on the sales channel.
> 
> Wouldn't a much better idea be to clamp down on the money supply so
> it is necessary for highbies to sell even small eq for a profit? 
> -M
My point is that it is now easier for a highbie to rush
through a small area, making ~100k gold than to kill a few lowbie
eq monsters and sell the eq, since it would only sell for 10-20k in the shop
total. And thus, small monsters will not be done, cause 1. highbies
have nothing to gain on it, 2. midbies are too spoiled with gettting better
eq so they won't bother, 3. lowbies are too damn lazy to team
up and kill monsters that fight back


just my 2 cent...

-----------------

poster: Dirge
subject: re newbie eq
date: Thu Aug 23 03:12:09 2001

if money supply was "clamped down on", would that not make it
incredibly difficult for newbies to amass any kind of savings?
I think the orig idea of making the eq worth more in the shop is a
good one.  that way it doesnt penalize the newbies for highbie
behavior.

-----------------

poster: Erec
subject: >>newbie eq
date: Thu Aug 23 04:50:31 2001

On Thu Aug 23 02:44:19 2001 Marvin wrote post #638:
> On Sun Aug 19 04:11:26 2001 Kaos wrote post #631:
> > I think low-end eq should be worth much more in the newbie shop,
> > this way highbies may find it profitable to kill some of the
> > monsters that give out newbie eq and sell it so newbies could
> > get hold of it. Newbies seem to have a tough time finding
> > available eq, and stuff worth less thant 250k is nearly never
> > sold on the sales channel.
> 
> Wouldn't a much better idea be to clamp down on the money supply so
> it is necessary for highbies to sell even small eq for a profit? 
> -M
That would even further keep people from simply being more friendly
and helpful to newbies, for the sheer enjoyment of helping others.

A bad idea, if you ask me.

          -Erec

-----------------

poster: Marvin
subject: >re newbie eq
date: Thu Aug 23 13:10:03 2001

On Thu Aug 23 03:12:09 2001 Dirge wrote post #640:
> if money supply was "clamped down on", would that not make it
> incredibly difficult for newbies to amass any kind of savings?
> I think the orig idea of making the eq worth more in the shop is a
> good one.  that way it doesnt penalize the newbies for highbie
> behavior.

I just saw a level 14 with 600k in the bank selling eq for 1,5M.
Don't give me any "incredibly difficult" about anything. If we
cut it way down, it would still be obscene.

> My point is that it is now easier for a highbie to rush
> through a small area, making ~100k gold than to kill a few lowbie
> eq monsters and sell the eq [...]

This is absolutely my point as well. 

--Marvin

-----------------

poster: Nagash
subject: Finger info, web page.
date: Thu Aug 23 14:35:15 2001

I was wondering would it be possible to make it so that one could remove
his/her web page from finger info. So that the line wouldn't show up.

            -Nagash.

-----------------

poster: Nol
subject: new emote
date: Thu Aug 23 16:49:20 2001

cigar - foo lights up a big fat cigar and puts his feet up

-----------------

poster: Jomo
subject: >>re newbie eq
date: Thu Aug 23 17:29:43 2001

I gave this a whole nights thought to make sure I didn't just
start responding to it without thinking.

I have oftened believed there is a large economy problem on
this mud.  But I have no idea why. 
I suspect it might be for the same reason Marvin (et al) thing
there is a problem... but when I actually tried to figure out whether 
there was or not -- well.. I don't think ther is now.

Basically, in a mud with a good economy, the amount reasonably
gained by any player should be balanced by the "cost of living".

I'm not saying it's incredbily difficult to earn gold oanything
silly like that.

What I am saying is that How much gold do you expect people to
resaonably do vs.
How much do you expect us to spend.

I know that I, and many others are often right within our means. 
I've been above 5M in gold once in 4 years.. and I currently have
been
bouncing between 0 and 500k.
(That's pre-gambling.. yeah.. I'm bad at poker)

My question would be.. if there is an economy problem -- where is
the money going?
If gold is pinched.. less eq/exp will be done which is
anti-productive (Unless too much eq/exp is being done too).

I'd say find more productive ways to get people to spend money such
that they don't care they are spending it.

Reincs for instance - Gambling.  These all suck gold and yet people
do them anyway.
That's a possitive change compared to pinching the hose and seeing
who's around to turn the water back on.

-----------------

poster: Zax
subject: >>>re newbie eq
date: Thu Aug 23 17:45:00 2001

Money supply used to be tighter, then we got gems and stuf, and gold
was made easier.
Eq used to be hard, then it was easy, then it was hard, then it was
easy, then it was hard, then it was easy, then it was hard, then it
was easy, then it was hard, then it was easy, then it was
hard......
after gems got introduced, some wierd thing was done with reincs so
now it costs some gold sometimes? and there are other ways to waste
gold like sac for reincs etc.
Highbies who suggest that the mud should be made more newbie
friendly by making it more worth their while to help newbies have
the wrong approach imho, if you want to make it more newbie
friendly, offer to help the newbies out.
There is nothing to stop people (highbies) from offering to do
newbie eq for a price that is affordable to newbies, though if you
could make more gold elsewhere such as doing gold areas all day
(snorebore) instead of killing some different newbie eq mobs, then
there is nothing to stop people doing that either.

Blahblah.

-----------------

poster: Jomo
subject: >>>>re newbie eq
date: Thu Aug 23 18:01:26 2001

I think "newbie eq" should be done by newbies. 
The newbie eq monsters that the wizards have coded are mostly
in newbie-only areas.

But from the newbie perspective.. is doing newbie eq worth it?

I can't help be reminded of Fight Club, when Tyler is 
telling the Narrator about his idea of a perfect world..

"In the world I see, you will be wearing leather clothing that will
last you the rest of your life..."

That's the way eq used to be.  I mean, I wore Elab. Boots of Frith 

That's what I call a good time investment vs payoff.

But aspiring to not be a newbie was harder back then. There was
no newbie bonus, exp was harder for newbies to do, 
there was no "Help Helga" quest, no "Newbies tick in combat",
etc.  But on the other hand -- newbies particularly newbie
blasters had an important role in eq.

So you were a newbie longer, but you didn't mind as much.

Now, the whole mud has the IKEA nesting instinct.. which is 
Good for the mud, but it does present it's problems.

We're all obsessed with getting "top notch" eq.  While some
have a reasonable hope of getting it because they can
invest the time or have played for x years.
Others can not.

Those others should be trying to fill all their slots for under 2M.
Instead, they are saving 2M for one slot.
There are excepts.. intelligent players who understanding
filling all slots with decent stuff is more important than
filling one with the best. But not many.

Thus, that's why newbie eq is failing.

-----------------

poster: Pedron
subject: quest
date: Thu Aug 23 20:33:15 2001

maybe add kozaki avatar eq guy as a 5tp quest thing.
is pretty cool and worthy of some quest status imho.

-pedron

-----------------

poster: Marvin
subject: economy
date: Thu Aug 23 21:58:09 2001

What do you define as a good economy?

My definition is that eq flows from top to bottom. Newbies buy eq
from midbies, midbies buy from highbies, etc. 
In order for this to work:

1) gold needs to flow from bottom to top. of course, to pay for the
eq. Highbies need to have high expenses than lowbies, lowbies need
to spend more time on gold than highbies (also multiplied by the
fact that there are many more lowbies than highbies to get the
gold)
2) eq needs to 'fall off' of the bottom. either through decay, or
through lowbies leaving and taking their eq with them (again also
multiplied by the fact that there are many more lowbies and
hopefully their numbers grow)

#2 is especially important to keep only newbie eq in newbie hands,
midbie eq in midbie hands, etc. Too much flow downward and newbies
start running around with tiamat eq (bad).

Things that hurt an economy:
These are the exact opposites
1) Lowbies doing highbie eq. Yeah right.
2) Highbies doing all the gold they need. Here is the problem. 

In order for this all to work, highbies need to be dependant on
lowbies for the most part for their gold needs. That is what makes
the whole system work.

--M

-----------------

poster: Uno
subject: >economy
date: Thu Aug 23 22:01:18 2001

On Thu Aug 23 21:58:09 2001 Marvin wrote post #649:
> What do you define as a good economy?
> 
> My definition is that eq flows from top to bottom. Newbies buy eq
> from midbies, midbies buy from highbies, etc. 
> In order for this to work:
> 
> 1) gold needs to flow from bottom to top. of course, to pay for the
> eq. Highbies need to have high expenses than lowbies, lowbies need
> to spend more time on gold than highbies (also multiplied by the
> fact that there are many more lowbies than highbies to get the
> gold)
> 2) eq needs to 'fall off' of the bottom. either through decay, or
> through lowbies leaving and taking their eq with them (again also
> multiplied by the fact that there are many more lowbies and
> hopefully their numbers grow)
> 
> #2 is especially important to keep only newbie eq in newbie hands,
> midbie eq in midbie hands, etc. Too much flow downward and newbies
> start running around with tiamat eq (bad).
> 
> Things that hurt an economy:
> These are the exact opposites
> 1) Lowbies doing highbie eq. Yeah right.
> 2) Highbies doing all the gold they need. Here is the problem. 
> 
> In order for this all to work, highbies need to be dependant on
> lowbies for the most part for their gold needs. That is what makes
> the whole system work.
> 
> --M
i agree. my one piece of advice to lowbies is to do more gold
so they can afford to buy my hand-me-downs. you may not
like it, but it's necessary if we all want to get what
we want
hmmm, the above sentence was brought to you by
Bob's Bait Shop and Grammar Skool.

-----------------

poster: Elendor
subject: economy
date: Thu Aug 23 23:31:20 2001

Well a simple way to change it so less golds available for highbies
is to make gems downtuned, rather then the really big monster givin
better gems out the still give low gems, and lower creatures have
a small chance of the higher gems.

This would mean alot less gold for highbies in general xp and still give
the small gems for the guilds that need them.

Laos perhaps downtune the gold on the high monsters, only use the
double gold for monsters of 20K or less and put the old ones back
to there original value, this would mean more gold (in real terms)
in the hands of the low chars for xp and less for highbies.

The only prob may be that highbie will nuke small areas, but really
they dont need to :)


Elelndor

-----------------

poster: Jaws
subject: emote
date: Fri Aug 24 00:01:47 2001

hal2

(You) Hal 9000 says: 'All my systems are operational and working perfectly'

Jaws

-----------------

poster: Sleet
subject: New spell
date: Fri Aug 24 08:39:06 2001

scream  Full HP!
ok i dont know what the name of this spell would be maybe magic
crest or somthing, but maybe we could design a spell for mist mage
guild were you can cast it, make it relativly cheap like 100 sp and
it creates a crest that is etched into the ground until room
reloads, wouldnt stop anyone from entering the area your in, but it
would give somone and idea about if your in there or not, that way
if someone really wants to take your stuff they will but other wise
it would cut down on people acidently yanking the things lying on
the ground.

-----------------

poster: Alotacod
subject: Idea report
date: Fri Aug 24 15:57:18 2001

(Originally in wiz.player.ideas)
Idea reported from /domains/outside_city/goblins/rooms/goblins22--

why arent my ideas being posted?


-----------------

poster: Zifnab
subject: >Idea report
date: Fri Aug 24 15:58:39 2001

On Fri Aug 24 15:57:18 2001 Alotacod wrote post #654:
> (Originally in wiz.player.ideas)
> Idea reported from /domains/outside_city/goblins/rooms/goblins22--
> 
> why arent my ideas being posted?
> 
they are.  The idea command goes to wiz.players.ideas that is 
wiz only.

The 'ideas' group you have to manually post in if you want
players to see it.

'news ideas', p, enter subject, enter idea, **

-----------------

poster: Korthrun
subject: timestamps
date: Sat Aug 25 03:53:49 2001

make channels timestamp an option
so that channels are always timestamped and not just on 'last channel'
ok theres my 2 cents
wheres my change?

-----------------

poster: Pedron
subject: beep when attacked
date: Sat Aug 25 18:29:00 2001

Players can probably make trigs for it, but I was thinking 
maybe someone could build a thing to beep a player 
when they're attacked.  They can turn off beeps if they want, but 
they won't have any excuses to whine if someone attacks them 
when they idle outside safezones. :)  Would make idle 
kills harder to pull off too if the person is just in 
another window doing stuff.

-pedron spam

-----------------

poster: Tranquil
subject: >beep when attacked
date: Sat Aug 25 18:50:06 2001

On Sat Aug 25 18:29:00 2001 Pedron wrote post #657:
> Players can probably make trigs for it, but I was thinking 
> maybe someone could build a thing to beep a player 
> when they're attacked.  They can turn off beeps if they want, but 
> they won't have any excuses to whine if someone attacks them 
> when they idle outside safezones. :)  Would make idle 
> kills harder to pull off too if the person is just in 
> another window doing stuff.
> 
> -pedron spam

If people dont want to be pk'ed while idle, they will idle in
no-combat rooms like adv, hidden in their castle, etc. If they dont,
they know the risks of being pk and idle in a free-combat room.

- Tranquil doesn't understand why all the whining.


-----------------

poster: Zifnab
subject: >beep when attacked
date: Sat Aug 25 19:35:02 2001

On Sat Aug 25 18:29:00 2001 Pedron wrote post #657:
> Players can probably make trigs for it, but I was thinking 
> maybe someone could build a thing to beep a player 
> when they're attacked.  They can turn off beeps if they want, but 
> they won't have any excuses to whine if someone attacks them 
> when they idle outside safezones. :)  Would make idle 
> kills harder to pull off too if the person is just in 
> another window doing stuff.
> 
> -pedron spam
if they are registered and idle in a kill zone
they deserve what they get. and you deserve
to be hunted down and killed as well for attacking
them.

-----------------

poster: Arkangyle
subject: >beep when attacked
date: Sat Aug 25 19:35:08 2001

On Sat Aug 25 18:29:00 2001 Pedron wrote post #657:
> Players can probably make trigs for it, but I was thinking 
> maybe someone could build a thing to beep a player 
> when they're attacked.  They can turn off beeps if they want, but 
> they won't have any excuses to whine if someone attacks them 
> when they idle outside safezones. :)  Would make idle 
> kills harder to pull off too if the person is just in 
> another window doing stuff.
> 
> -pedron spam

YOU can make the trigger to notify you by causing your machine to
beep when you are attacked ... and it doesn't even have to send
anything to the mud.

-----------------

poster: Pedron
subject: >>beep when attacked
date: Sat Aug 25 19:36:32 2001

On Sat Aug 25 19:35:08 2001 Arkangyle wrote post #660:
> On Sat Aug 25 18:29:00 2001 Pedron wrote post #657:
> > Players can probably make trigs for it, but I was thinking 
> > maybe someone could build a thing to beep a player 
> > when they're attacked.  They can turn off beeps if they want, but 
> > they won't have any excuses to whine if someone attacks them 
> > when they idle outside safezones. :)  Would make idle 
> > kills harder to pull off too if the person is just in 
> > another window doing stuff.
> > 
> > -pedron spam
> 
> YOU can make the trigger to notify you by causing your machine to
> beep when you are attacked ... and it doesn't even have to send
> anything to the mud.
I don't idle outside safe zones and don't 
care about circumstances of folks I killed. ;>  Beep 
when attacked was a suggestion to cut down their 
reasons for whining every time I kill someone.

-----------------

poster: Pedron
subject: poison poison
date: Sat Aug 25 21:42:40 2001

I went to the arena to drink some lethal poison I brewed 
and see what happens.  I get a message that 
I scream in agony and my body is filled with poison 
and all.  It didn't kill me which is fine, but 
I do think a player who drinks a flask of poison should 
be poisoned(in the score poison status).

My big nickel,
pedron spam

-----------------

poster: Litho
subject: Wondering
date: Sat Aug 25 22:03:03 2001

was not sure where to put this, but i am a mindflayer healer, i
could wield a eob in 1h, wand in another
I re-reinced, am already fully grown, but now the eob is 2h..why is this?
Thanks, Litho

-----------------

poster: Pedron
subject: >Wondering
date: Sat Aug 25 22:45:26 2001

On Sat Aug 25 22:03:03 2001 Litho wrote post #663:
> was not sure where to put this, but i am a mindflayer healer, i
> could wield a eob in 1h, wand in another
> I re-reinced, am already fully grown, but now the eob is 2h..why is this?
> Thanks, Litho
growth is random within limits and maybe your strength was a little lower.
Try buying some +str eqs to wear, then wield your weapons, and swap your 
+str eqs with +caster stuffs again. :)

-----------------

poster: Zifnab
subject: >Wondering
date: Sun Aug 26 01:46:44 2001

On Sat Aug 25 22:03:03 2001 Litho wrote post #663:
> was not sure where to put this, but i am a mindflayer healer, i
> could wield a eob in 1h, wand in another
> I re-reinced, am already fully grown, but now the eob is 2h..why is this?
> Thanks, Litho
how tall are you, and what are your stats.

-----------------

poster: Wik
subject: emotes
date: Sun Aug 26 22:37:01 2001

emoot - You point out that the idea is electronically moot.
smells - You don't know any smells.

-----------------

poster: Mixer
subject: >emotes
date: Mon Aug 27 11:07:45 2001

On Sun Aug 26 22:37:01 2001 Wik wrote post #666:
> emoot - You point out that the idea is electronically moot.
> smells - You don't know any smells.
Hmm, can I suggest that all new emote suggestions go to /dev/null?

-----------------

poster: Ant
subject: >>emotes
date: Mon Aug 27 11:19:36 2001

On Mon Aug 27 11:07:45 2001 Mixer wrote post #667:
> On Sun Aug 26 22:37:01 2001 Wik wrote post #666:
> > emoot - You point out that the idea is electronically moot.
> > smells - You don't know any smells.
> Hmm, can I suggest that all new emote suggestions go to /dev/null?
Or mail 'em to Mixer directly...
Or me. I'm always bored. Might aswell do something semi-useful
with my time...

- Ant, the freaky emote-coding monster


-----------------

poster: Apathy
subject: >>>beep when attacked
date: Tue Aug 28 04:03:06 2001

On Sat Aug 25 19:36:32 2001 Pedron wrote post #661:
> On Sat Aug 25 19:35:08 2001 Arkangyle wrote post #660:
> > On Sat Aug 25 18:29:00 2001 Pedron wrote post #657:
> > > Players can probably make trigs for it, but I was thinking 
> > > maybe someone could build a thing to beep a player 
> > > when they're attacked.  They can turn off beeps if they want, but 
> > > they won't have any excuses to whine if someone attacks them 
> > > when they idle outside safezones. :)  Would make idle 
> > > kills harder to pull off too if the person is just in 
> > > another window doing stuff.
> > > 
> > > -pedron spam
> > 
> > YOU can make the trigger to notify you by causing your machine to
> > beep when you are attacked ... and it doesn't even have to send
> > anything to the mud.
> I don't idle outside safe zones and don't 
> care about circumstances of folks I killed. ;>  Beep 
> when attacked was a suggestion to cut down their 
> reasons for whining every time I kill someone.

So make yourself a trigger that beeps people when you attack them. :P

-Apathy

-----------------

poster: Ronan
subject: Hmm
date: Tue Aug 28 04:43:33 2001

Just a quick thought.....since our eq decays now.....what about a
fig skill for repairing it?
If someone else mentioned this shoot me...if not shoot me anyways
Ronan

-----------------

poster: Lu
subject: darkness and regen
date: Tue Aug 28 08:47:28 2001

OK, every time i log on i need another globe to regen, i uised to be
able to regen with 1, then logged off, logged on and it took 2, then
3, and now i cant regen again..i know darkness has been bug repped
before, hence why im not bug repping this, just postin the idea of
removing the darkness required to regen until light/darkness gets
fixed, it really sucks when you spend all your money on globes(or
try to find people who graciously lend you one everytime you log
on)

-lu

p.s. its night time too

-----------------

poster: Oxolotl
subject: loot
date: Wed Aug 29 23:36:33 2001

eat a corpse
take all
hmm
dump nol in battery acid...

-----------------

poster: Miciaih
subject: corpse eating
date: Sat Sep  1 05:48:27 2001

i dont know if they have already had it or not but how about a
corpse eating wish?

-----------------

poster: Pedron
subject: Quest Idea:
date: Sat Sep  1 08:38:29 2001

Defeat Count Rugen! It could be a newbie/lowbie quest worth a couple 
of tps for everyone in the party that kills him.

Just a tought. :)

-pedron spam

-----------------

poster: Urg
subject: Channel
date: Sat Sep  1 19:52:54 2001

maybe introduce a new channel for people offering themselves for
parties and stuff just so that sales channel can actually be used
for selling stuff, "hire" channel maybe

just my 1 and 1/3 pence

*Urg*

-----------------

poster: Jaws
subject: dreams
date: Mon Sep  3 17:31:06 2001

lucifer and vertigo

dont drag u into combat - althouhg if successful the mob attacks tank
if fail nothin
and even sucess tank and mob go, but I stay out of combat

TF
GT
l
thing it should be like all other atatck type things
loot a corpse
get all
and u get drug into combat

Jaws

-----------------

poster: Tahnval
subject: Thoughts about abjurers
date: Mon Sep  3 23:52:25 2001

Abjurer seems to be a monumentally unpopular guild.  I know
of only one abjurer now, Smee.  Yet Abjurer is an extremely
useful guild for eq parties and useful for xp parties.  Perhaps
it could use tweaking in some manner to make it more popular?

-----------------

poster: Pedron
subject: >Thoughts about abjurers
date: Mon Sep  3 23:53:40 2001

On Mon Sep  3 23:52:25 2001 Tahnval wrote post #679:
> Abjurer seems to be a monumentally unpopular guild.  I know
> of only one abjurer now, Smee.  Yet Abjurer is an extremely
> useful guild for eq parties and useful for xp parties.  Perhaps
> it could use tweaking in some manner to make it more popular?
is just hard soloing as abjurer compared 
to other mage guilds,  Would be as fun as being a level 
30 fighter maxxed out in defender guilds.  Could tank all kinds of
great stuff, just 
not kill much. :)

-----------------

poster: Chrono
subject: wishes
date: Tue Sep  4 00:39:39 2001

hmm, i was thinking there should be bigger wishes, than
greater..something like: Supreme, or Ultra..or whatever..
anyway, could have wishes like: tick in combat, learn a sertain
spell that guild dosnt offer for the lvl/glvl you are at.., and
bigger regen or whatnot...anyway was just an idea, knowing all of
you, you will put it down :P

-----------------

poster: Sleet
subject: >Thoughts about abjurers
date: Tue Sep  4 02:42:28 2001

On Mon Sep  3 23:52:25 2001 Tahnval wrote post #679:
> Abjurer seems to be a monumentally unpopular guild.  I know
> of only one abjurer now, Smee.  Yet Abjurer is an extremely
> useful guild for eq parties and useful for xp parties.  Perhaps
> it could use tweaking in some manner to make it more popular?
i reinced abj last week, and ive partied with you since then man,
your memory must be failin ya ass.
:)

-----------------

poster: Tahnval
subject: >>Thoughts about abjurers
date: Tue Sep  4 02:52:49 2001

On Tue Sep  4 02:42:28 2001 Sleet wrote post #682:
> On Mon Sep  3 23:52:25 2001 Tahnval wrote post #679:
> > Abjurer seems to be a monumentally unpopular guild.  I know
> > of only one abjurer now, Smee.  Yet Abjurer is an extremely
> > useful guild for eq parties and useful for xp parties.  Perhaps
> > it could use tweaking in some manner to make it more popular?
> i reinced abj last week, and ive partied with you since then man,
> your memory must be failin ya ass.
> :)
Err....oh yeah.  I'll blame my age 8-)

-----------------

poster: Lu
subject: >>Thoughts about abjurers
date: Tue Sep  4 07:23:40 2001

i am abjho!
-lu

-----------------

poster: Tahnval
subject: >>>Thoughts about abjurers
date: Tue Sep  4 21:42:47 2001

On Tue Sep  4 07:23:40 2001 Lu wrote post #684:
> i am abjho!
> -lu
Gimme prots for EQ!  Gimme Gimme!

-----------------

poster: Tamuli
subject: race
date: Wed Sep  5 06:11:00 2001

prolly been mentioned before and you will bug me or something but i
think there should a gremlin race :)
tamuli


-----------------

poster: Lostego
subject: Blackmon Ring
date: Thu Sep  6 00:45:20 2001

Maybe do something about this ring....having a ring that dest when
you wear it and are good is a little extreme.
The not being able to wear it when not evil is a much better thought :)
Lostego

-----------------

poster: Arkangyle
subject: >Blackmon Ring
date: Thu Sep  6 09:50:46 2001

On Thu Sep  6 00:45:20 2001 Lostego wrote post #687:
> Maybe do something about this ring....having a ring that dest when
> you wear it and are good is a little extreme.
> The not being able to wear it when not evil is a much better thought :)
> Lostego
Speaking as someone who was directly involved in the creation of
said piece, it operates as intended by Maldan who created that area.
 If you don't like the rings, don't use them ... simple as that :P

-----------------

poster: Ant
subject: >>Blackmon Ring
date: Thu Sep  6 09:54:53 2001

On Thu Sep  6 09:50:46 2001 Arkangyle wrote post #688:
> On Thu Sep  6 00:45:20 2001 Lostego wrote post #687:
> > Maybe do something about this ring....having a ring that dest when
> > you wear it and are good is a little extreme.
> > The not being able to wear it when not evil is a much better thought :)
> > Lostego
> Speaking as someone who was directly involved in the creation of
> said piece, it operates as intended by Maldan who created that area.
>  If you don't like the rings, don't use them ... simple as that :P
I agree, it's harsh, but not overly harsh or extreme. Just gotta pay
more attention to your alignment. IMHO, we should have more little
hooks like that to keep you guys on your toes.

- Ant


-----------------

poster: Baer
subject: >>>Blackmon Ring
date: Thu Sep  6 11:22:34 2001

On Thu Sep  6 09:54:53 2001 Ant wrote post #689:
> On Thu Sep  6 09:50:46 2001 Arkangyle wrote post #688:
> > On Thu Sep  6 00:45:20 2001 Lostego wrote post #687:
> > > Maybe do something about this ring....having a ring that dest when
> > > you wear it and are good is a little extreme.
> > > The not being able to wear it when not evil is a much better thought :)
> > > Lostego
> > Speaking as someone who was directly involved in the creation of
> > said piece, it operates as intended by Maldan who created that area.
> >  If you don't like the rings, don't use them ... simple as that :P
> I agree, it's harsh, but not overly harsh or extreme. Just gotta pay
> more attention to your alignment. IMHO, we should have more little
> hooks like that to keep you guys on your toes.
> 
> - Ant
> 
You can't get much more harsh than destructing the eq and killing
the person :) Well I guess you could make it blow up their entire
inventory as well.....

Another option would be to just take 50% or so eq condition from the
ring. Then at least you get one chance, and it will cost you a lot
of money to repair the ring high enough that you would get more
chances. If you didn't repair it at all it will likely break from
normal use some time anyway.

Baer

-----------------

poster: Sleet
subject: >>>>Blackmon Ring
date: Thu Sep  6 20:36:18 2001

On Thu Sep  6 11:22:34 2001 Baer wrote post #690:
> On Thu Sep  6 09:54:53 2001 Ant wrote post #689:
> > On Thu Sep  6 09:50:46 2001 Arkangyle wrote post #688:
> > > On Thu Sep  6 00:45:20 2001 Lostego wrote post #687:
> > > > Maybe do something about this ring....having a ring that dest when
> > > > you wear it and are good is a little extreme.
> > > > The not being able to wear it when not evil is a much better thought
:)
> > > > Lostego
> > > Speaking as someone who was directly involved in the creation of
> > > said piece, it operates as intended by Maldan who created that area.
> > >  If you don't like the rings, don't use them ... simple as that :P
> > I agree, it's harsh, but not overly harsh or extreme. Just gotta pay
> > more attention to your alignment. IMHO, we should have more little
> > hooks like that to keep you guys on your toes.
> > 
> > - Ant
> > 
> You can't get much more harsh than destructing the eq and killing
> the person :) Well I guess you could make it blow up their entire
> inventory as well.....
> 
> Another option would be to just take 50% or so eq condition from the
> ring. Then at least you get one chance, and it will cost you a lot
> of money to repair the ring high enough that you would get more
> chances. If you didn't repair it at all it will likely break from
> normal use some time anyway.
> 
> Baer
i liek that idea, and even though the ring was built as maldan
intended, he might like this idea better since conditions were not
placed within game perimeters when his ring was created

-----------------

poster: Energystar
subject: auction
date: Fri Sep  7 04:09:45 2001

 Would be nice to be able to set a bid incriment after you set the
mb so the channel isn't spammed with +1gold bids.

-----------------

poster: Arkangyle
subject: Blackmon's ring
date: Fri Sep  7 04:43:27 2001

Any speculation as to whether Maldan would prefer the ring to use
the new condition ratings or not is just that ... speculation.  I
2nd Ant's notion that this adds some MUCH needed variety with
regards to equipment.  Most items are simply a collection of stats,
special features make the game more interesting.

-----------------

poster: Tahnval
subject: >Blackmon's ring
date: Fri Sep  7 05:28:56 2001

On Fri Sep  7 04:43:27 2001 Arkangyle wrote post #693:
> Any speculation as to whether Maldan would prefer the ring to use
> the new condition ratings or not is just that ... speculation.  I
> 2nd Ant's notion that this adds some MUCH needed variety with
> regards to equipment.  Most items are simply a collection of stats,
> special features make the game more interesting.
Heh....killing you is an unusual special feature, that's for sure.

-----------------

poster: Pedron
subject: mystic orb
date: Fri Sep  7 05:34:03 2001

After reading all about blackmon ring killing people 
for a special feature, I thought maybe some item 
to revive you would be cool. :P It could be a globe of life 
or a mystic orb or something the player can 
just carry around.  If they die, they go to res/rev room 
and touch the orb to be revived at standard revive cost. :P
Could make it dest if dropped or given or sold, so only player 
to loot it from the corpse of the badass eq monster would get to use it
(everyone just turn of autoloots and do the guy last or something. :)

My big nickel,
pedron spam

-----------------

poster: Ant
subject: >>Blackmon's ring
date: Fri Sep  7 13:44:57 2001

On Fri Sep  7 05:28:56 2001 Tahnval wrote post #694:
> On Fri Sep  7 04:43:27 2001 Arkangyle wrote post #693:
> > Any speculation as to whether Maldan would prefer the ring to use
> > the new condition ratings or not is just that ... speculation.  I
> > 2nd Ant's notion that this adds some MUCH needed variety with
> > regards to equipment.  Most items are simply a collection of stats,
> > special features make the game more interesting.
> Heh....killing you is an unusual special feature, that's for sure.
Keeps ye on yer toes, it does ;)

-----------------

poster: Bahgtru
subject: Auctioneer
date: Sat Sep  8 03:31:01 2001

Maybe have him give the stats, I've noticed not many people doing anything.

- Bahg o' poop

-----------------

poster: Mixer
subject: >Auctioneer
date: Sat Sep  8 05:48:22 2001

On Sat Sep  8 03:31:01 2001 Bahgtru wrote post #697:
> Maybe have him give the stats, I've noticed not many people doing anything.
> 
> - Bahg o' poop
I think thats a very cool idea

-----------------

poster: Pedron
subject: >>Auctioneer
date: Sat Sep  8 05:55:13 2001

On Sat Sep  8 05:48:22 2001 Mixer wrote post #698:
> On Sat Sep  8 03:31:01 2001 Bahgtru wrote post #697:
> > Maybe have him give the stats, I've noticed not many people doing
anything.
> > 
> > - Bahg o' poop
> I think thats a very cool idea
not to nitpick or anything, but folks would use 
him instead of reylan to id stuff. ;>  Might work 
if auctioneer held the piece for a whole 24 hours and 
had the ability to handle multiple pieces at a time as 
someone else suggested earlier though.  Think folks would rather 
pay 25k to reylan for an id than give up a 
piece for 24 hours to auctioneer for a free id. :)

-pedron spam

-----------------

poster: Kalma
subject: >>>Auctioneer
date: Sun Sep  9 01:20:43 2001

Rather than it doing an ID, why not let you write a line or two 
of description for it. That way it could post stats without 
actually giving the ID. (Of course people could take advantage 
of this as with anything else ;)

Kalma

-----------------

poster: Bahgtru
subject: >>>Auctioneer
date: Sun Sep  9 02:23:55 2001

On Sat Sep  8 05:55:13 2001 Pedron wrote post #699:
> On Sat Sep  8 05:48:22 2001 Mixer wrote post #698:
> > On Sat Sep  8 03:31:01 2001 Bahgtru wrote post #697:
> > > Maybe have him give the stats, I've noticed not many people doing
> anything.
> > > 
> > > - Bahg o' poop
> > I think thats a very cool idea
> not to nitpick or anything, but folks would use 
> him instead of reylan to id stuff. ;>  Might work 
> if auctioneer held the piece for a whole 24 hours and 
> had the ability to handle multiple pieces at a time as 
> someone else suggested earlier though.  Think folks would rather 
> pay 25k to reylan for an id than give up a 
> piece for 24 hours to auctioneer for a free id. :)
> 
> -pedron spam
Or maybe for an extra 25k when you give it to him he can put up the stats.

- Bahg o' poop

-----------------

poster: Jaws
subject: spell
date: Sun Sep  9 02:26:17 2001

the meditate spell in pshychics tree

Shouldnt this really be a skill and not a spell

my 2cents

Jaws

-----------------

poster: Jaws
subject: emote
date: Sun Sep  9 03:43:48 2001

fistofdeath

 You shake uncontroloably restraining 'Fists of Death'



Jaws

-----------------

poster: Pedron
subject: thief skill
date: Sun Sep  9 03:45:54 2001

slash, affecting skill bleed, 
affecting stats str/dex, use slashing weapon 
to damage opponent.  Damage the same as a plain stab, 
cost is half as much and using time is 1-2 rounds. (no
double/triple/etc stuff 
for it)

My big nickel.

-pedron spam
,

-----------------

poster: Javier
subject: >emote
date: Sun Sep  9 16:56:39 2001

On Sun Sep  9 03:43:48 2001 Jaws wrote post #703:
> fistofdeath
> 
>  You shake uncontroloably restraining 'Fists of Death'
> 
> 
> 
> Jaws
I would just like to note that I thought this said "You shake
uncontrolably restraining 'Fish of Death'"...

-----------------

poster: Urg
subject: auction
date: Sun Sep  9 19:02:27 2001

with all that stuff abuot lack of stats on auction wouldnt it just
be fine to adapt the whole "excellent" "poor" etc. system to aution
so that dilim just puts a list of stuff like "good spr" "tiny wis"
or something
just my rambling....
Urg

-----------------

poster: Jaws
subject: >>emote
date: Mon Sep 10 00:04:25 2001

On Sun Sep  9 16:56:39 2001 Javier wrote post #705:
> On Sun Sep  9 03:43:48 2001 Jaws wrote post #703:
> > fistofdeath
> > 
> >  You shake uncontroloably restraining 'Fists of Death'
> > 
> > 
> > 
> > Jaws
> I would just like to note that I thought this said "You shake
> uncontrolably restraining 'Fish of Death'"...
hey maybe that could be yet another emote Javier

Jaws

-----------------

poster: Caliban
subject: Lockpick and Steal
date: Mon Sep 10 00:07:13 2001

Ive noticed that for sometime now the skills lockpick and steal
are in the list of all skills and that they have never been implemented
Are they ever going to be implemented? If not why have them in 
the list at all? 

-----------------

poster: Pedron
subject: >Lockpick and Steal
date: Mon Sep 10 00:53:07 2001

On Mon Sep 10 00:07:13 2001 Caliban wrote post #708:
> Ive noticed that for sometime now the skills lockpick and steal
> are in the list of all skills and that they have never been implemented
> Are they ever going to be implemented? If not why have them in 
> the list at all? 
Not gonna be implemented they say, but the skills 
are in the list because they exist.  If you look through 
the other lists you'll see things like 'identify test' ad 
'spell for dram' too. :)  Can still compromise 
people's castle doors and crack safes and even separate them 
from their equipment- is just a longshot thing to pull off 
without the skills. :)

-pedron spam

-----------------

poster: Sleet
subject: >>emote
date: Mon Sep 10 01:26:55 2001

On Sun Sep  9 16:56:39 2001 Javier wrote post #705:
> On Sun Sep  9 03:43:48 2001 Jaws wrote post #703:
> > fistofdeath
> > 
> >  You shake uncontroloably restraining 'Fists of Death'
> > 
> > 
> > 
> > Jaws
> I would just like to note that I thought this said "You shake
> uncontrolably restraining 'Fish of Death'"...
im voting in favor of the fish emote

-----------------

poster: Magneto
subject: >Lockpick and Steal
date: Mon Sep 10 05:12:58 2001

On Mon Sep 10 00:07:13 2001 Caliban wrote post #708:
> Ive noticed that for sometime now the skills lockpick and steal
> are in the list of all skills and that they have never been implemented
> Are they ever going to be implemented? If not why have them in 
> the list at all? 
because the all skills/spells auto generates from the directory. 
There are also things like revenge from tiamat etc
mags

-----------------

poster: Pedron
subject: >>Lockpick and Steal
date: Mon Sep 10 06:42:44 2001

On Mon Sep 10 05:12:58 2001 Magneto wrote post #711:
> On Mon Sep 10 00:07:13 2001 Caliban wrote post #708:
> > Ive noticed that for sometime now the skills lockpick and steal
> > are in the list of all skills and that they have never been implemented
> > Are they ever going to be implemented? If not why have them in 
> > the list at all? 
> because the all skills/spells auto generates from the directory. 
> There are also things like revenge from tiamat etc
> mags
I want revenge from tiamat spell..

-----------------

poster: Tranquil
subject: an [arg] option for skills/spells commands
date: Mon Sep 10 06:55:02 2001

For those of us with long skill or spell sheets, it can be difficult
and sometimes a little annoying when we have to look for a single
spell or skill in the list of 50 or so that may be available to us.
I was thinking of something that will show the spells or skills of a
specific guild, ie 'spells avatar' would show me the spells that I
have in the avatar guildas well as the % they are studied to. It
would make things just a tad easier for when we need to check a
skill or spell's %, without spamming ourselves senseless in the
process.

- Tranquil


-----------------

poster: Baer
subject: >an [arg] option for skills/spells commands
date: Mon Sep 10 11:34:59 2001

On Mon Sep 10 06:55:02 2001 Tranquil wrote post #713:
> For those of us with long skill or spell sheets, it can be difficult
> and sometimes a little annoying when we have to look for a single
> spell or skill in the list of 50 or so that may be available to us.
> I was thinking of something that will show the spells or skills of a
> specific guild, ie 'spells avatar' would show me the spells that I
> have in the avatar guildas well as the % they are studied to. It
> would make things just a tad easier for when we need to check a
> skill or spell's %, without spamming ourselves senseless in the
> process.
> 
> - Tranquil
> 
You could do 'guildinfo avatar' to get an idea, but its not the same..

-----------------

poster: Tranquil
subject: >>an [arg] option for skills/spells commands
date: Mon Sep 10 11:36:09 2001

On Mon Sep 10 11:34:59 2001 Baer wrote post #714:
> On Mon Sep 10 06:55:02 2001 Tranquil wrote post #713:
> > For those of us with long skill or spell sheets, it can be difficult
> > and sometimes a little annoying when we have to look for a single
> > spell or skill in the list of 50 or so that may be available to us.
> > I was thinking of something that will show the spells or skills of a
> > specific guild, ie 'spells avatar' would show me the spells that I
> > have in the avatar guildas well as the % they are studied to. It
> > would make things just a tad easier for when we need to check a
> > skill or spell's %, without spamming ourselves senseless in the
> > process.
> > 
> > - Tranquil
> > 
> You could do 'guildinfo avatar' to get an idea, but its not the same..
That doesnt show the players current level of training, or whether
or not they have the spell or skill they are looking for.


-----------------

poster: Skillz
subject: humans
date: Mon Sep 10 14:13:28 2001

I havn't seen long time anyone choose human race (except Zifnab of
course). Maybe if human race would have 100% skills/spells max, some
people would choose it someday?

all skillz

-----------------

poster: Urg
subject: RE: humans
date: Mon Sep 10 14:21:40 2001

would seem sensible if humans did have at least 100% skill max (if
not spell max), as humans generally are seen as craftsmen and
artisans and stuff ..... just seems odd that humans are a huge
minority here

ueg
*urg even, jeez im typoing a 3 letter name now :p**

-----------------

poster: Tranquil
subject: >RE: humans
date: Mon Sep 10 18:16:23 2001

On Mon Sep 10 14:21:40 2001 Urg wrote post #717:
> would seem sensible if humans did have at least 100% skill max (if
> not spell max), as humans generally are seen as craftsmen and
> artisans and stuff ..... just seems odd that humans are a huge
> minority here
> 
> ueg
> *urg even, jeez im typoing a 3 letter name now :p**

Well considering how many fuckups we humans make, probably 95% is
enough. Actually, I think 90% was too much back when humans were 90%
but then, no-one would touch them if they were worse..

- Tranquil's two denarii


-----------------

poster: Pedron
subject: >humans
date: Mon Sep 10 20:30:55 2001

On Mon Sep 10 14:13:28 2001 Skillz wrote post #716:
> I havn't seen long time anyone choose human race (except Zifnab of
> course). Maybe if human race would have 100% skills/spells max, some
> people would choose it someday?
> 
> all skillz
Human was actually something highbies could use with dual alphas.
They're supposed to be average at everything, but a 
little edge of something wouldn't be amiss.
Maybe each new human has a random 3 stats that 
can run above average somehow. Maybe one reboot 
humans would have a hidden above avg potential in str/con/dex, 
another reboot they might have a hidden 
above avg potential in hpr/spr/epr. 
Then maybe hidden above avg potential in int/wis/sta.

Having been a 10 foot human without giantsize wish and seeing 
others hit 8 and 9 feet human without giantsize wish it looks 
like they can do a fair job exceeding their 
average parameters as is though.

I tried human woodsman once and training wasn't too bad.  I think it'd 
do better if I was one of those level 75 people 
with a broader array of skills and spells for human though.

My big nickel,
pedron spam

-----------------

poster: Litho
subject: Poison/poison food
date: Tue Sep 11 09:03:04 2001

I was thinking maybe poison food should only affect pk people, since
it does hurt them.
Its annoying being poisoned and getting laughed at by the maker while dying..
My 2 cents, Litho

-----------------

poster: Litho
subject: Also
date: Tue Sep 11 09:05:52 2001

Also, I've been poisoned for 5 minutes, and its only at 97% from
100, possibly make it go faster..this is crazy.

-----------------

poster: Jimerson
subject: Daycare
date: Tue Sep 11 09:27:59 2001

I think it would only be fitting that all the babies in the Monster
Daycare should ID to "baby"
Just my $2
Jim

-----------------

poster: Arkangyle
subject: >RE: humans
date: Tue Sep 11 13:14:47 2001

On Mon Sep 10 14:21:40 2001 Urg wrote post #717:
> would seem sensible if humans did have at least 100% skill max (if
> not spell max), as humans generally are seen as craftsmen and
> artisans and stuff ..... just seems odd that humans are a huge
> minority here
> 
> ueg
> *urg even, jeez im typoing a 3 letter name now :p**

human has ALWAYS been in the severe minority on any mud I've seen
... mayhaps this is because the players are into min/maxing.

-----------------

poster: Pedron
subject: eq decay on monsters?
date: Wed Sep 12 04:11:35 2001

I know the eq is sorted by condition 
now, but I noticed alot of common kinds of things 
like baby rattles and diapers and platemails of 
hardened fur that are mainly loot things players wouldn't 
be using.  Alot of them are separated like they have decayed 
a bit compared to others that are clumped together and I was 
wondering if eq decays on monsters.  If it does, 
the shop lists might be made a little shorter by setting it so 
eq doesn't decay while worn/wielded by monsters.

Just my nickel,
pedron spam

-----------------

poster: Tektor
subject: Guild Scroll
date: Thu Sep 13 04:28:21 2001

Would be neat if you could purchase a scroll from a guild that shows
what you would see if you did list spells at that guild training
costs ect... maybe buy it for 5k-10k and it saved and you can get
them just from guilds your in.

-----------------

poster: Rizzly
subject: >Guild Scroll
date: Thu Sep 13 22:29:59 2001

On Thu Sep 13 04:28:21 2001 Tektor wrote post #725:
> Would be neat if you could purchase a scroll from a guild that shows
> what you would see if you did list spells at that guild training
> costs ect... maybe buy it for 5k-10k and it saved and you can get
> them just from guilds your in.

I think that this is a nice idea, but one thing would be that the
scrolls should only show your skill/spell lists when you buy them,
so if you train something, you'd have to buy a new scroll for the
upgraded costs.

-----------------

poster: Tektor
subject: >>Guild Scroll
date: Thu Sep 13 23:31:20 2001

On Thu Sep 13 22:29:59 2001 Rizzly wrote post #726:
> On Thu Sep 13 04:28:21 2001 Tektor wrote post #725:
> > Would be neat if you could purchase a scroll from a guild that shows
> > what you would see if you did list spells at that guild training
> > costs ect... maybe buy it for 5k-10k and it saved and you can get
> > them just from guilds your in.
> 
> I think that this is a nice idea, but one thing would be that the
> scrolls should only show your skill/spell lists when you buy them,
> so if you train something, you'd have to buy a new scroll for the
> upgraded costs.
That really defeats the idea of it. The idea is that you dont have
to keep going back everytime to check if you can train. Having to go
and update scrolls would just be the same thing thus making it
pretty pointless.

-----------------

poster: Tranquil
subject: >>Guild Scroll
date: Thu Sep 13 23:47:52 2001

On Thu Sep 13 22:29:59 2001 Rizzly wrote post #726:
> On Thu Sep 13 04:28:21 2001 Tektor wrote post #725:
> > Would be neat if you could purchase a scroll from a guild that shows
> > what you would see if you did list spells at that guild training
> > costs ect... maybe buy it for 5k-10k and it saved and you can get
> > them just from guilds your in.
> 
> I think that this is a nice idea, but one thing would be that the
> scrolls should only show your skill/spell lists when you buy them,
> so if you train something, you'd have to buy a new scroll for the
> upgraded costs.
You already get something almost exactly the same, Rizzly. Except it
costs nothing. Type 'spells'.

- Tranquil


-----------------

poster: Trigon
subject: Womb of Gaia
date: Fri Sep 14 00:46:54 2001

Would it be possible that this spell would put you not only in an
outside room, but in a room that is a forest so nature's
blades/shields could be made?
Thanks,
Trigon

-----------------

poster: Baer
subject: >Womb of Gaia
date: Fri Sep 14 10:41:08 2001

On Fri Sep 14 00:46:54 2001 Trigon wrote post #729:
> Would it be possible that this spell would put you not only in an
> outside room, but in a room that is a forest so nature's
> blades/shields could be made?
> Thanks,
> Trigon
This wouldn't make sense thematically. You are going inside the
earth, into the womb of gaia. How that can be outside and in a
forest needs to be a part of your idea. Otherwise it just looks like
you want to get a significant tune up to a spell without any
justification.


-----------------

poster: Koma
subject: >>Womb of Gaia
date: Fri Sep 14 10:51:20 2001

On Fri Sep 14 10:41:08 2001 Baer wrote post #730:
> On Fri Sep 14 00:46:54 2001 Trigon wrote post #729:
> > Would it be possible that this spell would put you not only in an
> > outside room, but in a room that is a forest so nature's
> > blades/shields could be made?
> > Thanks,
> > Trigon
> This wouldn't make sense thematically. You are going inside the
> earth, into the womb of gaia. How that can be outside and in a
> forest needs to be a part of your idea. Otherwise it just looks like
> you want to get a significant tune up to a spell without any
> justification.
> 

Womb of gaia is outside. The room desc is vague, but I always imagined it
being somewhere inside a deep forest.

I think Trigon's idea is good, it would add some usability to an otherwise
quite useless spell. The only use I've found for it is if you need
to idle in a
no-reloc spot.

Thanks, Koma

-----------------

poster: Urg
subject: scars
date: Fri Sep 14 18:37:56 2001

maybe there should be some NPC somewhere that can remove scars for a
suitable charge or something ..... just seems to be a lot of people
in need of removes around atm,

*urg*

-----------------

poster: Rizzly
subject: >>>Guild Scroll
date: Fri Sep 14 21:19:22 2001

On Thu Sep 13 23:47:52 2001 Tranquil wrote post #728:
> On Thu Sep 13 22:29:59 2001 Rizzly wrote post #726:
> > On Thu Sep 13 04:28:21 2001 Tektor wrote post #725:
> > > Would be neat if you could purchase a scroll from a guild that shows
> > > what you would see if you did list spells at that guild training
> > > costs ect... maybe buy it for 5k-10k and it saved and you can get
> > > them just from guilds your in.
> > 
> > I think that this is a nice idea, but one thing would be that the
> > scrolls should only show your skill/spell lists when you buy them,
> > so if you train something, you'd have to buy a new scroll for the
> > upgraded costs.
> You already get something almost exactly the same, Rizzly. Except it
> costs nothing. Type 'spells'.
> 
> - Tranquil
> 

The point I'm trying to make here is that typing "spells" doesn't
show you the costs needed to improve your knowledge of the spell. 
Anyway, it's not even my idea, so I dunno why you're addressing me
about it :)

-----------------

poster: Kaos
subject: thruster
date: Sat Sep 15 17:48:43 2001

seeing as how thruster has almost the same masteries and skills
as the other bravo fighter guilds (except sharpen), this guild
becomes useful only if you want to use piercing weapons instead
of any other type. an idea would be to put the skill disarm into
this guild, so even if you don't use piercing weapons, you could
benefit from taking a few levels in this guild. i also think
it would be withing the theme and balance of the guild, i mean
experts of any weapon type not being able to disarm?

-----------------

poster: Uno
subject: altar room
date: Sat Sep 15 19:04:11 2001

i wonder if we could make altar room where haelorbitches go to haim
a non-pk zone, like adv. would suck to get the beatdown while we're
doing god's work. also kind of in line with the medeival concept of
sanctuary...

-----------------

poster: Tektor
subject: Lucifer
date: Sun Sep 16 00:54:29 2001

Would be interesting if you could have Lucifer stop you from going
in the reinc room, like how freezer works. Hey some of us dont know
how to stop, and besides it would give him something to do for fun
besides just sit there. :)
Tek - The Reinc Addict Attempting to quit.

-----------------

poster: Tektor
subject: Parties
date: Sun Sep 16 01:13:41 2001

I think possibly the party shares formula should be tuned a bit. Now
lately it seems like it doesn't matter who you party with or what
worth they are or what you kill. It matters more how fast they can
kill. Usualy highbies kill lots faster so its more profitable to
party with them. That seems a bit off to me. Maybe there could be a
way to break up the party shares into slots of worths so you make
more partyhing with someone say with 50m of you rather than with
someone 1 gig of you. Also said loonng time ago that maybe every
hour or 2 orso the party shares start to shift to even out a little.
Now with people coming and going it would be a bit hard to do, but
If it tracked the time of how long each person was in the party and
at the hour interval after the party is made it reads the times and
shifts those who were in that hour than at the next hour it shifts
more people. Or Might just be a bonus of a party who stays together
for along time or something with out adding/dropping people.

Tek who is also full of ideas today.

-----------------

poster: Fox
subject: Rogue/Thief ....
date: Sun Sep 16 19:15:41 2001

Now that practically every guild in the game has been advanced to
Omicron, I think that the Thief side of Rogue needs to be added on
to, to make it more fun and interesting....

-----------------

poster: Pedron
subject: vision/eyesight
date: Sun Sep 16 19:21:05 2001

In light of the new ability to see other players on the vgrid 
map, I was thinking a new racial attribute regarding a 
person's visual accuity would be good.  Instead of a vgrid 
map being the same size for everyone when they type map, 
races with the sharpest vision might be able to see 
a section of the map  31w by 13h.
Someone with poor vision might see a section of the map 
11w by 7h.  Could also have the terrain types 
give bonuses and penalties to a person's vision, 
so forest would be -5%, dense forest would ne -10%, plains 
and grasslands could be 0 change, desert +5% and plateaus/highlands 
+10%.  Umm.. swamps/rivers could be -5% bonuses to vision too.

Or instead of % bonus/penalty, the terrains could just be -2, -4, 
-6, 0, +2, +4 +6 bonuses to vision.
Night/day would give -/+2 or +/-5% penalty to vision for 
races without infravision.  Torches could give a bonus to 
races without infravision.

Sorry I typed this with all the channels running by, but I hope it's 
coherent just the same. :)

-pedron spam

-----------------

poster: Trigon
subject: >>Womb of Gaia
date: Sun Sep 16 20:22:24 2001

On Fri Sep 14 10:41:08 2001 Baer wrote post #730:
> On Fri Sep 14 00:46:54 2001 Trigon wrote post #729:
> > Would it be possible that this spell would put you not only in an
> > outside room, but in a room that is a forest so nature's
> > blades/shields could be made?
> > Thanks,
> > Trigon
> This wouldn't make sense thematically. You are going inside the
> earth, into the womb of gaia. How that can be outside and in a
> forest needs to be a part of your idea. Otherwise it just looks like
> you want to get a significant tune up to a spell without any
> justification.
> 
Like it was stated, the spell womb of gaia puts you in a room with a
vague description of neither inside or outside, but the room is set
to be outside so you can gather wood/herbs.  As it is now, I'm
almost positive the only place you can make leafblades and shields
are on the vmap in a forest area.  So if I'm deep within an elf
forest, I still get the message "You need to be in a forest to
create a leafblade."
Right now the only thing I have used the spell for is say I'm in
dragons and I run out of fire wood, I cast this spell, go into the
room and gather some wood, then I leave and go back to killing.  It
would just make the spell more useful it it took me to a room that
is marking as "forest" so I could log off anywhere and not have to
make my way to the vmap when I reconnect to make my blade/shield
again.  I hardly think this is significant tune without any
justification.
Trigon

-----------------

poster: Waz
subject: evil priests
date: Mon Sep 17 01:46:50 2001


I'm sure this has been brought up before, but the evil priest guild is
rather difficult to get to.  This is especially true when you consider that
often, someone at the level to obtain an omicron will be going to
this guild with quite a bit of xp onhand, and dying is a bit prohibitive
to attempting to kill the monster.  Add to that this monster is evil aligned,
which makes killing it much harder for harmers.

I would suggest any of a number of changes: perhaps the monsters alignment
could be changed to good, or perhaps it could be a once per boot kill,
or perhaps it could be changed to allow members of the guild to gain
access once they have become members (i.e. you have to kill it the first
time but not after that). 

I know the argument for this is that you should have other friends
of a high enough level to help you gain access to the guild, but
this is somewhat unfair to people when I need to use 10-15 minutes
of their time to come help me raise a skill.  Not to mention they risk
dying.  And I only say this because I have tried to kill this monster.
It's just not possible, at least not without dying, which would negate
my reason for going to the guild hall in the first place.

-Waz

-----------------

poster: Pedron
subject: evoker amulet skill
date: Tue Sep 18 00:33:06 2001

Maybe save the bonus to mastery of evocation for one of the 
top 2 evoker guild ranks and let it give bonus to normal evocation 
around the middle ranks.

I'm 'Evoker' now(3rd rank) and have +2% to mastery of evocation which is 
an omicron skill.  Just thought a bonus to plain old 
evocation would be more appropriate for lower ranked/level 
evokers.

-pedron spam

-----------------

poster: Palenon
subject: >thruster
date: Tue Sep 18 07:02:48 2001

On Sat Sep 15 17:48:43 2001 Kaos wrote post #735:
> seeing as how thruster has almost the same masteries and skills
> as the other bravo fighter guilds (except sharpen), this guild
> becomes useful only if you want to use piercing weapons instead
> of any other type. an idea would be to put the skill disarm into
> this guild, so even if you don't use piercing weapons, you could
> benefit from taking a few levels in this guild. i also think
> it would be withing the theme and balance of the guild, i mean
> experts of any weapon type not being able to disarm?
I have never been a fig but I have to agree with Kaos...
Even a half-witted fencer can flick his wrist and send your epee
careening across the floor.
Pal

-----------------

poster: Pedron
subject: new command
date: Tue Sep 18 23:45:24 2001

guilds LIV - list all the guilds a given player is in.
You can findout anyway by doing who guild .  It would be nice 
though to see at a glance what guilds a player is in if they asked
to party or 
whatever. :P

-pedron spam

-----------------

poster: Waz
subject: >new command
date: Wed Sep 19 00:09:23 2001

It might have been before you time, Pedron, but everyone used
to have all their guilds listed when you fingered them.
I guess it was removed because it was a bit spammy and excessive,
but information like what you're requesting has been available before,
why not again? :)

-Waz

-----------------

poster: Pedron
subject: >>new command
date: Wed Sep 19 00:10:57 2001

On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> It might have been before you time, Pedron, but everyone used
> to have all their guilds listed when you fingered them.
> I guess it was removed because it was a bit spammy and excessive,
> but information like what you're requesting has been available before,
> why not again? :)
> 
> -Waz
it's like that on the builder's port.  I imagine doing that here 
would bog someone down if they fingered a level 80+ person, 
but shouldn't be too much bother.

-----------------

poster: Wildchild
subject: >>>new command
date: Wed Sep 19 00:12:02 2001

On Wed Sep 19 00:10:57 2001 Pedron wrote post #748:
> On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> > It might have been before you time, Pedron, but everyone used
> > to have all their guilds listed when you fingered them.
> > I guess it was removed because it was a bit spammy and excessive,
> > but information like what you're requesting has been available before,
> > why not again? :)
> > 
> > -Waz
> it's like that on the builder's port.  I imagine doing that here 
> would bog someone down if they fingered a level 80+ person, 
> but shouldn't be too much bother.

Well, now we've got people over 120 levels...  that's alot of guilds
to have listed. Now we also have players with multiple "bodies".
Makes it an even bigger mess :)

Although something like the original suggestion, "guilds player",
would be nice.

-WC

-----------------

poster: Pedron
subject: >>>>new command
date: Wed Sep 19 00:15:02 2001

On Wed Sep 19 00:12:02 2001 Wildchild wrote post #749:
> On Wed Sep 19 00:10:57 2001 Pedron wrote post #748:
> > On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> > > It might have been before you time, Pedron, but everyone used
> > > to have all their guilds listed when you fingered them.
> > > I guess it was removed because it was a bit spammy and excessive,
> > > but information like what you're requesting has been available before,
> > > why not again? :)
> > > 
> > > -Waz
> > it's like that on the builder's port.  I imagine doing that here 
> > would bog someone down if they fingered a level 80+ person, 
> > but shouldn't be too much bother.
> 
> Well, now we've got people over 120 levels...  that's alot of guilds
> to have listed. Now we also have players with multiple "bodies".
> Makes it an even bigger mess :)
> 
> Although something like the original suggestion, "guilds player",
> would be nice.
> 
> -WC
I was thinking just guilds player to see guilds of someone 
logged in.  Am curious about other pk'er's abilities and lazy on 
the 'who guild thief who guild assassin who guild harmer 
who guild flogger who guild blah' stuff. ;>
Also when someone sends that wonderful tell 'can I join ur party?' 
you can do guilds player and see if they can possibly contribute 
without having to demand a resume of them. :P

-pedron spam

-----------------

poster: Snoop
subject: >new command
date: Wed Sep 19 00:48:21 2001

now that would be silly after removing guilds from finger.
*/Snoop

-----------------

poster: Zifnab
subject: >>>new command
date: Wed Sep 19 01:24:38 2001

On Wed Sep 19 00:10:57 2001 Pedron wrote post #748:
> On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> > It might have been before you time, Pedron, but everyone used
> > to have all their guilds listed when you fingered them.
> > I guess it was removed because it was a bit spammy and excessive,
> > but information like what you're requesting has been available before,
> > why not again? :)
> > 
> > -Waz
> it's like that on the builder's port.  I imagine doing that here 
> would bog someone down if they fingered a level 80+ person, 
> but shouldn't be too much bother.
its available here too, I will figuring out the difference
between you on that port and here to you.

-----------------

poster: Mixer
subject: >>new command
date: Wed Sep 19 14:12:03 2001

On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> It might have been before you time, Pedron, but everyone used
> to have all their guilds listed when you fingered them.
> I guess it was removed because it was a bit spammy and excessive,
> but information like what you're requesting has been available before,
> why not again? :)
> 
> -Waz
It was removed because Darkstaff didn't like it.

-----------------

poster: Mixer
subject: >>>>new command
date: Wed Sep 19 14:12:45 2001

On Wed Sep 19 01:24:38 2001 Zifnab wrote post #752:
> On Wed Sep 19 00:10:57 2001 Pedron wrote post #748:
> > On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> > > It might have been before you time, Pedron, but everyone used
> > > to have all their guilds listed when you fingered them.
> > > I guess it was removed because it was a bit spammy and excessive,
> > > but information like what you're requesting has been available before,
> > > why not again? :)
> > > 
> > > -Waz
> > it's like that on the builder's port.  I imagine doing that here 
> > would bog someone down if they fingered a level 80+ person, 
> > but shouldn't be too much bother.
> its available here too, I will figuring out the difference
> between you on that port and here to you.
Well the difference is on 10k they are a wizard :)

Wizards still get guild info in finger.

-----------------

poster: Ant
subject: >>>>>new command
date: Wed Sep 19 14:14:00 2001

On Wed Sep 19 14:12:45 2001 Mixer wrote post #755:
> On Wed Sep 19 01:24:38 2001 Zifnab wrote post #752:
> > On Wed Sep 19 00:10:57 2001 Pedron wrote post #748:
> > > On Wed Sep 19 00:09:23 2001 Waz wrote post #747:
> > > > It might have been before you time, Pedron, but everyone used
> > > > to have all their guilds listed when you fingered them.
> > > > I guess it was removed because it was a bit spammy and excessive,
> > > > but information like what you're requesting has been available before,
> > > > why not again? :)
> > > > 
> > > > -Waz
> > > it's like that on the builder's port.  I imagine doing that here 
> > > would bog someone down if they fingered a level 80+ person, 
> > > but shouldn't be too much bother.
> > its available here too, I will figuring out the difference
> > between you on that port and here to you.
> Well the difference is on 10k they are a wizard :)
> 
> Wizards still get guild info in finger.
IMO the reason was that finger was too spammy and ppl complained about it.

-----------------

poster: Pedron
subject: Gold for Sloatinok
date: Thu Sep 20 21:52:41 2001

Let him give 1 task point per 1-2m gold. :)

-pedron spam

-----------------

poster: Litho
subject: shrug
date: Fri Sep 21 02:56:55 2001

I noticed when you have tyhe max number of ajurations on your body
and try to cast something, it takes yer sps.
so your basically paying sps for nothing, i did not know grap was
on, and just wated 450 sps for bol..its kinda annoying/poinltless
methinks,my 2 cents, itho

-----------------

poster: Litho
subject: sorry
date: Fri Sep 21 02:57:22 2001

on telnet, forgive the typos

-----------------

poster: Chrono
subject: finger info - guilds
date: Sun Sep 23 01:11:38 2001

in your finger info, it would be cool if it also showed, how many
lvls you have acheived in each of the guilds...

just my opinion

-----------------

poster: Rockman
subject: seondaries
date: Sun Sep 23 02:11:11 2001

damnit, i mispelles secondaries, my c button is messing up
ok, i think that when you assign a secondary
that it asks you for the password for the character
that you are assigning as a seondary
seems odd that anybody can just assign you as their secondary
without some safe guard
also to get the record stight, how many secondaries can you have
i have gotten different answers by other players and wizards
if it is only two, then have the add secondary command
like look to see if you already have a dsecondary
and not allow you to assign the secondary
ok, thanks

-----------------

poster: Pedron
subject: >seondaries
date: Sun Sep 23 21:29:27 2001

On Sun Sep 23 02:11:11 2001 Rockman wrote post #761:
> damnit, i mispelles secondaries, my c button is messing up
> ok, i think that when you assign a secondary
> that it asks you for the password for the character
> that you are assigning as a seondary
> seems odd that anybody can just assign you as their secondary
> without some safe guard
> also to get the record stight, how many secondaries can you have
> i have gotten different answers by other players and wizards
> if it is only two, then have the add secondary command
> like look to see if you already have a dsecondary
> and not allow you to assign the secondary
> ok, thanks
I think there's no limit to how many secondaries you can have, 
just you need to keep adding the new secondaries 
to the list registered to your primary. (logoff the 
new character you made, login your primary and do secondary add joesmith or 
something like that).

One rule about secondaries you should be very aware of 
is the fact they're not allowed to interact, 
share eq sets/castles/gold, or help each other 
in other ways like that.  I'm pretty sure you're not allowed to 
try giving stuff to your friends to pass on to 
your 
secondaries either. ;>  All that kind of stuff will get you nuked.

I made a bunch of secondaries awhile ago to see how 
different races and guilds played, but I'm content with my primary 
and one of the secondary characters now.  Is a real 
drag starting new secondaries without that help helga/joe quest 
exp boost anymore. ;>

-pedron spam

-----------------

poster: Pedron
subject: popcorn LIV
date: Mon Sep 24 05:01:23 2001

You offer LIV some popcorn.
Foo offers you some popcorn.
Foo offers LIV some popcorn. :)

-pedron spam

-----------------

poster: Ip
subject: darkwing duck emote
date: Tue Sep 25 07:50:41 2001

darkwing
You see:
You appear in a puff of smoke and exclaim, "I am the terror that
flaps in the night.."  Everyone looks at you and yawns.
Others see:
(Name) appears in a puff of smoke and a dorky purple costume and
yells his head of about flapping nights.  You are bored and yawn.

-----------------

poster: Pedron
subject: ungettable sacs
date: Wed Sep 26 21:37:47 2001

make the little ungettable eqs like yellow blob boots, 
old amulet of wisdom, armbands of kinjo/karoz, and stuff like that 
sac for 1 tp. >:>

-pedron spam

-----------------

poster: Pedron
subject: evoker mastery
date: Wed Sep 26 23:49:37 2001

dunno if there is one in the game yet, but a 
mastery at level 10 bravo or somewhere in evoker 
omicron guild that makes it more likely that one of 
the HUGE blasts will surge from the amulet would 
be cool. (sometimes my evoker of poison 
attack spell surges for double the damage if my amulet is charged- 
mastery could make that happen more often. :)

-pedron spam

-----------------

poster: Pedron
subject: >evoker mastery
date: Thu Sep 27 03:08:23 2001

On Wed Sep 26 23:49:37 2001 Pedron wrote post #767:
> dunno if there is one in the game yet, but a 
> mastery at level 10 bravo or somewhere in evoker 
> omicron guild that makes it more likely that one of 
> the HUGE blasts will surge from the amulet would 
> be cool. (sometimes my evoker of poison 
> attack spell surges for double the damage if my amulet is charged- 
> mastery could make that happen more often. :)
> 
> -pedron spam
ok warchief says evokers only have 5 levels each bravo and this being a 
mastery would be an ugly 2-edged sword.

How about a protection style spell that lasts some minutes depending how 
well trained it is and doubles the small chance of getting a 
huge blast to go off.  Would still tap 
heavily, but it'd have plenty of uses outside standard 
gold/exp runs (like exploration/eq)

my revised nickel,
pedron spam

-----------------

poster: Javier
subject: :)
date: Thu Sep 27 16:16:41 2001

an emote containing the word "taco"
Because we don't have one...
Javi

-----------------

poster: Tektor
subject: Exp Tuner
date: Fri Sep 28 01:07:48 2001

It bites. Most all the areas I have been to in parties seem to be
permantly tuned down like 15k-20k. Maybe a rework on the tuner, not
alot of areas, and lots more people than there used to be.

-----------------

poster: Zifnab
subject: >Exp Tuner
date: Fri Sep 28 01:09:27 2001

On Fri Sep 28 01:07:48 2001 Tektor wrote post #770:
> It bites. Most all the areas I have been to in parties seem to be
> permantly tuned down like 15k-20k. Maybe a rework on the tuner, not
> alot of areas, and lots more people than there used to be.
Total rooms in tuner: 6970
        Tunes over 100%: 6185
       Tunes under 100%: 785
           Average tune: 102.958969


My response it blows that you dont go to other
monsters and kill.

Why not go to other areas, lets address those.

-----------------

poster: Monkman
subject: >Exp Tuner
date: Sat Sep 29 11:25:56 2001

On Fri Sep 28 01:07:48 2001 Tektor wrote post #770:
> It bites. Most all the areas I have been to in parties seem to be
> permantly tuned down like 15k-20k. Maybe a rework on the tuner, not
> alot of areas, and lots more people than there used to be.
Well find new areas?  Any time anyone checks the tuner averages
by far most of the mud is over 100%.

-----------------

poster: Tektor
subject: >>Exp Tuner
date: Sat Sep 29 14:45:18 2001

On Sat Sep 29 11:25:56 2001 Monkman wrote post #772:
> On Fri Sep 28 01:07:48 2001 Tektor wrote post #770:
> > It bites. Most all the areas I have been to in parties seem to be
> > permantly tuned down like 15k-20k. Maybe a rework on the tuner, not
> > alot of areas, and lots more people than there used to be.
> Well find new areas?  Any time anyone checks the tuner averages
> by far most of the mud is over 100%.
Considering I have explored a large % of the mud, I can say what the
party is going after theres only a few areas with monsters that
size. And in general more areas are crowded with people. There is a
gap of areas between low and high exp, and im not the only one to
say this either.

-----------------

poster: Pedron
subject: >>>Exp Tuner
date: Sat Sep 29 23:04:45 2001

On Sat Sep 29 14:45:18 2001 Tektor wrote post #773:
> On Sat Sep 29 11:25:56 2001 Monkman wrote post #772:
> > On Fri Sep 28 01:07:48 2001 Tektor wrote post #770:
> > > It bites. Most all the areas I have been to in parties seem to be
> > > permantly tuned down like 15k-20k. Maybe a rework on the tuner, not
> > > alot of areas, and lots more people than there used to be.
> > Well find new areas?  Any time anyone checks the tuner averages
> > by far most of the mud is over 100%.
> Considering I have explored a large % of the mud, I can say what the
> party is going after theres only a few areas with monsters that
> size. And in general more areas are crowded with people. There is a
> gap of areas between low and high exp, and im not the only one to
> say this either.
What exp ranges did you need?

-----------------

poster: Chrono
subject: eqdecay
date: Sun Sep 30 06:42:32 2001

hmm, i was thinking, oh yes, it did hurt, but im fine :)

anyway, one of the points made about eq decay was, to get more eq
done, instead of sitting in safes, i know that it is possible for
myself to start eq parties, i have tried, had no luck, yet it is
still possible..anyway, most of the eq i need and want, are higher
worth eq, that 120m ppl couldnt do, or can do, but at least not
without /some/ highbies...
anyway, we lowbie,midbies cant get the eq we need want if all the eq
is being sacced or safed...ive been trying to get caster leg slots
for quite some time now, and no luck, and the only upper pair that i
can really get, a party together to kill is onyx, which isnt that
often of an event, and even if i tried to get the party to start,
would take a bit of time, and by then the event will be close to
over...ive seen it happen even with some highbie,midbie party
well, my point is, all this shit is being safed for no reason, when
it can go to the good of us less fortunate, also i remember one of
the posts, saying another reason for eq decay, was so that we arnt
always doing exp, well there isnt really anything for us
lowbie/midbie ppl to do but exp to get big enuff to do the eq we
need.


well i know most of you are gonna say, "hes just bitching, blah blah
blah..." whatever, id like to see any one of you be our worth, and
not able to get eq we need, becuz we cant kill the mobs ourself

sorry for the spam, and whatnot

(Hr0n0

-----------------

poster: Chrono
subject: >Eqdecay
date: Sun Sep 30 06:48:51 2001

forgot to add the idea..hehe, told ya the thinking hurt..

the idea was, eqdecay should effect the eq in safes, if it is gonna
effect it at all.
not right that all the eq is being safed when ppl can use it

(Hr0n0

-----------------

poster: Wildchild
subject: >>Eqdecay
date: Sun Sep 30 08:19:37 2001

On Sun Sep 30 06:48:51 2001 Chrono wrote post #776:
> forgot to add the idea..hehe, told ya the thinking hurt..
> 
> the idea was, eqdecay should effect the eq in safes, if it is gonna
> effect it at all.
> not right that all the eq is being safed when ppl can use it
> 
> (Hr0n0

Umm, yeah, ok, I'm a mist mage, so I should suffer decay of my eq
when I CAN'T use it?

-WC
8*

-----------------

poster: Sleet
subject: >>>Eqdecay
date: Sun Sep 30 10:14:34 2001

i might be wrong in thinking this, but i think i understand what
chrono is saying and if im right then he is correct in assuming that
a mistmages eq should decay.
If the idea is to keep cycling eq, it would make sense if people
would have to sell the eq they didnt need to use atm, like with mist
mage or maybe in when reincin between alphas.
nipple2 Korgan
Of course if this was added to the game then eq decay would have to
be greatly slowed, since it would atleast double the rate in which
it would decay in normal use.
This would be a good thing in two ways, one being that there wouldnt
be a surplus i dont think of eq in the game but not in use, and it
would keep the economy on this mud ever increasingly moving, since
everytime someone reinced differently they would want to sell off
there set if they would liek to protect their investment.
sleet

-----------------

poster: Pedron
subject: >>>>Eqdecay
date: Sun Sep 30 10:36:58 2001

On Sun Sep 30 10:14:34 2001 Sleet wrote post #778:
> i might be wrong in thinking this, but i think i understand what
> chrono is saying and if im right then he is correct in assuming that
> a mistmages eq should decay.
> If the idea is to keep cycling eq, it would make sense if people
> would have to sell the eq they didnt need to use atm, like with mist
> mage or maybe in when reincin between alphas.
> nipple2 Korgan
> Of course if this was added to the game then eq decay would have to
> be greatly slowed, since it would atleast double the rate in which
> it would decay in normal use.
> This would be a good thing in two ways, one being that there wouldnt
> be a surplus i dont think of eq in the game but not in use, and it
> would keep the economy on this mud ever increasingly moving, since
> everytime someone reinced differently they would want to sell off
> there set if they would liek to protect their investment.
> sleet
Ask tranquil how to help keep surpluses down if you think it's a problem. :P
*points at sac 2 sets of eq for tps*

..could try that before you think it's gonna break come to think. :)

-pedron spam

-----------------

poster: Mixer
subject: areas
date: Sun Sep 30 10:40:52 2001

Ok lots of whining about areas not having monsies of "certain"
size causing problems for parties.  Firstly I think thats bollocks,
BUT I'm prepared to entertain the idea.  Lets have some
nice suggestions as to worths that are missing, perhaps some
counter posts about areas that are of that size that are not
oft-visited, and perhaps some builder participation in creating
some areas of said worth.

Also remember: if you see a problem in this mud - becoming a builder
is a sure fire way of fixing it.
Mix.

-----------------

poster: Jaws
subject: >areas
date: Sun Sep 30 17:28:07 2001

shortage of 100k kills and 200k-300k kills

I have in works an area of 100k mobs on 10k so I am helping the problem.

Query - is shadows being worked on.  I know it sucked by desc's etc but
it was an excellent kill area - had 20, 100, 200k, and 400k kills

It would be nice to c a improved shadow area re-released

Jaws

-----------------

poster: Tektor
subject: >>areas
date: Sun Sep 30 17:33:19 2001

On Sun Sep 30 17:28:07 2001 Jaws wrote post #781:
> shortage of 100k kills and 200k-300k kills
> 
> I have in works an area of 100k mobs on 10k so I am helping the problem.
> 
> Query - is shadows being worked on.  I know it sucked by desc's etc but
> it was an excellent kill area - had 20, 100, 200k, and 400k kills
> 
> It would be nice to c a improved shadow area re-released
> 
> Jaws
Deffinatley What Jaws said. Would be nice to also see some areas in
the 20k-50k range for the lil soloer's out there. I know about
banshees ect But that place get hits alot. :P Maybe thats why is
takes longer at smaller worth to get bigger? Lack of some monies
20k-30k and some more 40k's. I know when i was a 13m harmer i went
after the white dragons and small ice dragons in monkland. Small ice
were ok took a lil bit of time they are 40k orso, i definatley know
if there had been more 20k-30k i would have gone after them more. I
even went after the lil echidnas.

I would help out Mixer, but Khosan won't let me. :P

-----------------

poster: Tranquil
subject: ~q
date: Sun Sep 30 19:29:24 2001

f
>On Sun Sep 30 17:28:07 2001 Jaws wrote whine #781:
>On Sun Sep 30 17:33:19 2001 Tektor wrote whine #782:

Some people say that there is a problem with the amount of monsters
of a worth that suits their regular parties. Maybe there is, maybe
there isnt, but just making more generic areas with generic monsters
of X worth isnt going to make the problem a whole lot better. The
people who currently chainkill certain monster worths will just eat
up any new area suitable to their needs, and those that dont will
whine endlessly again. As it has always been
I know that certain of the Immortals here aren't exactly enarmored
of the idea of upper or lower level restrictions on monsters or
areas, but I believe that this is one of the few, or possibly the
only way to combat the situation I just mentioned.

We give newbies (under level 10, 15, and 20) their own killing
areas, and yes admittedly xp does become easier when you get bigger
(another issue which I am attempting to tackle on 10k atm, wrt
newbies having xp difficulties), but imho it becomes kind of a dog
eat dog world once you hit the 50k-100k monster range.

To sum it up, my advice is to give the people under other levels
some of their own killing areas, for example, some areas with max
level limits at lvl 40, lvl 60, and maybe lvl 80 if neccessary,
though at this time I doubt that it is.

That is all.

- Tranquil


-----------------

poster: Arkangyle
subject: >>Eqdecay
date: Sun Sep 30 21:09:43 2001

On Sun Sep 30 06:48:51 2001 Chrono wrote post #776:
> forgot to add the idea..hehe, told ya the thinking hurt..
> 
> the idea was, eqdecay should effect the eq in safes, if it is gonna
> effect it at all.
> not right that all the eq is being safed when ppl can use it
> 
> (Hr0n0

I totally disagree with any notion of this for many reasons.

1) If I don't play on the mud for a year because I have things going
on in rl ... I will return only to be completely ineffective when
I'm required to use eq because ALL mine will be gone.
2) I should be allowed to do what I want with eq I earn.  If I want
to store a set of every piece on the mud (because I enjoy collecting
eq and it is the major focus behind me even doing eq) then I should
be allowed to.
2) If I'm given a lack of choice with what I can do with my eq, I
will probably stop doing it outright.  Why should I be forced to
sell eq at dirt cheap prices to newbie/lowbies that I earn, simply
because if I don't, it will rot.
3) I think I screwed up the #s ... anyway ... Why should
newbies/lowbies HAVE to have eq made accessible to them through the
market that isn't within their range.  A better suggestion I think
would be to post in eq wishes that you'd like to see some caster
leggings of a certain range put in the game somewhere more
accessible than Terse.
4) I DON'T follow any of this arguement as to why a mist mage should
have his eq decay under the convention that it decays through use
when he doesn't use it.  The whole idea of not allowing people to
store up extra eq for use if they reinc into another alpha tree
smells horribly.  Have you ever tried to gather a completely new
fig/caster set from ground zero?  How about getting one that didn't
bite.  Without alot of gold/eq to trade and alot of luck, it's near
impossible under the constraints of 1-2 weeks.  I would consider
that a punishment for players that decide they want to reinc, and I
think they already loose a decent amount of time dealing with other
things already.

- Arkangyle

-----------------

poster: Rizzly
subject: >areas
date: Sun Sep 30 21:39:12 2001

On Sun Sep 30 10:40:52 2001 Mixer wrote post #780:
> Ok lots of whining about areas not having monsies of "certain"
> size causing problems for parties.  Firstly I think thats bollocks,
> BUT I'm prepared to entertain the idea.  Lets have some
> nice suggestions as to worths that are missing, perhaps some
> counter posts about areas that are of that size that are not
> oft-visited, and perhaps some builder participation in creating
> some areas of said worth.
> 
> Also remember: if you see a problem in this mud - becoming a builder
> is a sure fire way of fixing it.
> Mix.

I've got a suggestion for this.  I've noticed that there aren't many
areas with good aligned monsters within the 25k to 60-75k.  The only
ones I know about are the mage students (which are kinda difficult
for their worth and are usually kinda tuned, though that doesn't
really matter :) ), the pouch, and the guardians on DC, which isn't
a big area and most of the monsters are smaller.  Would be nice if a
few more areas with good aligned mosters in this range could be
made.  In my opinion, Tektor is right -- there aren't really enough
areas with monsters worth around this much.

Rizzly

-----------------

poster: Pedron
subject: >areas
date: Sun Sep 30 21:59:05 2001

Thief tunnels were a neat place to go killing for untuned monsters 
also.  I kept getting lost without consulting my map 
and was just me and a mini-heal/reffer any of 
the times I went in there for exps. :)

Also I was in a dragon party yesterday where me and sootika 
had some powerful area attack trained.  On rare occassions 
we were allowed to smoke 2-4 60k+ monsies at a time with them 
for nice extra exps, but mostly the party preferred ignoring those monsies 
in favor of the 100-180k dragons.  Maybe if folks killed everything in 
sight instead of leaping about in search of individual 
good things?  I can see not pausing for the leprechauns when you're
after sidhes, 
but if you cross a room full of banshees or firbolgs you could 
wipe them out fast as a sidhe.  Firbolgs were hardly tuned 
in my experience and sometimes match the tuned banshees 
for exps.  If you were a small person/party hunting firbolgs, 
you might sweep the wolf hounds and leprechauns in 
passing.  Folks doing echidna/tick, might stomp a pair of 
baby echidnas/tick rather than run by them.. 
area attack 4 dragonflies is 40k untuned exps in dino land for the 
stego/tric hunters out there.  If no area attack, you could 
still squash 4 flies/tick if ur doing 1 dino/tick.. anyway, 
is just an idea for folks.

-pedron spam

-----------------

poster: Litho
subject: riposte
date: Mon Oct  1 01:54:44 2001

when mobs riposte..dont let is hit leaders..just tank

-----------------

poster: Mixer
subject: >>areas
date: Mon Oct  1 02:05:15 2001

On Sun Sep 30 17:28:07 2001 Jaws wrote post #781:
> shortage of 100k kills and 200k-300k kills
> 
> I have in works an area of 100k mobs on 10k so I am helping the problem.
> 
> Query - is shadows being worked on.  I know it sucked by desc's etc but
> it was an excellent kill area - had 20, 100, 200k, and 400k kills
> 
> It would be nice to c a improved shadow area re-released
> 
> Jaws
Lokie has promised me he is going to fix these areas.

There will have to be a drastically significant improvement
in the quality of the area, and a reduction in monster numbers
to match the area rules before the areas get reinstated.

-----------------

poster: Mixer
subject: >>>areas
date: Mon Oct  1 02:06:12 2001

On Sun Sep 30 17:33:19 2001 Tektor wrote post #782:
> On Sun Sep 30 17:28:07 2001 Jaws wrote post #781:
> > shortage of 100k kills and 200k-300k kills
> > 
> > I have in works an area of 100k mobs on 10k so I am helping the problem.
> > 
> > Query - is shadows being worked on.  I know it sucked by desc's etc but
> > it was an excellent kill area - had 20, 100, 200k, and 400k kills
> > 
> > It would be nice to c a improved shadow area re-released
> > 
> > Jaws
> Deffinatley What Jaws said. Would be nice to also see some areas in
> the 20k-50k range for the lil soloer's out there. I know about
> banshees ect But that place get hits alot. :P Maybe thats why is
> takes longer at smaller worth to get bigger? Lack of some monies
> 20k-30k and some more 40k's. I know when i was a 13m harmer i went
> after the white dragons and small ice dragons in monkland. Small ice
> were ok took a lil bit of time they are 40k orso, i definatley know
> if there had been more 20k-30k i would have gone after them more. I
> even went after the lil echidnas.
> 
> I would help out Mixer, but Khosan won't let me. :P
Basically all the builders who started wanted to build 400k
friggin areas.  I've now limited builders to a maximum of 100k
mobs in their first area so hopefully we should see some fill-in
of this.

-----------------

poster: Mixer
subject: >>areas
date: Mon Oct  1 02:10:13 2001

On Sun Sep 30 21:39:12 2001 Rizzly wrote post #785:
> On Sun Sep 30 10:40:52 2001 Mixer wrote post #780:
> > Ok lots of whining about areas not having monsies of "certain"
> > size causing problems for parties.  Firstly I think thats bollocks,
> > BUT I'm prepared to entertain the idea.  Lets have some
> > nice suggestions as to worths that are missing, perhaps some
> > counter posts about areas that are of that size that are not
> > oft-visited, and perhaps some builder participation in creating
> > some areas of said worth.
> > 
> > Also remember: if you see a problem in this mud - becoming a builder
> > is a sure fire way of fixing it.
> > Mix.
> 
> I've got a suggestion for this.  I've noticed that there aren't many
> areas with good aligned monsters within the 25k to 60-75k.  The only
> ones I know about are the mage students (which are kinda difficult
> for their worth and are usually kinda tuned, though that doesn't
> really matter :) ), the pouch, and the guardians on DC, which isn't
> a big area and most of the monsters are smaller.  Would be nice if a
> few more areas with good aligned mosters in this range could be
> made.  In my opinion, Tektor is right -- there aren't really enough
> areas with monsters worth around this much.
> 
> Rizzly
Ok nice analysis.  Where's your builder application?

-----------------

poster: Pedron
subject: focus skill
date: Mon Oct  1 08:54:06 2001

I asked around on newbie for a way to unfocus my amulet after it's 
focussed to a damage type and nobody knew.  Would be nice if 
you could do focus  skill and have it unfocus your amulet 
if it was focussed on that dtype already.

Say I use focus poison, change amulet to poison 
dtype. I focus poison again to get it off poison.

It looks to me like the amulet does the damage specials when it's 
focussed and the spell does alot more stuns when amulet is 
unfocussed than focussed.  Whenever I forget to focus the amulet 
it stuns most things I blast at least once, but I never 
saw the stun when it was focussed..  Done me rant.

(If there is a way to unfocus the amulet aside from quit for half an 
hour, I'd like to know please. :)

-pedron spam

-----------------

poster: Trigon
subject: Builders
date: Mon Oct  1 22:54:42 2001

Just like to point out to Mixer as far as I knew 10k was
down/broken/whatever so you weren't taking any more applications. 
That's why I havn't submitted one.  So sometimes we are just
uninformed is all.
Trigon

-----------------

poster: Spiraldancer
subject: New Emote
date: Tue Oct  2 02:09:15 2001

Scribble LIV : You break out your number two pencil and insanely
scribble all over (foo).

That's all for now (until the cow gives me more ideas).
-Spiralthinker

-----------------

poster: Marvin
subject: >>>Eqdecay
date: Tue Oct  2 03:06:23 2001

On Sun Sep 30 21:09:43 2001 Arkangyle wrote post #784:
> On Sun Sep 30 06:48:51 2001 Chrono wrote post #776:
> > forgot to add the idea..hehe, told ya the thinking hurt..
> > 
> > the idea was, eqdecay should effect the eq in safes, if it is gonna
> > effect it at all.
> > not right that all the eq is being safed when ppl can use it
> > 
> > (Hr0n0
> 
> I totally disagree with any notion of this for many reasons.

[reasons cut]

Don't waste too much time worrying about reasons why eq should not
decay in chests. Eq will not decay in chests.

-M

-----------------

poster: Litho
subject: wondering
date: Tue Oct  2 04:41:06 2001

was wondering by bladed fury is based on dex..

-----------------

poster: Warchief
subject: >wondering
date: Tue Oct  2 05:33:59 2001

On Tue Oct  2 04:41:06 2001 Litho wrote post #796:
> was wondering by bladed fury is based on dex..

Ok, go spin around in a circle and let your hand hit a wall.  Did
your strength affect the strength of your hand hitting the wall or
did your speed?

-Chief

-----------------

poster: Mirrim
subject: Addition to prompt
date: Tue Oct  2 14:27:48 2001

Would you consider allowing us to have our total number of kills in
our prompt? It gets kind of tiresome checking score all the time.

-----------------

poster: Tahnval
subject: >wondering
date: Tue Oct  2 23:48:34 2001

On Tue Oct  2 04:41:06 2001 Litho wrote post #796:
> was wondering by bladed fury is based on dex..
Why wouldn't it be?  Dex here must include reaction speed, agility 
and spatial awareness.  Those are precisely the attributes required
for complex attack sequences with a slashing weapon.

-----------------

poster: Wildchild
subject: >Addition to prompt
date: Wed Oct  3 01:34:53 2001

On Tue Oct  2 14:27:48 2001 Mirrim wrote post #798:
> Would you consider allowing us to have our total number of kills in
> our prompt? It gets kind of tiresome checking score all the time.


Please inform me as to how your number of kills is useful enough to
make it worthwhile to add to your prompt? :)

-WC

-----------------

poster: Fox
subject: Addition to prompt
date: Wed Oct  3 01:36:48 2001

Maybe something alil more useful, other than kills...
have the percentage of inventory show in prompt...

-----------------

poster: Arkangyle
subject: >>Addition to prompt
date: Wed Oct  3 02:16:41 2001

On Wed Oct  3 01:34:53 2001 Wildchild wrote post #800:
> On Tue Oct  2 14:27:48 2001 Mirrim wrote post #798:
> > Would you consider allowing us to have our total number of kills in
> > our prompt? It gets kind of tiresome checking score all the time.
> 
> 
> Please inform me as to how your number of kills is useful enough to
> make it worthwhile to add to your prompt? :)
> 
> -WC
I wonder how many people realize that the information carried in the
prompt, depending on how it is implemented, can be an incrdible
drain on the mud processor wise ... the lima mudlib (at least the
base) uses a very efficient method of quickly gathering information
and not using this, but some data would just be incredibly
draining.
  Now consider how useless it is for you to actually see these
tidbits of data EVERYTIME you hit return, compared to how important
it is for the mud to run at a good speed.

- Ark

-----------------

poster: Pedron
subject: healer potions
date: Wed Oct  3 02:39:37 2001

Maybe some healer bravo think that specializes in 
potions.  Or omicron abilities if very powerful.
The potions could diminish in effect over time like the 
poison brewer poisons and require flasks and 
ingredients to make the similar way.

Err nosuck now.  that is all. :)

-pedron

-----------------

poster: Zifnab
subject: >>>Addition to prompt
date: Wed Oct  3 04:05:32 2001

> > -WC
> I wonder how many people realize that the information carried in the
> prompt, depending on how it is implemented, can be an incrdible
> drain on the mud processor wise ... the lima mudlib (at least the
> base) uses a very efficient method of quickly gathering information
> and not using this, but some data would just be incredibly
> draining.
>   Now consider how useless it is for you to actually see these
> tidbits of data EVERYTIME you hit return, compared to how important
> it is for the mud to run at a good speed.
> 

To follow up on this it is still very costly to calculate all
that stuff every time you hit enter.  Its not so bad to do things 
where we have static numbers, hp/sp/ep they change but we dont have
to run through a calculation every time for them, its just give me the
current hp etc.  With things like percentage of inventory, while
we could recalculate that every time something moves into or out
of your inventory, we do not do that, so would have to do it each
time your prompt needed to be refreshed.  

I am really against adding anything more to the prompt, I think
we already have more than most muds, (at least any mud I
have ever played.)
> - Ark

-----------------

poster: Uno
subject: >>>>Addition to prompt
date: Wed Oct  3 04:43:22 2001

On Wed Oct  3 04:05:32 2001 Zifnab wrote post #804:
> > > -WC
> > I wonder how many people realize that the information carried in the
> > prompt, depending on how it is implemented, can be an incrdible
> > drain on the mud processor wise ... the lima mudlib (at least the
> > base) uses a very efficient method of quickly gathering information
> > and not using this, but some data would just be incredibly
> > draining.
> >   Now consider how useless it is for you to actually see these
> > tidbits of data EVERYTIME you hit return, compared to how important
> > it is for the mud to run at a good speed.
> > 
> 
> To follow up on this it is still very costly to calculate all
> that stuff every time you hit enter.  Its not so bad to do things 
> where we have static numbers, hp/sp/ep they change but we dont have
> to run through a calculation every time for them, its just give me the
> current hp etc.  With things like percentage of inventory, while
> we could recalculate that every time something moves into or out
> of your inventory, we do not do that, so would have to do it each
> time your prompt needed to be refreshed.  
> 
> I am really against adding anything more to the prompt, I think
> we already have more than most muds, (at least any mud I
> have ever played.)
> > - Ark
hmm, if prompt stuff is really that costly, i'd be willing to give
it up altogether
it's nice to have, but i'd rather have less lag.

-----------------

poster: Phire
subject: >>>>>Addition to prompt
date: Wed Oct  3 05:54:22 2001

On Wed Oct  3 04:43:22 2001 Uno wrote post #805:
> On Wed Oct  3 04:05:32 2001 Zifnab wrote post #804:
> > > > -WC
> > > I wonder how many people realize that the information carried in the
> > > prompt, depending on how it is implemented, can be an incrdible
> > > drain on the mud processor wise ... the lima mudlib (at least the
> > > base) uses a very efficient method of quickly gathering information
> > > and not using this, but some data would just be incredibly
> > > draining.
> > >   Now consider how useless it is for you to actually see these
> > > tidbits of data EVERYTIME you hit return, compared to how important
> > > it is for the mud to run at a good speed.
> > > 
> > 
> > To follow up on this it is still very costly to calculate all
> > that stuff every time you hit enter.  Its not so bad to do things 
> > where we have static numbers, hp/sp/ep they change but we dont have
> > to run through a calculation every time for them, its just give me the
> > current hp etc.  With things like percentage of inventory, while
> > we could recalculate that every time something moves into or out
> > of your inventory, we do not do that, so would have to do it each
> > time your prompt needed to be refreshed.  
> > 
> > I am really against adding anything more to the prompt, I think
> > we already have more than most muds, (at least any mud I
> > have ever played.)
> > > - Ark
> hmm, if prompt stuff is really that costly, i'd be willing to give
> it up altogether
> it's nice to have, but i'd rather have less lag.
Could these features that people want in the prompt be added to RDMP and
be sent when they are changed? (when an item enters or leaves a person, 
a new kill is registered, ...)

-----------------

poster: Zax
subject: >>>>>>Addition to prompt
date: Wed Oct  3 13:39:58 2001

you would not believe how much crap i have in my trig files to count
shit just that is't automatically provided for me by the game.
it's easy to make counter trigs, and almost any stat trig if you
want it that badly. asking for the wizzes to provide everything for
you isn't the way to go, next thing we ask the mud to auto chain
cast for us, etcetc, i mean hell we already have autoloot and stuf.

blahblah

-----------------

poster: Baer
subject: >>>>>>>Addition to prompt
date: Wed Oct  3 15:53:29 2001

On Wed Oct  3 13:39:58 2001 Zax wrote post #807:
> you would not believe how much crap i have in my trig files to count
> shit just that is't automatically provided for me by the game.
> it's easy to make counter trigs, and almost any stat trig if you
> want it that badly. asking for the wizzes to provide everything for
> you isn't the way to go, next thing we ask the mud to auto chain
> cast for us, etcetc, i mean hell we already have autoloot and stuf.
> 
> blahblah
I want the mud to auto chain cast for us. Zax for president.

-----------------

poster: Khosan
subject: >>>>>>Addition to prompt
date: Wed Oct  3 16:17:18 2001

On Wed Oct  3 05:54:22 2001 Phire wrote post #806:
> On Wed Oct  3 04:43:22 2001 Uno wrote post #805:
> > On Wed Oct  3 04:05:32 2001 Zifnab wrote post #804:
> > > > > -WC
> > > > I wonder how many people realize that the information carried in the
> > > > prompt, depending on how it is implemented, can be an incrdible
> > > > drain on the mud processor wise ... the lima mudlib (at least the
> > > > base) uses a very efficient method of quickly gathering information
> > > > and not using this, but some data would just be incredibly
> > > > draining.
> > > >   Now consider how useless it is for you to actually see these
> > > > tidbits of data EVERYTIME you hit return, compared to how important
> > > > it is for the mud to run at a good speed.
> > > > 
> > > 
> > > To follow up on this it is still very costly to calculate all
> > > that stuff every time you hit enter.  Its not so bad to do things 
> > > where we have static numbers, hp/sp/ep they change but we dont have
> > > to run through a calculation every time for them, its just give me the
> > > current hp etc.  With things like percentage of inventory, while
> > > we could recalculate that every time something moves into or out
> > > of your inventory, we do not do that, so would have to do it each
> > > time your prompt needed to be refreshed.  
> > > 
> > > I am really against adding anything more to the prompt, I think
> > > we already have more than most muds, (at least any mud I
> > > have ever played.)
> > > > - Ark
> > hmm, if prompt stuff is really that costly, i'd be willing to give
> > it up altogether
> > it's nice to have, but i'd rather have less lag.
> Could these features that people want in the prompt be added to RDMP and
> be sent when they are changed? (when an item enters or leaves a person, 
> a new kill is registered, ...)

That makes operations like "drop all", "give all to foo" etc very costly.
The way most things are done, it would not be easy to only send a single
RDMP message after the whole command completes. Instead it would send one
after each item got moved.

Khosan

-----------------

poster: Nop
subject: Block the exits!
date: Thu Oct  4 17:43:02 2001

There was a discussion recently (among players) about
how soloing should be made harder, and partying easier
Assuming they're right, here's my two-part idea:
First, to make soloing harder, make more monsters that run away.
To keep them from scattering all over the MUD, it should be
simple to make them prefer to return to their room of
origin rather than farther from it.  This would mean
a solo person would have to hunt them down and take the
entrance hits.
To keep this from affecting partying, allow an extra person
to "block the exits," preventing the mob from escaping.
The concept is that a person blocking the exits wouldn't
be able to tank, blast, or heal effectively, but I'm not
sure how to go about that.  Possibly lowering defence and 
raising spell/skill costs when in "block" mode?
Of course, the sanctuary and paralysis spells would become
more valuable...which might imply other changes.
There are lots of variations and options I could go on about,
but I'm posting this more in hopes of spurring someone
else to larger ideas than to see it implemented.
Onward!
Nop.

-----------------

poster: Fox
subject: Disarm.
date: Thu Oct  4 19:22:12 2001

There needs to be a counter attack against disarm ... "avoid disarm"

-----------------

poster: Jazaman
subject: Disarm Thingy
date: Thu Oct  4 19:33:39 2001

Hm.. how about something like "Firm Grip" as a mastery skill to
avoid disarming in the shield masters guild or whatever it is...
Maybe makes sense to go somewhere else, but that is my first thought
on where it should go.

-----------------

poster: Javier
subject: Soloing harder, etc...
date: Thu Oct  4 22:29:38 2001

I generally disagree with making soloing harder for several reasons.
First, speaking as a cleric,
soloing isn't easy to begin with, and most of the time it's
difficult to find a worthwhile party...
I realize these points are relativly superficial because there are
solutions, such as reincing, etc...
But I like being a cleric, I don't want to reinc, and what little
soloing I do is a nice experience...
Second, this would have a negative effect on newbies...I think we
would end up seeing a vast increase in dragbies, and a decrease in
people of higher worth, as well as people who have an extensive
knowledge of the mud...
I know the majority of my  knowledge of the mud and it's layout,
etc...comes from soloing, not from partying...
Regardless...It's an interesting notion, but I think in the long run
it would prove to be one that would 
create more frustration than enjoyment...
Javi

-----------------

poster: Tahnval
subject: >Disarm Thingy
date: Thu Oct  4 23:29:31 2001

On Thu Oct  4 19:33:39 2001 Jazaman wrote post #812:
> Hm.. how about something like "Firm Grip" as a mastery skill to
> avoid disarming in the shield masters guild or whatever it is...
> Maybe makes sense to go somewhere else, but that is my first thought
> on where it should go.
Nah...it wouldn't be a shield skill, would it?  In the bravo warrior
guilds, perhaps.

-----------------

poster: Tahnval
subject: >Soloing harder, etc...
date: Thu Oct  4 23:30:26 2001

On Thu Oct  4 22:29:38 2001 Javier wrote post #813:
> I generally disagree with making soloing harder for several reasons.
> First, speaking as a cleric,
> soloing isn't easy to begin with, and most of the time it's
> difficult to find a worthwhile party...
> I realize these points are relativly superficial because there are
> solutions, such as reincing, etc...
> But I like being a cleric, I don't want to reinc, and what little
> soloing I do is a nice experience...
> Second, this would have a negative effect on newbies...I think we
> would end up seeing a vast increase in dragbies, and a decrease in
> people of higher worth, as well as people who have an extensive
> knowledge of the mud...
> I know the majority of my  knowledge of the mud and it's layout,
> etc...comes from soloing, not from partying...
> Regardless...It's an interesting notion, but I think in the long run
> it would prove to be one that would 
> create more frustration than enjoyment...
> Javi
I'm with Javier on this one.  Why make soloing harder?

-----------------

poster: Fox
subject: >>Soloing harder, etc...
date: Thu Oct  4 23:46:41 2001

On Thu Oct  4 23:30:26 2001 Tahnval wrote post #815:
> On Thu Oct  4 22:29:38 2001 Javier wrote post #813:
> > I generally disagree with making soloing harder for several reasons.
> > First, speaking as a cleric,
> > soloing isn't easy to begin with, and most of the time it's
> > difficult to find a worthwhile party...
> > I realize these points are relativly superficial because there are
> > solutions, such as reincing, etc...
> > But I like being a cleric, I don't want to reinc, and what little
> > soloing I do is a nice experience...
> > Second, this would have a negative effect on newbies...I think we
> > would end up seeing a vast increase in dragbies, and a decrease in
> > people of higher worth, as well as people who have an extensive
> > knowledge of the mud...
> > I know the majority of my  knowledge of the mud and it's layout,
> > etc...comes from soloing, not from partying...
> > Regardless...It's an interesting notion, but I think in the long run
> > it would prove to be one that would 
> > create more frustration than enjoyment...
> > Javi
> I'm with Javier on this one.  Why make soloing harder?
Soloing does not need to be harder!

-----------------

poster: Pedron
subject: >Disarm.
date: Fri Oct  5 03:50:12 2001

On Thu Oct  4 19:22:12 2001 Fox wrote post #811:
> There needs to be a counter attack against disarm ... "avoid disarm"
I think high dexterity is one way.  The other 
would be 'stun', and stun specials. :)
Mist mage have blue mist as well.

-----------------

poster: Coal
subject: Soloing yada yada
date: Fri Oct  5 05:36:48 2001

I rarly post for obvious reasons, mostly flames/whines. But the original
make soloing harder post just happened to make me pissy.
Hmm...my spacing may be off...Anyway. For those of you who havn't
been around a long time this mud is geared pretty much for parties
versus geared for soloing.  Very few guilds solo "well" and you need
large amounts of worth to take advantage of them. Certain mud
features had been tuned over the last few years that make soloing
harder/parties easier xp caps, removal of abj as a secondary guild,
general guild tunes, etc. All this has diminished most solo rates
and forced most of us to party more and use healslaves.  
It's not uncommon to log on and see 5-10 parties in the
giant-demigod catagories which is great for those people who want to
join them. But tuning our solo ability and forcing us to party is
not going to make highbies drag lowbies more. It'll force highbies
to band together and do xp at our level which will cause higbies to
gain more xp faster then lowbies and widening the gap.
If you don't like to solo then the choice is yours, reinc to a party
guild and party or leave. Making soloing harder will only hurt
players and breed more mud ignorance.
*my 5 bits*
-Coal-who-thinks-he-might-have-made-sense...or-not.

-----------------

poster: Pedron
subject: >Soloing yada yada
date: Fri Oct  5 06:53:00 2001

Who discussed making soloing harder anyway?  (Aside from Nop)
He said he discussed it with some other people at the intro to 
his post.  Only thing that makes soloing 
bearable for me is the piles of gold I don't have to share, 
potions, corpse-eating, and the tv I can turn to every 20 minutes 
when I tapout and have to regen. ;>

If you all want more parties, take the initiative and form them 
yourselves.  I've often seen some mage or healer start a party 
then dump the job of rounding up more people on the tank once they 
got a tank.  Jaws is one of the few exceptions, but he does that leader 
from position 3 thing that's not the coolest thing in 
larger parties. ;>

My big nickle,
pedron spam

-----------------

poster: Myrddin
subject: soloing/partying
date: Fri Oct  5 07:07:00 2001

this discussion began the other night on the chat channel mainly
between myself and erec and a few others i cant remember the main
thought of it was there seems to be alot more woodsman/healer or
other duo combination parties these days than your
classic exp party with a tank, some blasters and a healer and
perhaps an abj or bard.
one of the reasons we thought this was was because more poeple can
do a better rate soloing as cauldron or woodsman and therefore the
secondary guilds like bard, abj, and basic blasters have been hurt
this also would require extensive reincs for eq and at the midbie
level that isnt worthwhile 
i dont want to speak out of turn for others who where there that
night and therefore i would encourage those to respond also
please dont flame me for no apparent reason or just put something
stupid at the bottom, this is a problem that needs to be addressed
and seems to have caught some peoples attention so please post with
ideas and constructive criticism only i know one wiz has noticed
this problem but has proposed a totaly dif way of dealing with it
but perhaps there is another way to do it
myrddins ramblins were brought to you by the number 9 and the letter Q
 i hope this went through ok

-----------------

poster: Tranquil
subject: >Disarm Thingy
date: Fri Oct  5 07:10:16 2001

On Thu Oct  4 19:33:39 2001 Jazaman wrote post #812:
> Hm.. how about something like "Firm Grip" as a mastery skill to
> avoid disarming in the shield masters guild or whatever it is...
> Maybe makes sense to go somewhere else, but that is my first thought
> on where it should go.

Dont forget to give it to woodsmen aswell. Tanks still have some
small use without weapons. Us woodsmen are totally useless w/o them

- Tranquil the unarmed woodsy


-----------------

poster: Pedron
subject: >>Disarm Thingy
date: Fri Oct  5 07:16:08 2001

On Fri Oct  5 07:10:16 2001 Tranquil wrote post #821:
> On Thu Oct  4 19:33:39 2001 Jazaman wrote post #812:
> > Hm.. how about something like "Firm Grip" as a mastery skill to
> > avoid disarming in the shield masters guild or whatever it is...
> > Maybe makes sense to go somewhere else, but that is my first thought
> > on where it should go.
> 
> Dont forget to give it to woodsmen aswell. Tanks still have some
> small use without weapons. Us woodsmen are totally useless w/o them
> 
> - Tranquil the unarmed woodsy
> 
or assassin maybe, but since the message is 'your hand hurts too 
much to wield foo' after you're disarmed, I'd 
suggest an alpha/beta healer spell to 
nullify pain.  or maybe side effect of the ignore pain skill 
is that you can re-arm after being disarmed since you're 
ignoring pain. :)  Counter-disarm passive skill shouldn't 
be called for since there are a bunch of ways to counter disarms 
already. (even if you don't stun/kill the monk before he disarms, 
he still sometimes fails. :)

-pedron spam

-----------------

poster: Tranquil
subject: >Soloing harder, etc...
date: Fri Oct  5 07:16:38 2001

On Thu Oct  4 22:29:38 2001 Javier wrote post #813:
> I generally disagree with making soloing harder for several reasons.
> First, speaking as a cleric,
> soloing isn't easy to begin with, and most of the time it's
> difficult to find a worthwhile party...
> I realize these points are relativly superficial because there are
> solutions, such as reincing, etc...
> But I like being a cleric, I don't want to reinc, and what little
> soloing I do is a nice experience...
> Second, this would have a negative effect on newbies...I think we
> would end up seeing a vast increase in dragbies, and a decrease in
> people of higher worth, as well as people who have an extensive
> knowledge of the mud...
> I know the majority of my  knowledge of the mud and it's layout,
> etc...comes from soloing, not from partying...
> Regardless...It's an interesting notion, but I think in the long run
> it would prove to be one that would 
> create more frustration than enjoyment...
> Javi

I feel that another point needs to be shown. What about those of us
that simply dont have the time to dedicate to a proper party? Not
everyone can always sit here for hours, or sometimes even 10 minutes
in a row, and not expect to have something else come up. Is it
really fair to penalise these players, and basically make it so that
if you dont have specific amounts of time to mud that you can rely
on, you can't really do anything worthwhile?

In addition to this, I feel that there is a certain pride that comes
from having 'earned' all of my worth. The majority of it (about 80%
in fact) has been earned by either soloing or by being the sole
person in a party who is doing any damage. My argument is, if you
choose a guild that has no decent solo rate (healer), then you do so
with the full knowledge of that being the result you will get from
your guild.

That is all.

- Tranquil the solo/duo fan.


-----------------

poster: Tranquil
subject: >>Soloing harder, etc...
date: Fri Oct  5 07:22:42 2001

Read Javiers post a little the wrong way. Directing the argument
towards healers was my tactic last night when Nop sprouted off, and
I do not wish to antagonise Javier or other healers in any way. I
apologize if that seemed to be the case in my last post.

- Tranquil hasnt slept in 35 hours again =\


-----------------

poster: Tektor
subject: Unholy Essence
date: Sat Oct  6 04:49:02 2001

Would be interesting if unholy essence was made to affect all
spells/skills. Kinda like mastery of healing for healers.

-----------------

poster: Tektor
subject: >Unholy Essence
date: Sat Oct  6 05:42:32 2001

On Sat Oct  6 04:49:02 2001 Tektor wrote post #825:
> Would be interesting if unholy essence was made to affect all
> spells/skills. Kinda like mastery of healing for healers.
Ok instead of interesting (bad choice of words.) I think it would be
appropriate or usefull, for spells like half harm, harm body, death
ect to be affected by unholy essence. They are a harmers main
spells, and even if its not unholy damage, I think it would be nice
if they were affected by the skill.

-----------------

poster: Pedron
subject: Superdeath Event
date: Sat Oct  6 05:52:39 2001

An instantaneous thing where every player on the mud 
is hit for X hps damage where X is the number of dodges 
they have performed to date.
Give like a 1 minute sequence of messages about the 
sky falling or something and players run train 
as fast as they can before all the hits they dodged catch up to them.

Arr..
Pedron Death. :)

-----------------

poster: Pedron
subject: Other Superdeath Event
date: Sat Oct  6 05:58:09 2001

Give X exps to all the players on the mud where X is the number of 
kills they have to date. :)  Mirrim at 300k would be the biggest, so seems 
alright for the rest.

-----------------

poster: Pedron
subject: Tornado Event
date: Sat Oct  6 06:00:14 2001

Kind of like the blob, but instead of being sucked into the blob, 
random players will be hurled to random rooms around the mud 
by a great tornado!

Ok I'm done with my event ideas, flame away. :)

-pedron spam

-----------------

poster: Tranquil
subject: >>Unholy Essence
date: Sat Oct  6 06:13:08 2001

On Sat Oct  6 05:42:32 2001 Tektor wrote post #826:
> On Sat Oct  6 04:49:02 2001 Tektor wrote post #825:
> > Would be interesting if unholy essence was made to affect all
> > spells/skills. Kinda like mastery of healing for healers.
> Ok instead of interesting (bad choice of words.) I think it would be
> appropriate or usefull, for spells like half harm, harm body, death
> ect to be affected by unholy essence. They are a harmers main
> spells, and even if its not unholy damage, I think it would be nice
> if they were affected by the skill.

The entire inquisitor guildtree needs to be rewritten. Perhaps if
the person who does that is prepared to do more than simply create a
few guilds to add in, and truly recodes the guild, we may see this.
I have come up with an idea that I think would be cool, turning
harmer into more than what it is atm, but it is slightly incomplete
at the current time, and when complete it still would take a good
few days work to code just the new stuff. The old stuff that needs
to be modified would be abother day probably. Anyone with any ideas
for the guild, I would appreciate you guys mailing me with them
(something better than 'harmer needs stun resist', etc).

That is all

- Tranquil


-----------------

poster: Tranquil
subject: >Tornado Event
date: Sat Oct  6 06:14:27 2001

On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> Kind of like the blob, but instead of being sucked into the blob, 
> random players will be hurled to random rooms around the mud 
> by a great tornado!
> 
> Ok I'm done with my event ideas, flame away. :)
> 
> -pedron spam

That event has been suggested 4 times that I can recall. Go code it
if you want it in.

- Tranquil


-----------------

poster: Pedron
subject: z
date: Sat Oct  6 06:42:57 2001

New Emote, 'z':
You vigorously slash a Z into the ground with your 
Foo vigorously slashes a Z into the ground with pronoun !

'z LIV':
Foo attempts to slash a Z across your chest with  , 
slashing your clothes to shreds!
Foo attempts to slash a Z across LIV's chest with Foo's , 
slashing Bar's clothes to shreds!
You attempt to slash a Z across LIV's chest with your , 
slashing pronoun's clothes to shreds!

- / _
Pedron spam

-----------------

poster: Jazaman
subject: Couple Emote ideas
date: Sat Oct  6 09:12:57 2001

ok First one
tapmaster: You see: You ARE the tapmaster!
Others see: Name IS the tapmaster!
tapmaster LIV: You see: You inform LIV that you ARE the tapmaster!
LIV sees: Name informs you that he/she/it IS the tapmaster!
others see: Name informs LIV that he/she/it IS the tapmaster!


dang, forgot what my other one was gunna be... ah well...

-----------------

poster: Goroharahad
subject: >Tornado Event
date: Sat Oct  6 12:14:06 2001

On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> Kind of like the blob, but instead of being sucked into the blob, 
> random players will be hurled to random rooms around the mud 
> by a great tornado!
> 
> Ok I'm done with my event ideas, flame away. :)
> 
> -pedron spam
Seems a nice idea to me (unlike previous one which seemed a bit harsch!)
Tornado should not be effective in all places, for instance only in wilderness
so you could explore a bit where u have been blown away.

Goro

-----------------

poster: Tranquil
subject: >Couple Emote ideas
date: Sat Oct  6 12:16:03 2001

On Sat Oct  6 09:12:57 2001 Jazaman wrote post #833:
> ok First one
> tapmaster: You see: You ARE the tapmaster!
> Others see: Name IS the tapmaster!
> tapmaster LIV: You see: You inform LIV that you ARE the tapmaster!
> LIV sees: Name informs you that he/she/it IS the tapmaster!
> others see: Name informs LIV that he/she/it IS the tapmaster!
> 
> 
> dang, forgot what my other one was gunna be... ah well...

That should probably be called 'tranquil' instead of 'tapmaster'

- Me


-----------------

poster: Rizzly
subject: new emote
date: Sat Oct  6 19:56:45 2001

prove: You say, "I didn't do it.. I didn't see it.. I wasn't even
there!  You can't prove a thing!"

-----------------

poster: Tektor
subject: Terse Event
date: Sat Oct  6 21:33:31 2001

Would be useful if Terse even was longer, almost everytime i see
terse get down then the event ends. 20 mins isnt that long to
organze a decent party to kill terse. Not to mention terse only has
1 piece of eq thats mid/lowish caster leggings. Maybe downtune his
resists, or lengthen event to possibly 30-40 mins.

-----------------

poster: Sleet
subject: >Tornado Event
date: Sat Oct  6 23:49:15 2001

On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> Kind of like the blob, but instead of being sucked into the blob, 
> random players will be hurled to random rooms around the mud 
> by a great tornado!
> 
> Ok I'm done with my event ideas, flame away. :)
> 
> -pedron spam
i like this idea

-----------------

poster: Rizzly
subject: Hint emote
date: Sun Oct  7 17:31:40 2001

You go, "Hint-hint, wink-wink, nudge-nudge."
LIV goes, "Hint-hint, wink-wink, nudge-nudge."
You look at LIV and go, "Hint-hint, wink-wink, nudge-nudge."
Foo looks at LIV and goes, "Hint-hint, wink-wink, nudge-nudge."

-----------------

poster: Rizzly
subject: >Hint emote
date: Sun Oct  7 18:57:19 2001

Never mind on this one.. it's been pointed out to me that an emote
like this already exists *duh me*

-----------------

poster: Pedron
subject: horses
date: Sun Oct  7 22:28:49 2001

Rideable animal.
Commands: Mount horse, Dismount horse

When player is riding on the horse, each move along a 
cardinal direction = 5 or 10 steps in the 
same direction on foot.

example, riding a horse I tap e twice and end up 10 or 20 east 
of where I started.
Maybe some + to defense and some - to offense abilities while 
riding on horseback.  Common riding horses could 
be available to the general public.  Wartrained horses 
could be made available to the warrior guild tree 
if there's want for another gamma/bravo set of skills to deal 
with warhorses. :)

-pedron

-----------------

poster: Tranquil
subject: Warrior guild -vs- Low end shields
date: Mon Oct  8 00:21:53 2001

For want of a better way to start this post, I believe that the
Warrior guild, specifically at the lower levels, is lacking in one
small department. Fighters have all weapon types, bar shield, and
Warrior seems to add some damage capability to the guild. There is
dodge also, for defence, but for a newbie who happens to be a giant
or troll (the only races worth playing as a newbie tank, in my
experience) have crappy dex and a quite large size, and so dodge
becomes quite worthless to train.

In addition to this, dodge is also above the newbie status, so any
warriors who are level 15 or below kind of have to do without any
decent avoiding capabilities. One connected thing that I have
noticed is that there are a small selection of newbie shields out
there. Now this is fine, but it leaves us with the situation of
there being the eq out there to use but no reason to use it, as
anyone who has reached gamma level will be able to afford something
much better than Black monks shield, Glimmering shield, or something
similar.

I can recall from my newbie tank days that tank newbie pretty much
sucked from level 16 until around level 25. the levels in that range
were gained by alot of hard and boring solo work, mostly soloing, as
I no longer had the newbie bonuses of warp and gnosis, and I also
had no more tanking capability than the casters that I would be
tanking for. There really wasn't any need for someone who couldnt
tank any better than those he was tanking for, and so his share
would have been no help to the party.

My suggestion to remedy this situation, is to give warriors a shield
deflection skill of some kind at the beta level, level 16 would be
ideal as newbies just out of njoobiedom would benefit most from such
a skill. I can see 'Shield block' as being a useful though weak
skill. With it you would have a chance of blocking 1 hit per round,
at most, and so wouldnt become too imbalancing in my opinion.

I apologize for the long post about a short idea, but I felt that
without giving my reasons for such a post, it would become tossed on
the 'I think this would be cool' idea heap, which I would like to
avoid if possible.

That is all.

- Tranquil


-----------------

poster: Tranquil
subject: >Warrior guild -vs- Low end shields
date: Mon Oct  8 00:29:22 2001

Oh, another thing I forgot to mention in the previous post is that
it should be a progressive training skill so that as you get a
little bigger, you have a little more to add to a party, rather than
ending up with the same problem now, just starting 1 level later.

That is all. No, I mean it this time.

- Tranquil


-----------------

poster: Mixer
subject: >Tornado Event
date: Mon Oct  8 01:30:43 2001

On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> Kind of like the blob, but instead of being sucked into the blob, 
> random players will be hurled to random rooms around the mud 
> by a great tornado!
> 
> Ok I'm done with my event ideas, flame away. :)
> 
> -pedron spam
You want to die by being delivered to an aggro EQ mob?

-----------------

poster: Pedron
subject: >>Tornado Event
date: Mon Oct  8 02:10:05 2001

On Mon Oct  8 01:30:43 2001 Mixer wrote post #844:
> On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > Kind of like the blob, but instead of being sucked into the blob, 
> > random players will be hurled to random rooms around the mud 
> > by a great tornado!
> > 
> > Ok I'm done with my event ideas, flame away. :)
> > 
> > -pedron spam
> You want to die by being delivered to an aggro EQ mob?
I need the wyvern mother and tiamat still for explore rooms.
Not to mention half of uforia and most of plant area, so 
sure! :)

-----------------

poster: Tranquil
subject: >>>Tornado Event
date: Mon Oct  8 02:12:47 2001

On Mon Oct  8 02:10:05 2001 Pedron wrote post #845:
> On Mon Oct  8 01:30:43 2001 Mixer wrote post #844:
> > On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > > Kind of like the blob, but instead of being sucked into the blob, 
> > > random players will be hurled to random rooms around the mud 
> > > by a great tornado!
> > > 
> > > Ok I'm done with my event ideas, flame away. :)
> > > 
> > > -pedron spam
> > You want to die by being delivered to an aggro EQ mob?
> I need the wyvern mother and tiamat still for explore rooms.
> Not to mention half of uforia and most of plant area, so 
> sure! :)
Actually, an event like this should query whether the room its
sending you to is outdoors. If it isnt, it should send you somewhere
else that is. Otherwise it could look kinda wierd if a tornado
catapulted you into a closed cave, around 15 bends through blockers,
closed doors, portals and other stuff before depositing you on the
floor.

- tranquil


-----------------

poster: Snoop
subject: >>>>Tornado Event
date: Mon Oct  8 02:48:07 2001

On Mon Oct  8 02:12:47 2001 Tranquil wrote post #846:
> On Mon Oct  8 02:10:05 2001 Pedron wrote post #845:
> > On Mon Oct  8 01:30:43 2001 Mixer wrote post #844:
> > > On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > > > Kind of like the blob, but instead of being sucked into the blob, 
> > > > random players will be hurled to random rooms around the mud 
> > > > by a great tornado!
> > > > 
> > > > Ok I'm done with my event ideas, flame away. :)
> > > > 
> > > > -pedron spam
> > > You want to die by being delivered to an aggro EQ mob?
> > I need the wyvern mother and tiamat still for explore rooms.
> > Not to mention half of uforia and most of plant area, so 
> > sure! :)
> Actually, an event like this should query whether the room its
> sending you to is outdoors. If it isnt, it should send you somewhere
> else that is. Otherwise it could look kinda wierd if a tornado
> catapulted you into a closed cave, around 15 bends through blockers,
> closed doors, portals and other stuff before depositing you on the
> floor.
> 
> - tranquil
> 
If the room is not indoors the person should get slammed against the
wall/ground/rock/blah/whatever and die instantly! Yeah!!
*/Snoop

-----------------

poster: Snoop
subject: >>>>>Tornado Event
date: Mon Oct  8 02:48:19 2001

On Mon Oct  8 02:48:07 2001 Snoop wrote post #847:
> On Mon Oct  8 02:12:47 2001 Tranquil wrote post #846:
> > On Mon Oct  8 02:10:05 2001 Pedron wrote post #845:
> > > On Mon Oct  8 01:30:43 2001 Mixer wrote post #844:
> > > > On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > > > > Kind of like the blob, but instead of being sucked into the blob, 
> > > > > random players will be hurled to random rooms around the mud 
> > > > > by a great tornado!
> > > > > 
> > > > > Ok I'm done with my event ideas, flame away. :)
> > > > > 
> > > > > -pedron spam
> > > > You want to die by being delivered to an aggro EQ mob?
> > > I need the wyvern mother and tiamat still for explore rooms.
> > > Not to mention half of uforia and most of plant area, so 
> > > sure! :)
> > Actually, an event like this should query whether the room its
> > sending you to is outdoors. If it isnt, it should send you somewhere
> > else that is. Otherwise it could look kinda wierd if a tornado
> > catapulted you into a closed cave, around 15 bends through blockers,
> > closed doors, portals and other stuff before depositing you on the
> > floor.
> > 
> > - tranquil
> > 
> If the room is not indoors the person should get slammed against the
> wall/ground/rock/blah/whatever and die instantly! Yeah!!
> */Snoop
not outdoors even

-----------------

poster: Tranquil
subject: >>>>>>Tornado Event
date: Mon Oct  8 03:45:27 2001

>> If the room is not indoors the person should get slammed against the
>> wall/ground/rock/blah/whatever and die instantly! Yeah!!
>> */Snoop
>not outdoors even

Ooooooh, I like that idea

- Tranquil is also coding a new area *cackle*


-----------------

poster: Smee
subject: Shelter
date: Mon Oct  8 04:38:11 2001

This shelter thing, supposed to give us healing, I have it trained a
lot, it only gives 4 / flicker or something. I remember it being
actually useful? Could it be raised? Thanks. 

The man sans pants

-----------------

poster: Snoop
subject: >Shelter
date: Mon Oct  8 05:06:09 2001

On Mon Oct  8 04:38:11 2001 Smee wrote post #850:
> This shelter thing, supposed to give us healing, I have it trained a
> lot, it only gives 4 / flicker or something. I remember it being
> actually useful? Could it be raised? Thanks. 
> 
> The man sans pants
Shelter is useful. It's not a freakin regen shield, it's made to
keep stuffs out while you...you know, do your thing.
*/Snoop

-----------------

poster: Smee
subject: >>Shelter
date: Mon Oct  8 14:39:50 2001

On Mon Oct  8 05:06:09 2001 Snoop wrote post #851:
> On Mon Oct  8 04:38:11 2001 Smee wrote post #850:
> > This shelter thing, supposed to give us healing, I have it trained a
> > lot, it only gives 4 / flicker or something. I remember it being
> > actually useful? Could it be raised? Thanks. 
> > 
> > The man sans pants
> Shelter is useful. It's not a freakin regen shield, it's made to
> keep stuffs out while you...you know, do your thing.
> */Snoop
You're just bitter because then I could use it outside your silly room, swede

Snee

-----------------

poster: Zifnab
subject: >Shelter
date: Mon Oct  8 15:50:17 2001

On Mon Oct  8 04:38:11 2001 Smee wrote post #850:
> This shelter thing, supposed to give us healing, I have it trained a
> lot, it only gives 4 / flicker or something. I remember it being
> actually useful? Could it be raised? Thanks. 
> 
> The man sans pants
I wonder how good your memory is.  time stamps
say that the spell has not changed in 16 months.

Oops I am wrong..  the spell hasnt changed in 20 months, 
and the object created by the spell (that does the actual
shelter) has not changed in 16 months.


-----------------

poster: Uno
subject: >Hint emote
date: Mon Oct  8 15:52:38 2001

On Sun Oct  7 17:31:40 2001 Rizzly wrote post #839:
> You go, "Hint-hint, wink-wink, nudge-nudge."
> LIV goes, "Hint-hint, wink-wink, nudge-nudge."
> You look at LIV and go, "Hint-hint, wink-wink, nudge-nudge."
> Foo looks at LIV and goes, "Hint-hint, wink-wink, nudge-nudge."
try imply

-----------------

poster: Marvin
subject: >Tornado Event
date: Mon Oct  8 18:59:17 2001

On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> Kind of like the blob, but instead of being sucked into the blob, 
> random players will be hurled to random rooms around the mud 
> by a great tornado!
> 
> Ok I'm done with my event ideas, flame away. :)
> 
> -pedron spam

Ooo, it could knock eq off of your body before teleporting! I'm gonna code it!

-----------------

poster: Magneto
subject: >>Tornado Event
date: Mon Oct  8 20:00:35 2001

On Mon Oct  8 18:59:17 2001 Marvin wrote post #855:
> On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > Kind of like the blob, but instead of being sucked into the blob, 
> > random players will be hurled to random rooms around the mud 
> > by a great tornado!
> > 
> > Ok I'm done with my event ideas, flame away. :)
> > 
> > -pedron spam
> 
> Ooo, it could knock eq off of your body before teleporting! I'm gonna code
it!
dont forget to have lots of references about the players sucking and
blowing too ;)

-----------------

poster: Pedron
subject: the fear emote
date: Mon Oct  8 20:16:35 2001

The fear/you live in fear bit is fine, 
but could it be made to 
say you live in fear of foo when someone says fear foo?


Right now, when someone does fear that, fear pedron, fear foo, fear whatever, 
it says 'You live in that' 'You live in pedron' 'you live in foo/whatever' 
which rarely makes sense unless someone wants to say 
fear disneyland to point out they live in disneyland or something..

Thanks.

-pedron spam

-----------------

poster: Sleet
subject: >>>>>Tornado Event
date: Tue Oct  9 04:51:31 2001

On Mon Oct  8 02:48:07 2001 Snoop wrote post #847:
> On Mon Oct  8 02:12:47 2001 Tranquil wrote post #846:
> > On Mon Oct  8 02:10:05 2001 Pedron wrote post #845:
> > > On Mon Oct  8 01:30:43 2001 Mixer wrote post #844:
> > > > On Sat Oct  6 06:00:14 2001 Pedron wrote post #829:
> > > > > Kind of like the blob, but instead of being sucked into the blob, 
> > > > > random players will be hurled to random rooms around the mud 
> > > > > by a great tornado!
> > > > > 
> > > > > Ok I'm done with my event ideas, flame away. :)
> > > > > 
> > > > > -pedron spam
> > > > You want to die by being delivered to an aggro EQ mob?
> > > I need the wyvern mother and tiamat still for explore rooms.
> > > Not to mention half of uforia and most of plant area, so 
> > > sure! :)
> > Actually, an event like this should query whether the room its
> > sending you to is outdoors. If it isnt, it should send you somewhere
> > else that is. Otherwise it could look kinda wierd if a tornado
> > catapulted you into a closed cave, around 15 bends through blockers,
> > closed doors, portals and other stuff before depositing you on the
> > floor.
> > 
> > - tranquil
> > 
> If the room is not indoors the person should get slammed against the
> wall/ground/rock/blah/whatever and die instantly! Yeah!!
> */Snoop
im cool with that aslong as ya get the room

-----------------

poster: Lu
subject: bifur
date: Tue Oct  9 16:20:27 2001

maube he oculd deduct gold from your bank account?, just a thought
-lu

-----------------

poster: Durin
subject: Newsgroups
date: Tue Oct  9 21:08:49 2001

I suggest pedron gets his own newsgroup pedron.spam and those who
want can subscribe normally to this group, most... won't. And
Pedron's writing rights would be taken away to all other news groups
execpt this one.

-Durin

-----------------

poster: Zyz
subject: Re: Newsgroups
date: Tue Oct  9 21:21:25 2001

Another option would be to impose posting restrictions on anyone who
reaches 150 on record posts. Or even anyone (other than wizzes) with
over 100 posts. Could limit posting abilities to 1/month after the
number is reached. -Zyz

-----------------

poster: Zifnab
subject: >Re: Newsgroups
date: Tue Oct  9 21:59:37 2001

On Tue Oct  9 21:21:25 2001 Zyz wrote post #861:
> Another option would be to impose posting restrictions on anyone who
> reaches 150 on record posts. Or even anyone (other than wizzes) with
> over 100 posts. Could limit posting abilities to 1/month after the
> number is reached. -Zyz
I am _not_ going to change the news reader to count posts
made by a person.

Deal with it, or use ignore.

-----------------

poster: Litho
subject: Beholder event
date: Wed Oct 10 01:55:25 2001

Im sorry but i need to comment on this, the beholder takes 300-500
sps, within 1 and a half mins orso..its very hard when ya have a low
tock (505) such as myself..
especially when ya do eq, maybe look in to this, either lower the
sps stolen, or how quicj he does it
also, i didnt know below 50 was considered a high level player.
Thankx, Litho

-----------------

poster: Zifnab
subject: >Beholder event
date: Wed Oct 10 02:33:39 2001

On Wed Oct 10 01:55:25 2001 Litho wrote post #863:
> Im sorry but i need to comment on this, the beholder takes 300-500
> sps, within 1 and a half mins orso..its very hard when ya have a low
> tock (505) such as myself..
> especially when ya do eq, maybe look in to this, either lower the
> sps stolen, or how quicj he does it
> also, i didnt know below 50 was considered a high level player.
> Thankx, Litho
high is relative.

The event does not run that often, deal with it.

-----------------

poster: Tranquil
subject: >Beholder event
date: Wed Oct 10 04:38:46 2001

On Wed Oct 10 01:55:25 2001 Litho wrote post #863:
> Im sorry but i need to comment on this, the beholder takes 300-500
> sps, within 1 and a half mins orso..its very hard when ya have a low
> tock (505) such as myself..
> especially when ya do eq, maybe look in to this, either lower the
> sps stolen, or how quicj he does it
> also, i didnt know below 50 was considered a high level player.
> Thankx, Litho

Bah. Losing all those sps allows for some quite enjoyable idle time

- Tranquil enjoyed his little idlechat stint


-----------------

poster: Jaguar
subject: Prots command?
date: Wed Oct 10 12:30:35 2001

Maybe have a new command, maybe prots, which tell you all the
protections you have up on you. Or you can tell by looking at
yourself. Would be really useful and you wouldn't need massive
spammy triggers to tell you when something drops.

-----------------

poster: Killaaz
subject: >Prots command?
date: Wed Oct 10 12:32:41 2001

Try the spell aura detection...

-----------------

poster: Zax
subject: lame post
date: Wed Oct 10 13:16:38 2001

You tell Xxx : we need poo emotes
Xxx tells you: make a lame post asking for a new emote then

poo emotes plz.
and no Xxx is not khosan's pr0n.

-----------------

poster: Skillz
subject: mistform & floating disc
date: Wed Oct 10 16:01:54 2001

Is it possible to implement ability to get/put on floating disc in mist form. 
Maybe somebody already posted that idea, but it's really difficult
to track all loots, foods, herbs etc.
-skillz

-----------------

poster: Zifnab
subject: >mistform & floating disc
date: Wed Oct 10 16:03:19 2001

On Wed Oct 10 16:01:54 2001 Skillz wrote post #869:
> Is it possible to implement ability to get/put on floating disc in mist
form. 
> Maybe somebody already posted that idea, but it's really difficult
> to track all loots, foods, herbs etc.
> -skillz
that is the penalty for using mist.

-----------------

poster: Tarek
subject: Area
date: Wed Oct 10 21:28:03 2001

I think there should be more areas for newbie and not just 100-400
exp monsters.
so i did come up with an idea for an area for newbie parties.
Area Name: Elven wars
 Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
Eq same as elven forest.
There should be 2 army leaders, one for each team. All creatures
with worth 100-1000 should be agressive.
area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
ill guess this should be good for a little party of newbies. and
they can also get the information that a few creatures are agro in
the world.

-----------------

poster: Tranquil
subject: >Prots command?
date: Wed Oct 10 21:51:09 2001

On Wed Oct 10 12:30:35 2001 Jaguar wrote post #866:
> Maybe have a new command, maybe prots, which tell you all the
> protections you have up on you. Or you can tell by looking at
> yourself. Would be really useful and you wouldn't need massive
> spammy triggers to tell you when something drops.

Spammy triggers are cool!

-----------------

poster: Tranquil
subject: >Area
date: Wed Oct 10 22:01:02 2001

On Wed Oct 10 21:28:03 2001 Tarek wrote post #871:
> I think there should be more areas for newbie and not just 100-400
> exp monsters.
> so i did come up with an idea for an area for newbie parties.
> Area Name: Elven wars
>  Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
> Eq same as elven forest.
> There should be 2 army leaders, one for each team. All creatures
> with worth 100-1000 should be agressive.
> area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
> ill guess this should be good for a little party of newbies. and
> they can also get the information that a few creatures are agro in
> the world.
I dont know how many times I've said this. Mudmail me ideas and I
will code them. I'm not the best coder in the world but -if- someone
has an idea thats more simple than mine (which all seem to require
wiz help) codewise, then I will code it. just give me something more
than 'an area with mobs that are worth this much'. Read help
first_area for an idea of what I need in a given idea, and add an
ansi map if you can. it will make things so much easier

- Tranquil


-----------------

poster: Pedron
subject: aggro familiars
date: Wed Oct 10 22:55:38 2001

If they're not gonna be linked to their owner so tight 
as to prevent them being aggro when the owner is pacified/non-pk, then 
maybe lift the block against non-pk status players blasting
aggressive familiars?

-----------------

poster: Amestyn
subject: new command
date: Thu Oct 11 00:01:42 2001

something like who worth

would arrange the who list in the order of worth, that way when
looking for potential party members around your worth you would not
have to go to the plaque and look up each person. As everyone I am
sure knows, you can have 2 people around the same level with over
100m difference in worth.

-Amestyn

-----------------

poster: Erec
subject: brief/verbose
date: Thu Oct 11 01:04:56 2001

I know others have posted this before, but I hope to add a new 
idea for a solution

I've always found it a pain that verbose got turned off for 
parties, and wasn't turned back on.

How about changing it so that brief/verbose are three-state 
settigns:

   brief    verbose    
   never    always    Always show long descriptions of rooms,
                      whether or not one is in a party.
   party    solo      Show long descriptions of rooms only when 
                      not in a party.
   always   never     Never show long descriptions

This way, you don't have to keep track of or reset any old 
values... the one value carries through, and handles all cases.

Of course, if we wanted to get _really_ fancy, one could make
brief act like combat silent, with settings for in a party, 
leading a party, looking at a new room, or anything else of 
which one thought :-)  That might be cool, but the first way is 
plenty for me.

          -Erec

-----------------

poster: Zifnab
subject: >brief/verbose
date: Thu Oct 11 01:12:03 2001

On Thu Oct 11 01:04:56 2001 Erec wrote post #876:
> I know others have posted this before, but I hope to add a new 
> idea for a solution
> 
> I've always found it a pain that verbose got turned off for 
> parties, and wasn't turned back on.
> 
> How about changing it so that brief/verbose are three-state 
> settigns:
> 
>    brief    verbose    
>    never    always    Always show long descriptions of rooms,
>                       whether or not one is in a party.
>    party    solo      Show long descriptions of rooms only when 
>                       not in a party.
>    always   never     Never show long descriptions
> 
> This way, you don't have to keep track of or reset any old 
> values... the one value carries through, and handles all cases.
> 
> Of course, if we wanted to get _really_ fancy, one could make
> brief act like combat silent, with settings for in a party, 
> leading a party, looking at a new room, or anything else of 
> which one thought :-)  That might be cool, but the first way is 
> plenty for me.
> 
>           -Erec
Whole lot easier to trigger on the exit message from
a party and verbose on.

-----------------

poster: Erec
subject: >>brief/verbose
date: Thu Oct 11 02:34:51 2001

> Whole lot easier to trigger on the exit message from 
> a party and verbose on.
Believe it or not, there are times in a party where one wants
verbose on.  There's no way to do that at present.

   -erec

-----------------

poster: Zifnab
subject: >>>brief/verbose
date: Thu Oct 11 04:17:41 2001

On Thu Oct 11 02:34:51 2001 Erec wrote post #878:
> > Whole lot easier to trigger on the exit message from 
> > a party and verbose on.
> Believe it or not, there are times in a party where one wants
> verbose on.  There's no way to do that at present.
> 
>    -erec
sure there is, if its that important to you dont use
party follow, thats what turns brief on.

-----------------

poster: Tahnval
subject: >Area
date: Thu Oct 11 04:48:06 2001

On Wed Oct 10 21:28:03 2001 Tarek wrote post #871:
> I think there should be more areas for newbie and not just 100-400
> exp monsters.
> so i did come up with an idea for an area for newbie parties.
> Area Name: Elven wars
>  Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
> Eq same as elven forest.
> There should be 2 army leaders, one for each team. All creatures
> with worth 100-1000 should be agressive.
> area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
> ill guess this should be good for a little party of newbies. and
> they can also get the information that a few creatures are agro in
> the world.
Damn....that would be a great place for me to steam through and
pick up huge amounts of gold in a few mins.

-----------------

poster: Tranquil
subject: >>Area
date: Thu Oct 11 04:48:51 2001

On Thu Oct 11 04:48:06 2001 Tahnval wrote post #880:
> On Wed Oct 10 21:28:03 2001 Tarek wrote post #871:
> > I think there should be more areas for newbie and not just 100-400
> > exp monsters.
> > so i did come up with an idea for an area for newbie parties.
> > Area Name: Elven wars
> >  Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
> > Eq same as elven forest.
> > There should be 2 army leaders, one for each team. All creatures
> > with worth 100-1000 should be agressive.
> > area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
> > ill guess this should be good for a little party of newbies. and
> > they can also get the information that a few creatures are agro in
> > the world.
> Damn....that would be a great place for me to steam through and
> pick up huge amounts of gold in a few mins.

No it wouldnt. not unless you plan to reinc back to lvl 20 =)


-----------------

poster: Tahnval
subject: >>>Area
date: Thu Oct 11 04:50:57 2001

On Thu Oct 11 04:48:51 2001 Tranquil wrote post #881:
> On Thu Oct 11 04:48:06 2001 Tahnval wrote post #880:
> > On Wed Oct 10 21:28:03 2001 Tarek wrote post #871:
> > > I think there should be more areas for newbie and not just 100-400
> > > exp monsters.
> > > so i did come up with an idea for an area for newbie parties.
> > > Area Name: Elven wars
> > >  Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
> > > Eq same as elven forest.
> > > There should be 2 army leaders, one for each team. All creatures
> > > with worth 100-1000 should be agressive.
> > > area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
> > > ill guess this should be good for a little party of newbies. and
> > > they can also get the information that a few creatures are agro in
> > > the world.
> > Damn....that would be a great place for me to steam through and
> > pick up huge amounts of gold in a few mins.
> 
> No it wouldnt. not unless you plan to reinc back to lvl 20 =)
> 
Spoilsport!  8-)

-----------------

poster: Lu
subject: >>Area
date: Thu Oct 11 08:24:28 2001

why do we need mro elves, have fun with misty elves

btw, instead o fposting what areas you want seen, get 15m worth,
apply to be a builder, and code it yourself )
-lu**
oh shat, i fudged up(lu not swearing!)

-----------------

poster: Jazaman
subject: New emote
date: Thu Oct 11 09:12:14 2001

fakeworship LIV
You bow down and worship at LIV's feet.  Stealthily you try to take
a peak up her dress.
LIV sees Foo bows and and worships at your feet.  You are quite
pleased until you realize they are looking up your dress.
you get the basic Idea I am sure
have a nice day

-----------------

poster: Caliban
subject: Remorts
date: Thu Oct 11 13:03:37 2001

Thought it might be nice to have a few remort races for the gigbies.
What is a remort race you ask? Well a remort race is a more powerful
race with special innate abilities that the other races dont have.
How it would work is anyone over X amount of worth can seek out 
the race elder or master or whatever title ya prefer, to offer to 
reinc them into that race and teach them abilities of that new race.
Could have something like the player has to perform a certain quest
for the race master in order for the master to deem the player 
worthy for the reinc. How it would work is the player does not change
any of there guilds and spells. The only change comes from the 
crossover to the new race. I.E. stats would be slightly better.
Then the players could dump xp into learning the new racial abilities.
My opinion would be to make the racial abilities cool and unique 
but very costly. This way the gigbies would have something to do 
aside from leveling. I think the only player who would be able to 
rock a remort race atm would be graxon because he is a damned 
machine on xp. Anyways back to what i was saying. Some of the 
races could include Lich,Dragon,Were-wolf,Mummy blah blah blah 
you get my point. Could basically be anything. Once the player 
remorted into the new race they would be level 1 again but with 
all there old spells and skills and improved stats. They then could
spend xp to learn the innate abilities provided by that master.
For example Dragon might get an breath weapon special or a Lich 
might get a certan innate ability corresponding to Liches. Well 
that was my thought.

-Cal

-----------------

poster: Pedron
subject: >Remorts
date: Thu Oct 11 13:19:56 2001

Would need the MUCH more slowly than humans bit for skills 
and spell training and maybe half exprate to balance. :P
I think the top eqs with newer abilities and powers are 
halfway to your remorts idea as far as I can see.
*boggle orbdrin, spider amulet, and all that -heartbeat/tick stuff*
If some more wierd things like that come out 
(trainer pieces with +1% exprate maybe?, 
something with a never hungry ability? :P) 
You could probably make your own rebort(neck eq that grants acidball spell 
the way books grant other spells?).. er remort.

-Another big nickel from
-pedron spam

-----------------

poster: Tranquil
subject: >Remorts
date: Thu Oct 11 13:22:13 2001

I personally like the idea of special races and always have, and
some kind of goal to work towards other than xp or eq would be damn
nice to have, but I dont think this would be the best way to go
about getting your new race etc.

Probably it should go along the lines of see the racial Master to
see if 1) you are worth enough xp (and this should be figured based
on your after-reinc tax), if you are then you should be required to
do a quest of some kind (that changes each time you have to do it,
to stop reincbies or cheaters from getting bored/cheating,
respectively), and upon completion of said quest, you get some kind
of stone or other special item.

Then, you would go and reinc as you do normally, and when in the
race selection room you would 'touch stone' or some such, and be
incarnated as the race that the stone corresponds to. This would
solve any problems wrt skill/spell training costs, stat bonuses for
your race, and for another thing which I think would make things a
little more challenging (but rewarding) for those who choose to
reinc this way.

The special races, since they are more powerful, would only be able
to level up at their race master, as opposed to achman as is usual.
In addition to this, their level costs would increase to reflect the
fact that they are much more powerful than other races at any given
level. All other things, I believe would be fine if they stay as
they are, although the race would be worked out to whatever formula
that RD currently uses for races, but would have more of their
ability points put into stats/abilities and less into xprate.

- Tranquil


-----------------

poster: Tektor
subject: >Remorts ect
date: Thu Oct 11 21:32:10 2001

Tranquil had an interesting post that I have posted myself a few
times. Bah where were y'alls inputs when I suggested the idea. :P
Something that might be interesting about Remorts like caliban said
for instance. Have for instance a dragon it has a some masteries for
breaths, and a spell to change the type of damage ect, and the
breath itself specials randomly. Another idea would be like Titan
race with longevity mastery that ups the hps. These spells/skills
could be very expensive so that it would take awhile to make them
good.

-----------------

poster: Nop
subject: >Remorts
date: Thu Oct 11 23:08:17 2001

So, anyhoo, this is a silly (read: Dumb) idea I had way back when
guild items were first being introduced.  It's a variant way to
implement something similar to remorts, but not.  Can't remember
if I ever got the balls to post it  (I think I did in Jokes, can't
remember.)  Anyhoo, monster guilds.  They'd require a number of
bravos to join, but they can be bravos from any class (Like
enchanter, only more so).  Each monster guild has one or more
guild items (You are now a Level 1 Dragonkin.  You wear your 
Steely Dragonhide on your Torso.)  Of course, the down side is 
you lose the slot, but the guild item would have nifty stats 
on it that you could increase by training guild skills (Hide
of the Dragon  95%%), and the guild would also be a convenient
place to dump "racial" skills.  A way to combine the two ideas
(remorts and monster guilds), would be to say that remorting
into a "special" race makes you join the monster guild
*instead* of any relevant alpha guild.  Once you complete your
ten levels of monster, you can join any beta of any other 
alpha, but the usual "only one beta" restriction applies.
The monster guilds would have to be tailored to give those
skills which are actually useful they were otherwise denied
by not having a usual alpha. ("Attack" for races intended to 
become fighters springs to mind...)
Oh yeah, go ahead and replace any occurence of "monster" with
"race."  I'm just weird, but you knew that.

-----------------

poster: Arkangyle
subject: ultra races
date: Fri Oct 12 03:59:18 2001

This idea was actually tossed around alot amongst the wizzes in the
past, not sure what the status finally became.  Paying like 1g exp
for a more powerful race sounds like a fair deal to me.

-----------------

poster: Onyx
subject: New Guild - Merchants
date: Fri Oct 12 19:02:38 2001

What about having a 10 level merchant guild (equiv to traveller or nav)?

Abilities could include repairing weapons and armor (ala Bifur), improved
prices at shops, and possibly ability to deposit and withdraw even when not
in a bank.

Feel Free to Flame,
Onyx

-----------------

poster: Uno
subject: >New Guild - Merchants
date: Fri Oct 12 19:14:04 2001

On Fri Oct 12 19:02:38 2001 Onyx wrote post #891:
> What about having a 10 level merchant guild (equiv to traveller or nav)?
> 
> Abilities could include repairing weapons and armor (ala Bifur), improved
> prices at shops, and possibly ability to deposit and withdraw even when not
> in a bank.
> 
> Feel Free to Flame,
> Onyx
and MIP

-----------------

poster: Sleet
subject: >New Guild - Merchants
date: Fri Oct 12 20:54:40 2001

On Fri Oct 12 19:02:38 2001 Onyx wrote post #891:
> What about having a 10 level merchant guild (equiv to traveller or nav)?
> 
> Abilities could include repairing weapons and armor (ala Bifur), improved
> prices at shops, and possibly ability to deposit and withdraw even when not
> in a bank.
> 
> Feel Free to Flame,
> Onyx
could have that bartar skill from bard

-----------------

poster: Amestyn
subject: >>New Guild - Merchants
date: Fri Oct 12 21:05:11 2001

On Fri Oct 12 20:54:40 2001 Sleet wrote post #893:
> On Fri Oct 12 19:02:38 2001 Onyx wrote post #891:
> > What about having a 10 level merchant guild (equiv to traveller or nav)?
> > 
> > Abilities could include repairing weapons and armor (ala Bifur), improved
> > prices at shops, and possibly ability to deposit and withdraw even when
not
> > in a bank.
> > 
> > Feel Free to Flame,
> > Onyx
> could have that bartar skill from bard
You could also be able to sell the things that you are able to make.
Like wood, or food depending on your guild via a set up shop type
skill.

-Amestyn

-----------------

poster: Zuperb
subject: Who female/male/it
date: Fri Oct 12 23:34:36 2001

We should have a who command that sortet out sex.
Like me, Graxon and Uno wants to party with some chicks now and
then, so a who comand that would sort that out would be nice. And it
should be cake to make (*prod Snoop)

-----------------

poster: Zifnab
subject: >Who female/male/it
date: Sat Oct 13 00:15:52 2001

On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> We should have a who command that sortet out sex.
> Like me, Graxon and Uno wants to party with some chicks now and
> then, so a who comand that would sort that out would be nice. And it
> should be cake to make (*prod Snoop)

no.

-----------------

poster: Wildchild
subject: >Who female/male/it
date: Sat Oct 13 01:55:22 2001

On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> We should have a who command that sortet out sex.
> Like me, Graxon and Uno wants to party with some chicks now and
> then, so a who comand that would sort that out would be nice. And it
> should be cake to make (*prod Snoop)

I remmeber Lord asking for this command 3 years ago.

At any rate, asking for this is bloody useless, when you've got
people that purposely create characters as female when they're male,
and you can lop it off or attach it back on on a whim now.

-WC

-----------------

poster: Sleet
subject: >>Who female/male/it
date: Sat Oct 13 03:37:44 2001

On Sat Oct 13 01:55:22 2001 Wildchild wrote post #897:
> On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> > We should have a who command that sortet out sex.
> > Like me, Graxon and Uno wants to party with some chicks now and
> > then, so a who comand that would sort that out would be nice. And it
> > should be cake to make (*prod Snoop)
> 
> I remmeber Lord asking for this command 3 years ago.
> 
> At any rate, asking for this is bloody useless, when you've got
> people that purposely create characters as female when they're male,
> and you can lop it off or attach it back on on a whim now.
> 
> -WC
cough cough lu cough cough blue cough cough

-----------------

poster: Litho
subject: Share suffering
date: Sat Oct 13 04:19:02 2001

Maybe an alternate spell/skill to stop suffering?

-----------------

poster: Wildchild
subject: emergency_death
date: Sat Oct 13 04:48:23 2001

Make this command unavailable for pkers.
Players accidently getting in is one thing, preventing people that
can/will kill guards for nothing but spite is another and we should
have the ability to screw them over for trying.

-WC

-----------------

poster: Amestyn
subject: Pk..betting
date: Sat Oct 13 05:01:36 2001

giggle Full HP
We could have an arena for people that are pk registerd, they could
set a time to fight and have to be there like 1 min before. It would
be announced 30 min b4 to come and bet on the fight, just like the
event that happens at cs. I think it would be a great way to get
some aggresion I see that some players have, plus it would get some
money transfer going on=)

-Amestyn

-----------------

poster: Amestyn
subject: >Pk..betting
date: Sat Oct 13 05:08:59 2001

On Sat Oct 13 05:01:36 2001 Amestyn wrote post #901:
> giggle Full HP
> We could have an arena for people that are pk registerd, they could
> set a time to fight and have to be there like 1 min before. It would
> be announced 30 min b4 to come and bet on the fight, just like the
> event that happens at cs. I think it would be a great way to get
> some aggresion I see that some players have, plus it would get some
> money transfer going on=)
> 
> -Amestyn

giggle Full SP
There could also be consequences and rewards, maybe if you lose, you
lose all pk functioning abilities for a day, can't be attacked nor
attack other players. 

If you win there could be some type of hall of fame at the arena.

-Amestyn

-----------------

poster: Mixer
subject: >lame post
date: Sat Oct 13 06:14:03 2001

On Wed Oct 10 13:16:38 2001 Zax wrote post #868:
> You tell Xxx : we need poo emotes
> Xxx tells you: make a lame post asking for a new emote then
> 
> poo emotes plz.
> and no Xxx is not khosan's pr0n.
Christ, how does crawl into a hole and die sound?

We have more than enough peurile and pointless emotes,
don't waste disk space next time asking for this dumb shit.

-----------------

poster: Mixer
subject: >Area
date: Sat Oct 13 06:14:48 2001

On Wed Oct 10 21:28:03 2001 Tarek wrote post #871:
> I think there should be more areas for newbie and not just 100-400
> exp monsters.
> so i did come up with an idea for an area for newbie parties.
> Area Name: Elven wars
>  Description: Light Elf's VS Dark Elf's. Exp worth for elf 100-2000.
> Eq same as elven forest.
> There should be 2 army leaders, one for each team. All creatures
> with worth 100-1000 should be agressive.
> area size should be 30-50 rooms and with alot of elfs.(KMD! =) ) 
> ill guess this should be good for a little party of newbies. and
> they can also get the information that a few creatures are agro in
> the world.
Help builder!

-----------------

poster: Mixer
subject: >Who female/male/it
date: Sat Oct 13 06:17:49 2001

On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> We should have a who command that sortet out sex.
> Like me, Graxon and Uno wants to party with some chicks now and
> then, so a who comand that would sort that out would be nice. And it
> should be cake to make (*prod Snoop)
God, Lord asked for this once and I note that Zuperb is just as
much a pimply faced loser as Lord ever was.  He was Hawaiian too,
so thats some work doing there.

Get a life, mud with two hands, etc.

Anyway most of the "chicks" have got dangly bits so don
not get too excited about 'em.

-----------------

poster: Magneto
subject: >>Who female/male/it
date: Sat Oct 13 06:40:12 2001

On Sat Oct 13 00:15:52 2001 Zifnab wrote post #896:
> On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> > We should have a who command that sortet out sex.
> > Like me, Graxon and Uno wants to party with some chicks now and
> > then, so a who comand that would sort that out would be nice. And it
> > should be cake to make (*prod Snoop)
> 
> no.
trying to get a date?

-----------------

poster: Lu
subject: >>Who female/male/it
date: Sat Oct 13 06:50:02 2001

and people that do that rock!
-lu the IT

-----------------

poster: Baer
subject: >emergency_death
date: Sat Oct 13 07:06:59 2001

On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> Make this command unavailable for pkers.
> Players accidently getting in is one thing, preventing people that
> can/will kill guards for nothing but spite is another and we should
> have the ability to screw them over for trying.
> 
> -WC
Why remove it for pkers?

Basically it makes you drop all your eq and go straight to hell.
Being registered pk just means you can kill a guard and die and go
to hell, keeping your eq. Surely emergency_death is a worse fate for
these people you want to 'screw over'. The emergency_death command
is to stop you from being locked away in a room you can't get out
of, anywhere in the mud. Nobody should ever be stuck in a single
room forever, if you think they deserve a punishment like that, its
better that they be nuked.


-----------------

poster: Wildchild
subject: >>emergency_death
date: Sat Oct 13 07:08:48 2001

On Sat Oct 13 07:06:59 2001 Baer wrote post #908:
> On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> > Make this command unavailable for pkers.
> > Players accidently getting in is one thing, preventing people that
> > can/will kill guards for nothing but spite is another and we should
> > have the ability to screw them over for trying.
> > 
> > -WC
> Why remove it for pkers?
> 
> Basically it makes you drop all your eq and go straight to hell.
> Being registered pk just means you can kill a guard and die and go
> to hell, keeping your eq. Surely emergency_death is a worse fate for
> these people you want to 'screw over'. The emergency_death command
> is to stop you from being locked away in a room you can't get out
> of, anywhere in the mud. Nobody should ever be stuck in a single
> room forever, if you think they deserve a punishment like that, its
> better that they be nuked.
> 

And pray tell me how often these guys actually use their eq when
they go killing guards?
Obviously if they can get to a castle guard they don't need the
command anyways.

As for them being nuked, maybe they shouldn't be screwing with
people's castle guards, should they? If they'd get stuck, they
brought this upon themselves... nobody forces them to go kill
guards.

-WC

-----------------

poster: Lu
subject: >>>emergency_death
date: Sat Oct 13 08:36:49 2001

arent castle guards there to be fooled with
-lu

-----------------

poster: Durin
subject: >emergency_death
date: Sat Oct 13 12:47:59 2001

On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> Make this command unavailable for pkers.
> Players accidently getting in is one thing, preventing people that
> can/will kill guards for nothing but spite is another and we should
> have the ability to screw them over for trying.
> 
> -WC
Btw, i happened to wonder in a castle one day not so long ago, and
found this 'convinient' command. What i didn't know, nor did the
helpful 'sorry there is no help for this topic' tell me, is that it
drops all your eq too. So could it be put in the helpfile that this
occurs?
-Durin
*

-----------------

poster: Zifnab
subject: >emergency_death
date: Sat Oct 13 15:54:39 2001

On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> Make this command unavailable for pkers.
> Players accidently getting in is one thing, preventing people that
> can/will kill guards for nothing but spite is another and we should
> have the ability to screw them over for trying.
> 
> -WC
Im about to remove pk completely... Im tired of dealing with the
crap that a mud not designed for it presents

-----------------

poster: Kaos
subject: >>>emergency_death
date: Sat Oct 13 15:54:51 2001

On Sat Oct 13 07:08:48 2001 Wildchild wrote post #909:
> On Sat Oct 13 07:06:59 2001 Baer wrote post #908:
> > On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> > > Make this command unavailable for pkers.
> > > Players accidently getting in is one thing, preventing people that
> > > can/will kill guards for nothing but spite is another and we should
> > > have the ability to screw them over for trying.
> > > 
> > > -WC
> > Why remove it for pkers?
> > 
> > Basically it makes you drop all your eq and go straight to hell.
> > Being registered pk just means you can kill a guard and die and go
> > to hell, keeping your eq. Surely emergency_death is a worse fate for
> > these people you want to 'screw over'. The emergency_death command
> > is to stop you from being locked away in a room you can't get out
> > of, anywhere in the mud. Nobody should ever be stuck in a single
> > room forever, if you think they deserve a punishment like that, its
> > better that they be nuked.
> > 
> 
> And pray tell me how often these guys actually use their eq when
> they go killing guards?
> Obviously if they can get to a castle guard they don't need the
> command anyways.
> 
> As for them being nuked, maybe they shouldn't be screwing with
> people's castle guards, should they? If they'd get stuck, they
> brought this upon themselves... nobody forces them to go kill
> guards.
> 
> -WC
So, if you suddenly got stuck in a room where there was _no way_
of getting out, you'd be hanging around there forever, since
"no one forced you to explore" anyway..

-----------------

poster: Chewba
subject: berserker rage
date: Sat Oct 13 16:38:05 2001

hrm.. when I am not wielding anything I never go berserk. Surely a
berserker goes beserk in combat even when he's not wielding
anthing.
I want this to happen.

Make it so

Chewba the naked golder.

-----------------

poster: Sleet
subject: >>Pk..betting
date: Sat Oct 13 19:28:13 2001

On Sat Oct 13 05:08:59 2001 Amestyn wrote post #902:
> On Sat Oct 13 05:01:36 2001 Amestyn wrote post #901:
> > giggle Full HP
> > We could have an arena for people that are pk registerd, they could
> > set a time to fight and have to be there like 1 min before. It would
> > be announced 30 min b4 to come and bet on the fight, just like the
> > event that happens at cs. I think it would be a great way to get
> > some aggresion I see that some players have, plus it would get some
> > money transfer going on=)
> > 
> > -Amestyn
> 
> giggle Full SP
> There could also be consequences and rewards, maybe if you lose, you
> lose all pk functioning abilities for a day, can't be attacked nor
> attack other players. 
> 
> If you win there could be some type of hall of fame at the arena.
> 
> -Amestyn
Or maybe they could just die if they lost and recive part of the
bets transfered if they won.
Itd be prize fighting.

-----------------

poster: Pedron
subject: >>>Pk..betting
date: Sat Oct 13 19:29:23 2001

Sleet's prize fighting amendment sounds cool. :)

-----------------

poster: Sleet
subject: >>emergency_death
date: Sat Oct 13 19:31:02 2001

On Sat Oct 13 07:06:59 2001 Baer wrote post #908:
> On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> > Make this command unavailable for pkers.
> > Players accidently getting in is one thing, preventing people that
> > can/will kill guards for nothing but spite is another and we should
> > have the ability to screw them over for trying.
> > 
> > -WC
> Why remove it for pkers?
> 
> Basically it makes you drop all your eq and go straight to hell.
> Being registered pk just means you can kill a guard and die and go
> to hell, keeping your eq. Surely emergency_death is a worse fate for
> these people you want to 'screw over'. The emergency_death command
> is to stop you from being locked away in a room you can't get out
> of, anywhere in the mud. Nobody should ever be stuck in a single
> room forever, if you think they deserve a punishment like that, its
> better that they be nuked.
> 
Is raiding castles even illegal? Im not 100% sure but i dont rember
anyone being nuked or chastised for raiding a castle, if it was you
would think that you wouldnt be able to kill guards pierod.
You might as well make um like that to pk peopel if you remove the command.

-----------------

poster: Amestyn
subject: new guild
date: Sat Oct 13 19:38:25 2001

Mer chant guild.

Lvl 1: 
	Skills

Assess Item :	Will give the the approximate base value of the item.
Before bartering comes into play

Barter:		Mastery skill. Will take in charisma, int, wis, and barter
skill level to determine how much 		you would pay for an item, or
would take for an item sold.

Lvl 2:
	Skills

Examine item:	Will let you examine an item to see what is wrong with
it and what might need to be 		repaired.



Lvl 4:
	Spells

Set up Shop:	With this spell you will magically create a "imaginary"
shop in the room you are currently 		in. Lasts until boot, is
dispelled, or you leave reddragon.

Dispell Shop:	Removes your shop from the game.

Lvl 6:
	Skills

Repait item:	You many now repair an item to the fullest of your
abilities. Examining an item before hand 		will greatly help in your
quality of work. Need a hammer anvil and table to do this.
	
	Spells


Create hammer:	Creates a hammer for repairing items.
Create anvil:	Creates a anvil for repairing items.
Create table:	Creates a table for repairing items.

Lvl 8:
	Skills

Item Lore:	Mastery skill. Knowlege about items and things in general.

Lvl 10:

	Skills
???? need some ideas for finishing off the guild.

-Amestyn

-----------------

poster: Sleet
subject: >new guild
date: Sat Oct 13 19:44:11 2001

On Sat Oct 13 19:38:25 2001 Amestyn wrote post #918:
> Mer chant guild.
> 
> Lvl 1: 
> 	Skills
> 
> Assess Item :	Will give the the approximate base value of the item.
> Before bartering comes into play
> 
> Barter:		Mastery skill. Will take in charisma, int, wis, and barter
> skill level to determine how much 		you would pay for an item, or
> would take for an item sold.
> 
> Lvl 2:
> 	Skills
> 
> Examine item:	Will let you examine an item to see what is wrong with
> it and what might need to be 		repaired.
> 
> 
> 
> Lvl 4:
> 	Spells
> 
> Set up Shop:	With this spell you will magically create a "imaginary"
> shop in the room you are currently 		in. Lasts until boot, is
> dispelled, or you leave reddragon.
> 
> Dispell Shop:	Removes your shop from the game.
> 
> Lvl 6:
> 	Skills
> 
> Repait item:	You many now repair an item to the fullest of your
> abilities. Examining an item before hand 		will greatly help in your
> quality of work. Need a hammer anvil and table to do this.
> 	
> 	Spells
> 
> 
> Create hammer:	Creates a hammer for repairing items.
> Create anvil:	Creates a anvil for repairing items.
> Create table:	Creates a table for repairing items.
> 
> Lvl 8:
> 	Skills
> 
> Item Lore:	Mastery skill. Knowlege about items and things in general.
> 
> Lvl 10:
> 
> 	Skills
> ???? need some ideas for finishing off the guild.
> 
> -Amestyn
i dont have any ideas to help with the guild, but i would liek to
say that I have seen merchant guild before on other muds, so it can
be doen, just not sure if on here.
shrug

-----------------

poster: Pedron
subject: >>>emergency_death
date: Sat Oct 13 19:48:56 2001

On Sat Oct 13 19:31:02 2001 Sleet wrote post #917:
> On Sat Oct 13 07:06:59 2001 Baer wrote post #908:
> > On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> > > Make this command unavailable for pkers.
> > > Players accidently getting in is one thing, preventing people that
> > > can/will kill guards for nothing but spite is another and we should
> > > have the ability to screw them over for trying.
> > > 
> > > -WC
> > Why remove it for pkers?
> > 
> > Basically it makes you drop all your eq and go straight to hell.
> > Being registered pk just means you can kill a guard and die and go
> > to hell, keeping your eq. Surely emergency_death is a worse fate for
> > these people you want to 'screw over'. The emergency_death command
> > is to stop you from being locked away in a room you can't get out
> > of, anywhere in the mud. Nobody should ever be stuck in a single
> > room forever, if you think they deserve a punishment like that, its
> > better that they be nuked.
> > 
> Is raiding castles even illegal? Im not 100% sure but i dont rember
> anyone being nuked or chastised for raiding a castle, if it was you
> would think that you wouldnt be able to kill guards pierod.
> You might as well make um like that to pk peopel if you remove the command.
Raiding castles isn't illegal.  All but the newbiest 
castles might as well be fort knox for all the 
difficulty there is getting to a safe let alone cracking a safe. 
Even at that 
point, odds are you'll find junk and nothing in the safe 
since the player's main set will be on their person. :)
I do remember one time I was working on a safe in denim's 
storage vault when he wandered in.  Was very annoying to 
watch all the crap fly out of his safe and his safe slam 
back shut in .1 seconds on a walk command. ;>
You could probably get lucky and crack the safe before such a time, 
or you could try to trigger something off the opening of a safe to 
race the walk command, but there's still the matter of getting to the safe.
Key to denim castle travelled a long and interesting road to 
land in enemy hands. ;>

-pedron superspam

-----------------

poster: Tranquil
subject: >new guild
date: Sat Oct 13 20:57:49 2001

Hmm. I admit I did scan over this idea pretty fast.. but maybe it
should also have a new skill and a new spell. Both would be only
useful for wizzes, but I think they would be pretty useful.

-< Spell >-

Spell name             :  Greater stronghold syndrome shield
Spell type             :  Protection
Protection category    :  Major
Average duration       :  Incredible
Number of stacks       :  1
Sp Cost                :  ~4680
Using time             :  50 rounds
Affecting stats        :  Wis, Int, Str, Sta
Affecting skills       :  Resistance against stronghold syndrome
Base Experience Cost   :  (unimportant since it can be wstudied)

Spell effect           :  Basically, this spell would decrease the
    chances of the wizard being sucked into the great wizard
    stronghold in the sky, as well as boosting the resistances
    added by high training in its mastery skill. There are an
    unusually high number of affecting stats, but I believe that
    this is not only fine, as it is a wiz - only skill, but also
    neccessary.

-< Skill >-

Skill name             :  Resistance against stronghold syndrome
Skill type             :  Mastery
Base Experience Cost   :  (unimportant since it can be wtrained)

Skill effect           :  In addition to being a mastery for the
    above spell, this skill would also protect against such things
    as 'Stronghold boredom', 'Stronghold frustration', and that
    worst of ailments, 'Stronghold Syndrome sufferance denial'. I
    have personally seen this condition a few times, as have alot
    of the mud. The effect of this skill would also be greatly
    improved by having high Wisdom, Intelligence, Strength, and
    Stamina, for the same reasons given in the above spells desc.

- Tranquil's odd post for the month


-----------------

poster: Tranquil
subject: >>new guild
date: Sat Oct 13 21:00:05 2001

For those of you that wondered why I would put these skills in this
guild, it was because of the shop creation idea, which afaik was
meant to be a stronghold thing =)


-----------------

poster: Tranquil
subject: >berserker rage
date: Sat Oct 13 21:06:23 2001

On Sat Oct 13 16:38:05 2001 Chewba wrote post #914:
> hrm.. when I am not wielding anything I never go berserk. Surely a
> berserker goes beserk in combat even when he's not wielding
> anthing.
> I want this to happen.
> 
> Make it so
> 
> Chewba the naked golder.
A beserker does sweet bugger all when he isn't wielding anything.
Just like a RD MA does sweet bugger all when he wields something. If
you want to be decent when wielding no weapons, MA is the only way
to go.


-----------------

poster: Wildchild
subject: >>>>emergency_death
date: Sat Oct 13 21:48:40 2001

On Sat Oct 13 15:54:51 2001 Kaos wrote post #913:
> On Sat Oct 13 07:08:48 2001 Wildchild wrote post #909:
> > On Sat Oct 13 07:06:59 2001 Baer wrote post #908:
> > > On Sat Oct 13 04:48:23 2001 Wildchild wrote post #900:
> > > > Make this command unavailable for pkers.
> > > > Players accidently getting in is one thing, preventing people that
> > > > can/will kill guards for nothing but spite is another and we should
> > > > have the ability to screw them over for trying.
> > > > 
> > > > -WC
> > > Why remove it for pkers?
> > > 
> > > Basically it makes you drop all your eq and go straight to hell.
> > > Being registered pk just means you can kill a guard and die and go
> > > to hell, keeping your eq. Surely emergency_death is a worse fate for
> > > these people you want to 'screw over'. The emergency_death command
> > > is to stop you from being locked away in a room you can't get out
> > > of, anywhere in the mud. Nobody should ever be stuck in a single
> > > room forever, if you think they deserve a punishment like that, its
> > > better that they be nuked.
> > > 
> > 
> > And pray tell me how often these guys actually use their eq when
> > they go killing guards?
> > Obviously if they can get to a castle guard they don't need the
> > command anyways.
> > 
> > As for them being nuked, maybe they shouldn't be screwing with
> > people's castle guards, should they? If they'd get stuck, they
> > brought this upon themselves... nobody forces them to go kill
> > guards.
> > 
> > -WC
> So, if you suddenly got stuck in a room where there was _no way_
> of getting out, you'd be hanging around there forever, since
> "no one forced you to explore" anyway..

Afaik, the emergency_death command only works in castles. If you got
stuck in any room in the mud, then you should be talking to a wiz
anyways, cause somebody screwed something up.
Entering a castle is a different scenario altogether.

That command should be there for people who enter the wrong castle
and such, but it should not be available for pkers who are looking
to wipe out castle guards just for spite.
Players need to be more responsible for their actions, and castle
owners should gain some more defensive measures, considering that
neither guards nor doors are infallible... just the other day
Dreadshoot got into a room in my castle he wasn't supposed to be in
because my door didn't load.
Unfortunately, instead of waiting for me to log on, he decided to
enlist the aid of a pker to wipe out a few of my level 1 guards when
it wasn't even in the direction of where DS was located.

What am I supposed to do if somebody comes to fuck with my castle
and my door doesn't load again? Sure, I'm sure my 10 level 10 guards
will stop them pretty permanently, but I don't want to take the risk
that they're suddenly not going to block anymore (which has happened
as well in the past).

-WC

-----------------

poster: Wildchild
subject: selling guards
date: Sat Oct 13 22:08:16 2001

Maybe allow castle owners to sell guards back to Grimtooth.
Could add 'alter guard sell' and it would dest the guard and credit
our bank accounts some %-age of the current value of the guard
(since alot of people have guards before prices changed). Even
something as low as 20% back is better than nothing.

I would maybe suggest the same for safes/chests as well, but those
are transportable from castle to castle.

-WC

-----------------

poster: Litho
subject: messed
date: Sat Oct 13 22:29:55 2001

i am sitting here partying with am ma (lokie), he in minotaur who
are all ready real res to phys, and i am share suffering, he has a
grap, as well as iw, aura of force, yet i need to chain heal
I know ma's shouldnt have 'great' tanking skills, but why arent they
atleast decent?
ive noticed this for ALL ma's,.
-=litho=-

-----------------

poster: Tranquil
subject: >messed
date: Sat Oct 13 22:48:15 2001

On Sat Oct 13 22:29:55 2001 Litho wrote post #926:
> i am sitting here partying with am ma (lokie), he in minotaur who
> are all ready real res to phys, and i am share suffering, he has a
> grap, as well as iw, aura of force, yet i need to chain heal
> I know ma's shouldnt have 'great' tanking skills, but why arent they
> atleast decent?
> ive noticed this for ALL ma's,.
> -=litho=-

There is one simple reason for this: Lokie does not have the worth
to make a half decent MA.

- Tranquil


-----------------

poster: Litho
subject: >>messed
date: Sat Oct 13 22:50:58 2001

hrm, i said all ma's, not saying baer sucks, he cant tank very well
either, mas of all sizes cannot decent tank mobs over ~250k, thats
my point..then need to atleats tank decently

-----------------

poster: Tranquil
subject: >>>messed
date: Sat Oct 13 22:54:48 2001

On Sat Oct 13 22:50:58 2001 Litho wrote post #928:
> hrm, i said all ma's, not saying baer sucks, he cant tank very well
> either, mas of all sizes cannot decent tank mobs over ~250k, thats
> my point..then need to atleats tank decently

Then maybe its you who sucks? Or maybe Lokie and these other MA's
that you refer to should target smaller monsters? I was healer my
last reinc, and Baer and I would go chainkill sidhes for up to two
hours at a stretch. We made about 3.5m/1.5m an hour respectively,
which isnt too bad, and I used to have to heal roughly twice per
three ticks. Refs were the busy part, but heals werent a problem in
the least.

- Tranquil


-----------------

poster: Snoop
subject: >>>messed
date: Sat Oct 13 23:01:41 2001

On Sat Oct 13 22:50:58 2001 Litho wrote post #928:
> hrm, i said all ma's, not saying baer sucks, he cant tank very well
> either, mas of all sizes cannot decent tank mobs over ~250k, thats
> my point..then need to atleats tank decently
they are not supposed to be able to tank as good as warriors, imo
they tank good enuff as it is and i've been ma pretty much. They do
good damage to compensate their lack of tanking abilities.
*/Snoop

-----------------

poster: Tranquil
subject: Finger/colors stuff.
date: Sat Oct 13 23:23:12 2001

Seeing that not only do score and jscore use the score_border and
score_heading color options, maybe we could make the finger command
also make use of these options? I dont know about everyone else, but
it would make sense to me, and probably we aren't all fond of the
totally pukeworthy dull cyan/dull magenta colors that we currently
see.

That is all for now.

- Tranquil


-----------------

poster: Lu
subject: >>>>messed
date: Sun Oct 14 00:00:37 2001

ma's shouldnt be tanking mobs bigger then 250k
thats a tanks job, ma's should deal out dmg, nt take it, i sitll
think they can tank too well

-lu

-----------------

poster: Tahnval
subject: >>>>messed
date: Sun Oct 14 00:14:41 2001

On Sat Oct 13 23:01:41 2001 Snoop wrote post #930:
> On Sat Oct 13 22:50:58 2001 Litho wrote post #928:
> > hrm, i said all ma's, not saying baer sucks, he cant tank very well
> > either, mas of all sizes cannot decent tank mobs over ~250k, thats
> > my point..then need to atleats tank decently
> they are not supposed to be able to tank as good as warriors, imo
> they tank good enuff as it is and i've been ma pretty much. They do
> good damage to compensate their lack of tanking abilities.
> */Snoop
Isn't the point of MA's to hit a lot and avoid personal damage
from smaller mobs?  Very lightly armoured, fast-moving
unarmed fighters, right?  So why would they be appropriate
for blocking a hugely powerful mob's attacks at the party behind the MA?

Oh bugger!   I misused an apostrophe in the most heinous way (pluralising
MA with an apostrophe).  I'll tahnval myself 8-)

-----------------

poster: Rockman
subject: cleric blasting spell
date: Sun Oct 14 02:33:29 2001

i think that their sould be some blast spell
for a higher up cleric
although i find it funny that my sec(L7 cleric) and my gf(L50 avatar)
have to use the same blast spell(arrow of light)

-rocky

-----------------

poster: Pedron
subject: >cleric blasting spell
date: Sun Oct 14 02:33:53 2001

On Sun Oct 14 02:33:29 2001 Rockman wrote post #934:
> i think that their sould be some blast spell
> for a higher up cleric
> although i find it funny that my sec(L7 cleric) and my gf(L50 avatar)
> have to use the same blast spell(arrow of light)
> 
> -rocky
Go mage

-----------------

poster: Tranquil
subject: >cleric blasting spell
date: Sun Oct 14 02:34:34 2001

On Sun Oct 14 02:33:29 2001 Rockman wrote post #934:
> i think that their sould be some blast spell
> for a higher up cleric
> although i find it funny that my sec(L7 cleric) and my gf(L50 avatar)
> have to use the same blast spell(arrow of light)
> 
> -rocky
Myabe she should take a lvl in exorcist (lowest level ou can go exo is lvl 41)

-----------------

poster: Rockman
subject: >>cleric blasting spell
date: Sun Oct 14 02:39:15 2001

ok, redo that one, at least some small blast spell in a gamma level
or even in weaver
would be nice

-----------------

poster: Lu
subject: >>cleric blasting spell
date: Sun Oct 14 02:56:02 2001

your gf can choose excorcist instead of avatar if she wants a blasting spell, 
-lu

-----------------

poster: Tektor
subject: Fiddley Dee
date: Sun Oct 14 03:18:11 2001

This is to all the nifty healers out there, if I ask for a reinc
smack me and put me on ignore. :)

-----------------

poster: Sleet
subject: >>>cleric blasting spell
date: Sun Oct 14 04:57:31 2001

On Sun Oct 14 02:56:02 2001 Lu wrote post #938:
> your gf can choose excorcist instead of avatar if she wants a blasting
spell, 
> -lu
i got a better idea why not give mage an attack skill with a mastery
and a small heal spell
that way we can make all the guilds exactly the same


-----------------

poster: Dalak
subject: >>Who female/male/it
date: Sun Oct 14 05:43:04 2001

On Sat Oct 13 06:17:49 2001 Mixer wrote post #905:
> On Fri Oct 12 23:34:36 2001 Zuperb wrote post #895:
> > We should have a who command that sortet out sex.
> > Like me, Graxon and Uno wants to party with some chicks now and
> > then, so a who comand that would sort that out would be nice. And it
> > should be cake to make (*prod Snoop)
> God, Lord asked for this once and I note that Zuperb is just as
> much a pimply faced loser as Lord ever was.  He was Hawaiian too,
> so thats some work doing there.
> 
> Get a life, mud with two hands, etc.
> 
> Anyway most of the "chicks" have got dangly bits so don
> not get too excited about 'em.
Dangly bits....oh jezus...Dangly bits
Dal the amused

-----------------

poster: Rockman
subject: >>>>cleric blasting spell
date: Sun Oct 14 16:52:15 2001

ok way off just saying maybe one more blast spell outside exorcist and cleric

-----------------

poster: Pedron
subject: >>>>>cleric blasting spell
date: Sun Oct 14 20:54:01 2001

On Sun Oct 14 16:52:15 2001 Rockman wrote post #942:
> ok way off just saying maybe one more blast spell outside exorcist and
cleric
If you want blast spells across more guilds, go mage. :P
We have 0 heal spells in any guilds and 0 attack skills 
in any guilds, but we're cool for blast spells.

Go corpse-eating mage and study up regen trance and maybe get some
traveler levels 
if you wanna be something that can selfheal and has blast spells in lots 
of its guilds. :P


-----------------

poster: Arkangyle
subject: merchants
date: Sun Oct 14 20:54:38 2001

Both BATmud and Retroactive have very effectively built merchant
guilds ... with Bat's being the best job I've ever seen by far.  The
problem is both of these muds also have alot of non-combat oriented
material, whereas we tend to be more like Zombie in having mostly
combat-related skills/spells/items etc.

-Ark

-----------------

poster: Tranquil
subject: >>>>>cleric blasting spell
date: Sun Oct 14 22:00:10 2001

On Sun Oct 14 16:52:15 2001 Rockman wrote post #942:
> ok way off just saying maybe one more blast spell outside exorcist and
cleric

Freaking damn whiners. If you want a bloody blasting spell, go a
freaking blasting guild. You cant get everything you want in one
damn guild. If you want to blast, you gotta be prepared to -earn-
your xp rather than sit there and be dragged like alot of newbie
healers do. Of course, the xp might be a little slower, but -if- you
are prepared to get off your lazy ass and do something, you probably
wouldnt be a dragbie healer itfp. Freaking damn lazy ass healers
that expect to be able to have everything all the damn time.

Disclaimer: Not everyone in the healer guild is a 'dragbie healer'.
many of those that are a healer have earned alot of their worth by
either a) being tank/blaster and are trying healer out, or b)
actually doing a good job at healing (prime examples of this are
people like Tigger, Monkman, Gen, etc). This post is not directed in
any way towards people such as these.

- Tranquil is annoyed by people who want everything handed to them
on a silver platter


-----------------

poster: Kalma
subject: >>>>>>cleric blasting spell
date: Sun Oct 14 22:44:41 2001

I prefer mine in platinum. 

-k

-----------------

poster: Sleet
subject: >merchants
date: Mon Oct 15 00:15:29 2001

On Sun Oct 14 20:54:38 2001 Arkangyle wrote post #944:
> Both BATmud and Retroactive have very effectively built merchant
> guilds ... with Bat's being the best job I've ever seen by far.  The
> problem is both of these muds also have alot of non-combat oriented
> material, whereas we tend to be more like Zombie in having mostly
> combat-related skills/spells/items etc.
> 
> -Ark
nipple2 Kresselak
The mud i played was called dragonrealms, and it had things other
then combat related stuff too, but that mud didnt revolve around
exp, they worked around gold, the way you trained skills was by
using them, so a merchant guild in that sense would make alot of
sense since they could progress just as well as anyone else through
the use of there skills, which gives me the only bad idea about
putting this guild in rd, how would they make exp? Maybe if ity was
attached to liek a freelance travler,enchanter,nav guild itd be
easier but i couldnt see this as like a regular beta as in those
games without completly reconstructing the game, and the way we use
exp. Would proably have to make it so you got so many levels to use
once skills got so high and skill points on reinc were distrubuted
evenly, then again to do somthing like that would be alot of work,
proably an easier simplar answer if this guild was put in, ok im
rambling
im gonan stop
sleet

-----------------

poster: Tranquil
subject: >>merchants
date: Mon Oct 15 00:53:37 2001

We -could- do something like this here but it would require probably
a totally different combat system, and definately a totally new xp
gain system. using skills and spells could give xp, the effect that
they have could give xp, and actually getting a kill on a monster
would do sweet bugger all, or very little, in any event. The more
effective your skill/spell was, the more xp you would earn from it,
and other stuff. Something would have to be worked out wrt prots and
stuff.. maybe prot spells and skills should be xp-free, but since
they raise your dmg output and dodging ability for figs, it would
help in an indirect way.

Healing spells would give xp based on how much was healed, blasting
spells on how much was taken, vuln could be like prot, but coding it
all would probably be sheer hell for vulns and prots I think.
merchants would become a valid guild etc. but this whole idea would
mean MAJOR changes to the mud, which I doubt will happen yet, if at
all.

That said, I think merchants would rock, if they would be of any use =)

- Tranquil


-----------------

poster: Nop
subject: Shields of Faith
date: Mon Oct 15 19:18:15 2001

I vote we change their name to Hospitallers, for three reasons:
It's (somewhat) shorter.
It adds some flavor.
It gives the other guilds a good reason to call weavers "hos."
Nop

-----------------

poster: Erec
subject: >Shields of Faith
date: Mon Oct 15 19:19:45 2001

On Mon Oct 15 19:18:15 2001 Nop wrote post #949:
> I vote we change their name to Hospitallers, for three reasons:
> It's (somewhat) shorter.
> It adds some flavor.
> It gives the other guilds a good reason to call weavers "hos."
> Nop
I like this idea.  It fits well with Templars, too :-)
          -Erec

-----------------

poster: Lu
subject: odd world
date: Mon Oct 15 19:51:25 2001

i think there should eba  food shop on oddworld, or sam shoud sell
some grub, can get food on all other islands, and for those of use
that spend alot of time on oddworld, not being able to buy food at a
conveniant location is annoying

-lu

-----------------

poster: Rockman
subject: >>>>>>cleric blasting spell
date: Mon Oct 15 22:19:57 2001

i am not a dragbie you bah.....

-----------------

poster: Arkangyle
subject: merchant guild
date: Tue Oct 16 02:26:29 2001

I know of one mud that gives merchants a spell called "money is
power" ... basically it transforms cash into exp.  HOWEVER, cash on
that mud is MUCH harder to come by and if you aren't a merchant,
you're likely poor.

This mud is ill equipped for a merchant guild without major changes
though, and I don't mean to the skills/spells/guilds ... I mean to
the structure of the basic objects and the addition of a heavy
amount of non-combat oriented features.  BATmud went through a fully
wiz-locked conversion for nearly a year working with issues like
these.

-----------------

poster: Erec
subject: area attack skills
date: Tue Oct 16 03:30:46 2001

It would be really nice, and I think neither overpowering nor
strange with respect to the point of area attacks, if one
could use or cast area attacks and skills at "all", so that
they wouldn't fizzle out if you killed their main target while
you were busy casting.

       -Erec

-----------------

poster: Pedron
subject: >area attack skills
date: Tue Oct 16 03:43:17 2001

On Tue Oct 16 03:30:46 2001 Erec wrote post #954:
> It would be really nice, and I think neither overpowering nor
> strange with respect to the point of area attacks, if one
> could use or cast area attacks and skills at "all", so that
> they wouldn't fizzle out if you killed their main target while
> you were busy casting.
> 
>        -Erec
Simpler still, just get rid of the need for a target on the area 
attack spells/skillills.  You call up a corrosive cloud, 
it fills the room and hurts every nonplayer thing.
Would be neat to puff around cast area attack spells at nothing 
in cs or something too. :)

-pedron spam

-----------------

poster: Fox
subject: Healing potions.
date: Tue Oct 16 21:12:21 2001

Maybe having these healing potions go through a reboot?

-----------------

poster: Arkangyle
subject: >Healing potions.
date: Wed Oct 17 02:27:59 2001

On Tue Oct 16 21:12:21 2001 Fox wrote post #956:
> Maybe having these healing potions go through a reboot?

Making the potions saveable would create a poor situation, since
someone could store a huge number of them up over time and the lack
of a use time (hard to implement effectively here) would make
soloing large mobs potentially feasible.

- Arkangyle

-----------------

poster: Sleet
subject: >>Healing potions.
date: Wed Oct 17 03:34:05 2001

actualy i dont think sue time would be that hard to do if we used
decay, only thing we would have to do was be able to set some items
decay rate to work even when not wielded but when person is online,
would have to mark them non chestable though.
not sure how hard that would be to do though
who knows

-----------------

poster: Fox
subject: >>Healing potions.
date: Wed Oct 17 08:18:39 2001

On Wed Oct 17 02:27:59 2001 Arkangyle wrote post #957:
> On Tue Oct 16 21:12:21 2001 Fox wrote post #956:
> > Maybe having these healing potions go through a reboot?
> 
> Making the potions saveable would create a poor situation, since
> someone could store a huge number of them up over time and the lack
> of a use time (hard to implement effectively here) would make
> soloing large mobs potentially feasible.
> 
> - Arkangyle
Or rather have them decay like eq? Say go through a certain amount
of time and have it slowly dissipate, losing it's power, but much,
much more quickly than eq.

-----------------

poster: Pedron
subject: >>>Healing potions.
date: Wed Oct 17 21:44:24 2001

On Wed Oct 17 08:18:39 2001 Fox wrote post #959:
> On Wed Oct 17 02:27:59 2001 Arkangyle wrote post #957:
> > On Tue Oct 16 21:12:21 2001 Fox wrote post #956:
> > > Maybe having these healing potions go through a reboot?
> > 
> > Making the potions saveable would create a poor situation, since
> > someone could store a huge number of them up over time and the lack
> > of a use time (hard to implement effectively here) would make
> > soloing large mobs potentially feasible.
> > 
> > - Arkangyle
> Or rather have them decay like eq? Say go through a certain amount
> of time and have it slowly dissipate, losing it's power, but much,
> much more quickly than eq.
Or maybe make them decay like poisons! :P  Those 
brewer poisons last a good 2 hours buddy.  I think 
the healing potions are fine and arkangyle's point about 
killing big monsters with them was quite valid.

I think the potions are fine as they are.  Even if they no save on your body, 
you can stockpile them in your castle over the course 
of a reboot.  Anymore than that would be insane.  It 
pretty well rocks as it is if all the pk'ers ticked off 
at their thwarted doubleteams or my supposedly cheating 
by using potions is any clue. :)  I did also solo a 
couple of largish newbie eq monsters with buckets of potions and 
my 1-round inefficient spell.  (Those big priests at the ends of 
the monk areas).

Oh well, done my rant.  Leave potions alone please. :)  They 
should remain rare, unsavable, and hard to find emergency 
things not replacements for healers.

-pedron spam

-----------------

poster: Rizzly
subject: new emote
date: Thu Oct 18 03:54:05 2001

something along the lines of "You say to LIV, 'Good point!'" or "You
nod at LIV and say, 'Touche.'"

-----------------

poster: Nop
subject: Totally Useless!
date: Thu Oct 18 21:45:16 2001

So, someone said "remort race," and I said "remort guild," and
then I thought, "why stop there?"  So here it is, the remort
race/guild *tree*.
Plague Victim:  Alpha guild
Zombie, Poltergeist, Skeleton: Beta guilds
Harmer, Animal Tamer, Ghoul: Zombie gammas.
Dark Worshipper, Revenant, Watchers of the Night: Zombie Bravos.
True Vampire: Zombie Omicron.
Water Mage, Air Mage, Evoker of Elements: Poltergeist gammas.
Mist Mage, Rakshasa, Banshee: Poltergeist bravos
Spectre of Death: Poltergeist omicron.
Haven't come up with a guild tree for skeletons, but the omicron
is Lich.  Oh yes, guilds that already exist aren't necessarily
exactly those guilds, just similar.
Straight to /dev/null,
Nop.

-----------------

poster: Tranquil
subject: >Totally Useless!
date: Thu Oct 18 22:56:07 2001

On Thu Oct 18 21:45:16 2001 Nop wrote post #962:
> So, someone said "remort race," and I said "remort guild," and
> then I thought, "why stop there?"  So here it is, the remort
> race/guild *tree*.
> Plague Victim:  Alpha guild
> Zombie, Poltergeist, Skeleton: Beta guilds
> Harmer, Animal Tamer, Ghoul: Zombie gammas.
> Dark Worshipper, Revenant, Watchers of the Night: Zombie Bravos.
> True Vampire: Zombie Omicron.
> Water Mage, Air Mage, Evoker of Elements: Poltergeist gammas.
> Mist Mage, Rakshasa, Banshee: Poltergeist bravos
> Spectre of Death: Poltergeist omicron.
> Haven't come up with a guild tree for skeletons, but the omicron
> is Lich.  Oh yes, guilds that already exist aren't necessarily
> exactly those guilds, just similar.
> Straight to /dev/null,
> Nop.

1) we dont need 'similar' guilds. We have too many 'similar' guilds as it is.

2) Giving the name of a guild doesnt mean its an idea. I could say,
for example, 'shapeshifter guild, we need one' as much as I want,
and that doesnt mean I have come up with an idea for a an entire
guild tree. It means I have had a candle appear above my head while
sitting on the toilet and gone 'duuhuh.. this sounds cool..
huhuhuhu.. think I'll post it in news.. huhuhuhu'

And finally, 3) Please, for the love of god, quit spamming news with
stuff that is neither well thought out, nor remotely original. If we
need guilds here, its guilds that have a new concept, not just
another copy of guilds we already have.

- Tranquil


-----------------

poster: Nop
subject: >>Totally Useless!
date: Fri Oct 19 01:12:35 2001

Since I got such a positive response from my first post, I thought
I would elaborate some.  I'll concentrate on the Vampire guild,
since I like it.

First off, the trees have so many similar guilds because the idea
behind them is that they are *remort* trees, offering new and 
different *combinations* of otherwise familiar skills, not completely
new skills.  If you'll notice, I steal from several guild trees.

The fact that this makes them easier to code is just a bonus.
Now, for the guilds with which you are unfamiliar.

Personally, the way I would code it, only humans could join this tree,
since I think the MUD needs more humans.  This causes some issues which
are addressed by skills and items, below.

Plague Victim is a party-alpha.  It's major skill/focus is 'infect,'
which would let you turn a monster into an undead, opening it up
to a host of vulns and stuff.

Zombie.  I've never seen a vampire with a big emphasis on weapons, so 
I've given this basic guild some martial arts skills, letting you 
fight hand to hand.  The unique thing about them is that they have a 
skill that allows humans to eat corpses, and the more you train it,
the more the corpses give you in terms of regen.

Ghoul gives you a guild item, Ghoul Claws.  They're hand eq intended
to make up for the human's lack of stat specialization.  But instead 
of just raw stat bonuses, it does other things.  Claws, for example,
let you steal hp from your opponent.  Not alot, but enough to make
up for a less than stellar con.  Revenant adds ep drain to your claws, 
Vampire sp drain.

The Vampire also has a skill that allows eating corpses to charge your
vessel from the dark worshipper guild, if only a little, like sacrifice
corpse, but you get corpse eating regen, too.  Instead of attack spells,
the Vampire uses its blood for mondo stat buffs.

Some changes from the quoted guilds.

Animal Tamer is normal, but instead of bears and birds, you summon
rats and bats.  Wolves stay the same.

Dark worshipper doesn't require a dagger, but replacing it you have to
enchant your ghoul claws before offering blood.

IMO watchers of the night represents a vampire's hypnosis, and is
fine as is.

Which, of course, brings me to another thought I had.  You'll notice
I only give a few skills for each guild, and this represents a deep
seated belief of mine.  A guild usually only has a single focus,
and often, that focus could be condensed into a single skill.  As
Tranquil loves to point out, I'm a healer, so I'll use healing as an
example.  There's cure light, cure serious, cure critical, heal, 
half heal, heal body, body restoration..what'd I miss?  Anyhoo, this
plethora of spells presents the common newbie problem of a new spell
becoming available, and rendering old ones obsolete, forcing 
multitudinous reincs if one wants any efficiency.  There's also the
mystery of which spell in a series is more useful, if you only have
enough xp for one.  The way I would handle this, but which requires
major recoding, is to have, for example, *one* spell, called "heal"
or "cure," and then have mastery skills in different guilds called,
"heal strength," "heal efficiency," and "heal speed."  This is
very similar to what we have now (Mastery of Healing,
Healing`Efficiency, Quick Chant) but where the twist comes in is
that, instead
of having fixed values for heal, you would be able to set how much
it healed, how long it took, or how much sp it cost, but *not* all
three at once.  So, for example, you say, "I wanna heal 500hp a pop,"
and, based on your skill masteries, the game says, "Okay, that's
gonna`cost 100sp and two rounds."  Then, when you reach the Martyr
guild,
"heal companions" would work the same way, but there would be no 
"restore companions" spell, although there might be a "party
heal`strength" mastery.  A similar idea can be applied to damage
spells.  
(Heck, I even considered a general "spend mana" spell, and you could 
set attributes like: fire, cold, healing, and the general spell would 
become a fire, cold, or healing spell based on the attribute, but 
that's a bit too weird.)

One corollary of that last idea is that it introduces *alot* of
mastery skills, depending on how you do it, so it might be nicer to
the casting races (You learn spells much faster than a human, you
learn`skills much slower than a human) to have mastery *spells*
instead of
skills.  If cast, they'd do something spammy, but not particularly
useful, since they're masteries.

-----------------

poster: Trigon
subject: Touche
date: Fri Oct 19 01:44:44 2001

Just like to not a touche emote would rock the house, I've wished
there was one many times when I say something and smee corrects me
in his loveable fashion.
Trigon

-----------------

poster: Trigon
subject: Mastery message
date: Fri Oct 19 02:59:50 2001

For one of the masteries in psionists, no clue which one, I get the
message Foo whines in pain as the last crushes his mind and he loses
his concentration.  yet this appears to have no affect on
spell/skills casting.  Is it just a message that shows a mastery
went off and made the spell a little more powerful, or is it just
for me to look at and clap?  Would be cool if it broke concentration
or something.
Trigon

-----------------

poster: Koma
subject: race lead
date: Sat Oct 20 14:52:13 2001

To claim the leadership of a race one has to be active, 
i.e have some +exp on the weekly exp plaque. However, its
possible to hold the leadership of a race for ages, even if
one is not active. All one has to do is log in once in two
weeks so no one else gets it.

Could this be changed so a person has to be active to both
claim and hold the leadership of a race?

Thanks, Koma


-----------------

poster: Baer
subject: >race lead
date: Sun Oct 21 00:47:46 2001

When checking the total worth plaque to see if you can lead the race,
we don't compare the worth of the relevant bodies, only the total worth
of the player. So I am worth 2.9G, Tistoo is 2.8G, and I can make a 300m
body that can take the Giant leadership away from his 2.8G Giant. Then I run
around as a level 50 race leading Giant.


I also noticed that, as Koma said, if the current race leader has 0 xp
on the weekly plaque, you still cannot take the leadership from them. 0 xp
is pretty inactive.

Baer

-----------------

poster: Zifnab
subject: >>race lead
date: Sun Oct 21 06:02:18 2001

On Sun Oct 21 00:47:46 2001 Baer wrote post #968:
> When checking the total worth plaque to see if you can lead the race,
> we don't compare the worth of the relevant bodies, only the total worth
> of the player. So I am worth 2.9G, Tistoo is 2.8G, and I can make a 300m
> body that can take the Giant leadership away from his 2.8G Giant. Then I run
> around as a level 50 race leading Giant.

The problem with that whole thing is that race leaders were the most
total worth.  The plaque only stores the _total worth_ for each player.

I really have no desire to make the plaque which is already a pig
start storing info for the individual 'bodies' as well.


And the idea behind the total worth, is that you are still the same
player, your total worth is still X so why not lead the race?

Perhaps we need to make race lead do something differant.
> 
> 
> I also noticed that, as Koma said, if the current race leader has 0 xp
> on the weekly plaque, you still cannot take the leadership from them. 0 xp
> is pretty inactive.
> 
> Baer

-----------------

poster: Erec
subject: >>>race lead
date: Sun Oct 21 06:03:30 2001

Maybe make the plaque show current body?  That's all that's really 
useful to anyone else anyway.
   =Erec

-----------------

poster: Wildchild
subject: >>>>race lead
date: Sun Oct 21 06:06:41 2001

On Sun Oct 21 06:03:30 2001 Erec wrote post #970:
> Maybe make the plaque show current body?  That's all that's really 
> useful to anyone else anyway.
>    =Erec

Hrm. That would create tons of spam, I would imagine.
Every time you switch bodies the plaque updates with the new one? It
would pretty much force the other body off, then add the one logged
on now.

I don't think the plaque should be changed when it's only a handful
of players that are using the multiple bodies, but work something
else out specifically to handle race leadership :)

-WC

-----------------

poster: Tranquil
subject: >>>race lead
date: Sun Oct 21 06:14:12 2001

On Sun Oct 21 06:02:18 2001 Zifnab wrote post #969:
> On Sun Oct 21 00:47:46 2001 Baer wrote post #968:
> > When checking the total worth plaque to see if you can lead the race,
> > we don't compare the worth of the relevant bodies, only the total worth
> > of the player. So I am worth 2.9G, Tistoo is 2.8G, and I can make a 300m
> > body that can take the Giant leadership away from his 2.8G Giant. Then I
run
> > around as a level 50 race leading Giant.
> 
> The problem with that whole thing is that race leaders were the most
> total worth.  The plaque only stores the _total worth_ for each player.
> 
> I really have no desire to make the plaque which is already a pig
> start storing info for the individual 'bodies' as well.
> 
> 
> And the idea behind the total worth, is that you are still the same
> player, your total worth is still X so why not lead the race?
> 
> Perhaps we need to make race lead do something differant.
> > 
> > 
> > I also noticed that, as Koma said, if the current race leader has 0 xp
> > on the weekly plaque, you still cannot take the leadership from them. 0 xp
> > is pretty inactive.
> > 
> > Baer

I have suggested this privately to a few people, and most tend to
disagree with me, so maybe this is an obsolete post. But, I
personally think it would make more sense for the leader of a race
to be the 'oldest' player in that race, and that reinc.

ie: if I reinc now, and I choose for example, Drow as my race, I
would be the youngest Drow, but as I play the game and spend time
actually doing stuff, I would become a more aged Drow, and as those
who had more game time than me in the race, reinced out of it, then
I would move up the ranks as it were and eventually I would be given
the choice to lead the race if I choose to do so.

The major problem I see with this is for those people that sit here
logged on for literrally days on end and do nothing, then who may
choose to become active again, since most of their time was idle
then somehow we should not count that time. Only the time spent
unidle should count.

Thats where I am stumped as far as what could be done, seeing as
there are a few people who do sit here and leave their client
running (unless they work/play other games/sit at their computer/etc
for weeks at a stretch) in such a way as to keep them from becoming
disconnected, or disconnected for too long.

If we can figure that one out, the rest is just a simple matter of
making sure the player is actively unidle, and I think if the player
earned 3-5% of his/her worth within a week, with some cap at 50m or
so for the larger players, that would count as an active player.

- Tranquils 2 5c pieces.


-----------------

poster: Ronan
subject: New Emote
date: Sun Oct 21 09:11:16 2001

ronan2
You tell foo2 "If my pants aren't at my ankles, don't open your mouth!"
foo tells foo2 "If my pants aren't at my ankles, don't open your mouth!"
foo tells You "If my pants aren't at my ankles, don't open your mouth!"
and should be ronan2 LIV

-----------------

poster: Zuperb
subject: >race lead
date: Sun Oct 21 10:07:17 2001

Baer leadership on XP earned last week. The one with most xp earned
for it's race deserves the reace leader item more than a idling
highbie. Migth consider a name change though, but a hard working
feature could be cool.

BTW, dont nag to much about this, we should be glad we have thoose
reace leader items in the first place. 

-----------------

poster: Goroharahad
subject: >>race lead
date: Sun Oct 21 16:21:40 2001

On Sun Oct 21 10:07:17 2001 Zuperb wrote post #974:
> Baer leadership on XP earned last week. The one with most xp earned
> for it's race deserves the reace leader item more than a idling
> highbie. Migth consider a name change though, but a hard working
> feature could be cool.
> 
> BTW, dont nag to much about this, we should be glad we have thoose
> reace leader items in the first place. 
Wouldn't it be possible to just change the computation made whe u
try to 'race lead' so that only current bodies of you and current
leader are taken into account ?
This would not alter plaque which seems just fine, but it would
solve the prob of a small body keeping a race lead.

Goro

-----------------

poster: Zifnab
subject: >>>race lead
date: Sun Oct 21 16:50:46 2001

On Sun Oct 21 16:21:40 2001 Goroharahad wrote post #975:
> On Sun Oct 21 10:07:17 2001 Zuperb wrote post #974:
> > Baer leadership on XP earned last week. The one with most xp earned
> > for it's race deserves the reace leader item more than a idling
> > highbie. Migth consider a name change though, but a hard working
> > feature could be cool.
> > 
> > BTW, dont nag to much about this, we should be glad we have thoose
> > reace leader items in the first place. 
> Wouldn't it be possible to just change the computation made whe u
> try to 'race lead' so that only current bodies of you and current
> leader are taken into account ?
> This would not alter plaque which seems just fine, but it would
> solve the prob of a small body keeping a race lead.
> 
> Goro
We do not store the 'body' information for players in a place
that we can easily get at unless they are online.

-----------------

poster: Tamuli
subject: emote
date: Sun Oct 21 19:06:31 2001

tamuli
you say "get on your knees and smile like a donut"
tamuli LIV
you say to X "get on on your knees and smile like a donut"

-----------------

poster: Tektor
subject: >>>>race lead
date: Sun Oct 21 19:48:45 2001

On Sun Oct 21 06:14:12 2001 Tranquil wrote post #972:
> On Sun Oct 21 06:02:18 2001 Zifnab wrote post #969:
> > On Sun Oct 21 00:47:46 2001 Baer wrote post #968:
> > > When checking the total worth plaque to see if you can lead the race,
> > > we don't compare the worth of the relevant bodies, only the total worth
> > > of the player. So I am worth 2.9G, Tistoo is 2.8G, and I can make a 300m
> > > body that can take the Giant leadership away from his 2.8G Giant. Then I
> run
> > > around as a level 50 race leading Giant.
> > 
> > The problem with that whole thing is that race leaders were the most
> > total worth.  The plaque only stores the _total worth_ for each player.
> > 
> > I really have no desire to make the plaque which is already a pig
> > start storing info for the individual 'bodies' as well.
> > 
> > 
> > And the idea behind the total worth, is that you are still the same
> > player, your total worth is still X so why not lead the race?
> > 
> > Perhaps we need to make race lead do something differant.
> > > 
> > > 
> > > I also noticed that, as Koma said, if the current race leader has 0 xp
> > > on the weekly plaque, you still cannot take the leadership from them.
0 xp
> > > is pretty inactive.
> > > 
> > > Baer
> 
> I have suggested this privately to a few people, and most tend to
> disagree with me, so maybe this is an obsolete post. But, I
> personally think it would make more sense for the leader of a race
> to be the 'oldest' player in that race, and that reinc.
> 
> ie: if I reinc now, and I choose for example, Drow as my race, I
> would be the youngest Drow, but as I play the game and spend time
> actually doing stuff, I would become a more aged Drow, and as those
> who had more game time than me in the race, reinced out of it, then
> I would move up the ranks as it were and eventually I would be given
> the choice to lead the race if I choose to do so.
> 
> The major problem I see with this is for those people that sit here
> logged on for literrally days on end and do nothing, then who may
> choose to become active again, since most of their time was idle
> then somehow we should not count that time. Only the time spent
> unidle should count.
> 
> Thats where I am stumped as far as what could be done, seeing as
> there are a few people who do sit here and leave their client
> running (unless they work/play other games/sit at their computer/etc
> for weeks at a stretch) in such a way as to keep them from becoming
> disconnected, or disconnected for too long.
> 
> If we can figure that one out, the rest is just a simple matter of
> making sure the player is actively unidle, and I think if the player
> earned 3-5% of his/her worth within a week, with some cap at 50m or
> so for the larger players, that would count as an active player.
> 
> - Tranquils 2 5c pieces.
> 

The is one huge problem with that. It means someone can log on and
idle and take race leadership. Hence they can still be inactive and
still steal race lead from more worthy people.

-----------------

poster: Wildchild
subject: >emote
date: Sun Oct 21 19:55:22 2001

On Sun Oct 21 19:06:31 2001 Tamuli wrote post #977:
> tamuli
> you say "get on your knees and smile like a donut"
> tamuli LIV
> you say to X "get on on your knees and smile like a donut"

Some of you guys really need to get out and find yourselves some
two-dollar whores or something :P

-WC

-----------------

poster: Snoop
subject: hgrf
date: Sun Oct 21 20:01:17 2001

Would be nice if all guilds with guild items also could have mortal
guild leaders/masters or whatever. That is, the one with the highest
mastery on their guild item could be the leader or the
master/champion or whatever of that particular guild. Naturally a
person not currently in the guild can not have this position. 
*/Snoop

-----------------

poster: Wildchild
subject: pk dude
date: Sun Oct 21 21:25:00 2001

Disable the pk register guy. That way stupid people won't keep
trying to join pk when it's obvious that it is disabled.
Probably want to disable Death too when you reinc.


-----------------

poster: Tranquil
subject: >>>>>race lead
date: Sun Oct 21 21:42:30 2001

>The is one huge problem with that. It means someone can log on and
>idle and take race leadership. Hence they can still be inactive and
>still steal race lead from more worthy people.

Read the post again Tektor. you missed something.
*points at % xp worth gain*

This post is kinda obsolete anyways. Erec suggested to make it work
off xp gain on the weekly xp plaque, which is probably a better idea
anyway.

- Tranquil


-----------------

poster: Sleet
subject: >>>>race lead
date: Sun Oct 21 23:13:08 2001

i dont really see the problem with beign a leader and idle, any
major leader in the world i see these days doesnt do shit anyways
besides sit around.

-----------------

poster: Bahgtru
subject: Devils (in pumpkin)
date: Mon Oct 22 12:00:29 2001

I think that the blast spell (incinerate) of the devils should be
tuned down... it can kill me from good condition, and a mob worth 2k
shouldn't be able to take off 425 hps in a single spell.

- Bag

-----------------

poster: Tranquil
subject: >Devils (in pumpkin)
date: Mon Oct 22 12:04:29 2001

On Mon Oct 22 12:00:29 2001 Bahgtru wrote post #984:
> I think that the blast spell (incinerate) of the devils should be
> tuned down... it can kill me from good condition, and a mob worth 2k
> shouldn't be able to take off 425 hps in a single spell.
> 
> - Bag

Mobs worth 500xp probably shouldnt be casting spells like forget,
yellow mist and remove armor either, but they do. Kinda sucks, but
something gets thrown at you, you deal. There are many more mobs out
there to kill.

- Tranquil


-----------------

poster: Fox
subject: Race leadership
date: Tue Oct 23 20:09:36 2001

For leadership of a race, maybe have it depend on who has the most
exp earned on the Weekly Plaque as well...?
Just a thought...

-----------------

poster: Erec
subject: Stupid PK idea
date: Wed Oct 24 21:37:48 2001

OK, this is a really stupid idea, since PK isn't even available 
ATM... but if it ever becomes activated again, and some wiz has
some idle time on their hands, it'd be cool if you couldn't pk
on consecrated ground.

Then again, for all I know, that's already the case.  Not like
I ever do/did pk.

        -Erec

-----------------

poster: Durin
subject: Stupid response to Erec's post
date: Wed Oct 24 21:47:04 2001

Hi!

-----------------

poster: Coal
subject: Woosy Undeads
date: Wed Oct 24 22:39:09 2001

I was siting around idly doing gold the otherday killing mobs from
~1k worth to ~30k and like a silly monkey with no trigs I kept
forgetting to bury my dead.  So in retaliation for my carelesness
the dead kept animating and attacking me, which was fine except they
weren't doing any damage. I realized that if the dead had enough
latent power to fuel their rise into undeadship, why was it that
they are all the same worth ie: 200 xp.  It seems more reasonable,
fun, exciting and plausible to have the risen undead be a % of the
xp of the acutual mob killed. It's kinda silly to wander into an
undead dragon who is only worth 200xp when the mob itself is worth
~250k+
-Coal_who_wants_undeads_at_75%_to_25%_of_live_worth!

-----------------

poster: Zifnab
subject: >Woosy Undeads
date: Wed Oct 24 22:40:45 2001

> -Coal_who_wants_undeads_at_75%_to_25%_of_live_worth!
Keep in mind that if the exp goes up, the monster needs to 
be made harder, so that easy kill that surprises you may not
be so nice if it kills you.

-----------------

poster: Goroharahad
subject: >Woosy Undeads
date: Thu Oct 25 01:44:29 2001

On Wed Oct 24 22:39:09 2001 Coal wrote post #989:
> I was siting around idly doing gold the otherday killing mobs from
> ~1k worth to ~30k and like a silly monkey with no trigs I kept
> forgetting to bury my dead.  So in retaliation for my carelesness
> the dead kept animating and attacking me, which was fine except they
> weren't doing any damage. I realized that if the dead had enough
> latent power to fuel their rise into undeadship, why was it that
> they are all the same worth ie: 200 xp.  It seems more reasonable,
> fun, exciting and plausible to have the risen undead be a % of the
> xp of the acutual mob killed. It's kinda silly to wander into an
> undead dragon who is only worth 200xp when the mob itself is worth
> ~250k+
> -Coal_who_wants_undeads_at_75%_to_25%_of_live_worth!
Isn't this a try to instal a new form of pkilling ?
party say ----> Undine Guard DOWN
<----
Rther newbie oriented too :)

-----------------

poster: Tranquil
subject: >>Woosy Undeads
date: Thu Oct 25 02:27:44 2001


Actually, this idea has been suggested a few times, even as far back
as when we had the crim system in. In addition to that, how the heck
would it help someone to make sure another person died? Apart from
killing the in the area that the other person may be killing in, I
dont believe it would, since the player doing the attempt would be
equally at risk of dying. Another thing is, the other person would
need to be killing in said area itfp, which means obviously they can
take on the local mobs, so a reduced size mob wont really give them
much to worry about.

- Tranquil


-----------------

poster: Jomo
subject: Woosy Undead
date: Thu Oct 25 02:45:56 2001

There is another way to go about doing this that I haven't heard
mentioned before.  Rather than having undead raise one at
a time as people forget to bury their corpses, have some
sort of tally increment when a corpse makes it to the
point where it would normally turn into an undead.

If the tally reaches a certain level, run an undead
invasion event or something like that. 

That there is both a detriment to not burying 
corpses -- and also you can have varying degrees of
undead levels.

-----------------

poster: Wildchild
subject: >Woosy Undead
date: Thu Oct 25 02:47:41 2001

On Thu Oct 25 02:45:56 2001 Jomo wrote post #993:
> There is another way to go about doing this that I haven't heard
> mentioned before.  Rather than having undead raise one at
> a time as people forget to bury their corpses, have some
> sort of tally increment when a corpse makes it to the
> point where it would normally turn into an undead.
> 
> If the tally reaches a certain level, run an undead
> invasion event or something like that. 
> 
> That there is both a detriment to not burying 
> corpses -- and also you can have varying degrees of
> undead levels.

Well, it's rather ridiculous when the undead give like 300 exp, and
some monsies that newbies kill only gives 200 exp.

So what do they do? Don't bury corpses, let them reanimate whenever
possible, and get an even easier 300 exp yet.

Anyways, I don't think the idea of making undeads worth relative to
their living worth is a good idea, mostly cause it's alot easier
exp.

-WC

-----------------

poster: Litho
subject: disarm
date: Thu Oct 25 04:26:28 2001

perhaps a command saying like its now safe to wield weapon (after
being diarmed)

-----------------

poster: Arkangyle
subject: >>Woosy Undeads
date: Thu Oct 25 04:32:52 2001

On Wed Oct 24 22:40:45 2001 Zifnab wrote post #990:
> > -Coal_who_wants_undeads_at_75%_to_25%_of_live_worth!
> Keep in mind that if the exp goes up, the monster needs to 
> be made harder, so that easy kill that surprises you may not
> be so nice if it kills you.

I know of at least one mud where this is the case ... and people die
mainly from undead rather than the real mobs, since they are
hard/track/aggro :P

-----------------

poster: Mixer
subject: >>Woosy Undeads
date: Thu Oct 25 11:06:47 2001

On Wed Oct 24 22:40:45 2001 Zifnab wrote post #990:
> > -Coal_who_wants_undeads_at_75%_to_25%_of_live_worth!
> Keep in mind that if the exp goes up, the monster needs to 
> be made harder, so that easy kill that surprises you may not
> be so nice if it kills you.
I think this is a cool idea, lets make it 30% of monster worth, but
just as hard as the original monster... I think overriding
combat strength should do it :)

-----------------

poster: Baer
subject: >>>Woosy Undeads
date: Thu Oct 25 12:30:44 2001

I think the main reason against doing this before was that someone
could kill a big monster, pick up the corpse, bring it to a ferry,
then the corpse reanimates and everyone (could be some innocent
newbie etc) is stuck in that room with nowhere to run to, and a
potentially big aggro monster in the room. You can't carry corpses
with you anymore, so this issue is much less important.

I think there could be a workable solution found. We just need to
remember that these things are aggressive for now (I don't know why
undeads are aggressive, are they still pissed off that they died a
short while ago?). If you start walking somewhere and are lagged or
whatever, and there is suddenly some large aggro monster there in
your room when normally there wouldn't be, its not very nice.

Of course if some lazy swede would make some guild that can use
corpses, it would be more fun.

Baer

-----------------

poster: Snoop
subject: >>>>Woosy Undeads
date: Thu Oct 25 12:32:56 2001

On Thu Oct 25 12:30:44 2001 Baer wrote post #998:
> I think the main reason against doing this before was that someone
> could kill a big monster, pick up the corpse, bring it to a ferry,
> then the corpse reanimates and everyone (could be some innocent
> newbie etc) is stuck in that room with nowhere to run to, and a
> potentially big aggro monster in the room. You can't carry corpses
> with you anymore, so this issue is much less important.
> 
> I think there could be a workable solution found. We just need to
> remember that these things are aggressive for now (I don't know why
> undeads are aggressive, are they still pissed off that they died a
> short while ago?). If you start walking somewhere and are lagged or
> whatever, and there is suddenly some large aggro monster there in
> your room when normally there wouldn't be, its not very nice.
> 
> Of course if some lazy swede would make some guild that can use
> corpses, it would be more fun.
> 
> Baer
hmm...lazy swede? i am not lazy!!!!!
*/Snoop blames Zifnab rah rah

-----------------

poster: Amestyn
subject: Emote
date: Fri Oct 26 00:51:28 2001

New emote...

pook: You go pook.
pook LIV: You go pookie pookie poo at LIV.

-Amestyn

-----------------

poster: Tarek
subject: Broom charge shop
date: Fri Oct 26 12:58:12 2001

cant u gods make a broom charge shop?? the price for a charge could
depend on how good the charge should be.. =) 
isnt this a good idea =)

-----------------

poster: Warchief
subject: >Broom charge shop
date: Sat Oct 27 01:27:45 2001

On Fri Oct 26 12:58:12 2001 Tarek wrote post #1001:
> cant u gods make a broom charge shop?? the price for a charge could
> depend on how good the charge should be.. =) 
> isnt this a good idea =)
No, not really.

-----------------

poster: Coal
subject: Woodsman
date: Sat Oct 27 08:39:00 2001

What snoop didn't mention is that woodsman take 15-20 minutes to
setup, and that other caster guilds at similar worth can solo
simalar rates. 100k/min is not the norm for a woodsman, most
woodsman 600m-1g worth only make 50-75kmin.  Woodsman is also offset
in that they only do well in solo and duo groups with very small
clerics. I found that I almost always got less xp in parties than
what I could do solo. While I do agree that woodsman needs an
omnicron I must also point out that both bravos are 15lvls and there
are a few skills that you can't even max.
-Coal

-----------------

poster: Durin
subject: >Woodsman
date: Sat Oct 27 10:55:56 2001

> I found that I almost always got less xp in parties than > what I could do
solo.

Ah this i forgot to mention in my post, this also adds to special
and good design of the woodsman, do not force all the guilds in same
party format. 

-Durin

-----------------

poster: Oz
subject: >Woodsman
date: Sat Oct 27 11:41:52 2001

no guild in this game can solo as good as woodsman. not mistmage or
druid or anything. woodsman is out of tune, and should be tuned as
soon as possiable. i think that enough people "abused" that guild so
far, and the sooner you change something, the better. i've talked to
a lot of people that think the same, but simply chose to stop
playing rather then say something. 

-----------------

poster: Durin
subject: >>Woodsman
date: Sat Oct 27 13:48:25 2001

On Sat Oct 27 11:41:52 2001 Oz wrote post #1005:
> no guild in this game can solo as good as woodsman. not mistmage or
> druid or anything. woodsman is out of tune, and should be tuned as
> soon as possiable. i think that enough people "abused" that guild so
> far, and the sooner you change something, the better. i've talked to
> a lot of people that think the same, but simply chose to stop
> playing rather then say something. 

ROFL! Players stopped mudding because woodsmen are out of tune.
Great. No crawl back under the rock you came from. Post something
rational like many other posts concerning this same issue. 

-Durin

-----------------

poster: Zifnab
subject: >>>Woodsman
date: Sat Oct 27 15:22:21 2001

On Sat Oct 27 13:48:25 2001 Durin wrote post #1006:
> On Sat Oct 27 11:41:52 2001 Oz wrote post #1005:
> > no guild in this game can solo as good as woodsman. not mistmage or
> > druid or anything. woodsman is out of tune, and should be tuned as
> > soon as possiable. i think that enough people "abused" that guild so
> > far, and the sooner you change something, the better. i've talked to
> > a lot of people that think the same, but simply chose to stop
> > playing rather then say something. 
> 
> ROFL! Players stopped mudding because woodsmen are out of tune.
> Great. No crawl back under the rock you came from. Post something
> rational like many other posts concerning this same issue. 
> 
> -Durin
just an FYI, people that 'stop playing because of X' are useless
sources.  9 times out of 10, they will quit playing because of
X where X is any excuse to stop.

-----------------

poster: Tahnval
subject: >Woodsman
date: Sun Oct 28 02:28:48 2001

On Sat Oct 27 08:39:00 2001 Coal wrote post #1003:
> What snoop didn't mention is that woodsman take 15-20 minutes to
> setup, and that other caster guilds at similar worth can solo
> simalar rates. 100k/min is not the norm for a woodsman, most
> woodsman 600m-1g worth only make 50-75kmin.  Woodsman is also offset
> in that they only do well in solo and duo groups with very small
> clerics. I found that I almost always got less xp in parties than
> what I could do solo. While I do agree that woodsman needs an
> omnicron I must also point out that both bravos are 15lvls and there
> are a few skills that you can't even max.
> -Coal
' I no longer resist pain
I was Woodsman for a short while at ~220M worth and I found that I had
a lower solo rate than I could have as a solo-orientated warrior, even
when the weapon situation pushes me into Blade Dancer rather than Barbarian.
Warrior is also *far* less fuss than Woodsman.  Put on eq, put up RP and go.
Put RP back up when it falls.  Repeat as needed.  Woodsman has 128
billion skills
and spells to consider.  OK, I exaggerate a little 8-)

-----------------

poster: Fox
subject: Casino
date: Sun Oct 28 03:10:50 2001

Have casino a no skill/spell use area.

-----------------

poster: Litho
subject: Hide
date: Sun Oct 28 06:26:09 2001

maybe make it possible for healer to target me when hidden, seems
they can't...,thanks

-----------------

poster: Zifnab
subject: >Hide
date: Sun Oct 28 14:03:23 2001

On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> maybe make it possible for healer to target me when hidden, seems
> they can't...,thanks
the whole point of being hidden is to not be seen.
If you want the healer to target you dont e hidden.

-----------------

poster: Snoop
subject: >>Hide
date: Sun Oct 28 15:28:06 2001

On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > maybe make it possible for healer to target me when hidden, seems
> > they can't...,thanks
> the whole point of being hidden is to not be seen.
> If you want the healer to target you dont e hidden.
use hide gives bonuses to backstab, the only thing in the thief
guild that actually does something. Personally i think thieves suck
enuff as it is, if healers can't target them with heals etc i think
that should be fixed. I know that they've been able to before. It
must be rather recent change to something if hidden ppls can't be
targetted with spells/skills anymore.
*/Snoop

-----------------

poster: Kaos
subject: >>>Hide
date: Sun Oct 28 15:31:27 2001

On Sun Oct 28 15:28:06 2001 Snoop wrote post #1012:
> On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> > On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > > maybe make it possible for healer to target me when hidden, seems
> > > they can't...,thanks
> > the whole point of being hidden is to not be seen.
> > If you want the healer to target you dont e hidden.
> use hide gives bonuses to backstab, the only thing in the thief
> guild that actually does something. Personally i think thieves suck
> enuff as it is, if healers can't target them with heals etc i think
> that should be fixed. I know that they've been able to before. It
> must be rather recent change to something if hidden ppls can't be
> targetted with spells/skills anymore.
> */Snoop
I remember hierokliff complaining about hidden thieves could be
attacked by typing "kill " even when they were hidden.
If they can't be targeted by spells, they shouldn't be found
by the parser either :p

-----------------

poster: Tektor
subject: Wish thought
date: Sun Oct 28 15:37:00 2001

Would be neat if all spells/all skills wish went past your
spell/skill maxes only if it was under 100% Ie: 90% spell max + all
spells lets you have 97% spells, 95% spell max + all spells lets you
have 99% spells. And if you have 100%+ spell/skills maxes it works
how it normally does now.

-----------------

poster: Fezzick
subject: >>>>Hide
date: Sun Oct 28 16:30:57 2001

On Sun Oct 28 15:31:27 2001 Kaos wrote post #1013:
> On Sun Oct 28 15:28:06 2001 Snoop wrote post #1012:
> > On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> > > On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > > > maybe make it possible for healer to target me when hidden, seems
> > > > they can't...,thanks
> > > the whole point of being hidden is to not be seen.
> > > If you want the healer to target you dont e hidden.
> > use hide gives bonuses to backstab, the only thing in the thief
> > guild that actually does something. Personally i think thieves suck
> > enuff as it is, if healers can't target them with heals etc i think
> > that should be fixed. I know that they've been able to before. It
> > must be rather recent change to something if hidden ppls can't be
> > targetted with spells/skills anymore.
> > */Snoop
> I remember hierokliff complaining about hidden thieves could be
> attacked by typing "kill " even when they were hidden.
> If they can't be targeted by spells, they shouldn't be found
> by the parser either :p
bye bye PK...bye bye
 
(isn't this argument irrelevant)

-----------------

poster: Litho
subject: shrink weapon
date: Mon Oct 29 05:15:24 2001

Perhaps have the shrink book think you have the mastery. its
annoying having to get an enchanter to shrink it moreso, it totallt
defeats the purpose of a shrink book, imo

-----------------

poster: Marvin
subject: >shrink weapon
date: Mon Oct 29 13:01:42 2001

On Mon Oct 29 05:15:24 2001 Litho wrote post #1016:
> Perhaps have the shrink book think you have the mastery. its
> annoying having to get an enchanter to shrink it moreso, it totallt
> defeats the purpose of a shrink book, imo

The purpose of a shrink book is what it is.


-----------------

poster: Sleet
subject: >>>>>Hide
date: Mon Oct 29 22:19:18 2001

On Sun Oct 28 16:30:57 2001 Fezzick wrote post #1015:
> On Sun Oct 28 15:31:27 2001 Kaos wrote post #1013:
> > On Sun Oct 28 15:28:06 2001 Snoop wrote post #1012:
> > > On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> > > > On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > > > > maybe make it possible for healer to target me when hidden, seems
> > > > > they can't...,thanks
> > > > the whole point of being hidden is to not be seen.
> > > > If you want the healer to target you dont e hidden.
> > > use hide gives bonuses to backstab, the only thing in the thief
> > > guild that actually does something. Personally i think thieves suck
> > > enuff as it is, if healers can't target them with heals etc i think
> > > that should be fixed. I know that they've been able to before. It
> > > must be rather recent change to something if hidden ppls can't be
> > > targetted with spells/skills anymore.
> > > */Snoop
> > I remember hierokliff complaining about hidden thieves could be
> > attacked by typing "kill " even when they were hidden.
> > If they can't be targeted by spells, they shouldn't be found
> > by the parser either :p
> bye bye PK...bye bye
>  
> (isn't this argument irrelevant)
nah its revelent, would mean you could wander around aggros without
them seeing you

-----------------

poster: Anyone
subject: >>>>>>Hide
date: Tue Oct 30 00:13:52 2001

On Mon Oct 29 22:19:18 2001 Sleet wrote post #1018:
> On Sun Oct 28 16:30:57 2001 Fezzick wrote post #1015:
> > On Sun Oct 28 15:31:27 2001 Kaos wrote post #1013:
> > > On Sun Oct 28 15:28:06 2001 Snoop wrote post #1012:
> > > > On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> > > > > On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > > > > > maybe make it possible for healer to target me when hidden, seems
> > > > > > they can't...,thanks
> > > > > the whole point of being hidden is to not be seen.
> > > > > If you want the healer to target you dont e hidden.
> > > > use hide gives bonuses to backstab, the only thing in the thief
> > > > guild that actually does something. Personally i think thieves suck
> > > > enuff as it is, if healers can't target them with heals etc i think
> > > > that should be fixed. I know that they've been able to before. It
> > > > must be rather recent change to something if hidden ppls can't be
> > > > targetted with spells/skills anymore.
> > > > */Snoop
> > > I remember hierokliff complaining about hidden thieves could be
> > > attacked by typing "kill " even when they were hidden.
> > > If they can't be targeted by spells, they shouldn't be found
> > > by the parser either :p
> > bye bye PK...bye bye
> >  
> > (isn't this argument irrelevant)
> nah its revelent, would mean you could wander around aggros without
> them seeing you
you can allrdy do that

-----------------

poster: Jazaman
subject: Mud Mage / Plasma Mage
date: Tue Oct 30 20:05:58 2001

Ok yeah, we already have plenty of guilds, and the elemental tree is
plenty full, but I happen to like the ideas of these guilds, and, if
they were ever implemented, a mudmage/plasmamage couldn't join
mistmage/lavamage (vice versa) so they alternatives to getting to
nether mage, and not just extra guilds

First off the basic spell that every gamma+ elemental guild has, body of blah
For plasma mage, it would have the weakest resistances of all bravo
level bodies, and would not let you wear eq, however, it increases
int/wis/spr due to the rapid motion of the particles comprising your
body (which would include your brain, thus the increase)

For Earth Mage, the body would have reses almost as good as mist
mage (hurting mud is very hard), a large increase in str/con/hpr,
and still be able to wear eq
Plasma Mages primary attack spell would be something along the lines
of "Plasma Discharge" and cause fire, elec, and asph damage
(lightning bolt that heats up are and burns all the oxygen)  I'm
thinking Affecting skills "Master of Partical Dynamics"  for the
fire part "Ion Control" for the electrical part, and "Consumption
(or some such)" for the asphyx part

Area Attack is Plasma Storm, and only does elec damage, only
affected by Ion Control, and has good chance of hitting back on the
caster for hefty damage
probably other spells could fit in there also (I've lost my notes
and am doing this from memory)

Mud Mage primary attack spell would be "Clay Assault" (which summons
up a tower of clay which then slams down upon the target) and would
normally do Cold and Phys damage.  Affecting Skills "Muck
Management" which helps with both the phys and cold and "Essence of
Decay" which has a chance of adding poison damage (for some reason I
really like that part).  This spell would be long casting time
(>5rounds) and do ok damage, but much less efficient than other
Bravo Elementals.

Mud Mage area would be "Quicksand" and do cold and asph damage, and
maybe lower dex somewhat.  Affected by "Muck Management"  Again, not
the most efficient spell, and fairly long casting time (<4 rounds)

Another spell maybe to go into Mud Mage would be "Mud Bath" which is
targetable at a single person, and places them into the ground where
hp, sp, and ep heal at a fast rate.  Affected by "Essence of Decay"
(cause decaying things can leave behind good things also, like
cheese + penicilling and such) but the mud mage must remain in room
and out of combat otherwise the recipient takes considerable damage
as they try to escape from the mud.

Mud Mage skill: "Engulf" Kinda like death in that it only can be
used on almost dead monsters and finishes them off, however has some
other limitations.  Can only be used while in Mud Form (how else can
you engulf someone) if it fails causes large damage to the user +
stunnage, takes all eps the caster has affected by dex, con, and
"Muck Mastery" "Essence of Decay"

hopefully I got down everything I wanted, I lost my notes I've been
making on them for a while now, and if this isn't intelligible
enough I can refine it and mudmail it to whoever cares.

p.s. If it ever got implemented I would be willing to submit spell
words, help file descriptions, guildmaster names, areas, and
locations, and anything else that doesn't directly involve coding


My overexpanded pile of coinage

-----------------

poster: Wildchild
subject: >Mud Mage / Plasma Mage
date: Wed Oct 31 01:06:40 2001

Well, I don't like your idea that you're sol and have to pick one
set or the other (mist/lava or mud/plasma).

However, I do feel that it's time that elementals get a third bravo,
so then elementals wouldn't have to join all four gammas to get to
their omnicron. It's quite a gap to go from level 50 and having all
your blasting power, then have to wait till level 80 before you can
get anything else that is helpful.

-WC

-----------------

poster: Jazaman
subject: >>Mud Mage / Plasma Mage
date: Wed Oct 31 08:42:10 2001

Ok, Wildchild has a good point that I hadn't considered.
The main reason I included that bit about either or was the people I
first discussed it with seemed to have issues otherwise (don't
remember who, don't really care) but I doubt most of them thought
about Wildchild's point either.

Again I'd like to state that I'm willing to work on descriptions and
stuff that doesn't involve the background coding (which I don't know
how to do... yet).  Heck, I'll probably be working on it even if
people tell me it's stupid and will never get implemented.  I'm a
loser that way.

-----------------

poster: Jomo
subject: Mudmage/Plamsamage
date: Wed Oct 31 22:12:56 2001

I had a discussion with someone on this a long while ago.
We didn't really get into specific skills/spells, but we had an idea
for restructuring the guild tree.

The idea was to spread things out a bit.  For instance, here is the
present tree:
mage->elemen->fire->earth->water->air->lava->mist->nether  For 95 levels.

Under the idea we had hammered out it would look like this:
mage(10)->elemen(10)->fire(7)->earth(7)->air(7)->water(7)
lava (5)->mud(5)->plasma(5)->mist(5)->nether(15) For 83 levels.

Obviously, some powers would have to be ajusted to match thier levels, etc.

But since, there was some discussion of the restructuring of these
guilds I thought I should throw this out as a possible solution for
the biggest complaint about this guild:
Nothing to train toward the midbie levels.

-----------------

poster: Sleet
subject: >>>>>>>Hide
date: Wed Oct 31 23:15:50 2001

On Tue Oct 30 00:13:52 2001 Anyone wrote post #1019:
> On Mon Oct 29 22:19:18 2001 Sleet wrote post #1018:
> > On Sun Oct 28 16:30:57 2001 Fezzick wrote post #1015:
> > > On Sun Oct 28 15:31:27 2001 Kaos wrote post #1013:
> > > > On Sun Oct 28 15:28:06 2001 Snoop wrote post #1012:
> > > > > On Sun Oct 28 14:03:23 2001 Zifnab wrote post #1011:
> > > > > > On Sun Oct 28 06:26:09 2001 Litho wrote post #1010:
> > > > > > > maybe make it possible for healer to target me when hidden,
seems
> > > > > > > they can't...,thanks
> > > > > > the whole point of being hidden is to not be seen.
> > > > > > If you want the healer to target you dont e hidden.
> > > > > use hide gives bonuses to backstab, the only thing in the thief
> > > > > guild that actually does something. Personally i think thieves suck
> > > > > enuff as it is, if healers can't target them with heals etc i think
> > > > > that should be fixed. I know that they've been able to before. It
> > > > > must be rather recent change to something if hidden ppls can't be
> > > > > targetted with spells/skills anymore.
> > > > > */Snoop
> > > > I remember hierokliff complaining about hidden thieves could be
> > > > attacked by typing "kill " even when they were hidden.
> > > > If they can't be targeted by spells, they shouldn't be found
> > > > by the parser either :p
> > > bye bye PK...bye bye
> > >  
> > > (isn't this argument irrelevant)
> > nah its revelent, would mean you could wander around aggros without
> > them seeing you
> you can allrdy do that
bah liek the blocker ones

-----------------

poster: Jaws
subject: cauldron magic
date: Thu Nov  1 13:48:08 2001

would be cool if a charged broom helped these spells
Fill - puts more potion material in based upon random charge help
Stir - random charge help make potion do more damage

Jaws

-----------------

poster: Jaws
subject: cauldron magic
date: Thu Nov  1 22:43:04 2001

hmm - fill - 100%
mastery for fill 105%

stir magical - 100%

and yet get 5 potions from a full cauldron

and yet other times  I get 15 or so

this seems widely varriable to me - and for the 450 sps to fill
I think 5 is a little on the low side

Can we maybe re- evaluate the formular for # potions from a fill 

Jaws

-----------------

poster: Jaws
subject: cauldron magic
date: Fri Nov  2 19:29:00 2001

give a warning like 30 secs before cauldron dissappears

please - so u dont fill it right before it vanishes

Jaws

-----------------

poster: Wildchild
subject: >cauldron magic
date: Fri Nov  2 19:30:16 2001

On Fri Nov  2 19:29:00 2001 Jaws wrote post #1027:
> give a warning like 30 secs before cauldron dissappears
> 
> please - so u dont fill it right before it vanishes
> 
> Jaws

It's one of Murphy's Laws of Red Dragon: "Cauldron must disappear
only after you've just wasted the sps filling the damn thing."

-WC

-----------------

poster: Tektor
subject: Cauldron
date: Sat Nov  3 15:56:18 2001

Would be nice if the cauldron didn't have to be resummoned. A
portable cauldron would rock also. My orginal idea is that the
cauldron would sit in your inventory like the focus crystal for
adepts of the stone. I don't know how that would exactly work it
would take up alot of room, however if you study dsell thats not a
problem when you fill up with loot.

-----------------

poster: Phire
subject: >Cauldron
date: Sat Nov  3 16:02:14 2001

On Sat Nov  3 15:56:18 2001 Tektor wrote post #1029:
> Would be nice if the cauldron didn't have to be resummoned. A
> portable cauldron would rock also. My orginal idea is that the
> cauldron would sit in your inventory like the focus crystal for
> adepts of the stone. I don't know how that would exactly work it
> would take up alot of room, however if you study dsell thats not a
> problem when you fill up with loot.
I'm sure a travel size cauldron spell could be made, but think about
it, it would 
be only large enough to fill 2-3 potions.

Just for reference a normal cauldron is large enough for you to take
a bath in.

-----------------

poster: Jaws
subject: >>Cauldron
date: Sat Nov  3 16:57:20 2001

On Sat Nov  3 16:02:14 2001 Phire wrote post #1030:
> On Sat Nov  3 15:56:18 2001 Tektor wrote post #1029:
> > Would be nice if the cauldron didn't have to be resummoned. A
> > portable cauldron would rock also. My orginal idea is that the
> > cauldron would sit in your inventory like the focus crystal for
> > adepts of the stone. I don't know how that would exactly work it
> > would take up alot of room, however if you study dsell thats not a
> > problem when you fill up with loot.
> I'm sure a travel size cauldron spell could be made, but think about
> it, it would 
> be only large enough to fill 2-3 potions.
> 
> Just for reference a normal cauldron is large enough for you to take
> a bath in.
GT
TFE
hmm well since sometines I only get 5 potions from mine
travel size would be a 1 potion thing

Jaws

-----------------

poster: Tektor
subject: >>Cauldron
date: Sat Nov  3 17:04:58 2001

This is magic we are talking about here not actual science. Rule #1
of Magic, Anything is possible.

-----------------

poster: Lu
subject: >Cauldron
date: Sat Nov  3 20:52:57 2001

i can see it now, little witches walking around with huge cauldrons
in there hands!!
*rolls his eyes at tektor*

-lu

-----------------

poster: Tranquil
subject: >>Cauldron
date: Sun Nov  4 05:48:56 2001

On Sat Nov  3 20:52:57 2001 Lu wrote post #1033:
> i can see it now, little witches walking around with huge cauldrons
> in there hands!!
> *rolls his eyes at tektor*
> 
> -lu

Ooh, this could get interesting. We could see dwarf woodsmen running
around using a 400 foot long 6 foot wide pine tree as a blunt
weapon. Mmmm

- Tranquil adds to the silly ideas


-----------------

poster: Myrddin
subject: >>>Cauldron
date: Sun Nov  4 05:51:56 2001

i think the main reason this is a bad idea is balance, cauldron
already seem to do pretty well, adding alot of mobility doesnt look
to me like a good idea
if im not mistaked the fact that you cant move around alot is one of
the main parts of cauldron
perhaps some other fixes are needed, like lower throw back rates,
but a portable cauldron doesnt seem reasonable.
myrddins post has been brought to you by the letter q and the number 5

-----------------

poster: Goroharahad
subject: >>>Cauldron
date: Sun Nov  4 12:29:02 2001

On Sun Nov  4 05:48:56 2001 Tranquil wrote post #1034:
> On Sat Nov  3 20:52:57 2001 Lu wrote post #1033:
> > i can see it now, little witches walking around with huge cauldrons
> > in there hands!!
> > *rolls his eyes at tektor*
> > 
> > -lu
> 
> Ooh, this could get interesting. We could see dwarf woodsmen running
> around using a 400 foot long 6 foot wide pine tree as a blunt
> weapon. Mmmm
> 
> - Tranquil adds to the silly ideas
> 
Personnaly u just use a branch, not the whole trunk, perhaps u should try ? ;)

-----------------

poster: Jaws
subject: distant sell
date: Sun Nov  4 16:44:07 2001

have it trained to 100% - the spell succeeds but then
stuff drops?!

to me, if the spell succeeds then it succeeds.. what % drives this
secondary failure?

btw casting is at 105%

I spent the xp so I could use this without stuff dropping and it still does!

Jaws

-----------------

poster: Lu
subject: >distant sell
date: Sun Nov  4 16:45:37 2001

even at 100%, distant sell still fails, its part of the spell,
whether you trained dsell to 5% or 105%, at 5% youll fail alot, but
once inawhile you will go seel stufff, there is another calulation
in the spell taht has nothing to do with training iirc that makes
you lose the connection and your stuff  just disapears

-lu

-----------------

poster: Jaws
subject: >>>>Cauldron
date: Sun Nov  4 16:45:40 2001

On Sun Nov  4 05:51:56 2001 Myrddin wrote post #1035:
> i think the main reason this is a bad idea is balance, cauldron
> already seem to do pretty well, adding alot of mobility doesnt look
> to me like a good idea
> if im not mistaked the fact that you cant move around alot is one of
> the main parts of cauldron
> perhaps some other fixes are needed, like lower throw back rates,
> but a portable cauldron doesnt seem reasonable.
> myrddins post has been brought to you by the letter q and the number 5

I have no problem with a stationary cauldron myelf, it  is not that
costly to wait until the one u have empties, move and summon a new one

Jaws

-----------------

poster: Zifnab
subject: >distant sell
date: Sun Nov  4 16:45:55 2001

On Sun Nov  4 16:44:07 2001 Jaws wrote post #1037:
> have it trained to 100% - the spell succeeds but then
> stuff drops?!
> 
> to me, if the spell succeeds then it succeeds.. what % drives this
> secondary failure?
> 
> btw casting is at 105%
> 
> I spent the xp so I could use this without stuff dropping and it still does!
> 
> Jaws
its nto meant to be 100%, you want 100% walk to the shop.

-----------------

poster: Jaws
subject: >>distant sell
date: Sun Nov  4 16:49:02 2001

On Sun Nov  4 16:45:55 2001 Zifnab wrote post #1040:
> On Sun Nov  4 16:44:07 2001 Jaws wrote post #1037:
> > have it trained to 100% - the spell succeeds but then
> > stuff drops?!
> > 
> > to me, if the spell succeeds then it succeeds.. what % drives this
> > secondary failure?
> > 
> > btw casting is at 105%
> > 
> > I spent the xp so I could use this without stuff dropping and it still
does!
> > 
> > Jaws
> its nto meant to be 100%, you want 100% walk to the shop.

fine then, yet another usefull tool that is not really usefull
I dunno what yer calc is, but 2 disconnects in 10 casts is too many for me
with what % I have it trained it - just wont train it next time


Jaws

-----------------

poster: Jaws
subject: cauldron magic
date: Sun Nov  4 19:00:50 2001

one thing that would help, make a mastery that you get at lvl 10 of the guild
for brewing economy - makes u use less of the cauldron's contents
to create a potion

I would gladly spent a few meg of exp to allow myself to get more 
potions from each fillup as it were and with this addition
maybe make fill cauldron cost a little more

Jaws

-----------------

poster: Wildchild
subject: >cauldron magic
date: Sun Nov  4 19:45:22 2001

On Sun Nov  4 19:00:50 2001 Jaws wrote post #1042:
> one thing that would help, make a mastery that you get at lvl 10 of the
guild
> for brewing economy - makes u use less of the cauldron's contents
> to create a potion
> 
> I would gladly spent a few meg of exp to allow myself to get more 
> potions from each fillup as it were and with this addition
> maybe make fill cauldron cost a little more
> 
> Jaws

The guild already has a mastery: brewing lore. It affects all
aspects of cauldron magic: cauldron length of life, # of potions
created from a filling, increases strength of potions.

Now, having spent time as cauldron magic after the free attack was
added (and some minor downtunes were made to cauldron magic), I'll
agree that the random # of potions that can be created from one
filling is too much.
It seems that 5 is the minimum period, but that minimum # never
raises later on, no matter your skills.

As for the failing after just filling it, well, that happened to me
more than a few times. Again, refer to Murphy's Laws for Psychics of
RD>

I'm not sure if another skill specifically directed toward the
filling of the cauldron & creation of potions would help, but it's
not a bad idea. More than a few guilds have multiple masteries any
more to help out.

-WC

-----------------

poster: Erec
subject: Out of Tune woodsman
date: Sun Nov  4 20:24:18 2001

I had a little bit of an epiphany last night regarding woodsman...
Perhaps it isn't the class that's out of tune, but rather dwarf?
Since just about everyone generally agrees the other woodsman
races aren't nearly as good, and since I've never heard _anyone_
complain about the rate of a non-dwarf woodsman.... well, you
can see where this is going.

I know race tuning is tough, but perhaps a little lower xp 
rate, and a little lower dex for dwarf would solve this
problem?

              -Erec

-----------------

poster: Trigon
subject: My cauldron thoughts
date: Sun Nov  4 20:38:34 2001

I'm gonna agree with Jaws about having some sort of skill that gets
you more potions per fill.  Right now I have 3 lvls in cauldron, not
even enough to get the mastery, and I still make 8-10 potions per
fill.  Doesn't seem quite right when he has the mastery and I
don't.
Trigon

-----------------

poster: Tektor
subject: Cauldron
date: Sun Nov  4 20:43:39 2001

Instead of having a cauldron with you up cost and time to summon the
cauldron, have it last with you and it dests when you dest. But
instead have a 5-10 roundish spell and around 200 sp cost to summon
the cauldron to you. (I mean psychics should be able to summon
objects to them yeah?) Maybe throw in a mastery for it also where if
you fail the cauldron can fall on you and kill you.

-----------------

poster: Chrono
subject: cauldron
date: Sun Nov  4 21:01:21 2001

if you have a problem with losing sps from filling cauldron
etc...and not enuff potions, i suggest take 3 lvls in travler, get
better eq, and to kill something else..at 100m i could solo 20k+ per
min..i had crap eq, and but i was killing smallish things (less
throwbacks,etc..) also a corpses eating race (ie. thrikhren), will
help lots...anyway, i say keep cauldron how it is!!! :)

-----------------

poster: Tranquil
subject: >cauldron
date: Sun Nov  4 21:04:02 2001

On Sun Nov  4 21:01:21 2001 Chrono wrote post #1047:
> if you have a problem with losing sps from filling cauldron
> etc...and not enuff potions, i suggest take 3 lvls in travler, get
> better eq, and to kill something else..at 100m i could solo 20k+ per
> min..i had crap eq, and but i was killing smallish things (less
> throwbacks,etc..) also a corpses eating race (ie. thrikhren), will
> help lots...anyway, i say keep cauldron how it is!!! :)

Which concludes this exercise.
Moral to the story: If you happen to suck (or at least not rock) at
any particular guild, ask someone who does rock at it how they play.
you may be pleasantly surprised.

- Tranquil


-----------------

poster: Coal
subject: Tune-Dwarf
date: Sun Nov  4 21:49:08 2001

I agree that dwarf makes the woodsman rate. BUT i disagree it's the
dex. After testing dwarf vs helf, with better stats in helf and less
rate, I came to the realization that the phys_res and skills max in
dwarf were what made those rates possible. If anything the cheap
skill costs and high pys_res needs to be looked at before dex.
coal/tunes.c

-----------------

poster: Litho
subject: bluemist
date: Sun Nov  4 22:30:13 2001

make it so it can be skilled threw, like yellow mist can be spelled through

-----------------

poster: Dram
subject: cauldron
date: Mon Nov  5 04:20:27 2001

no changes to this guild

-----------------

poster: Koma
subject: >Tune-Dwarf
date: Mon Nov  5 08:57:42 2001

The stats of the dwarf race are hardly out of tune.
It is the small size of dwarf which rocks. They dodge a biiiiillion
times more than the larger races.

Komapee

-----------------

poster: Tarek
subject: iam sooo smart =)
date: Mon Nov  5 13:12:41 2001

Hi iam a little healer with no money and thats the reason of this idea..
if there was a Healer Fund we healers whouldn't have so little gold.
it could work like this.. guild requierd (weaver or healer)..
and the gold people add to the found gets splitt by all teh healers
online atm.
err found = fund

-----------------

poster: Bahgtru
subject: >iam sooo smart =)
date: Mon Nov  5 13:13:29 2001

On Mon Nov  5 13:12:41 2001 Tarek wrote post #1053:
> Hi iam a little healer with no money and thats the reason of this idea..
> if there was a Healer Fund we healers whouldn't have so little gold.
> it could work like this.. guild requierd (weaver or healer)..
> and the gold people add to the found gets splitt by all teh healers
> online atm.
> err found = fund
No offence, but there's no way in hell that'd work.

- Bag o' healing poop

-----------------

poster: Tarek
subject: iam still smart =)
date: Mon Nov  5 13:40:42 2001

It would work if we have hope on it =) u know bahgtru we could go on
a strike if they dont pup money on hte fund hehe.. no healers no big
exp =)

-----------------

poster: Siffar
subject: Looking at cauldrons
date: Mon Nov  5 14:00:28 2001

Would be nice, if description of cauldrons while looking at it
would also give the name of the owner. If two or more cauldron throwers
summon a pot in the same room
it's not easy to difure out, which one is yours.
Would also be nice to be able to 'look at my cauldron'
Cheers,
Siffar

-----------------

poster: Zifnab
subject: >Looking at cauldrons
date: Mon Nov  5 15:07:07 2001

On Mon Nov  5 14:00:28 2001 Siffar wrote post #1056:
> Would be nice, if description of cauldrons while looking at it
> would also give the name of the owner. If two or more cauldron throwers
> summon a pot in the same room
> it's not easy to difure out, which one is yours.
> Would also be nice to be able to 'look at my cauldron'
> Cheers,
> Siffar
Look at my cauldron will not work, unless its in your inventory.

My is a key word for hte parser.

-----------------

poster: Sleet
subject: >>>Cauldron
date: Mon Nov  5 16:40:45 2001

Why cant we push the cauldron onto a floating disc and make it float around?
wouldnt be to hard to conieve a cauldron with wheels.
And those discs look pretty sturdy, they are made outta magic and
air after all.

-----------------

poster: Sleet
subject: >Cauldron
date: Mon Nov  5 16:44:31 2001

On Sun Nov  4 20:43:39 2001 Tektor wrote post #1046:
> Instead of having a cauldron with you up cost and time to summon the
> cauldron, have it last with you and it dests when you dest. But
> instead have a 5-10 roundish spell and around 200 sp cost to summon
> the cauldron to you. (I mean psychics should be able to summon
> objects to them yeah?) Maybe throw in a mastery for it also where if
> you fail the cauldron can fall on you and kill you.
hahahaha that would rule, that is the funniest idea ive ever heard,
itd be liek in the wizard of oz with the witch and the house.

-----------------

poster: Warchief
subject: >Cauldron
date: Mon Nov  5 20:16:33 2001

On Sun Nov  4 20:43:39 2001 Tektor wrote post #1046:
> Instead of having a cauldron with you up cost and time to summon the
> cauldron, have it last with you and it dests when you dest. But
> instead have a 5-10 roundish spell and around 200 sp cost to summon
> the cauldron to you. (I mean psychics should be able to summon
> objects to them yeah?) Maybe throw in a mastery for it also where if
> you fail the cauldron can fall on you and kill you.

My summon cauldron spell costs 255 sps, so why would you want a 200
sp spell to summon a cauldron from room to room instead of just
spending 55 sps more to make a brand new one as you move along?

-Chief

-----------------

poster: Wildchild
subject: >>Cauldron
date: Tue Nov  6 00:02:24 2001

On Mon Nov  5 20:16:33 2001 Warchief wrote post #1060:
> On Sun Nov  4 20:43:39 2001 Tektor wrote post #1046:
> > Instead of having a cauldron with you up cost and time to summon the
> > cauldron, have it last with you and it dests when you dest. But
> > instead have a 5-10 roundish spell and around 200 sp cost to summon
> > the cauldron to you. (I mean psychics should be able to summon
> > objects to them yeah?) Maybe throw in a mastery for it also where if
> > you fail the cauldron can fall on you and kill you.
> 
> My summon cauldron spell costs 255 sps, so why would you want a 200
> sp spell to summon a cauldron from room to room instead of just
> spending 55 sps more to make a brand new one as you move along?
> 
> -Chief

Note the word "tuning". It would apply in this situation very well:
you strike a balance between a very expensive permanent cauldron and
then the cost of moving it around.
Compared to just summoning one every time you need it (which is often).

Course, this would require a wizard willing to do make such a
change, and Dram will not (and apparently he's the only one around
that's involved & guilds and active). So I guess potion throwers are
sol (bleh! :P)

_WC
-WC

-----------------

poster: Lu
subject: mist form
date: Tue Nov  6 07:52:31 2001

maybe add -1hb per tick to the spr bonus

-lu

-----------------

poster: Litho
subject: Thief/fatal strike
date: Tue Nov  6 08:22:10 2001

I am just giving my 2 cents, how i think thief is a little warped..
I was partying with Erec, Trunks for a few hours yesterday, i saw
him (Erec), do over 100 insta-kills, of our total kills (around
200), and i was a little ashamed i only got 2.
My main point is, since i only have 1 chance to insta, (during
backstab), that i think it should be a greater chance
I have the same dex as erec with his bard songs up, (about 440), and
fatal strike maybe 2% of the time, ALL the affecting stats are
maxxed
I also have decent dex.., also noticed on damage for bstab its
'Important', while knife throw is 'very high'.
Im not trying to say bards are too 'good', just explaining why i
think thieves should be 'better'.
We really, really, need an omicron bad, also
thanks, Litho

-----------------

poster: Litho
subject: thief/fatal strike
date: Tue Nov  6 08:38:37 2001

I propose this, Backstab has a higher chance of fatal striking, and
stab also has a chance of fatals..my 2 cents..

-----------------

poster: Tranquil
subject: >thief/fatal strike
date: Tue Nov  6 08:41:26 2001

On Tue Nov  6 08:38:37 2001 Litho wrote post #1064:
> I propose this, Backstab has a higher chance of fatal striking, and
> stab also has a chance of fatals..my 2 cents..
Thief is looking down the barrel of a total recode atm. send me
ideas (preferably some non-combat ones aswell, and not 'skill X
needs to do more dmg') and I will work on it as much as is
possible.

- Tranquil


-----------------

poster: Caliban
subject: Thief Crap
date: Tue Nov  6 08:57:35 2001

Lock Pick 
Steal


Muahhhhhh 

-----------------

poster: Tranquil
subject: >>thief/fatal strike
date: Tue Nov  6 09:09:02 2001

On Tue Nov  6 08:41:26 2001 Tranquil wrote post #1065:
> On Tue Nov  6 08:38:37 2001 Litho wrote post #1064:
> > I propose this, Backstab has a higher chance of fatal striking, and
> > stab also has a chance of fatals..my 2 cents..
> Thief is looking down the barrel of a total recode atm. send me
> ideas (preferably some non-combat ones aswell, and not 'skill X
> needs to do more dmg') and I will work on it as much as is
> possible.
> 
> - Tranquil
> 

In case anyone has made the assumption that I have been officially
charged with a code/recode of thief or any other guild/guildtree, I
would like to say that no, I havent. It seems that a few people have
assumed that I have, which is not the case.

My intention with this and any other guild idea, is to organise what
I am given/think up myself and to submit it to an actual guild coder
(Dram most likely) for reviewal and possible implementation. I hope
this clears things up for anyone that did get the wrong idea from my
previous or any other news post.

- Tranquil


-----------------

poster: Phire
subject: >Thief/fatal strike
date: Tue Nov  6 14:57:20 2001

On Tue Nov  6 08:22:10 2001 Litho wrote post #1063:
> I am just giving my 2 cents, how i think thief is a little warped..
> I was partying with Erec, Trunks for a few hours yesterday, i saw
> him (Erec), do over 100 insta-kills, of our total kills (around
> 200), and i was a little ashamed i only got 2.
> My main point is, since i only have 1 chance to insta, (during
> backstab), that i think it should be a greater chance
> I have the same dex as erec with his bard songs up, (about 440), and
> fatal strike maybe 2% of the time, ALL the affecting stats are
> maxxed
> I also have decent dex.., also noticed on damage for bstab its
> 'Important', while knife throw is 'very high'.
> Im not trying to say bards are too 'good', just explaining why i
> think thieves should be 'better'.
> We really, really, need an omicron bad, also
> thanks, Litho

The reason why knife throwing gets more insta kills than backstab is 
because there are alot more chances for it to happen. (how many knife throws
did Erec do per monster on average?) 

As for the damage on the skill help, its a little misleading for some skills
because that only looks at the base damage and not all of the special things
that can happen when the skill goes off (like double & triple stab)

Phire

-----------------

poster: Fox
subject: Parties...
date: Tue Nov  6 22:03:20 2001

Maybe in that extra spot in 'all parties', next right to kills, set
the amount of xp the party has earned...?

-----------------

poster: Jaws
subject: cauldron
date: Wed Nov  7 00:29:27 2001

Chrono - when you are 300m worth, and cannot improve your performace you
will agree with me.  That is part of my point - there is no real benefit
to maxing the relative skills and spells.  Where as in other areas there are.
I suggested rather than makin the current set mor powerful, adding 
some more in that in turn require gold and xp.  Areas I would love
to see a mastery for
and would gladly pay many xps for
mastery for length of time before potion distegrates
mastery for % of total mixture a potion takes
masrtry for how long the cauldron lasts
mastery for reducing throwbacks - maybe even have one of these for
each potion type to balance to advatage given

A cosmetic suggestion - warning before cauldron vaporizes - most
other temporary
summone opbects warn you before failing so u can recharge them

Also do not know if this is a bug - but from reading the help spell files
you would think thrownback potions would hit all living obj's in the room
they return to.  My observation has been they hit the thrower and
make all the mobs aggro, but does not inflict damage to them. And
has no effect
on other players in the return room.  I have even accidentily walked back
through rooms as potions went off, and did not get damaged, even
though I got the script 
from the exploding and the monsters dying etc before my command to
leave went off

I am not ranting its broke fix it, I am suggesting ideas to make it better
without bringing it out of tune

Jaws

-----------------

poster: Arkangyle
subject: >mist form
date: Wed Nov  7 03:26:37 2001

On Tue Nov  6 07:52:31 2001 Lu wrote post #1062:
> maybe add -1hb per tick to the spr bonus
> 
> -lu
1) what does -1hb per tick mean
2) why? ideas without any basis aren't very helpful

-----------------

poster: Daran
subject: >>mist form
date: Wed Nov  7 04:11:14 2001

On Wed Nov  7 03:26:37 2001 Arkangyle wrote post #1072:
> On Tue Nov  6 07:52:31 2001 Lu wrote post #1062:
> > maybe add -1hb per tick to the spr bonus
> > 
> > -lu
> 1) what does -1hb per tick mean
> 2) why? ideas without any basis aren't very helpful
minus one heart beat maybe?

-----------------

poster: Myrddin
subject: >cauldron
date: Wed Nov  7 05:10:52 2001

just in case anyone missed it, i believe dram, who did the re-code
to psychics, and is the only really active guild coder that i know
of, stated that witch would not change rather bluntly. as a result
of this what is the point of continuous postings about cauldron? its
the way it is on purpose, deal with it
myrddins post brought to you by the letter B and the number 1

-----------------

poster: Fox
subject: BlackSmith
date: Wed Nov  7 06:10:39 2001

Maybe have a special type of blacksmith to ressurrect a broken piece of eq...

-----------------

poster: Tranquil
subject: >>cauldron
date: Wed Nov  7 06:12:15 2001

>myrddins post brought to you by the letter B and the number 1

Ack! Myrddin is a banana in pyjamas!

-----------------

poster: Lu
subject: >cauldron
date: Wed Nov  7 06:35:48 2001

well first of all, thats a shitload of masteries
and 2nd of all, thats a whole crap load of masteries

-lu

-----------------

poster: Lu
subject: >>mist form
date: Wed Nov  7 06:37:26 2001

-1hb per tick means ticks come 1 heartbeat quicker(belive cold black
ring and some tiara do the same thing)
i think it would be helpful because with mist form up time is
everything, and theres plenty of times im sitting waiting for a tick
while my mist form time i running out


-----------------

poster: Blaze
subject: IDLERS!
date: Sun Nov 11 20:39:11 2001

I think it would be mucho grande more fair if a player who is
actually playing gets a boost to the lowering of reinc tax, since I
have less time to play than most people, but when I'm on, I actually
do play, it sounds fair to me.
-Blaze

-----------------

poster: Phire
subject: >IDLERS!
date: Sun Nov 11 22:26:42 2001

On Sun Nov 11 20:39:11 2001 Blaze wrote post #1079:
> I think it would be mucho grande more fair if a player who is
> actually playing gets a boost to the lowering of reinc tax, since I
> have less time to play than most people, but when I'm on, I actually
> do play, it sounds fair to me.
> -Blaze
It doesn't go by online time. It goes by real world time. So if you
don't log in
for a month, or you play 24/7 for a month, it only counts for 1
month for reinc tax.


-----------------

poster: Arkangyle
subject: exp for exploring
date: Tue Nov 13 00:28:35 2001

I've asked on this before, but I want to follow-up because I think
it's a really great idea for us here.  I think we should institute a
100 exp per new room explored bonus.  Right now we have less than
8000 rooms, so this will at best be worth 800k, which for most
players is so insignificant, it will have nearly no affect.
  However, for newbies, it is a great way to instill the desire to
explore at the early stages, even being 2000 rooms away from getting
their first bonus.  What this does is it encourages them to learn
the mud, while at the same time getting them past this situation ...
which I post only as an example because it's fairly true:

"Myrddin [sales]: at lvl 4 your better of soloing plink"

  Newbie status shouldn't be one of imposing soloing as the main
option, especially for many player guilds that are not very
adequate, and this would give them an option to help alleviate their
condition themselves.

-Arkangyle

-----------------

poster: Tahnval
subject: >exp for exploring
date: Tue Nov 13 01:38:41 2001

On Tue Nov 13 00:28:35 2001 Arkangyle wrote post #1081:
> I've asked on this before, but I want to follow-up because I think
> it's a really great idea for us here.  I think we should institute a
> 100 exp per new room explored bonus.  Right now we have less than
> 8000 rooms, so this will at best be worth 800k, which for most
> players is so insignificant, it will have nearly no affect.
>   However, for newbies, it is a great way to instill the desire to
> explore at the early stages, even being 2000 rooms away from getting
> their first bonus.  What this does is it encourages them to learn
> the mud, while at the same time getting them past this situation ...
> which I post only as an example because it's fairly true:
> 
> "Myrddin [sales]: at lvl 4 your better of soloing plink"
> 
>   Newbie status shouldn't be one of imposing soloing as the main
> option, especially for many player guilds that are not very
> adequate, and this would give them an option to help alleviate their
> condition themselves.
> 
> -Arkangyle
Damn fine idea.

-----------------

poster: Rancor
subject: herb gathering
date: Tue Nov 13 02:21:03 2001

I don't know how it stands now but it seems like the chances for
getting the different herbs are out of balance,  I get massive
amounts of yellow and greens very few brown and dark,  should they
all not be equal or have a way of boosting the chance for th
Rancor


-----------------

poster: Zangosian
subject: Warrior idea
date: Tue Nov 13 07:06:52 2001

I was thinking of a warrior class that specialized in two-handed
weapons.  A class that requires you to use two-handed weapons but
gave you a benefit for it.  Say a mastery that improves damage when
you wield a weapon with both hands.  Maybe a mastery to improve the
number of hits with a two handed weapon.  The idea being warriors
that hit less often but hit much harder than normal.  Maybe a skill
that emphasized a big weapon instead of the normal strike to give it
some flavor.  Well my two cents.  Ertai.

-----------------

poster: Zangosian
subject: two-handed weapon guild
date: Tue Nov 13 07:44:41 2001

The idea is huge fighters wielding even bigger weapons.  A guy
wielding a huge weapon can't dodge very well or hit as often but
when he hits, it really counts.  We have guilds for almost every
type of weapon and sword and shield.  It would be nice to see one
for two-handed style as well.  It would also give races that are a
little smaller to play warrior as well.  Just an idea that popped in
my head.  Flames away.

-----------------

poster: Rizzly
subject: >two-handed weapon guild
date: Tue Nov 13 22:17:12 2001

On Tue Nov 13 07:44:41 2001 Zangosian wrote post #1085:
> The idea is huge fighters wielding even bigger weapons.  A guy
> wielding a huge weapon can't dodge very well or hit as often but
> when he hits, it really counts.  We have guilds for almost every
> type of weapon and sword and shield.  It would be nice to see one
> for two-handed style as well.  It would also give races that are a
> little smaller to play warrior as well.  Just an idea that popped in
> my head.  Flames away.

You say "huge" fighters in the first line, and then you say that it
would give "races that are a little smaller" a chance to be
warriors.  Isn't that kind of contradictory?  Plus, I don't think
two-handed is actually a weapon type.  You wield things two-handedly
because their WC is too high for your str iirc.  If you're huge,
you'll obviously have a lot of strength, so that kind of negates the
two-handed weapons, unless you make even more powerful weapons that
only members of this guild could wield -- say as a guild item.

-----------------

poster: Uno
subject: >>two-handed weapon guild
date: Tue Nov 13 22:20:10 2001

On Tue Nov 13 22:17:12 2001 Rizzly wrote post #1086:
> On Tue Nov 13 07:44:41 2001 Zangosian wrote post #1085:
> > The idea is huge fighters wielding even bigger weapons.  A guy
> > wielding a huge weapon can't dodge very well or hit as often but
> > when he hits, it really counts.  We have guilds for almost every
> > type of weapon and sword and shield.  It would be nice to see one
> > for two-handed style as well.  It would also give races that are a
> > little smaller to play warrior as well.  Just an idea that popped in
> > my head.  Flames away.
> 
> You say "huge" fighters in the first line, and then you say that it
> would give "races that are a little smaller" a chance to be
> warriors.  Isn't that kind of contradictory?  Plus, I don't think
> two-handed is actually a weapon type.  You wield things two-handedly
> because their WC is too high for your str iirc.  If you're huge,
> you'll obviously have a lot of strength, so that kind of negates the
> two-handed weapons, unless you make even more powerful weapons that
> only members of this guild could wield -- say as a guild item.
nods, it's a nice idea, but the way our base rule system is
structured it would be very difficult to implement.
warrior guilds aren't based off size but rather dtype.

-----------------

poster: Arkangyle
subject: >>>two-handed weapon guild
date: Wed Nov 14 02:26:43 2001

  I think a primary thing that should be pointed out because of the
odd direction I've seen this mud take more and more over the years
is that you DON'T need a NEW guild in order to implement an
additional skill or new abilities.
  I believe most of us are familiar with the system set down by TSR
for Advanced Dungeons & Dragons, though modified some over the
years, was very stable and very flexible.  One of the primary
tennants when they moved into 2nd addition was to erradicate the
same thing we keep moving towards ... a guild for everything.  The
way they began, and the way they started pushing towards again, was
a small subset of basic guild structures that gave freedom to
players in what route they took not by being in different guilds,
but by simply what they chose as abilities.
  Basically, what I mean is that we can build a basic warrior guild
that has "access" to many different skills/specializations ...
players can either focus specifically in one or a small number of
areas to be best proficient in those ... or be more of a
jack-of-all-weapons, but at the cost of not being a master of any
because of the cost (exp wise) required to train all of those
proficiencies.
  The possibility of having, say, a two-handed fighting style skill
(which benefits players that are actually using one weapon with both
hands) could definitely be something we could look towards ... as
well as other additional skills like "shield/weapon style" or
"one-handed style" that help emphasize the training in a specific
style of combat as opposed to general combat as a whole.

- Arkangyle

-----------------

poster: Rydia
subject: fig. weapons
date: Sat Nov 17 00:37:30 2001



-----------------

poster: Rydia
subject: fig. weapons
date: Sat Nov 17 00:42:06 2001

sorry about the blank post. I was wondering.. it seems that fig
weapons are like, never done these days.. especially not within the
500k-2m range (thinking of like dbb/singing sword range). is it
because the monster with the weapon hits much harder than caster
mobs that dont carry high wc weapons? i think it is, and it kinda
puts out us figs that need to buy such weapons.. i was thinking
that, maybe high wc weapons could do something so that they'd be
killed more often. i dont know what though.. i was thinking of a
higher sac value, but that kind of destroys the point.. maybe just
tune down the difference in the monster w/out a sword and the
monster with? it seems kinda goofy for an eq party to kill a 500k
mob with a 400k sword, when they can just as easily kill a 1.5m mob
with 3 pieces of 2m eq on them. any ideas?

-----------------

poster: Mixer
subject: >fig. weapons
date: Sat Nov 17 06:10:45 2001

Do you guys actually know you can DELETE your own blank news posts?

Take this hint, specially in the sales group:

If you sell your EQ, DELETE the post!\

-----------------

poster: Magneto
subject: >fig. weapons
date: Sat Nov 17 07:31:52 2001

just two cents about weapons in eq, or fig weapons esp

A party usually has 1 fig and 9 casters of various sorts.  Guess how
many casters want to spend time to get a badass fighter weapon.  Not
many usually.  Yes there are exceptions.
Also weapons are at most 2 slots of 15ish available.

Just my two cents on what player mentality I ran into when I was playing tank.
Mags

-----------------

poster: Petra
subject: Emote!
date: Sat Nov 17 21:01:53 2001

I'd like to request a emote in light of my current typo abilities.
Emote name: petra
Emote echo or what ever you would like to call it ---
(players name) would like to point out that the key to a good typo
is to aim for a key, and miss it.
or
The key to a good typo is to aim for a key and miss it.
or, some variation of the whole thing, or some sick demented typo'ed
twist of the whole thing ;)
heres petra, over and out!!! --crackle smack, crack pop fizzz,,
...radio silence....

-----------------

poster: Litho
subject: >>fig. weapons
date: Sat Nov 17 23:31:30 2001

On Sat Nov 17 06:10:45 2001 Mixer wrote post #1091:
> Do you guys actually know you can DELETE your own blank news posts?
> 
> Take this hint, specially in the sales group:
> 
> If you sell your EQ, DELETE the post!\
I agree with mixer, and also, take xachtar for instance, i have seen
him hit 100's with a longwooden staff (caster weapon)

-----------------

poster: Blackthorne
subject: New Emote
date: Sun Nov 18 00:28:16 2001

In the light of our lack of penis emotes, I suggest a new one:
ppp LIV - You smack LIV in the head with a "Purple
Plastic Penis" (tm).

-----------------

poster: Jaws
subject: >New Emote
date: Sun Nov 18 01:11:12 2001

On Sun Nov 18 00:28:16 2001 Blackthorne wrote post #1095:
> In the light of our lack of penis emotes, I suggest a new one:
> ppp LIV - You smack LIV in the head with a "Purple
> Plastic Penis" (tm).
no no no PPP is Platinum Penis Protector

get it right Foo

Jaws

-----------------

poster: Blackthorne
subject: >>New Emote
date: Sun Nov 18 09:20:44 2001

On Sun Nov 18 01:11:12 2001 Jaws wrote post #1096:
> On Sun Nov 18 00:28:16 2001 Blackthorne wrote post #1095:
> > In the light of our lack of penis emotes, I suggest a new one:
> > ppp LIV - You smack LIV in the head with a "Purple
> > Plastic Penis" (tm).
> no no no PPP is Platinum Penis Protector
> 
> get it right Foo
> 
> Jaws
Blackthorne smacks Jaws in the head with a "Purple
Plastic Penis" (tm).

Fine...then it'll be psmack LIV...geez.

-----------------

poster: Tranquil
subject: >>New Emote
date: Sun Nov 18 12:10:21 2001

On Sun Nov 18 01:11:12 2001 Jaws wrote post #1096:
> On Sun Nov 18 00:28:16 2001 Blackthorne wrote post #1095:
> > In the light of our lack of penis emotes, I suggest a new one:
> > ppp LIV - You smack LIV in the head with a "Purple
> > Plastic Penis" (tm).
> no no no PPP is Platinum Penis Protector
> 
> get it right Foo
> 
> Jaws

But Jaws, those Platinum penis protectors aren't for everyone. That
one you gave me way back when was too small. I say PPP should be
Purple Plastic Penis until you can code some
Platinum Penis Protectors for those of us with penises bigger than
one inch

-----------------

poster: Baer
subject: news
date: Wed Nov 21 03:10:33 2001

Wondered if we can fix it so this doesnt happen

g general

Select group by number:
----------------------------
1   general
2   general.eqparty
[#q] 1

That is, when I want to go to general, I get a menu. Maybe if you
fully specify the newsgroup, you dont get the menu?

Baer

-----------------

poster: Jazaman
subject: new emote
date: Sat Nov 24 08:41:29 2001

jazaman  =  liv is a breeding ground for flies.

-----------------

poster: Blackthorne
subject: >new emote
date: Sat Nov 24 11:37:05 2001

On Sat Nov 24 08:41:29 2001 Jazaman wrote post #1100:
> jazaman  =  liv is a breeding ground for flies.
also jazaman2 = You try to be like Jazaman, a blahing blah.

-----------------

poster: Bahgtru
subject: >>new emote
date: Sat Nov 24 12:09:09 2001

On Sat Nov 24 11:37:05 2001 Blackthorne wrote post #1101:
> On Sat Nov 24 08:41:29 2001 Jazaman wrote post #1100:
> > jazaman  =  liv is a breeding ground for flies.
> also jazaman2 = You try to be like Jazaman, a blahing blah.
And jazaman3 = You go fishing in your bathtub... and catch something.

-----------------

poster: Mixer
subject: >>>new emote
date: Sat Nov 24 12:09:42 2001

On Sat Nov 24 12:09:09 2001 Bahgtru wrote post #1102:
> On Sat Nov 24 11:37:05 2001 Blackthorne wrote post #1101:
> > On Sat Nov 24 08:41:29 2001 Jazaman wrote post #1100:
> > > jazaman  =  liv is a breeding ground for flies.
> > also jazaman2 = You try to be like Jazaman, a blahing blah.
> And jazaman3 = You go fishing in your bathtub... and catch something.
and peurile emote ideas!

Isn't 2500 or so enough for you guys?

-----------------

poster: Mixer
subject: >>>new emote
date: Sat Nov 24 12:10:57 2001

On Sat Nov 24 12:09:09 2001 Bahgtru wrote post #1102:
> On Sat Nov 24 11:37:05 2001 Blackthorne wrote post #1101:
> > On Sat Nov 24 08:41:29 2001 Jazaman wrote post #1100:
> > > jazaman  =  liv is a breeding ground for flies.
> > also jazaman2 = You try to be like Jazaman, a blahing blah.
> And jazaman3 = You go fishing in your bathtub... and catch something.
btw we have more important things to code really REALLY stupid
and peurile emotes

-----------------

poster: Jazaman
subject: >>new emote
date: Mon Nov 26 16:56:39 2001

The blahing blah one is pretty good too.

-----------------

poster: Chrono
subject: question.
date: Tue Nov 27 05:45:58 2001

hrm, seeing as there was trouble earlier about someone, hacking
someone else character, or the suspicion of..im not taking sides,
but i believe there should be some sorta question or fact you have
to answer about yourself, such as - What's your favorit pets name? -
dont have to be exactly that, but something to do with personal
stuff, you could use a basic question that most ppl should be able
to answer..and that would save the suspicion and ppl getting nuked,
if they didnt do what they were accused of doing..once again not
saying this person did/didnt do it, but its a possibility they
didnt.

anyway, the question should be something that most ppl should be
able to answer and remember, and if in anycase there is suspicion of
hackers, they can be taken care of, by simply asking the question
the answered, if they dont get it right, then *duh* they are
hacking..if not, then you know they are not..heh..anyway just an
idea. save ppl time and stuff

-----------------

poster: Zifnab
subject: >question.
date: Tue Nov 27 05:47:25 2001

On Tue Nov 27 05:45:58 2001 Chrono wrote post #1107:
> hrm, seeing as there was trouble earlier about someone, hacking
> someone else character, or the suspicion of..im not taking sides,
> but i believe there should be some sorta question or fact you have
> to answer about yourself, such as - What's your favorit pets name? -
> dont have to be exactly that, but something to do with personal
> stuff, you could use a basic question that most ppl should be able
> to answer..and that would save the suspicion and ppl getting nuked,
> if they didnt do what they were accused of doing..once again not
> saying this person did/didnt do it, but its a possibility they
> didnt.
> 
> anyway, the question should be something that most ppl should be
> able to answer and remember, and if in anycase there is suspicion of
> hackers, they can be taken care of, by simply asking the question
> the answered, if they dont get it right, then *duh* they are
> hacking..if not, then you know they are not..heh..anyway just an
> idea. save ppl time and stuff
dont share your password, or store it in your client, simple
question only you know, whats your password.  
regardles of that fact that player X is stupid to store his 
password, doesnt give you a right to abuse his character.

-----------------

poster: Arkangyle
subject: >>question.
date: Tue Nov 27 05:54:06 2001

most "real" attempts to hack a character would show up if people
didn't share their passwords etc, as it often means alot of failed
attempts ... odd how most of these incidents here have no failed
attempts.

-----------------

poster: Tektor
subject: Presents
date: Fri Nov 30 21:20:59 2001

Would be cool If you could spend the amount of tps that weapon/armor
sacs for a present to make it a saveable weapon/armor, like you go
to Sloatinok and he makes it real for you or somesuch.

-----------------

poster: Tektor
subject: Align
date: Sat Dec  1 14:14:31 2001

I made a color schmere for align just makes it look cool. its in my
plan. something to liven up score some :)

-----------------

poster: Eponine
subject: master ferry schedule
date: Sat Dec  1 16:27:44 2001

Just a thought for those who hate waiting for ferries...is there a
way to make a master ferry schedule to look at (perhaps in cs) to
see which ferries are where?

-----------------

poster: Tranquil
subject: >master ferry schedule
date: Sun Dec  2 05:47:24 2001

On Sat Dec  1 16:27:44 2001 Eponine wrote post #1112:
> Just a thought for those who hate waiting for ferries...is there a
> way to make a master ferry schedule to look at (perhaps in cs) to
> see which ferries are where?

If you really hate waiting for ferries, why do you do it? Unless you
want to go to Everrest, which has nothing atm really, or Oddworld,
there is no need to use one. Check out the triangle area on
hyboria.

- Tranquil


-----------------

poster: Quillz
subject: Soil Shield
date: Mon Dec  3 08:53:36 2001

I was just wondering what the creater originally intended for this spell.  
As it sits, it costs over 200 sps, the duration isn't too bad, but
as far as effectiveness, it leaves much to be desired. 
After playing around with and without it, it's hardly worth using. 
After killing a room full of 80k mobs, it worked once or twice a
monster.  If that. 
I'm just wondering if this was all it was supposed to do or what.
It would be nice to see this spell used for something other than
just building guild rank. 
Q

-----------------

poster: Haimer
subject: corpses/loot
date: Mon Dec  3 16:13:16 2001

People who are in cauldron magic need the corpses/loot locked to
them until it rots so that others dont slip in and steal the bodies
and loot.  I have had MANY people take a corpse/loot because I am
not in the room when it dies.
Just a suggestion.

-----------------

poster: Tranquil
subject: >corpses/loot
date: Mon Dec  3 16:55:08 2001

On Mon Dec  3 16:13:16 2001 Haimer wrote post #1115:
> People who are in cauldron magic need the corpses/loot locked to
> them until it rots so that others dont slip in and steal the bodies
> and loot.  I have had MANY people take a corpse/loot because I am
> not in the room when it dies.
> Just a suggestion.
That is part of using couldron magic. After all, what other guild
can solo 25k/minute at 100m worth? If you dont like it, there are
plenty of other guilds you can solo effectively with


-----------------

poster: Coal
subject: loot
date: Mon Dec  3 18:04:05 2001

mist mages can't pick up loot either, you don't see them bitching
about it. Corpses were made ungettable for a reason, it'll probably
stay like that for a very long time.
-Coal, Santas lil Hoebag.

-----------------

poster: Uno
subject: stuff for newbie tour
date: Mon Dec  3 19:25:08 2001

put the message on the race_select sign ->
P.S.  If you see a prompt in the lower left hand corner
        of your screen that says --More--(XX%) that means
        the mud is waiting for you to hit enter, before
        showing you more information.  Just hit enter
        when you are through reading that page.
in the newbie_tour?
it just seems that info belongs there and not on a sign nj00bs
may or may not read

-----------------

poster: Jomo
subject: >Soil Shield
date: Mon Dec  3 20:50:17 2001

On Mon Dec  3 08:53:36 2001 Quillz wrote post #1114:
> I was just wondering what the creater originally intended for this spell.  
> As it sits, it costs over 200 sps, the duration isn't too bad, but
> as far as effectiveness, it leaves much to be desired. 
> After playing around with and without it, it's hardly worth using. 
> After killing a room full of 80k mobs, it worked once or twice a
> monster.  If that. 
> I'm just wondering if this was all it was supposed to do or what.
> It would be nice to see this spell used for something other than
> just building guild rank. 
> Q

I'm not sure what the creator's intent was,
but it does seem to help a little bit for monsters
probably a little less than 80k.

I know when I slay 40k mobs, it definetely
helps my rate, as I take less damage.

Hope that helps.

-----------------

poster: Tahnval
subject: >loot
date: Tue Dec  4 02:47:57 2001

On Mon Dec  3 18:04:05 2001 Coal wrote post #1117:
> mist mages can't pick up loot either, you don't see them bitching
> about it. Corpses were made ungettable for a reason, it'll probably
> stay like that for a very long time.
> -Coal, Santas lil Hoebag.
The situation is far worse for mist mages - they don't get *any*
loot other than gold.  Such is life here.  Win some, lose some.
IMO, it's all part of the balance.  You want loot - go solo-type
fig oe something like that.
&&

-----------------

poster: Arkangyle
subject: >>loot
date: Tue Dec  4 14:59:27 2001

On Tue Dec  4 02:47:57 2001 Tahnval wrote post #1120:
> On Mon Dec  3 18:04:05 2001 Coal wrote post #1117:
> > mist mages can't pick up loot either, you don't see them bitching
> > about it. Corpses were made ungettable for a reason, it'll probably
> > stay like that for a very long time.
> > -Coal, Santas lil Hoebag.
> The situation is far worse for mist mages - they don't get *any*
> loot other than gold.  Such is life here.  Win some, lose some.
> IMO, it's all part of the balance.  You want loot - go solo-type
> fig oe something like that.
> &&

While mist mages are limited in their ability to gather/carry, it is
not an unsurmountable disability, nor is it for any of the other
guilds/races.

-----------------

poster: Wildchild
subject: >>>loot
date: Tue Dec  4 17:03:01 2001

On Tue Dec  4 14:59:27 2001 Arkangyle wrote post #1121:
> On Tue Dec  4 02:47:57 2001 Tahnval wrote post #1120:
> > On Mon Dec  3 18:04:05 2001 Coal wrote post #1117:
> > > mist mages can't pick up loot either, you don't see them bitching
> > > about it. Corpses were made ungettable for a reason, it'll probably
> > > stay like that for a very long time.
> > > -Coal, Santas lil Hoebag.
> > The situation is far worse for mist mages - they don't get *any*
> > loot other than gold.  Such is life here.  Win some, lose some.
> > IMO, it's all part of the balance.  You want loot - go solo-type
> > fig oe something like that.
> > &&
> 
> While mist mages are limited in their ability to gather/carry, it is
> not an unsurmountable disability, nor is it for any of the other
> guilds/races.

It's funny, I'm trying to kill a bit thru telnet, and I actually
have somebody *ask* me if they can take my gems from white dragons,
instead of just up and doing it. Not sureif that deserves a praise
or what :P

-WC

-----------------

poster: Tahnval
subject: >>>loot
date: Wed Dec  5 13:06:05 2001

On Tue Dec  4 14:59:27 2001 Arkangyle wrote post #1121:
> On Tue Dec  4 02:47:57 2001 Tahnval wrote post #1120:
> > On Mon Dec  3 18:04:05 2001 Coal wrote post #1117:
> > > mist mages can't pick up loot either, you don't see them bitching
> > > about it. Corpses were made ungettable for a reason, it'll probably
> > > stay like that for a very long time.
> > > -Coal, Santas lil Hoebag.
> > The situation is far worse for mist mages - they don't get *any*
> > loot other than gold.  Such is life here.  Win some, lose some.
> > IMO, it's all part of the balance.  You want loot - go solo-type
> > fig oe something like that.
> > &&
> 
> While mist mages are limited in their ability to gather/carry, it is
> not an unsurmountable disability, nor is it for any of the other
> guilds/races.
I agree - I get gold and if I wish I can go back over the ground when
my mist form drops and collect loot to sell, if it's still there.  If
it isn't, oh well.  These things happen.  There are advantages and
disadvantages in all guilds.

-----------------

poster: Fox
subject: Race leadership.
date: Fri Dec  7 03:36:26 2001

If player A has more exp than player B on the weekly plaque:Player A
has atleast 1 exp more than Player B, then player A should have the
advantage of leading a race, hence, more active?

-----------------

poster: Zifnab
subject: >Race leadership.
date: Fri Dec  7 03:47:08 2001

On Fri Dec  7 03:36:26 2001 Fox wrote post #1124:
> If player A has more exp than player B on the weekly plaque:Player A
> has atleast 1 exp more than Player B, then player A should have the
> advantage of leading a race, hence, more active?

what are you talking about?

-----------------

poster: Adjudicator
subject: Witch familiar.
date: Fri Dec  7 16:37:46 2001

Maybe give Witches a summon familiar spell (like a Druids Dryad). 
They could add to the success chance or whatnot, of your spells,
seeing as how that's what they kinda do IRL for Witches.

-----------------

poster: Wildchild
subject: >Witch familiar.
date: Fri Dec  7 16:40:07 2001

On Fri Dec  7 16:37:46 2001 Adjudicator wrote post #1126:
> Maybe give Witches a summon familiar spell (like a Druids Dryad). 
> They could add to the success chance or whatnot, of your spells,
> seeing as how that's what they kinda do IRL for Witches.

This is not real life.

-WC

-----------------

poster: Adjudicator
subject: >>Witch familiar.
date: Fri Dec  7 16:41:54 2001

I know it's not, if it were Witches would be good, not evil.  Was
just a suggestion for a "fun spell".

-----------------

poster: Phire
subject: >>Witch familiar.
date: Fri Dec  7 21:38:02 2001

On Fri Dec  7 16:40:07 2001 Wildchild wrote post #1127:
> On Fri Dec  7 16:37:46 2001 Adjudicator wrote post #1126:
> > Maybe give Witches a summon familiar spell (like a Druids Dryad). 
> > They could add to the success chance or whatnot, of your spells,
> > seeing as how that's what they kinda do IRL for Witches.
> 
> This is not real life.
> 
> -WC

Witches can cast spells in RL?
-AND- having a summoned familiar increase their success chance for their
spells in RL? I assume you have witness this or could point me to scientify
(should read: scientific) studies to back up this claim. 

I mean if we are going to base magic on RL, then lets do it right!

-----------------

poster: Chrono
subject: hrm
date: Fri Dec  7 21:58:32 2001

laugh, witch familiars?, heh..anyway..witch alread owns the mud, why
change it? you make it any better, then its gonna turn out like
almost every other guild...tuned down to hell..
and when that happens, it makes all the guilds suck up until your
worth a decent amount, 600m+

-----------------

poster: Trigon
subject: Witch familiar
date: Fri Dec  7 22:29:15 2001

Hm, how about a totally useless familiar that just follows you
around and you can name it? Give it a high training cost, too, that
would own.
Trigon likes useless spells.  Seers was full of em :)

-----------------

poster: Sleet
subject: >Witch familiar
date: Fri Dec  7 22:30:58 2001

On Fri Dec  7 22:29:15 2001 Trigon wrote post #1132:
> Hm, how about a totally useless familiar that just follows you
> around and you can name it? Give it a high training cost, too, that
> would own.
> Trigon likes useless spells.  Seers was full of em :)
Ive seen magic irl, havent you guys ever seen that documentyr harry
potter and the sorcers stoned?
was in theaters like a week ago or somthing.

-----------------

poster: Sumerion
subject: >>Witch familiar
date: Fri Dec  7 23:08:46 2001

witches should have a cat then...

-----------------

poster: Sleet
subject: >>>Witch familiar
date: Fri Dec  7 23:09:07 2001

On Fri Dec  7 23:08:46 2001 Sumerion wrote post #1134:
> witches should have a cat then...
i want a monkey for mist mage then

-----------------

poster: Trigon
subject: >>>>Witch familiar
date: Fri Dec  7 23:11:38 2001

On Fri Dec  7 23:09:07 2001 Sleet wrote post #1135:
> On Fri Dec  7 23:08:46 2001 Sumerion wrote post #1134:
> > witches should have a cat then...
> i want a monkey for mist mage then
You already pick bugs from you hair and sleep in your own poop, just
get a mist mage to drag you sleet.
On the other note, a cat would rock hardcore style, and I would be
overjoyed if it peed on people and the like
On another yet another note, if there were a shop at the witch guild
that sold cats that lasted per boot, that would be cooooool
Trigon

-----------------

poster: Arkangyle
subject: >>Witch familiar
date: Sat Dec  8 01:45:58 2001

On Fri Dec  7 22:30:58 2001 Sleet wrote post #1133:
> On Fri Dec  7 22:29:15 2001 Trigon wrote post #1132:
> > Hm, how about a totally useless familiar that just follows you
> > around and you can name it? Give it a high training cost, too, that
> > would own.
> > Trigon likes useless spells.  Seers was full of em :)
> Ive seen magic irl, havent you guys ever seen that documentyr harry
> potter and the sorcers stoned?
> was in theaters like a week ago or somthing.

"Harry Potter and the Sorcerers Stoned"?  ... you smoke too much weed.

-----------------

poster: Adjudicator
subject: >>>Witch familiar.
date: Sat Dec  8 07:44:38 2001

yes, they do.  the basics are witches use magical energy from thier
familiars (or whatever they need for spells) to raise the succes of
the spells.

-----------------

poster: Pouffy
subject: >>>>Witch familiar.
date: Sat Dec  8 10:54:11 2001

Rename the skill for witches from "casting" to "train familiar",
it'll help with your casting chance!

Pouffy.

-----------------

poster: Tektor
subject: clan.general
date: Sat Dec  8 20:02:34 2001

Would be cool if everyone could read clan.general.

-----------------

poster: Wagro
subject: sloatinok
date: Sun Dec  9 23:43:34 2001

could it be possible to show items to sloatinok so he can tell us
how many tps he would give us for it?

-----------------

poster: Celine
subject: >>>Witch familiar
date: Mon Dec 10 01:12:48 2001

On Fri Dec  7 23:08:46 2001 Sumerion wrote post #1134:
> witches should have a cat then...
Ahh yes... let's see if we can be _absolutely_ stereotypical with it.

-----------------

poster: Zyz
subject: >> Witch familiar >>>>>>>>>
date: Mon Dec 10 01:18:21 2001

Nothing wrong with witch familiars.  Pets are amusing if mostly
useless.  Could add a little theme to the guild.  Doubt any wiz will
code em tho. Like most of the posts here, it's really not worth
arguing about or wasting post space with sarcasm.

-----------------

poster: Celine
subject: >>> Witch familiar >>>>>>>>>
date: Mon Dec 10 01:20:34 2001

How about on a similar idea string but less limited and even more useless....
A pet store!
Would only be able to own one at a time... One per boot...
Shrug, felt like my last comment was a bit rude so i came up with
something a little less abrupt of tone.

-----------------

poster: Sleet
subject: >>> Witch familiar >>>>>>>>>
date: Mon Dec 10 03:11:40 2001

On Mon Dec 10 01:18:21 2001 Zyz wrote post #1143:
> Nothing wrong with witch familiars.  Pets are amusing if mostly
> useless.  Could add a little theme to the guild.  Doubt any wiz will
> code em tho. Like most of the posts here, it's really not worth
> arguing about or wasting post space with sarcasm.
I like sterotypes!

-----------------

poster: Chrono
subject: yeah...
date: Mon Dec 10 04:14:24 2001

hrm, i believe in making guilds more fun, the game rather, but how
would a spell or pets, usless ones at that make it more fun, itd
prolly be cool the first few days, then die down..and on that note,
would be even more usless, why waste time on something you know ppl
wont use after a week or two? and witches do not need tuning, up or
down. anyway, i think witches shouldnt get tuned in anyway unless
its something that needs to be tuned. why fook up a guild?

-----------------

poster: Jimerson
subject: Report
date: Mon Dec 10 06:47:16 2001

I thought since you could report to singe ppl and parties, would it
be possible to report to your clan ---- report clan blah?


Jim

-----------------

poster: Wildchild
subject: give amt to player
date: Mon Dec 10 16:24:58 2001

Any chance that when you give gold to somebody the people see how
much gold was given? instead of it just saying "you give money to
player"

minor thing, but helpful when you got lots of people handing you
money instead of trasnferring it to you.

-----------------

poster: Blaze
subject: Clones
date: Mon Dec 10 22:45:17 2001

Might make sense to have clones not aggro to people who just on in
cs and die before the entrance lag clears.
-Blaze

-----------------

poster: Petra
subject: Eq Decay
date: Tue Dec 11 01:58:31 2001

Just an idea dont know if its been pondered yet im not too up on the
news, BUT, might be an interesting idea to code something for eq
decay that involves and echo of some sort when the eq is starting to
get badly scratched and so forth. Something for example, "You hear a
metallic Clang from your armor as it loosly bounces off of other
fragmented peices of your badly war torn chainmail." Or something to
that effect. just an idea if someone was bored.
i know its just one more thing for the mud to process but, for some
of us space brained people who forget to check our eq often, it may
add some interesting detail to the eq decay feature.
-----petra

-----------------

poster: Baer
subject: >Eq Decay
date: Tue Dec 11 04:06:27 2001

we could do this when you wear or remove eq. wouldn't want it to
spam during general play though.

-----------------

poster: Litho
subject: Exorcist/exorcism
date: Tue Dec 11 09:13:56 2001

All other guilds u max, u can train to racial max..except
woodsman..no point in going exor if ya dont reall have mastery..

-----------------

poster: Litho
subject: ack, sorry
date: Tue Dec 11 09:14:26 2001

I have 9 levels in exorcist, but can only train exorcism to 40%, and
Quillz, maxxed the whole guild and can train to 45, isnt this a
little off?
All other guilds u max, u can train to racial max..except
woodsman..no point in going exor if ya dont reall have mastery..

-----------------

poster: Trance
subject: >ack, sorry
date: Tue Dec 11 12:43:39 2001

On Tue Dec 11 09:14:26 2001 Litho wrote post #1154:
> I have 9 levels in exorcist, but can only train exorcism to 40%, and
> Quillz, maxxed the whole guild and can train to 45, isnt this a
> little off?
> All other guilds u max, u can train to racial max..except
> woodsman..no point in going exor if ya dont reall have mastery..

type ---> guildinfo high priest


-----------------

poster: Santiago
subject: >>>Witch familiar
date: Tue Dec 11 16:08:25 2001

On Sat Dec  8 01:45:58 2001 Arkangyle wrote post #1137:
> On Fri Dec  7 22:30:58 2001 Sleet wrote post #1133:
> > On Fri Dec  7 22:29:15 2001 Trigon wrote post #1132:
> > > Hm, how about a totally useless familiar that just follows you
> > > around and you can name it? Give it a high training cost, too, that
> > > would own.
> > > Trigon likes useless spells.  Seers was full of em :)
> > Ive seen magic irl, havent you guys ever seen that documentyr harry
> > potter and the sorcers stoned?
> > was in theaters like a week ago or somthing.
> 
> "Harry Potter and the Sorcerers Stoned"?  ... you smoke too much weed.
Too much? *blink* There's such thing as -too much-?

-----------------

poster: Sleet
subject: Reference
date: Tue Dec 11 18:16:40 2001

I was wodneirng if it was possible to create a refrence section in
the mud that could have calculators and translators and stuff in
it.
Not an area just a tool we could use, maybe make it work like who.
Would be like Who 3454635+346534645

-----------------

poster: Tahnval
subject: >>>>Witch familiar
date: Tue Dec 11 20:35:56 2001

On Tue Dec 11 16:08:25 2001 Santiago wrote post #1156:
> On Sat Dec  8 01:45:58 2001 Arkangyle wrote post #1137:
> > On Fri Dec  7 22:30:58 2001 Sleet wrote post #1133:
> > > On Fri Dec  7 22:29:15 2001 Trigon wrote post #1132:
> > > > Hm, how about a totally useless familiar that just follows you
> > > > around and you can name it? Give it a high training cost, too, that
> > > > would own.
> > > > Trigon likes useless spells.  Seers was full of em :)
> > > Ive seen magic irl, havent you guys ever seen that documentyr harry
> > > potter and the sorcers stoned?
> > > was in theaters like a week ago or somthing.
> > 
> > "Harry Potter and the Sorcerers Stoned"?  ... you smoke too much weed.
> Too much? *blink* There's such thing as -too much-?
"Harry Pothead and the Philospher's Stone".  New version, in which Harry
nicks some crack off Socrates.

Good idea, no?

-----------------

poster: Baer
subject: >ack, sorry
date: Wed Dec 12 00:03:13 2001

On Tue Dec 11 09:14:26 2001 Litho wrote post #1154:
> I have 9 levels in exorcist, but can only train exorcism to 40%, and
> Quillz, maxxed the whole guild and can train to 45, isnt this a
> little off?
> All other guilds u max, u can train to racial max..except
> woodsman..no point in going exor if ya dont reall have mastery..
I guess we should have made exorcism a crap mastery that doesnt do
much at all, let you max it in that bravo guild, and then create a
new mastery in the omnicron that gives you some more power. It would
still have exactly the same effect as only training the mastery to
half way in the bravo, but it would cost you a ton more exp. And yet
you wouldn't know the difference, so you would be happy.

Baer

-----------------

poster: Quillz
subject: >>ack, sorry
date: Wed Dec 12 02:48:44 2001

On Wed Dec 12 00:03:13 2001 Baer wrote post #1159:
> On Tue Dec 11 09:14:26 2001 Litho wrote post #1154:
> > I have 9 levels in exorcist, but can only train exorcism to 40%, and
> > Quillz, maxxed the whole guild and can train to 45, isnt this a
> > little off?
> > All other guilds u max, u can train to racial max..except
> > woodsman..no point in going exor if ya dont reall have mastery..
> I guess we should have made exorcism a crap mastery that doesnt do
> much at all, let you max it in that bravo guild, and then create a
> new mastery in the omnicron that gives you some more power. It would
> still have exactly the same effect as only training the mastery to
> half way in the bravo, but it would cost you a ton more exp. And yet
> you wouldn't know the difference, so you would be happy.
> 
> Baer
Litho was just saying this on my behalf. 
I think he was just curious how the progression was calculated. 
My exorcism isn't much higher than his and I have 5 levels in high
priest as well as exorcist. 
Not a big deal, more a matter of curiousity. 
Thanks. 
Q

-----------------

poster: Quillz
subject: MA
date: Wed Dec 12 07:36:16 2001

Ok, after partying with an MA for awhile, I've come up with an idea or 2
1.  Tiger claw - takes nearly 200 eps.  Doesnt that seem like a bit much?  
I was having trouble keeping up and I tock ~730.  
Perhaps lower the cost of TC by a small fraction?  
As far as I saw, the melee hits were decent.  This could be because
he had some decent eq as well, but still. 
Taking damage - Cant really say he took too much nor too little
damage.  That seems ok as well. 
If mid-range MA's are to carry a decent rate at all, it seems they
need to find a healer bigger than themselves just to keep up. 
Perhaps lower the cost of regular/double claw, and let the cost rise
to what it is now with poison claw and whatever else lies in the
omricon?
Just trying to throw out an idea. 
Positive feedback please.  Whinning/bitching gets us no-where. 
Positive feedback please.  Whinning/bitching gets us no-where. 
sorry bout that dbl line. 
Q

-----------------

poster: Lu
subject: >MA
date: Wed Dec 12 07:39:03 2001

after partying with huge ma's with a drastically lower tock i have
to agree with Q on this one.
Tiger claw seems to drain a huge amount of eps, and there lays the
problem in trying to hold a rate without tapping your healer.

-lu

p.s. i remember graxon dragging 3 midbie healers to try and keep
up..and they couldnt

-----------------

poster: Zax
subject: >>MA
date: Wed Dec 12 09:20:12 2001

anyone made some comparisons on cost:damage ratio of tiger claw or
anything? since i would have thought the relevance of ep costs would
be the amount of damage from the skill. it's great if a skill costs
2 eps, but if it only does 2damage is it still so good?
and perhaps the idea of people _needing_ to be refreshed all day
long needs to come under examination too, in the not too distant
past, ma's or figs using offensive skills was more of a bonus then a
requirement.

-----------------

poster: Quillz
subject: >>>MA
date: Wed Dec 12 11:30:47 2001

On Wed Dec 12 09:20:12 2001 Zax wrote post #1163:
> anyone made some comparisons on cost:damage ratio of tiger claw or
> anything? since i would have thought the relevance of ep costs would
> be the amount of damage from the skill. it's great if a skill costs
> 2 eps, but if it only does 2damage is it still so good?
> and perhaps the idea of people _needing_ to be refreshed all day
> long needs to come under examination too, in the not too distant
> past, ma's or figs using offensive skills was more of a bonus then a
> requirement.
Afaik, his damamge was "impressive"
Comparatively - the 5 round barbarian skill (tiger claw being 4
round) takes roughly the same eps, but the damage can be HUGE to
Incredible.
I understand what you are saying about bonus vs requirement too. 
Like I said, I'm not trying to demand anything.  Just trying to
throw some ideas out there to help make a guild look more appealing.

Back the the damages.  Impressive is no where near even Enormous or
HUGE.  And again, like I said earlier, maybe by lowering the ep cost
by a fraction, maybe 1/4 to 1/3, it would slightly even the ep
usage/damage output as compared to barbarian. 
Again, positive feedback only please.  Keep the whines to yourself. 
Thanks for your input, Zax. 
Q

p.s.   It was more beneficial for me to blast using white flame (dmg
high sp cost ~100) than for me to keep reffing him at +200 sps/ref. 

Just thought that was kinda funny :-)

-----------------

poster: Warchief
subject: >>>>MA
date: Wed Dec 12 13:24:00 2001

On Wed Dec 12 11:30:47 2001 Quillz wrote post #1164:
> On Wed Dec 12 09:20:12 2001 Zax wrote post #1163:
> > anyone made some comparisons on cost:damage ratio of tiger claw or
> > anything? since i would have thought the relevance of ep costs would
> > be the amount of damage from the skill. it's great if a skill costs
> > 2 eps, but if it only does 2damage is it still so good?
> > and perhaps the idea of people _needing_ to be refreshed all day
> > long needs to come under examination too, in the not too distant
> > past, ma's or figs using offensive skills was more of a bonus then a
> > requirement.
> Afaik, his damamge was "impressive"
> Comparatively - the 5 round barbarian skill (tiger claw being 4
> round) takes roughly the same eps, but the damage can be HUGE to
> Incredible.
> I understand what you are saying about bonus vs requirement too. 
> Like I said, I'm not trying to demand anything.  Just trying to
> throw some ideas out there to help make a guild look more appealing.
> 
> Back the the damages.  Impressive is no where near even Enormous or
> HUGE.  And again, like I said earlier, maybe by lowering the ep cost
> by a fraction, maybe 1/4 to 1/3, it would slightly even the ep
> usage/damage output as compared to barbarian. 
> Again, positive feedback only please.  Keep the whines to yourself. 
> Thanks for your input, Zax. 
> Q
> 
> p.s.   It was more beneficial for me to blast using white flame (dmg
> high sp cost ~100) than for me to keep reffing him at +200 sps/ref. 
> 
> Just thought that was kinda funny :-)

On my last reinc to MA, the damage on tiger was either above average
or the one above (impressive maybe?).  Anyways, this only includes
the focus tiger claw skill,  it does not seem to include double claw
attack, sharpen claw, or poison claw.  Now, granted, I don't know
how much all of these skills add to the damage, but since all of the
masteries are counted in the help file damage for deathblow, it
should get on up there pretty good and be comparable.  On a similar
note, how much damage does backstab show in the helpfile, while it
is has done more damage than any other skill?

-Chief

-----------------

poster: Snoop
subject: >>>>MA
date: Wed Dec 12 13:32:41 2001

on the other hand, tiger has a lot of addititional specials that
aren't takin in to account if you look at max damage in help file,
double claw attac, poisnon claw
*/Snoop

-----------------

poster: Zifnab
subject: >>>MA
date: Wed Dec 12 13:57:24 2001

On Wed Dec 12 09:20:12 2001 Zax wrote post #1163:
> anyone made some comparisons on cost:damage ratio of tiger claw or
> anything? since i would have thought the relevance of ep costs would
> be the amount of damage from the skill. it's great if a skill costs
> 2 eps, but if it only does 2damage is it still so good?
> and perhaps the idea of people _needing_ to be refreshed all day
> long needs to come under examination too, in the not too distant
> past, ma's or figs using offensive skills was more of a bonus then a
> requirement.
Zax is correct.  ther is a correlatino between damage, number of rounds
and cost.

-----------------

poster: Arkangyle
subject: skills/damage
date: Thu Dec 13 00:23:26 2001

If I am not mistaken, Sigwald SPECIFICALLY ingrained a formula for
the calculation of nearly all these factors so that ALL the guilds
and ALL the skills would operate under pretty much the same
parameters.

-----------------

poster: Snoop
subject: >skills/damage
date: Thu Dec 13 02:05:25 2001

i miss sigwald .(

-----------------

poster: Moose
subject: summary
date: Thu Dec 13 18:57:22 2001

why is summary always reseting each re-connect?.. Im growing bored
not to know how much I'v earned each boot.

-----------------

poster: Zifnab
subject: >summary
date: Thu Dec 13 19:01:17 2001

On Thu Dec 13 18:57:22 2001 Moose wrote post #1170:
> why is summary always reseting each re-connect?.. Im growing bored
> not to know how much I'v earned each boot.
dont reconnect.

-----------------

poster: Tektor
subject: Eq Shop
date: Thu Dec 13 22:34:15 2001

Would be nice if there was a special eq shop hidden away kinda like
Sloat where you could give the eq, but actualy get decent gold for
the eq, and the eq dests.

-----------------

poster: Chrono
subject: eq shop
date: Thu Dec 13 22:37:42 2001

hmm, thats what safes and stuff are for, keep them till you sell
them..like a shop is gonna give you 3m for a stupid helm..how the
heck would you do that anyway? not like a shop is gonna give you
what you want for it, or the _NORMAL_ mb of it on sales.

-----------------

poster: Tektor
subject: eq shop
date: Thu Dec 13 23:02:07 2001

First of all i never asked it take that for 3m second off all. I
have had eq sit in safes for ages never able to sell it, third of
all that is very close to the normal bid on sales. Just cause a few
people sell stuff cheap or arnt good with prices doesn't mean
anything, and last I can sell it on sales for however much i damn
well please.

My reasoning behind the idea is that you wouldn't spend hours doing
eq then get something you can't do anything with.

-----------------

poster: Chrono
subject: eq shop
date: Thu Dec 13 23:07:59 2001

didnt bitch about your price, was stating how the shop could give
you a decent price...that would prolly take a lot of coding, to make
a shop like that, what would be your decent price for that, probably
1meg+, which someone might say, is too cheap,etc..and imo no one
would use this cuz id be a total loss, and take too long to code to
give each peice of eq have a set amount..dunno i could be wrong,
since ive never coded..but the idea of being able to sell decent eq,
to a shop for a decent price just dont apeal to me, shrug..and i
mentioned 3m cuz thats what your mb was, i was using that as an
example, not to rat on it.

-----------------

poster: Zifnab
subject: >eq shop
date: Thu Dec 13 23:31:18 2001

On Thu Dec 13 23:02:07 2001 Tektor wrote post #1174:
> First of all i never asked it take that for 3m second off all. I
> have had eq sit in safes for ages never able to sell it, third of
> all that is very close to the normal bid on sales. Just cause a few
> people sell stuff cheap or arnt good with prices doesn't mean
> anything, and last I can sell it on sales for however much i damn
> well please.
> 
> My reasoning behind the idea is that you wouldn't spend hours doing
> eq then get something you can't do anything with.

there is no way possible the mud can figure out 
what prices you people are selling stuff for.  Especially
since there is no real basis for it, you just set
artificial prices, and refuse to sell for anything less.

-----------------

poster: Litho
subject: Ogier
date: Fri Dec 14 00:07:53 2001

I was sitting here wondering why the ogier spell max isnt higher..
If they were taken from the Wheel of time series, which i think they
were, then they should be more like the race they were made out to
be.
Ogier's were treesinger, with amazing dex, one outran a horse iirc,
the dex is right on, but the spellmax does not cut it..not tryin to
rag on anyone, but im just saying, ogier should mebbe have an 85
spellmax, it could be MUCH slower, since only good treesingers were
old..

-----------------

poster: Daran
subject: >Ogier
date: Fri Dec 14 00:36:56 2001

On Fri Dec 14 00:07:53 2001 Litho wrote post #1177:
> I was sitting here wondering why the ogier spell max isnt higher..
> If they were taken from the Wheel of time series, which i think they
> were, then they should be more like the race they were made out to
> be.
> Ogier's were treesinger, with amazing dex, one outran a horse iirc,
> the dex is right on, but the spellmax does not cut it..not tryin to
> rag on anyone, but im just saying, ogier should mebbe have an 85
> spellmax, it could be MUCH slower, since only good treesingers were
> old..
help race ogier:
..."Unfortunately, in the ages since the Ogier left their homes, the
Stedding, to come to Red Dragon, they have become withdrawn and lost
much of their mental capacity, now reputably slow to recover magical
energies and 
slow learners of spells and skills."...

-----------------

poster: Coal
subject: Portal prefs.
date: Fri Dec 14 22:06:19 2001

Since new areas will be going into Everest soon i was wonder if it
(everest) could be put in to portal preferances/and the other nav
like spells.
-Coal

-----------------

poster: Rockman
subject: >>Ogier
date: Fri Dec 14 22:18:59 2001

who said treesingers were good magic users
if i remember, ogiers cant really touch the Power 
and the steddings to begin with cut off all access to it?
-Rocky

-----------------

poster: Tektor
subject: Floating Disc
date: Sat Dec 15 04:42:50 2001

Seems like floating disc was something cool to help me carry stuff
only to find out I can't use it in mist form. Would be a nice
addition if there was a spell that could call a wind to pick up what
ever is targeted and place it on the disc. Wouldn't mind spending
extra exp to study a spell to allow me to put stuff on disc in mist
form.

-----------------

poster: Chrono
subject: floating disc
date: Sat Dec 15 23:42:59 2001

would be cool, ive never been mist mage..but i believe that there is
a spell to revert back to normal "solidify", anyway cool idea..for
now put exp into that..shrug

-----------------

poster: Tektor
subject: Floating Disc
date: Sat Dec 15 23:53:05 2001

say Mist Form Down!
Yes I was looking at that, however the combined cost of solidify and
mist form everytime you want to put stuff on the disc will tap you
pretty quick. So my theory was a cheaper spell that could move items
for you. Not really necessary. Although I had heard floating disc
was put in for mist mages, but it doesn't provide as much help when
your actualy in mist form. Especially since most mist mages spend
alot of their time in mist form until they have nether abilities.
Not a huge issue or anything just an idea.

-----------------

poster: Tahnval
subject: >floating disc
date: Sun Dec 16 00:31:51 2001

On Sat Dec 15 23:42:59 2001 Chrono wrote post #1182:
> would be cool, ive never been mist mage..but i believe that there is
> a spell to revert back to normal "solidify", anyway cool idea..for
> now put exp into that..shrug
Mist Mage is quite powerful.....I think the difficulty with looting is
a deliberate balance.

-----------------

poster: Sleet
subject: >>floating disc
date: Sun Dec 16 01:25:04 2001

On Sun Dec 16 00:31:51 2001 Tahnval wrote post #1184:
> On Sat Dec 15 23:42:59 2001 Chrono wrote post #1182:
> > would be cool, ive never been mist mage..but i believe that there is
> > a spell to revert back to normal "solidify", anyway cool idea..for
> > now put exp into that..shrug
> Mist Mage is quite powerful.....I think the difficulty with looting is
> a deliberate balance.
ive been a mist mage for awhile now and id say its well worth it,
the ability to kill that fast solo and gold being worth twice as
much more then makes up for the ability to pick up gems and other
items
if the items are that important use solidify or wait till you have a
bunch of them lying around to use solidify. Most people on hear are
aware of the mistys plight and will leave gems they find alone.

-----------------

poster: Arkangyle
subject: floating disc
date: Sun Dec 16 07:58:24 2001

  Where did this thread even come from?  If anyone here should be
complaining about problems with mist looting etc, it should be me
since I've been one for over a year ... and I don't have an issue,
nor do I bother wasting exp on floating disc.

-----------------

poster: Tektor
subject: Khosan Portal
date: Sun Dec 16 22:35:10 2001

Would be cool if there was an up and down dir also one to oddworld
and one to evverest, or atleast one to everest.

-----------------

poster: Jazaman
subject: Mystics and dream guilds
date: Wed Dec 19 07:54:35 2001

It might be nice to have maybe one of the witch bravo dream guilds
open to the mystics/witch gamma combination.  Mystics are after all
"Mystical" and it seem this would fit well.  (Not to mention that it
would help psionists out, which I belong to.) Ok, this does seem
kinda self serving, ah well.


Have a nice day.
J

-----------------

poster: Siffar
subject: >Mystics and dream guilds
date: Wed Dec 19 10:51:22 2001

On Wed Dec 19 07:54:35 2001 Jazaman wrote post #1188:
> It might be nice to have maybe one of the witch bravo dream guilds
> open to the mystics/witch gamma combination.  Mystics are after all
> "Mystical" and it seem this would fit well.  (Not to mention that it
> would help psionists out, which I belong to.) Ok, this does seem
> kinda self serving, ah well.
> 
> 
> Have a nice day.
> J
I would like to support this idea. At the moment you can join three
bravos with witch/tele combination, but only two bravos with
witch/mystics one. Maybe Oneiro prerequisites could be changed to
two arbitrary out of {witch/mystics/tele}. I am not sure if this 
would unbalance things too much, but maybe it could be worth a try...
Cheers,
Siffar

-----------------

poster: Tektor
subject: Witches
date: Wed Dec 19 22:04:39 2001

Try guild tree mage and look at onieromancers. Have any of you
actually tried to join Onie with mystics? Accoring to the setup the
only difference between the two is either Watchers of the Night or
Psionists, which makes sense.

-----------------

poster: Jazaman
subject: >Witches
date: Wed Dec 19 22:56:57 2001

Just tried to join oneiromancers, got this: You need to be
telekinetics to even consider joining.

hence my post.

-----------------

poster: Bahgtru
subject: Prompt
date: Sat Dec 22 11:25:10 2001

Maybe have it possible to put the % until guild level on your
prompt... it can be annoying when you've leveled, but not guild
leveled, so it shows the % of level.

- Bag

-----------------

poster: Litho
subject: >Prompt
date: Sat Dec 22 11:31:42 2001

you have yer glvl as soon as yer lvl % hits 96-97. :)

-----------------

poster: Bahgtru
subject: Clouds
date: Fri Dec 28 14:29:43 2001

With the weather watcher clouds, a message that shows it's about to
fade (like the one for cauldron) would be nice, so we don't suddenly
have to stop blasting in combat because it fell.

- Bag

-----------------

poster: Tektor
subject: Hef
date: Tue Jan  1 01:54:13 2002

dig grave
Would be cool if other people could see your hef message like they used to.

-----------------

poster: Trance
subject: >Hef
date: Tue Jan  1 03:46:10 2002

On Tue Jan  1 01:54:13 2002 Tektor wrote post #1195:
> dig grave
> Would be cool if other people could see your hef message like they used to.

As long as it can be cut out with combat silent, of course

-----------------

poster: Wildchild
subject: red dragon area dev.
date: Tue Jan  1 22:26:31 2002

Was checking out the Red Dragon website after suggesting to somebody
to download the red dragon area developer (rad) and the link doesn't
work for it now. Thought it might be nice to get this fixed, since
more and more people are interested in creating areas but there
aren't alot of new builders being accepted.

-WC

-----------------

poster: Zifnab
subject: >red dragon area dev.
date: Tue Jan  1 22:45:12 2002

On Tue Jan  1 22:26:31 2002 Wildchild wrote post #1197:
> Was checking out the Red Dragon website after suggesting to somebody
> to download the red dragon area developer (rad) and the link doesn't
> work for it now. Thought it might be nice to get this fixed, since
> more and more people are interested in creating areas but there
> aren't alot of new builders being accepted.
> 
> -WC
I woudl be hesitant to recommend that to anyone...

not because its bad, but because it has not been kept up to date
with the Mudlib.

-----------------

poster: Wildchild
subject: >>red dragon area dev.
date: Tue Jan  1 22:45:41 2002

On Tue Jan  1 22:45:12 2002 Zifnab wrote post #1198:
> On Tue Jan  1 22:26:31 2002 Wildchild wrote post #1197:
> > Was checking out the Red Dragon website after suggesting to somebody
> > to download the red dragon area developer (rad) and the link doesn't
> > work for it now. Thought it might be nice to get this fixed, since
> > more and more people are interested in creating areas but there
> > aren't alot of new builders being accepted.
> > 
> > -WC
> I woudl be hesitant to recommend that to anyone...
> 
> not because its bad, but because it has not been kept up to date
> with the Mudlib.

Ok, I suggest Golte's areamaker program atleast then :)
(finger golte)

-WC

-----------------

poster: Mixer
subject: >red dragon area dev.
date: Wed Jan  2 01:10:33 2002

On Tue Jan  1 22:26:31 2002 Wildchild wrote post #1197:
> Was checking out the Red Dragon website after suggesting to somebody
> to download the red dragon area developer (rad) and the link doesn't
> work for it now. Thought it might be nice to get this fixed, since
> more and more people are interested in creating areas but there
> aren't alot of new builders being accepted.
> 
> -WC
Rad really just doesn't create files that will work anymore.

Not sure of the current status of Golte's area creator.  This had
issues too.

Builders will get accepted once a few of the area backlog
has been cleared.
Mix.

-----------------

poster: Spirum
subject: News
date: Wed Jan  2 21:07:58 2002

How about a tax (gold) to post news in some of the newsgroups? 
Well i dont play in here anymore, but typing news gives me the
picture that ppl use the newsgroups instead of the chat
channel/tells etc.

Spirum who is retired from spammy newsgroups.

-----------------

poster: Quillz
subject: Beholders
date: Fri Jan  4 08:59:17 2002

Now that beholders are doing melee damage as well as those specials,
would it make any sense to lower the ammount of damage done by the
specials to balance the hits?
I'm assuming that hits were put in becuase every cauldron mage
pretty much lives in the beholder area. 
But for the guilds that actually have to stay in combat, the hits on
top of the specials seems a bit much. 
Just curious
Q

-----------------

poster: Mixer
subject: >Beholders
date: Sun Jan  6 15:37:51 2002

On Fri Jan  4 08:59:17 2002 Quillz wrote post #1203:
> Now that beholders are doing melee damage as well as those specials,
> would it make any sense to lower the ammount of damage done by the
> specials to balance the hits?
> I'm assuming that hits were put in becuase every cauldron mage
> pretty much lives in the beholder area. 
> But for the guilds that actually have to stay in combat, the hits on
> top of the specials seems a bit much. 
> Just curious
> Q
Well pretty much this area is the rockingest gold in the gmae
so if you want to kill there you gotta have balls.

The monsters were overriding combat functions which is never a
good thing, so I just took out the 'feature' which did this.

I will keep an eye on it but I won't be changing anything right now.

-----------------

poster: Sirk
subject: eq mob needing a look
date: Mon Jan  7 00:56:36 2002




Not sure where this should be posted. but after just killin
Lorthren, it seems that the mob should be looked into. For
a hard hitting 2meg mob, his eq is very weak. perhaps some kind
of adjustment is needed on him. thanks
sirk

-----------------

poster: Nightfall
subject: Channel emoting.
date: Wed Jan  9 12:24:27 2002


  I know dealing with the channels has been a huge pain in the
past.  But if some over eager wiz were to have an itching...

[dragon]: Thinking he was Bono, Nightfall screams to the Edge to
play the blues.
  
  I would love to be able to use $N in place of name.  Of course
you would have to put a check in to make sure that $N was 
included so you wouldn't have an anonymous people.

  -NF


-----------------

poster: Rizzly
subject: Idea with who
date: Thu Jan 10 22:49:44 2002

Would it be possible to cross various who commands together?  For
example, "who guild warrior open" would list all the unpartied
warriors, or "who race mindflayer guild healer" would give all the
mindflayer healers.  I dunno if this would be a complicated thing to
do, and it's no big deal really, but it would be nice if it were
possible. :)

Rizzly

-----------------

poster: Zifnab
subject: >Idea with who
date: Fri Jan 11 01:22:57 2002

On Thu Jan 10 22:49:44 2002 Rizzly wrote post #1207:
> Would it be possible to cross various who commands together?  For
> example, "who guild warrior open" would list all the unpartied
> warriors, or "who race mindflayer guild healer" would give all the
> mindflayer healers.  I dunno if this would be a complicated thing to
> do, and it's no big deal really, but it would be nice if it were
> possible. :)
> 
> Rizzly
who already does way too much IMO, not sure I want to even
begin to allow it to do multiple things.

-----------------

poster: Jazaman
subject: >Idea with who
date: Fri Jan 11 01:29:55 2002

"who open guild fighter" works
have to have the open before the open ended stuff

ok, have a nice day

-----------------

poster: Nightfall
subject: Please read!! (long)
date: Fri Jan 11 12:40:03 2002


  This may be a very unpopular opinion.  It may seem like I am bitching about
the mud also, this is not true.  Bottom line is I am very worried about the 
future of Red Dragon.

  Whats the mission of the mud?  I feel it should be of course an enjoyable
game.  What makes a game enjoyable I suppose is different for everyone, but
I'm sure a few things are more common than others.  We of course wanna kill
things.  Everyone here knows the primary means of advancement is gaining 
experience by killing things.  This is also why many of us choose this kind
of mud over others.  So we want to kill things.  Lots.

  We also need to be challenged in our games or we lose interest.  The 
difficult factor here being the time frame.  Do we 'get too big' in say two
years of playing and move on?  I would rather you would be able to stay 
around a lot longer.  I am in no way implying that two years is our average.
I have long since stopped keeping track of everyone.  I don't even know if
this is something the admin are still concerned with.  But I know it was one
of many factors discussed in the creation of Red Dragon.  I think we need to
make sure we concern ourselves with it.

  So far we need to be challenged with killing things.  Much harder to do 
than anyone would imagine.  Our staff rocks.  I cannot believe the loyalty
and dedication that the volunteers that run the mud have shown.  They create
this place for others to enjoy.  They want to see the players challenged and 
having a great time.

  I have always thought RD was too easy.  I can be a bit of a hardass about 
this.  Look at it this way.  What I suggest, think of as an extreme.  What I
would hope to end up with is something that would be comprimised with and 
end up somewhere in the middle of what we have and what I now suggest.

  Make the mud harder.  Accomplish this by reducing/eliminating a few things:
experience in the game (on monsters, players, across the board), equipment 
(saved or otherwise), and of course gold.  Reduce the numbers: stats, 
bonuses, exp, gold.  Increase penalties: Death, reinc, damage effects.
More ways to lose eq.  The list goes on and on.

  Challenge us.  We play for gain.  The gain of Exp formost of anything.
And of course gold and equipment.  Toss in Quests, explore %, etc.  These
are the things we gain.  You MUST be able to take it away.

  The loss of Experience.  Most often by dying, occasionally by reincing.
Death penalties could be enhanced in many ways.  We have alignment, since we
play up the religion side it could play a part.  How we died should definitly
play a part.  If you die to a little sword cut, this would be easier to 
'repair' than say having your body blasted into a burnt corpse.  Reincing.
I can not strongly enough express the need for this to change.  The ability 
to change your entire character should come at a huge cost.  The reincing
into new and untuned guilds to abuse them should be example enough of why
this needs to be changed.

  Big numbers.  We don't need them.  Well the players like big numbers you'd
argue.  They like numbers period.  The crunch them until they've found the 
best way to do something.  It's not altogether a bad thing.  They are showing
a huge interest in the game this way of course.  I feel that it gets quite
boring doing this.  Exact numbers are not a thing I feel players should 
ever know.  I would want ranges based on a word (ie good = 20-40).  Of course
this isn't something everyone would see eye to eye on.  Of course another way
is the random game.  We have a bit, not enough imo.  Nothing should ever be
a sure thing.  Ever.

  Equipment.  My god this is getting worse.  We really can't lose it fast
enough to keep up with the distrubution.  The outrageous increase on 'top'
items compared to a year ago is a prime example.  We haven't been able to
lose that great piece of eq and be forced to get new, so we increase the top
level.  People may argue that eq rules are in place to stop this.  Well folks
it obviously is not enough.  Eq is too abundant, and gives way too many 
bonuses.  Reduce them.  Damage them.  Take them away.  Decay is not enough.
We need a damage system in place that would reduce bonuses with condtion.
Sure let us repair them, but a piece of armor beaten and repaired constantly
will eventually be useless.  Current sac'ing could be enhanced easily by 
adding more reasons to sacrifice something.  Luck system, gods demand it, 
events, reduce costs for something, etc.

  I've just scratched the surface of the difficulties in challenging us, and
with few puny ideas.  If you have the future of RD in mind you will not only
post your ideas on how to better yourself.  Concentrate on making the game
better.  Our staff has done an incredible job, but I'm sure they are getting
a little worn and running out of ideas.  Help the mud stay interesting.

  Comments are of course welcome.  I will however become upset if this 
results in whining, arguing, and posting in ignorance.  Be helpfull or stay
silent.

  -NF
  
PS:  yeah I know the spelling is nasty


-----------------

poster: Jomo
subject: Re: Nightfall
date: Fri Jan 11 17:53:27 2002

This is not crticism per se, 
but here are a few points I think are worth making:

-- I've been here for about 4 years now, and have been reasonably entertained
    throughout.. Any time I've been bored it has been my own
    fault because I basically refuse to reinc.
-- EQ, particularly "top slot" is not too hard to get atm.  If you look 
     at the sick prices people are charging for eq, this would be
relevant.  If anything the
     distribution of "top slot" is right around where it should be. 
If I could

     roll out of bed and expect to get a rgc, I'd be concerned.. but
I can't.  I 
    have a few pieces of top slot eq, and everything else is 
    only "all right" (which is still very good).

One thing in particular I find to be fun are random load top-slot eq
mosters.  These have been around for a while, but I think we're finally
starting to see these quite a bit.  Also, with "non-standard" eq 
(for instance, pieces with sub-standard spregen but excellent wis
or int or good skills) are also very good for variation.

Remember there are still alot of EQ monsters out there that
don't get killed.. or get killed very rarely.

Tiamat/Lloth/Sear/Mak Toshan/Kadvre... all could use
a good old fashioned beatdown.

-----------------

poster: Trigon
subject: >Re: Nightfall
date: Fri Jan 11 18:58:10 2002

I'd like to add my input, as well.  From reading your post, it seems
as though you getting bored with RD is of the upmost concern.
Honestly, once I get completely bored, I will probably stop playing.
 I'll find a different game, I'll watch tv, I'll find something else
to do.
This is my point: it is a game
I would rather have fun for a year, then be faced with all of the
challenges you came up with and play for 4 years.
It is a game.  No game is tailored to your individual likes and
dislikes, and I highly doubt this mud will change in the ways you
suggest.  When I buy a video game for my nintendo 64, I play it, I
have fun for a long time, I beat it, and it collects dust.  I don't
call up Nintendo and say "Hey, you should make Super mario harder, I
already beat it and don't want to stop playing it."
I'm having fun, and I've managed to have fun for about 3 years here.
 If you want a harder mud, go search for one, but please don't try
and suggest radical changes because you personally are getting
bored.
Trigon

-----------------

poster: Lu
subject: >Please read!! (long)
date: Fri Jan 11 19:13:54 2002

well i have a few thoughts on this matter, but i'll leave them out
and get straight to eq

you want to make it harder to obtain and keep eq that we work so hard for?

i know i would NEVER spend 6-8hrs of doing eq to get a piece that
wont even last a month, that will lose stats over a preioud of
time?? that will NOT have amazing stats??

as it is now most of this mud population cant afford to spend 6hrs+
a day to keep dicing eq that they diced laSt week but already
repaired(not this is an extreme example) i've been against decay
since it was introduced, i dont see spending 6 hrs to dice eq that
will eventually cease to exist as a good thing

-lu

-----------------

poster: Magneto
subject: >>Re: Nightfall
date: Fri Jan 11 19:16:42 2002

On Fri Jan 11 18:58:10 2002 Trigon wrote post #1212:
> call up Nintendo and say "Hey, you should make Super mario harder, I
> already beat it and don't want to stop playing it."
For that game, but plenty of games have difficulty settings.
Take diablo 2, you could play on regular, nightmare and hell.  
Even more you could play it on hardcore.  And playing it hardcore 
is for sure a challenge.  And many people play it that way.
And according to the ladder there are plenty of people who max out on
that.

Mags

-----------------

poster: Zyz
subject: re: same thing
date: Fri Jan 11 19:34:02 2002

Nightfall was asking for overall changes that would reduce player
power, get rid of eq, and make existing worth worth less. The point
of difficulty levels in games like D2 is to _increase_ options,
rather than decrease player power. Players here already have the
option to increase game difficulty whenever they want to: by using
crappy eq, playing with no healer, etc. Most players don't choose
that option because it's not as much fun.
Most of the changes Nightfall suggested would hurt the lower worth
and new players most of all.  They wouldn't have opportunities to
save up for decent eq, it would take them years (playing several
hours/day) to get to eq power, and they wouldn't be able to try out
the variety of guilds that RD offers, since they would have higher
reinc penalties. That probably would help the player base of other
muds.
One last thing. Many if not most of the players on this mud do not
have the time to gain massive exp or to even do mediocre eq. Some
people (like me) might get 1-2 chances for eq per month, even with
massive worth, due to time constraints. The changes Nightfall
suggested would not help that at all. Of course, I haven't seen
Nightmare doing much exp or eq lately either, so I wonder why he
thinks it is easy enough to merit difficulty increase.
-Zyz

-----------------

poster: Trigon
subject: >>>Re: Nightfall
date: Fri Jan 11 20:08:26 2002

Well I understand that, but you could still take what I said and say
You don't call up Blizzard or whoever it is that makes D2 and say "I
beat Diablo 2 on Hardcore, so make it harder and come out with a new
release"
Also, you have to pay for D2, and rd is free :)

-----------------

poster: Myrddin
subject: >>>>Re: Nightfall
date: Fri Jan 11 20:11:38 2002

A possible solotuion for those who want a harder mud would be to
play as a different race. Perhaps the concept of 2nd generation
races would fit nightfalls plan. Instead of beating RD and going on
to nightmare lvl or whatever maybe once you hit 1g or some other
arbitrary # you can reinc into a special race with 0-100m or some
such amount of exp. This would give the huge people something fun
and cool to do maybe and not totaly screw over us mortals. :)
myrddins post brought to you by the number 3 and the letter Z

-----------------

poster: Sleet
subject: >>>>>Re: Nightfall
date: Fri Jan 11 20:28:40 2002

On Fri Jan 11 20:11:38 2002 Myrddin wrote post #1217:
> A possible solotuion for those who want a harder mud would be to
> play as a different race. Perhaps the concept of 2nd generation
> races would fit nightfalls plan. Instead of beating RD and going on
> to nightmare lvl or whatever maybe once you hit 1g or some other
> arbitrary # you can reinc into a special race with 0-100m or some
> such amount of exp. This would give the huge people something fun
> and cool to do maybe and not totaly screw over us mortals. :)
> myrddins post brought to you by the number 3 and the letter Z
Im completly for this, been backign the idea for two years now...
been rooting for a wererat race since i was a newbie :)

-----------------

poster: Tektor
subject: >>>>>>Re: Nightfall
date: Fri Jan 11 20:31:08 2002

I think Second generation races is a nifty idea, or races evolved as
it were like Titan > Giant, Devil > Vampire. more expensive
spells/skills lowered exprate but better stats/resists.

-----------------

poster: Killaaz
subject: p
date: Fri Jan 11 20:32:11 2002

I have to agree with nightfall at some rate but he goes to far tho.
Cant see how all those changes could be good for the mud since ppl
that play here like that the mud isnt that hard to play.
The regenincombat thing got implimented but something should be done
to balance it. Atm tank,abj,healer + a few blasters rocks for eq
which isnt bad but its the only real good expcombo right now. Baer
just reinced out of Ma to become blaster but just before that we
tried some exp(me as healer). Him doing his best as a 2G+ma and med
2g+healer blasting couldnt sustain a 170k/min rate(whole party). A
few days later i did some exp as abjurer keeping a 110k/min rate for
meself without any problems. Regen in combat benefits casters alot
but give little to figs. Me thinks that you should lower the avedam
on offensive spells to make blast just alil worse on damage making.
Now ppl say hey how about eq then..isn it hard enough? Well as it is
now eq isnt to hard and not to easy. To deal with lowered blaster
dam you could tune down eqmobs resists to balance the loss of
blastpower.
Woodsmen still seems to do good solorates which is good..we need
some guilds that are good for the antisocials:P
And the decay rate is alil low imo..i havnt played that much since
it started but none of my eq have gone down below 97% and if you
dont play much your eq will last for years and years to come
nuff said.
//K

-----------------

poster: Trigon
subject: Prayer for the crusader
date: Fri Jan 11 20:42:02 2002

There should probably be some sort of part of the message in prayer
for the crusader that tells the target who casted it.

-----------------

poster: Uno
subject: more to read from me about nightfall's post
date: Fri Jan 11 22:49:40 2002

First I'll say I've been here on and off since 1996 so I guess
I'm as qualified as anyone to opine on this particular issue.
Second I'll say I think I understand nightfall's point and
if I had to restate it I'd say generally he wants the mud
to be a bit more deadly. This makes sense. I personally
haven't died doing xp for probably 2 months or more.
I've course i'm kinda hugish and i've learned to be quite cautious...
I also agree w/ Killaaz that recent changes have shook up balance
to a point where it probably needs to be looked at,
but i think that's an entirely different discussion than this one.
Lastly, and the bottom line for me here, is that personally
I can say that i've never enjoyed a mud more than this one,
and i've played some good ones. It's just plain fun.
It's packed full of features and has (as nightfall mentioned)
a great staff. It may not be too difficult to avoid dying but
I think the fact that i've been here for the better part of 4 years
(broken up over 6) playing nonstop and efficiently while active
is a testament to the immense playability we have here.
To borrow a term from the gaming industry, we have an enormous
'replay value'. bigger even than some games that have made TONS
more money. And as far as EQ goes, the effort that goes into the
average party i think far outweighs the few measly pieces that
come out of it. Relatively speaking the hardness of these parties is
immense. It seems like i think that general circulation of EQ is increasing
only because the amount of effort put into eq has also increased
vastly, due to specific changes set in place to accomplish this very
thing.
i think that's all i've got for now. i plan to play here
as long as the server is up and running.
//U

-----------------

poster: Trance
subject: More stuff wrt nf's post
date: Fri Jan 11 23:50:38 2002

Personally I tend to agree with nf - to a point. this mud does get
easier over time, but as with ALL games, as a player plays a given
game, he gets better at it. Case in point: most players who come
here either from another mud or from that pre-mud land (I can barely
remember this one) are going to have to (re)learn how to mud, so at
first they will suck. then as they get better, of course their rate
will raise and the mud will be easier for them.

I also think that xp should become harder at some point. not say,
where you hit for example level 90, then all of a sudden your rate
is halved, which would suck. But, I think that when fighting smaller
mobs at a higher level, you should earn less xp than you did when
you were lower level.

I'll try and explain what I mean. say, at level 30 you solo'd say,
novices and adepts. for the purposes of this argument, lets say that
they were worth 15k across the board. At level 30, you were getting
a base xp of 15k/kill, for your solo efforts. after a while, you
earned more xp and are now say, level 60. you are capable of soloing
bigger stuff, maybe 50k, so chances are you wouldnt go killing in
adepts again, but if on the off chance you did, atm, you'd still get
that 15k base xp mob.

Logically, you wouldnt learn as much from killing the same shit you
used to kill, over and over, day after day. So, at level 60, you
should probably earn only say, 50% of that base xp. ie: you would
get only 7.5k of the xp that that mob would normally give. (Note:
this 'base xp' is all before xp tunes, the resist modifier, players
racial xprate, wishes, etc., and does not indicate the exact xp that
the player would actually recieve)


The second thing I'd like to note, is that I also agree with killaaz
on his comment that in-combat ticking has helped casters (who rely
on spr) more than it has fighters (who tend to rely more on melee
than ticks, especially when soloing). I have an idea to combat
this.

Over a year ago, physical damage was changed on this mud. IIRC, part
of the reason was all the fighter parties going out and making
hellish amounts of xp with a healer and preffer. I actually used to
be in some of those parties, and yea, the xp was a little overboard
in some cases. In light of recent changes to eq, guilds, and combat
ticking since that physical damage change, I think it would be safe
to undo that phys damage thing.


After all, the amounts of xp that used to be (almost exclusively?)
possible in those parties is now possible with other party
combinations, and solo aswell, which dont even use physical damage
to any great extent. It would also give warriors, MA's, and thieves
back the ability to do something decent by themselves, without
-needing- a party to keep them alive/reffed/etc. and still able to
do a halfway decent solo rate (and for those of you that think that
certain guilds shouldnt solo, firstly parties are not always
available, and secondly have a look at the weaver tree)


thirdly, if those two changes were implemented, and if xp was still
considered to be too easy afterwards, then monster races could be
upped slightly. Maybe by adding (as an example) 10% hpmax to each
monster type, the difficulty level of the entire mud would be
affected, and brought up to whatever standard that admin wanted to
have.

- Trance


-----------------

poster: Snoop
subject: >>>>Re: Nightfall
date: Fri Jan 11 23:52:28 2002

Generally there are critics who do it for you. If a game is too easy
there are people who voice their opinions. A  big difference between
an ordinary game and a mud, is that you can actually make changes
all the time, w/o it costing a million dollars. 
I don't agree with nightfalls means to making hte mud harder, it
would be going to far, but i do agree it's not hard at all atm. I
know most of you don't agree, and would rather just have an exp
button at cs that you could use at will. 
*/Snoop

-----------------

poster: Tahnval
subject: >>>>>Re: Nightfall
date: Fri Jan 11 23:56:15 2002

On Fri Jan 11 23:52:28 2002 Snoop wrote post #1224:
> Generally there are critics who do it for you. If a game is too easy
> there are people who voice their opinions. A  big difference between
> an ordinary game and a mud, is that you can actually make changes
> all the time, w/o it costing a million dollars. 
> I don't agree with nightfalls means to making hte mud harder, it
> would be going to far, but i do agree it's not hard at all atm. I
> know most of you don't agree, and would rather just have an exp
> button at cs that you could use at will. 
> */Snoop
Perhaps when I've been here for 5 years, I'll find it easy to kill
anything I wish to kill.  Right now, I've got enough things I'd like
to do to keep me busy for the next few years.  Harder does not
always mean more fun, IMO.
More quests would be A Good Thing, also IMO, to give people something 
different to do if they were tired of doing exp or eq

-----------------

poster: Zifnab
subject: stuff
date: Sat Jan 12 01:33:26 2002

Been reading some stuff here, and IMO too easy/too hard gets
tossed around liberally without anything to qualify what
you are talking about.

What I mean is that certain parts are easy, certain parts are hard
it all depends on what you are looking at, what you are used to
and what you prefer in a mud.

Death here is way to easy.  Yet that is the only thing that 
makes eq hard.  If you dont die enough, the monster is to easy, 
yet dieing imposes no penalty or almost no penalty.

Eq may be too easy now, but it also still takes many many hours
to get enough together to make a differenc.  IMO that makes it
hard.

You need to be careful tossing those phrases around especially
with depending on what you are talking about it may or may
not be taken differently by another person.   

I am not into making the mud last for years, in case anyone has
forgotten what the first 5 years of the muds life was like
trying to do just that.

Are there problems that need to be fixed sure.  Am I ooposed to 
making them no.  But the problem comes down to time, and people.

Neither of which there is enough of right now to do the
work needed to massively change things. So we are doing 
our best to keep things balanced, and tune those things 
that need tuning.  But I am also not one to snap and
make changes to things without trying to understand why we are
making it.  I think in the past we have made to many 
changes to quickly and not really understood their impact.

There is also the fact that I am unwilling to just make the 
change because player X says it needs to be done.  Lets
be honest no matter how hard you try as a player
its hard to remain 100% objective all the time, I think
thats also true for wizards.

Since I am already rambling.  There arent going to be 
massive wholesale changes that require recoding
major pieces of the mudlib, its just not going to happen
right now.  so we need to work within the confines of what
we have currently in place and try to adjust things accordingly.

As a last statement I am trying to sit and fiqure out something 
that has never been truelly done in this mud from day one, 
and that is to map out exactly what we think each player should
be cable of doing.  Without that you are constantly tuning to 
a line moving inthe sand IMO.


Last thing I promise. It is really easy to here as a player
and say that all these things need changing, yet I see noone
stepping up and actually wizzing here to help that happen.
Builders are great and the mud needs areas, but it also needs
wizards willing to learn the ins and outs of the mudlib, and help
in that area as well.

-zifnab

-----------------

poster: Snoop
subject: >stuff
date: Sat Jan 12 01:36:39 2002

Ho, ho, what??!! I am a wizard *hint hint*
*/Snoop

-----------------

poster: Sleet
subject: >>>>>Re: Nightfall
date: Sat Jan 12 04:40:30 2002

On Fri Jan 11 23:52:28 2002 Snoop wrote post #1224:
> Generally there are critics who do it for you. If a game is too easy
> there are people who voice their opinions. A  big difference between
> an ordinary game and a mud, is that you can actually make changes
> all the time, w/o it costing a million dollars. 
> I don't agree with nightfalls means to making hte mud harder, it
> would be going to far, but i do agree it's not hard at all atm. I
> know most of you don't agree, and would rather just have an exp
> button at cs that you could use at will. 
> */Snoop
i think anyone who plays thjis mud and thinks its too easy is either
playign too much or cheating... not sure how, maybe i just suck but
ive been playign this damn thing forever and im not even a gig yet.

Then again i could just suck ass.
sleet

-----------------

poster: Arkangyle
subject: >p
date: Sat Jan 12 08:01:27 2002

I think one change that might be greatly beneficial to us with
regards to the balance towards both the rogue, ma, and warrior trees
is with regards to hpr and epr.  At the moment, eq that benefits in
these categories is scarce, or very poor in other qualities to make
it as useable by players.  This is ESPECIALLY true with epr.  In
addition, hpr and epr are seemingly granted significant rating by
the race tuner (as could be noted by trolls massive hpr) yet the
increased hpr/epr is not worth the toll this takes on the other base
stats training/studying/etc.

I would encourage some time given towards checking/testing races/eq
along these particular veins.

-Arkangyle

-----------------

poster: Nightfall
subject: Event Suck
date: Sat Jan 12 10:37:57 2002

 
  I know I've posted this before.  But it was quite awhile ago.
During the suck event maybe monsters should have exp boosted.  
x5 or something.  At least then it might not turn to an idlefest.
 
  -NF
 

-----------------

poster: Bahgtru
subject: >Event Suck
date: Sat Jan 12 10:40:25 2002

On Sat Jan 12 10:37:57 2002 Nightfall wrote post #1230:
>  
>   I know I've posted this before.  But it was quite awhile ago.
> During the suck event maybe monsters should have exp boosted.  
> x5 or something.  At least then it might not turn to an idlefest.
>  
>   -NF
>  
1) The mud itself is usually an idlefest, events or not.
2) You'd get highbies coming in and slaying stuff for easier xp.
3) IMO we should ban Nightfall from posting in ideas... spammy 8-)

- Bag

-----------------

poster: Quillz
subject: >>Event Suck
date: Sat Jan 12 12:32:44 2002

On Sat Jan 12 10:40:25 2002 Bahgtru wrote post #1231:
> On Sat Jan 12 10:37:57 2002 Nightfall wrote post #1230:
> >  
> >   I know I've posted this before.  But it was quite awhile ago.
> > During the suck event maybe monsters should have exp boosted.  
> > x5 or something.  At least then it might not turn to an idlefest.
> >  
> >   -NF
> >  
> 1) The mud itself is usually an idlefest, events or not.
> 2) You'd get highbies coming in and slaying stuff for easier xp.
> 3) IMO we should ban Nightfall from posting in ideas... spammy 8-)
> 
> - Bag
I'm spammy too, but I like his idea. 
Easy xp my ass, bag.   All your stats are more than cut in half.  
Maybe not x5, but maybe tripled or something.  
I like the idea.  
Q

-----------------

poster: Lu
subject: >>>Event Suck
date: Sat Jan 12 17:56:57 2002

i like the idea toooo.  tho if i wer to kill something in a suck i
would die fast :)
-lu

-----------------

poster: Sleet
subject: >>Event Suck
date: Sat Jan 12 18:30:17 2002

On Sat Jan 12 10:40:25 2002 Bahgtru wrote post #1231:
> On Sat Jan 12 10:37:57 2002 Nightfall wrote post #1230:
> >  
> >   I know I've posted this before.  But it was quite awhile ago.
> > During the suck event maybe monsters should have exp boosted.  
> > x5 or something.  At least then it might not turn to an idlefest.
> >  
> >   -NF
> >  
> 1) The mud itself is usually an idlefest, events or not.
> 2) You'd get highbies coming in and slaying stuff for easier xp.
> 3) IMO we should ban Nightfall from posting in ideas... spammy 8-)
> 
> - Bag
I liek that idea, and i think it is alot harder to kill things in
suck and would make it a useful event. Thats not true abotu idle
fest... if we looked at everythign liek that why even bother makign
monsters...
Only thing id be concerened abotu is it wouldnt really be considered
a punishment anymore.

-----------------

poster: Zifnab
subject: >>>Event Suck
date: Sat Jan 12 18:54:26 2002

> I liek that idea, and i think it is alot harder to kill things in
> suck and would make it a useful event. Thats not true abotu idle
> fest... if we looked at everythign liek that why even bother makign
> monsters...
> Only thing id be concerened abotu is it wouldnt really be considered
> a punishment anymore.

I am not sure where hte idea that its a 'punishment' started from.
we have the idea that events should be both good and bad, 
.  I do not view the event itself as a punishment, perhaps the
makesuck command is, but not the event.  I woudl argue
its usefulness as a punishment in any sense, so you idle for
6 minutes, not a huge deal.

The exp idea is intersting, i hardly think 5X is reasonable, 
perhaps 2 or 3.

-----------------

poster: Jomo
subject: >>> Event Suckage
date: Sat Jan 12 18:56:02 2002


For those that have been around for 2+ years or more, 
some you might remember that suck used to give a full
heal at the end of it..  As a newbie I used to pray 
for sucks.. but that went away a long time ago.

-----------------

poster: Sleet
subject: >>>>Event Suck
date: Sat Jan 12 19:00:45 2002

On Sat Jan 12 18:54:26 2002 Zifnab wrote post #1235:
> > I liek that idea, and i think it is alot harder to kill things in
> > suck and would make it a useful event. Thats not true abotu idle
> > fest... if we looked at everythign liek that why even bother makign
> > monsters...
> > Only thing id be concerened abotu is it wouldnt really be considered
> > a punishment anymore.
> 
> I am not sure where hte idea that its a 'punishment' started from.
> we have the idea that events should be both good and bad, 
> .  I do not view the event itself as a punishment, perhaps the
> makesuck command is, but not the event.  I woudl argue
> its usefulness as a punishment in any sense, so you idle for
> 6 minutes, not a huge deal.
> 
> The exp idea is intersting, i hardly think 5X is reasonable, 
> perhaps 2 or 3.
In the intro of the event it said it is the gods punishing us for
being assholes.

-----------------

poster: Spoof
subject: stuck in the middle of the mud!
date: Sat Jan 12 21:11:07 2002

I think that after every reboot every1 should start at the adv-guild
this is because sometimes u get stuck and stay stuck till some1 summons u
                      -Spoof

-----------------

poster: Zifnab
subject: >stuck in the middle of the mud!
date: Sat Jan 12 21:26:18 2002

On Sat Jan 12 21:11:07 2002 Spoof wrote post #1238:
> I think that after every reboot every1 should start at the adv-guild
> this is because sometimes u get stuck and stay stuck till some1 summons u
>                       -Spoof
I better idea would be to report where you got stuck at, 
and let us fix it so you cannot save ther.e

-----------------

poster: Wildchild
subject: >>>>Event Suck
date: Sun Jan 13 01:35:23 2002

On Sat Jan 12 18:54:26 2002 Zifnab wrote post #1235:
> > I liek that idea, and i think it is alot harder to kill things in
> > suck and would make it a useful event. Thats not true abotu idle
> > fest... if we looked at everythign liek that why even bother makign
> > monsters...
> > Only thing id be concerened abotu is it wouldnt really be considered
> > a punishment anymore.
> 
> I am not sure where hte idea that its a 'punishment' started from.
> we have the idea that events should be both good and bad, 
> .  I do not view the event itself as a punishment, perhaps the
> makesuck command is, but not the event.  I woudl argue
> its usefulness as a punishment in any sense, so you idle for
> 6 minutes, not a huge deal.
> 
> The exp idea is intersting, i hardly think 5X is reasonable, 
> perhaps 2 or 3.

I think in the past something similar was suggested for the Time of
Death event, as well, to try and get people to do exp at the risk of
death.

-WC

-----------------

poster: Magius
subject: MA's Fighters Weapons (Multiple arm race idea)
date: Sun Jan 13 08:33:06 2002

ok i like the new way weapons that have str reqs and everything
but i have an idea about bringing back the multi limb races
why dont we combine the two systems so that we can have multi armed
races but they would be restricted
by whats wielded in which arm and what you can wield in the others
ok lets say that a xorn had three arms, the first two arms you can
wield penatly free to the str needed to wield it
but to wield a weapon in the third arm you would have a roll against
your str(or whatever the equations are) to see if you can wield the
weapon in the third arm
this penalty could also get bigger depending on the weapons
like having 2 rhls in your first two arms would incur a 35% str
penalty to what you can wield in the last arm
this would probably have to be slightly more or less depending on weapon class
the pentaly would not restrict newbies, would give the middle
classes incentive to level and higher levels would have no problems
this could also benefit the EQ idea
since eq is more fun for larger players having mutliple arms = more
swings and more damage, this would help larger eq parties
event though in eq parties fighters probably deal the least damage
it would help with some smaller eq parties and lowbie parties

-----------------

poster: Ertai
subject: MA and tanking
date: Sun Jan 13 09:22:46 2002

This is just an idea on Martial Artists.  It has been said by many
people that Martial Artists should
not tank as well as warrior classes.  I tend to agree with this
assessment that Warriors should be 
tanks, not MA's.  I have the opinion that martial artists should be
tuned away from tanking and more 
toward soloing.  MA's have a great deal of tanking skills available
to them.  If some were eliminated 
for more offensive minded skills I believe the guild would see more
play.  Some have proposed changing 
Tiger claw but i think it is just fine.  Martial artists are not
meant to be thieves..meaning ep hoors.
I think their hand to hand damage should improve in some form to
help allieviate the soloing difference
between a mage and a martial artist.  This is just my opinion and
many people will no doubt critisize it.
But I also think it would be a very good idea.  If anyone wants some
suggestions for such skills, i will
offer some ideas that i had but only if such ideas are taken
seriously.  Anyway thank you for listening.
Ertai

-----------------

poster: Javier
subject: >>Idea with who
date: Mon Jan 14 05:59:31 2002

On Fri Jan 11 01:22:57 2002 Zifnab wrote post #1208:
> On Thu Jan 10 22:49:44 2002 Rizzly wrote post #1207:
> > Would it be possible to cross various who commands together?  For
> > example, "who guild warrior open" would list all the unpartied
> > warriors, or "who race mindflayer guild healer" would give all the
> > mindflayer healers.  I dunno if this would be a complicated thing to
> > do, and it's no big deal really, but it would be nice if it were
> > possible. :)
> > 
> > Rizzly
> who already does way too much IMO, not sure I want to even
> begin to allow it to do multiple things.
Still waiting for that "who wash my fecking windows" option 
Javi

-----------------

poster: Zifnab
subject: >>>Idea with who
date: Mon Jan 14 06:19:46 2002

On Mon Jan 14 05:59:31 2002 Javier wrote post #1243:
> On Fri Jan 11 01:22:57 2002 Zifnab wrote post #1208:
> > On Thu Jan 10 22:49:44 2002 Rizzly wrote post #1207:
> > > Would it be possible to cross various who commands together?  For
> > > example, "who guild warrior open" would list all the unpartied
> > > warriors, or "who race mindflayer guild healer" would give all the
> > > mindflayer healers.  I dunno if this would be a complicated thing to
> > > do, and it's no big deal really, but it would be nice if it were
> > > possible. :)
> > > 
> > > Rizzly
> > who already does way too much IMO, not sure I want to even
> > begin to allow it to do multiple things.
> Still waiting for that "who wash my fecking windows" option 
> Javi
we had that...

Khosan removed it in his rewrite.

-----------------

poster: Zax
subject: >Please read!! (long)
date: Mon Jan 14 10:06:09 2002

This sort of post has been made a few times. I think a couple of
things are probably worth noting, and I doubt they came out of posts
like this.

Exp has been made harder then it was before, harder/longer to reach
highbie levels, and i guess you could continue to make it harder
until it takes n+1 years to reach "highbie". Or perhaps the current
exp requirements are well balanced for the xpwhores and casual
players alike.
Eq is a lot harder to get, and probably at a decent difficulty
level, altho I don't think that was quite the point of NF's post.
His point with regard to making it easier to lose goes against what
the admin have put in here over the last few years. Instead of
having to go and chest, and looking after your eq, and being
responsible for it. There are n+1 failsafes to ensure people don't
lose their eq now, so suggesting that there should be more ways to
lose eq kind of goes against what has been put in place. Although
perhaps just increasing the rate of aging might do what NF wants.
With regards to quests and other challenges for players, these have
been added, and have grown, and probably all that is needed there is
more coders as Zif suggests.
As for the muds future in general, the 100+ players online the other
day suggests it's not really in any jeapordy.


-----------------

poster: Spoof
subject: >>Please read!! (long)
date: Mon Jan 14 21:29:08 2002

i just agree and it's more laggy now that there are more players
			-Spoof

-----------------

poster: Tahnval
subject: >>Please read!! (long)
date: Mon Jan 14 23:29:25 2002

wrt eq decay, I think people are expecting it to make a big impact
immediately.  The real impact of eq decay is a year or more away, when
people start losing eq to decay in significant quantities.

-----------------

poster: Tantrum
subject: please read
date: Tue Jan 15 01:48:06 2002

well i havent been back oong, and i guess i missed alot while i was
away. the reason i left (for those of you who dont know) was because
i hade finally got most of my caster set. leg plates dragon sash the
whole deal, zaxon helped me, caliban and a whole lot of other people
who said to me "we need an abkj for this eq party", or "we need a
psi for this party" so i reinced over and over again, lost alot of
networth, which i thought was worth it for the eq i was getting. 
so there i was a 50M lava with a real cool eq set, then BANG! crash!
no eq anymore! so i sent my list to the wizzes, and never heard back
from them, got real annoyed and left. now i am back and need to get
some eq back lest i suck for my entire life (like i wont already).
so caliban helps me with some xp, as does bigglesworth and a few
other people who will help me in the future, but no eq! o am a
healer i tock nearly 300 with all my stuff on, and still i suck. too
badly to get into any decent eq party, but not enough that i am
getting nice xp when i am on.
but how do i get money?
answer : i cant.
for people like me who are "mid to low" levels and finding it hard
to get into eq parties for one reason or another, it is real hard to
make money, all the "older"" players had elves to rape every now and
again and i remember mixer doing a 12k a minute rate. this is gc not
xp!
so could there be a way that either a new generation of lowbie eq is
placed or maybe an upgrade in some level/worth restricted areas? i
know alot of lower level people are in my position.
cant get an ex party cause i dont tick/tock enough. cant get an eq
party cause aint worth enough. 

-----------------

poster: Marvin
subject: hard core rd
date: Tue Jan 15 02:31:53 2002

*ponder rd on another port with the same lib where you make 10x exp
and get double stats on eq but when you die you lose your char...*

-----------------

poster: Lu
subject: re: tantrum
date: Tue Jan 15 06:26:09 2002

the answer to all your eq/golding needs is very simple..midbie eq

Find a cool group of midbies that want to kill stuff at a designated
time, worth range from 150m+ is a good worth to start at, tho cetain
guilds are useful at less then that. 

Not only will alot of the midbie eq help your set, but what doesnt
you can sell for gold, to otther midbies and then save that gold to
buy higherend eq that the higbes sell

this may not have made sense, but if it wasnt for midbie eq, i
wouldnt be where i was at today
-lu

-----------------

poster: Tektor
subject: >re: tantrum
date: Tue Jan 15 21:46:02 2002

On Tue Jan 15 06:26:09 2002 Lu wrote post #1250:
> the answer to all your eq/golding needs is very simple..midbie eq
> 
> Find a cool group of midbies that want to kill stuff at a designated
> time, worth range from 150m+ is a good worth to start at, tho cetain
> guilds are useful at less then that. 
> 
> Not only will alot of the midbie eq help your set, but what doesnt
> you can sell for gold, to otther midbies and then save that gold to
> buy higherend eq that the higbes sell
> 
> this may not have made sense, but if it wasnt for midbie eq, i
> wouldnt be where i was at today
> -lu
I offered midbie eq didn't get any real response tho.

-----------------

poster: Rockman
subject: >>re: tantrum
date: Tue Jan 15 22:46:33 2002

yeah, i also did a lot of newbish eq, but all the people grew up and
refuse to help anymore, come guys, all you lowbies out there get
together and kick some major ass(ok, somewhat minor asses as we are
still small)
-Rocky

-----------------

poster: Tantrum
subject:  tantrum
date: Wed Jan 16 03:29:44 2002

I realize i wont be able to afford a top slot set straight away.
that would be insane (but really nice!)
I just thought that with my only being worth 50M, i wouldnt get any
that could really kill anything above Calvin. but i agree it would
be good to get lowbie eq and sell it, i am a healer. there are lots
of higher level healers and they alrdy have better sets than i do,
therefore they would mor ebenifit a party, therefore they will get
it. im saying its hard, and that maybe some more midbie should come
out, atm theres not too much going around.
and i dont often get eq parties because i am on at wierd ass times
and sometimes cant stay on long. but i often see highbie eq parties,
which means the eq is coming out, and hopefully we can all have some
of it sooner or later.
-T

-----------------

poster: Arkangyle
subject: >re: tantrum
date: Wed Jan 16 10:58:52 2002

On Tue Jan 15 06:26:09 2002 Lu wrote post #1250:
> the answer to all your eq/golding needs is very simple..midbie eq
> 
> Find a cool group of midbies that want to kill stuff at a designated
> time, worth range from 150m+ is a good worth to start at, tho cetain
> guilds are useful at less then that. 
> 
> Not only will alot of the midbie eq help your set, but what doesnt
> you can sell for gold, to otther midbies and then save that gold to
> buy higherend eq that the higbes sell
> 
> this may not have made sense, but if it wasnt for midbie eq, i
> wouldnt be where i was at today
> -lu
... and here I thought it was because you leeched off highbie eq
parties by being a witch at low worth (one of the few guilds that
can help in some way at that).

-----------------

poster: Elendor
subject: tantrum
date: Thu Jan 17 05:47:46 2002

Although i was in the party that really made midbie eq possible i find the
idea of it now a joke, why the hell would you settle for midbie eq there
is so much gold around and so easy to find (hell at least one area i know of
has fairly easy mosters with 1650 gold a piece)
why touch it when for an additional 2 weeks you can have that highie eq, and
since ALOT MORE higbie eq is bein done then midbie the eq is alot
more common and
thus cheaper since the laws of supply and demand work even on a mud, also the 
midbies of the mud have become increasingly lazy since the increase
in power that has
been thrust upon us, and the increase in gold alos means they can
afford to wait


What im trying to say is midbie eq is a joke now, and the idea of 
wating your time (and now it really is wating your time) setting it up and
getting the party + the kill is pointless


Midbie eq parties will never happen again



Elendor

-----------------

poster: Chrono
subject: >tantrum
date: Thu Jan 17 05:58:55 2002

agreed with elendor, but midbie eq is fun - but also, really not
worth the time to schedual (sp?), it, etc..most of us just do
lowend/midbie eq when we are sick of exp and are enuff ppl on..VERY
unorganized, but not worth organizing, also, none of the people are
willing to go eq guilds at low worth, becuz they are exp hungry.
btw, thanks to the higher end players that do help, out dice or not.
- anyway, lowend/midbie eq really isnt worth doing also, cuz ppl
expect the prices to drop while higher end eq prices raise, and you
cant sell a wizard wand for more than 100k :P, anyway, just wanted
to agree with elendor :P

-----------------

poster: Tantrum
subject: tantrum
date: Thu Jan 17 06:10:02 2002

that is why i suggested a new generation of midbie eq. 

and why dont i go do gold? well im a healer and cant hurt things.
and no, im not going to reinc so stop telling me to. for my worth
and what is needed on this mud healer is the right choice for me. i
can whine if i want.
and from now on i will keep a list opf people who say to me "if you
wanna go get money then just reinc" and ill publish this list of
losers. for people who dont understand, im not goinbg to reinc,
cause then ill lose aLOT of xp. so dont even suggest it.

-----------------

poster: Trance
subject: >tantrum
date: Thu Jan 17 06:28:17 2002

On Thu Jan 17 06:10:02 2002 Tantrum wrote post #1257:
> that is why i suggested a new generation of midbie eq. 
> 
> and why dont i go do gold? well im a healer and cant hurt things.
> and no, im not going to reinc so stop telling me to. for my worth
> and what is needed on this mud healer is the right choice for me. i
> can whine if i want.
> and from now on i will keep a list opf people who say to me "if you
> wanna go get money then just reinc" and ill publish this list of
> losers. for people who dont understand, im not goinbg to reinc,
> cause then ill lose aLOT of xp. so dont even suggest it.

What people need to realise here, is that no guild should be able to
do everything extremely well. some guilds are designed for xp, some
for gold, some for eq, some for solo, some for parties, and some
that will do multiple things with a measure of proficiency.

If you think that X guild is the right choice for you right now,
then great. However, whining that "I'm X guild because it gives me
what I need but it doesnt give me N, and I want that" isnt really
the way to go about it. Everyone does things their own way, and the
truth is, everyone wants a bit of everything. The choice that you
are given at this mud, is the ability to go out and get N. the thing
is, you have to make the effort to do so.


That said, I do believe that midbie eq should happen more often, but
its getting people together to actually do the work, and as has been
stated in previous posts, the majority of midbies either have upper
level eq and ways to do enough gold that doing midbie eq isnt
feasible, or have other priorities, such as xp.

the fact is, if you have (next to) no eq then you need to invest
some time in getting some. most players have a halfway decent set of
eq by the time they reach 20-40m. I think thats part of the reason
why 20-50m is so boring. it tends not to be very xp oriented, you
dont get a lot of new stuff apart from higher spells/skills, and its
doing a whole lot of gold to get the eq sets that will allow you to
do xp better.

Basically, if you want to have some decent eq, then unless you have
highbie friends with too-deep pockets, you have to work for it, and
frankly, healer isnt a 'working' guild. especially at 50m worth. its
sit on your butt and type 'heal ', and maybe watch his hps a
little.


-----------------

poster: Magneto
subject: >>tantrum
date: Thu Jan 17 07:01:06 2002

frankly the eq problem is old as hell.  The only way to force people
to use eq that is "appropriate" for their level is to have limits on
what you can wear.
Either each stat adds to a minimum level to wear, or maybe add
limits like your bonuses from eq can only add some percent above
your natural stats.  It is pretty broken to have eq that more than
doubles your stats or whatever.  

Like it makes much balance sense to have some newbie with 20 points
of str get given a full fighter set and have 100 str added 

Mags

p.s. *dons his flame retardant underoos


-----------------

poster: Ertai
subject: Midbie EQ parties
date: Thu Jan 17 07:08:14 2002

I think that the clan system is perfect for organizing these types of parties.
My clan for instance is planning an EQ party and plan to do so in the future.
EQ requires organization and dedication.  Get your clan to plan these things.
EQ can and will make you a better clan.  The experience will pay off when
your clan gets large enough in worth to do those Highbie parties.
My two cents.
Ertai.

-----------------

poster: Mixer
subject: >>>tantrum
date: Thu Jan 17 07:44:33 2002

On Thu Jan 17 07:01:06 2002 Magneto wrote post #1259:
> frankly the eq problem is old as hell.  The only way to force people
> to use eq that is "appropriate" for their level is to have limits on
> what you can wear.
> Either each stat adds to a minimum level to wear, or maybe add
> limits like your bonuses from eq can only add some percent above
> your natural stats.  It is pretty broken to have eq that more than
> doubles your stats or whatever.  
> 
> Like it makes much balance sense to have some newbie with 20 points
> of str get given a full fighter set and have 100 str added 
> 
> Mags
> 
> p.s. *dons his flame retardant underoos
> 
I'm for this - lets put level restrictions on eqstat... seriously

-----------------

poster: Khosan
subject: >>>>tantrum
date: Thu Jan 17 11:13:48 2002

On Thu Jan 17 07:44:33 2002 Mixer wrote post #1261:
> On Thu Jan 17 07:01:06 2002 Magneto wrote post #1259:
> > frankly the eq problem is old as hell.  The only way to force people
> > to use eq that is "appropriate" for their level is to have limits on
> > what you can wear.
> > Either each stat adds to a minimum level to wear, or maybe add
> > limits like your bonuses from eq can only add some percent above
> > your natural stats.  It is pretty broken to have eq that more than
> > doubles your stats or whatever.  
> > 
> > Like it makes much balance sense to have some newbie with 20 points
> > of str get given a full fighter set and have 100 str added 
> > 
> > Mags
> > 
> > p.s. *dons his flame retardant underoos
> > 
> I'm for this - lets put level restrictions on eqstat... seriously

noway, I can think up several more cool ways to get that effect, than
artifical restrictions. Besides is it really a problem?

Khoan

-----------------

poster: Trance
subject: >>>>>tantrum
date: Thu Jan 17 12:16:49 2002

On Thu Jan 17 11:13:48 2002 Khosan wrote post #1262:
> On Thu Jan 17 07:44:33 2002 Mixer wrote post #1261:
> > On Thu Jan 17 07:01:06 2002 Magneto wrote post #1259:
> > > frankly the eq problem is old as hell.  The only way to force people
> > > to use eq that is "appropriate" for their level is to have limits on
> > > what you can wear.
> > > Either each stat adds to a minimum level to wear, or maybe add
> > > limits like your bonuses from eq can only add some percent above
> > > your natural stats.  It is pretty broken to have eq that more than
> > > doubles your stats or whatever.  
> > > 
> > > Like it makes much balance sense to have some newbie with 20 points
> > > of str get given a full fighter set and have 100 str added 
> > > 
> > > Mags
> > > 
> > > p.s. *dons his flame retardant underoos
> > > 
> > I'm for this - lets put level restrictions on eqstat... seriously
> 
> noway, I can think up several more cool ways to get that effect, than
> artifical restrictions. Besides is it really a problem?
> 
> Khoan

Not really, people are just whining because they have the ability to do so


-----------------

poster: Baer
subject: >Midbie EQ parties
date: Thu Jan 17 14:06:49 2002

On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> I think that the clan system is perfect for organizing these types of
parties.
> My clan for instance is planning an EQ party and plan to do so in the
future.
> EQ requires organization and dedication.  Get your clan to plan these
things.
> EQ can and will make you a better clan.  The experience will pay off when
> your clan gets large enough in worth to do those Highbie parties.
> My two cents.
> Ertai.
People who rely on clan parties either have poor social skills, or
are lazy. It really isn't that hard to use other channels than your
clan channel to plan and organise any sort of party. Try using who,
see what players could benefit you, and ask them politely to play.


-----------------

poster: Arkangyle
subject: >Midbie EQ parties
date: Thu Jan 17 15:29:57 2002

On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> I think that the clan system is perfect for organizing these types of
parties.
> My clan for instance is planning an EQ party and plan to do so in the
future.
> EQ requires organization and dedication.  Get your clan to plan these
things.
> EQ can and will make you a better clan.  The experience will pay off when
> your clan gets large enough in worth to do those Highbie parties.
> My two cents.
> Ertai.
Clans are WORTHLESS ... just a gold sink.

-----------------

poster: Arkangyle
subject: >>tantrum
date: Thu Jan 17 15:31:28 2002

On Thu Jan 17 05:58:55 2002 Chrono wrote post #1256:
> agreed with elendor, but midbie eq is fun - but also, really not
> worth the time to schedual (sp?), it, etc..most of us just do
> lowend/midbie eq when we are sick of exp and are enuff ppl on..VERY
> unorganized, but not worth organizing, also, none of the people are
> willing to go eq guilds at low worth, becuz they are exp hungry.
> btw, thanks to the higher end players that do help, out dice or not.
> - anyway, lowend/midbie eq really isnt worth doing also, cuz ppl
> expect the prices to drop while higher end eq prices raise, and you
> cant sell a wizard wand for more than 100k :P, anyway, just wanted
> to agree with elendor :P
schedule

-----------------

poster: Uno
subject: >>Midbie EQ parties
date: Thu Jan 17 15:34:02 2002

On Thu Jan 17 15:29:57 2002 Arkangyle wrote post #1265:
> On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> > I think that the clan system is perfect for organizing these types of
> parties.
> > My clan for instance is planning an EQ party and plan to do so in the
> future.
> > EQ requires organization and dedication.  Get your clan to plan these
> things.
> > EQ can and will make you a better clan.  The experience will pay off when
> > your clan gets large enough in worth to do those Highbie parties.
> > My two cents.
> > Ertai.
> Clans are WORTHLESS ... just a gold sink.
mi clan cuold kikc yuor asW!

-----------------

poster: Rizzly
subject: >tantrum
date: Thu Jan 17 21:47:35 2002

On Thu Jan 17 06:10:02 2002 Tantrum wrote post #1257:
> that is why i suggested a new generation of midbie eq. 
> 
> and why dont i go do gold? well im a healer and cant hurt things.
> and no, im not going to reinc so stop telling me to. for my worth
> and what is needed on this mud healer is the right choice for me. i
> can whine if i want.
> and from now on i will keep a list opf people who say to me "if you
> wanna go get money then just reinc" and ill publish this list of
> losers. for people who dont understand, im not goinbg to reinc,
> cause then ill lose aLOT of xp. so dont even suggest it.

You say that you have a right to whine, and yet you insist on
staying healer, though they cannot do gold runs very effectively at
low worth.  I think that the people who tell you to reinc are right.
 Either you reinc and get the gold, or you stay healer and get the
exp.  It's that simple.  Why whine about it incessantly when you've
already blatantly stated that you're not going to do anything to
improve your gold situation?

And in response to you people who say midbie eq is useless: I
completely disagree with you.  Even though a lot more highbie eq has
been done recently, do you really see prices for those pieces
falling significantly?  I don't.  Midbie eq is a nice way to improve
your character at a relatively low cost.  Why pay 10m gold for
something that has stats which are only 2 or 3 better than something
that costs 1m gold, unless you've got nothing left to improve?  And
just because highbies are saying that ONLY highbie eq is the wave of
the future, what happens when people stop buying eq because everyone
is totally stocked out with topslot stuff (exaggeration, I know)? 
The highbies will stop doing eq when people stop buying it, and
they'll go back to uber-exping, as well as the lowbies and the
midbies.  Eventually, new people will achieve lowbie and midbie
status, and they'll need eq to go with their worth.  That's when
midbie/lowbie eq will start again.

I'm sorry for this long tyrade.. I just think it's unfair that
someone is demanding new eq be made simply because he can't afford
midbie-to-highbie eq and won't do anything to correct ease his
situation.

Rizzly

-----------------

poster: Trigon
subject: >>tantrum
date: Thu Jan 17 22:05:22 2002

Alright, in my opinion your last post destroyed any credibility you
had tantrum
I can whine if I want, I can't hurt things, whine whine whine
Maybe I'm gonna piss people off, and maybe you wno't like me, but
just shut up about it.  If you want to be good in the mud, you put
in time, and you play.  You don't whine to make things change to
benefit you.  Find a different game, go somewhere else, or play this
game and make useful offerings on how to make the game better.
This whole deal about mibdbie eq being bogus and blah blah blah is
true, I'm not goign to deny that.
But it is possible to do midbie eq.  We had a very successful run
with Lueq last summer, so anyone who says midbie eq can't be done is
telling a 100% complete lie.
I think to sum up the valid points of this entire posting, and
previous ones would go like this-
Midbie eq is hard, it requires a very large commitment and time.  It
is harder than highbie eq, but highbies put in time to make their
characters good, so I don't think it should be as hard.
Also, don't whine about the decisions you make about your char, and
expect things to change to help you and make things better "in your
opinion."
Trigon

-----------------

poster: Rockman
subject: >>>tantrum
date: Thu Jan 17 22:30:37 2002

ok, heres the answer to all your whineing, you want to be able to do anything
than get 7 characters or such and have each a different guild for
when you are bored
but guess that would be slow as hell to make your guys powerful, so
that would give you something else to whine about
this is a game, it is free(wizards rock), so where in all this do you get
thet right to whine about not being able to do evrything you want
the game to do

my bigger then 2 cents in the past month
-Rocky

-----------------

poster: Zyz
subject: re: tantrum
date: Thu Jan 17 22:52:26 2002

From what I read, it seemed like he wanted to be able to do eq at
his 40-50m worth.  People seem to like Lueq a lot better now that it
happened last summer, but I hope people recall that it was a group
of players with hundreds of megs to 2g worth. And that grdid not
kill anything approaching high or mid-high eq.
There was a _lot_ of complaining in that group, and it wasn't as
much fun at the time as it apparently is in hindsight. There were
also very few players in Lueq who did not whine about not being able
to do eq at 200m worth. 
Tantrum is saying he can't do eq at his worth. and he doesn't want
to reinc to do gold. Nobody is saying he can do eq at his worth.
People are simply putting him down for "whining". It takes quite a
while to build a char to 50m worth. There should be an eq option for
players below 100m worth. People should be able to kill eq monsters
for a decent lowbie set, rather than only having an option to do
gold.
I think what Tantrum is talking about is considered a problem with
the existing system, and the powers that be are moving toward
remedying that problem (or attempting to do so). There is no point
in yelling at him and trying to get him and everyone else his worth
to find a different mud.

-----------------

poster: Chrono
subject: tantrum
date: Thu Jan 17 22:58:40 2002

agree zyz, also would like to comment on the eq system (about the
limits), i feel that there shouldnt be any limit to eq, some players
do gold moreso than doing xp, why take away what they have worked
for, just cuz someone whines that someone lower than them have
better eq, anyway, getting beeped by trigon, so i guess have to
finish the post soon, heh, dont limit eq, its not fair to those who
have a hard time keeping exp.

-----------------

poster: Sleet
subject: >Midbie EQ parties
date: Thu Jan 17 23:27:14 2002

On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> I think that the clan system is perfect for organizing these types of
parties.
> My clan for instance is planning an EQ party and plan to do so in the
future.
> EQ requires organization and dedication.  Get your clan to plan these
things.
> EQ can and will make you a better clan.  The experience will pay off when
> your clan gets large enough in worth to do those Highbie parties.
> My two cents.
> Ertai.
That is true, ive been in a few eq oriented clans and ive seen
plenty more at higher worth that work out quite well, but i think it
still boils down to if your in right guild right time for the right
lengrths of tome and have the right group, dont really need a clan
for that

-----------------

poster: Sleet
subject: >>>>tantrum
date: Thu Jan 17 23:28:38 2002

On Thu Jan 17 07:44:33 2002 Mixer wrote post #1261:
> On Thu Jan 17 07:01:06 2002 Magneto wrote post #1259:
> > frankly the eq problem is old as hell.  The only way to force people
> > to use eq that is "appropriate" for their level is to have limits on
> > what you can wear.
> > Either each stat adds to a minimum level to wear, or maybe add
> > limits like your bonuses from eq can only add some percent above
> > your natural stats.  It is pretty broken to have eq that more than
> > doubles your stats or whatever.  
> > 
> > Like it makes much balance sense to have some newbie with 20 points
> > of str get given a full fighter set and have 100 str added 
> > 
> > Mags
> > 
> > p.s. *dons his flame retardant underoos
> > 
> I'm for this - lets put level restrictions on eqstat... seriously
I liekd the second idea better, make the stats be based on level,
maybe do a mixture of both, im scared to think what jus a level
restriction will do. Im thinknign it will have to be tuned sharpley
to be effective and were gonan have to make huge tunes to counter
act the rate change

-----------------

poster: Sleet
subject: >>>Midbie EQ parties
date: Thu Jan 17 23:29:42 2002

On Thu Jan 17 15:34:02 2002 Uno wrote post #1267:
> On Thu Jan 17 15:29:57 2002 Arkangyle wrote post #1265:
> > On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> > > I think that the clan system is perfect for organizing these types of
> > parties.
> > > My clan for instance is planning an EQ party and plan to do so in the
> > future.
> > > EQ requires organization and dedication.  Get your clan to plan these
> > things.
> > > EQ can and will make you a better clan.  The experience will pay off
when
> > > your clan gets large enough in worth to do those Highbie parties.
> > > My two cents.
> > > Ertai.
> > Clans are WORTHLESS ... just a gold sink.
> mi clan cuold kikc yuor asW!
*cough* *cough* tyler durden *cough* *cough*

-----------------

poster: Tantrum
subject: Rizzly
date: Fri Jan 18 02:55:22 2002

okie, before i was just having a whine, LIKE EVERYBODY ELSE DOES!
now imm flaming you. i told you in the post you replied to i would
lose WAY too much xp. i told you and everyone else i wasnt going to
reinc, so diont suggest it, i can whine if i want and you cant stop
me. and im not demanding, if you opened your f*#^n eyes and read my
post properly, you would see that i even said "suggest". i put
forward an idea. if you feel you have to go and climb on your soap
box to shout that you think im stupid, fine, but now who is the one
whining? you. and i didnt say i couldnt afford it, i can, but there
is no midbie eq on sales because only highbies do eq parties
anymore, and no im not going to join a clan just to do eq parties,
thats just wrong. my clan is one of the oldest on here, and now some
are inactive, but i will never leave it and i dont care what you all
say cause i have been playing here sooooo much longer than any of
you that have had a go at me.
in conclusion eat my sjhorts, and stop telling me what i should do
cause i know a millino times better what to do than you do.
bleh.

-----------------

poster: Tantrum
subject: zyz and chrono
date: Fri Jan 18 03:01:16 2002

finally someone understands what i was trying to say. I have nothing
against the eq system, or the way guilds are set up to do gold, what
i said was, that no midbie eq was on the market because it was all
old and noone felt like killing those monsters. so maybe a new range
of eq should be brought out, OR midbies should get their shit
together and start orginizing eq parties. 50M chars cant do highbie
eq. never happen. EVER. but because theres noone willing to do
midbie eq, everyone below 100M is screwed for eq. better get you
gold quick cause youll need it, because theres no midbie eq and
youll have to save up a loing time to buy all the highbie eq coming
out. 
now if people dont like me, too bad for you. if i dont like you too
bad for me. but opinions are opinions, you cant stop them, and you
cant stop people from sharing them. that is why this thread is
called "ideas" so all those people who feel like flaming me because
its their right, go for it, just be known that i will flame you back
if you say stupid stuff like "go reinc or shut up"

-----------------

poster: Sleet
subject: >Rizzly
date: Fri Jan 18 03:41:12 2002

On Fri Jan 18 02:55:22 2002 Tantrum wrote post #1276:
> okie, before i was just having a whine, LIKE EVERYBODY ELSE DOES!
> now imm flaming you. i told you in the post you replied to i would
> lose WAY too much xp. i told you and everyone else i wasnt going to
> reinc, so diont suggest it, i can whine if i want and you cant stop
> me. and im not demanding, if you opened your f*#^n eyes and read my
> post properly, you would see that i even said "suggest". i put
> forward an idea. if you feel you have to go and climb on your soap
> box to shout that you think im stupid, fine, but now who is the one
> whining? you. and i didnt say i couldnt afford it, i can, but there
> is no midbie eq on sales because only highbies do eq parties
> anymore, and no im not going to join a clan just to do eq parties,
> thats just wrong. my clan is one of the oldest on here, and now some
> are inactive, but i will never leave it and i dont care what you all
> say cause i have been playing here sooooo much longer than any of
> you that have had a go at me.
> in conclusion eat my sjhorts, and stop telling me what i should do
> cause i know a millino times better what to do than you do.
> bleh.
we still love you not matter what you choose

-----------------

poster: Lu
subject: >Rizzly
date: Fri Jan 18 06:42:39 2002

hmm
well i didnt really like this post
Tnatrum, i dont care if you were the first player to create a
character on this mud, but you haven't put the time and effort into
it like everyone who is worth more then you, there are plenty of
people that reinced away tons of xp, i wont mention any names, and
got farther then 50m, and there are lots of older players who
remember losing eq to crashes, just talked ot one ls tnight who lost
3 sear rings in his days. It comes with the territory i guess one
could say.
-lu

-----------------

poster: Wildchild
subject: >Midbie EQ parties
date: Fri Jan 18 06:49:12 2002

On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> I think that the clan system is perfect for organizing these types of
parties.
> My clan for instance is planning an EQ party and plan to do so in the
future.
> EQ requires organization and dedication.  Get your clan to plan these
things.
> EQ can and will make you a better clan.  The experience will pay off when
> your clan gets large enough in worth to do those Highbie parties.
> My two cents.
> Ertai.

Clans are a joke. Always have been, which was why strongholds were planned.

It doesn't take a clan to do eq. It doesn't take a clan to have the
organization amongst players to do eq.

Please don't perpetuate a myth :)

-WC

-----------------

poster: Uno
subject: >>Midbie EQ parties
date: Fri Jan 18 15:32:32 2002

On Fri Jan 18 06:49:12 2002 Wildchild wrote post #1280:
> On Thu Jan 17 07:08:14 2002 Ertai wrote post #1260:
> > I think that the clan system is perfect for organizing these types of
> parties.
> > My clan for instance is planning an EQ party and plan to do so in the
> future.
> > EQ requires organization and dedication.  Get your clan to plan these
> things.
> > EQ can and will make you a better clan.  The experience will pay off when
> > your clan gets large enough in worth to do those Highbie parties.
> > My two cents.
> > Ertai.
> 
> Clans are a joke. Always have been, which was why strongholds were planned.
> 
> It doesn't take a clan to do eq. It doesn't take a clan to have the
> organization amongst players to do eq.
> 
> Please don't perpetuate a myth :)
> 
> -WC
mi clan si nto a JOEK111 CAKEASS!1

-----------------

poster: Snoop
subject: >>>Midbie EQ parties
date: Fri Jan 18 15:35:13 2002

yes it is


-----------------

poster: Caliban
subject: Green Dragons
date: Sat Jan 19 03:40:35 2002

Might be nice to tune down the dragons area attack damage slightly
At the moment it does over 700hps of damage. For a 100k monsie
this seems a bit silly. 
-Cal

-----------------

poster: Zax
subject: stuf
date: Sat Jan 19 06:37:42 2002

Remove eq, no more wearable eq.
Remove random stat bonuses, make sure everyone gets the same stats
all the time.
Remove all races bar one, make sure everyone is the same race.
Remove all guilds bar one, make sure everyone is the same guild.
Make the only race spaceship, and the only guild spaceship fighter.
Change all the mobs into wierd little things that go blip blip from
side to side at the top of the screen.
Change the mud into one room, where you can just go side to side at
the bottom of the screen.
Change the name of the mud to Space Invaders.
Remove news and channels.
Voila, tune problems fixed, no more whines.

-----------------

poster: Nightfall
subject: lazy
date: Sat Jan 19 06:45:50 2002

   
    I'm too lazy to go to CS and get my exp button, could I have
one installed in my castle please.

  -NF


-----------------

poster: Einar
subject: >lazy
date: Sat Jan 19 06:47:34 2002

How bout have on in every room, so I don't have to go all the way to
my castle?

-----------------

poster: Lu
subject: students
date: Sun Jan 20 07:22:53 2002

just wondering why 20-50k students have a donkey punch spell that
can instakill a lvl 22 mindflayer, when one would think that those
levels would try xps on those sized mobs
-lu

-----------------

poster: Sleet
subject: >students
date: Sun Jan 20 07:25:16 2002

On Sun Jan 20 07:22:53 2002 Lu wrote post #1287:
> just wondering why 20-50k students have a donkey punch spell that
> can instakill a lvl 22 mindflayer, when one would think that those
> levels would try xps on those sized mobs
> -lu
wait i thought a donkey punch was a good thing...

-----------------

poster: Chewba
subject: >stuf
date: Sun Jan 20 23:02:02 2002

I think thats been done by someone else

-----------------

poster: Bluemoon
subject: Hardcore Rd
date: Mon Jan 21 03:59:23 2002

Id be game for that Marvin, sounds fun...a few things tho
1. How would reincs be done, would it be possible to?
2. Would all monsters remain exactly the same as now? ebcause I
think people would die often doing larger eq mobs =)
Otherwise I think it's a good idea! Go for it!
Bluemoon

-----------------

poster: Nightfall
subject: >Hardcore Rd
date: Mon Jan 21 04:01:48 2002

On Mon Jan 21 03:59:23 2002 Bluemoon wrote post #1290:
> Id be game for that Marvin, sounds fun...a few things tho
> 1. How would reincs be done, would it be possible to?
> 2. Would all monsters remain exactly the same as now? ebcause I
> think people would die often doing larger eq mobs =)
> Otherwise I think it's a good idea! Go for it!
> Bluemoon

   I have a better idea.  Lets NOT blatenlty rip off other muds
and try to come up with some orginial ideas.
 
  -NF


-----------------

poster: Sleet
subject: >>Hardcore Rd
date: Mon Jan 21 19:05:13 2002

On Mon Jan 21 04:01:48 2002 Nightfall wrote post #1291:
> On Mon Jan 21 03:59:23 2002 Bluemoon wrote post #1290:
> > Id be game for that Marvin, sounds fun...a few things tho
> > 1. How would reincs be done, would it be possible to?
> > 2. Would all monsters remain exactly the same as now? ebcause I
> > think people would die often doing larger eq mobs =)
> > Otherwise I think it's a good idea! Go for it!
> > Bluemoon
> 
>    I have a better idea.  Lets NOT blatenlty rip off other muds
> and try to come up with some orginial ideas.
>  
>   -NF
> 
whats wrong with blatently ripping off other muds?

-----------------

poster: Nightfall
subject: >>>Hardcore Rd
date: Mon Jan 21 19:31:26 2002

On Mon Jan 21 19:05:13 2002 Sleet wrote post #1292:
> On Mon Jan 21 04:01:48 2002 Nightfall wrote post #1291:
> > On Mon Jan 21 03:59:23 2002 Bluemoon wrote post #1290:
> > > Id be game for that Marvin, sounds fun...a few things tho
> > > 1. How would reincs be done, would it be possible to?
> > > 2. Would all monsters remain exactly the same as now? ebcause I
> > > think people would die often doing larger eq mobs =)
> > > Otherwise I think it's a good idea! Go for it!
> > > Bluemoon
> > 
> >    I have a better idea.  Lets NOT blatenlty rip off other muds
> > and try to come up with some orginial ideas.
> >  
> >   -NF
> > 
> whats wrong with blatently ripping off other muds?

  I think we've done it enough already.  Why not try and become an
original mud instead of copying everything.  Since this is one of
the easiest muds out there I had figured you wouldn't want to copy 
other muds and make this more difficult since it's so hard for
people already.
 
  -NF


-----------------

poster: Snoop
subject: guild masteries
date: Tue Jan 22 01:02:17 2002

How about having plaques at the different guild where you get guild
items that show top ppls masteries, like 1. name rank. could either
have ppls not in the guild drop off the plaque or have it the same
as top exp, that is a locked number.
*/Snoop

-----------------

poster: Eponine
subject: Moulin Rouge
date: Tue Jan 22 01:17:37 2002

w: a coder for a Moulin Rouge area...I have ideas but do not know how to code

-----------------

poster: Arkangyle
subject: >Moulin Rouge
date: Tue Jan 22 01:50:42 2002

On Tue Jan 22 01:17:37 2002 Eponine wrote post #1295:
> w: a coder for a Moulin Rouge area...I have ideas but do not know how to
code
????? ... what does this mean ... YOU have ideas?  You're ripping a
friggin movie ...

-----------------

poster: Hymn
subject: eq dest..
date: Tue Jan 22 14:52:45 2002

well yesterday (the 22:nd) I by misstake unkeeped and sold my
Shaman┤s staff and Holy staff...cuz I dont think its clubs but what
the hack...well it got dested so I couldnt buy it back thou I tried
2 secs after I sold it....

well I just want to sell that when you sell eq that is too good to
be sold in the shops you should get a warning message that say that
you are about to sell eq that is too be dested...or just that the
shopkeeper wont buy eq that is too good...or just that it doesnt
dest...

well that is my oppinion and I know that there are others that agree
with me...well you might think that Im a real fool that sold it and
so do I....but the fact still stands you shouldnt be able to sell eq
directly without having the opportunity to buy it back...well thats
all I have to sell and I would be happy if you send me a mail or
just answere here.:)

with love...or something.../Hymn

-----------------

poster: Uno
subject: >eq dest..
date: Tue Jan 22 15:13:12 2002

On Tue Jan 22 14:52:45 2002 Hymn wrote post #1297:
> well yesterday (the 22:nd) I by misstake unkeeped and sold my
> Shaman┤s staff and Holy staff...cuz I dont think its clubs but what
> the hack...well it got dested so I couldnt buy it back thou I tried
> 2 secs after I sold it....
> 
> well I just want to sell that when you sell eq that is too good to
> be sold in the shops you should get a warning message that say that
> you are about to sell eq that is too be dested...or just that the
> shopkeeper wont buy eq that is too good...or just that it doesnt
> dest...
> 
> well that is my oppinion and I know that there are others that agree
> with me...well you might think that Im a real fool that sold it and
> so do I....but the fact still stands you shouldnt be able to sell eq
> directly without having the opportunity to buy it back...well thats
> all I have to sell and I would be happy if you send me a mail or
> just answere here.:)
> 
> with love...or something.../Hymn
i think that's why 'keep' command is there

-----------------

poster: Zifnab
subject: >>eq dest..
date: Tue Jan 22 16:38:02 2002

> > 
> > well I just want to sell that when you sell eq that is too good to
> > be sold in the shops you should get a warning message that say that
> > you are about to sell eq that is too be dested...or just that the
> > shopkeeper wont buy eq that is too good...or just that it doesnt
> > dest...
> > 
> > well that is my oppinion and I know that there are others that agree
> > with me...well you might think that Im a real fool that sold it and
> > so do I....but the fact still stands you shouldnt be able to sell eq
> > directly without having the opportunity to buy it back...well thats
> > all I have to sell and I would be happy if you send me a mail or
> > just answere here.:)
> > 
> > with love...or something.../Hymn
> i think that's why 'keep' command is there

You are always welcome to your opinions.  but as Uno says
there is a keep command for a reason that reason is to make 
it so that you are completely in control of what you can move from your
inventory.

The shops have been like that for years, and I see no reason
to change them because a few players mistakenly sell something, its
part of the game.

-----------------

poster: Kjara
subject: beholders
date: Tue Jan 22 21:15:41 2002

Beholders need a antimagic ray that removes prots for even more fun :)

-----------------

poster: Chewba
subject: >>Moulin Rouge
date: Wed Jan 23 00:46:25 2002

Its a movie rippin off a night club.

-----------------

poster: Sleet
subject: >>>Moulin Rouge
date: Wed Jan 23 00:47:02 2002

what about evil dead though, we ripped off that club ages ago

-----------------

poster: Chewba
subject: >>>>Moulin Rouge
date: Wed Jan 23 00:48:56 2002

Viper lounge area should have agro movie stars in there.

-----------------

poster: Tahnval
subject: >eq dest..
date: Wed Jan 23 01:12:00 2002

On Tue Jan 22 14:52:45 2002 Hymn wrote post #1297:
> well yesterday (the 22:nd) I by misstake unkeeped and sold my
> Shaman┤s staff and Holy staff...cuz I dont think its clubs but what
> the hack...well it got dested so I couldnt buy it back thou I tried
> 2 secs after I sold it....
> 
> well I just want to sell that when you sell eq that is too good to
> be sold in the shops you should get a warning message that say that
> you are about to sell eq that is too be dested...or just that the
> shopkeeper wont buy eq that is too good...or just that it doesnt
> dest...
> 
> well that is my oppinion and I know that there are others that agree
> with me...well you might think that Im a real fool that sold it and
> so do I....but the fact still stands you shouldnt be able to sell eq
> directly without having the opportunity to buy it back...well thats
> all I have to sell and I would be happy if you send me a mail or
> just answere here.:)
> 
> with love...or something.../Hymn
I think there's certainly some call for something of that nature, if
only because of some of the odd identifications.  I've been caught
out because a staff ids to a club myself.

-----------------

poster: Zifnab
subject: >>eq dest..
date: Wed Jan 23 03:00:02 2002

On Wed Jan 23 01:12:00 2002 Tahnval wrote post #1304:
> On Tue Jan 22 14:52:45 2002 Hymn wrote post #1297:
> > well yesterday (the 22:nd) I by misstake unkeeped and sold my
> > Shaman┤s staff and Holy staff...cuz I dont think its clubs but what
> > the hack...well it got dested so I couldnt buy it back thou I tried
> > 2 secs after I sold it....
> > 
> > well I just want to sell that when you sell eq that is too good to
> > be sold in the shops you should get a warning message that say that
> > you are about to sell eq that is too be dested...or just that the
> > shopkeeper wont buy eq that is too good...or just that it doesnt
> > dest...
> > 
> > well that is my oppinion and I know that there are others that agree
> > with me...well you might think that Im a real fool that sold it and
> > so do I....but the fact still stands you shouldnt be able to sell eq
> > directly without having the opportunity to buy it back...well thats
> > all I have to sell and I would be happy if you send me a mail or
> > just answere here.:)
> > 
> > with love...or something.../Hymn
> I think there's certainly some call for something of that nature, if
> only because of some of the odd identifications.  I've been caught
> out because a staff ids to a club myself.
cough bug report those.  I am all too happy to fix poorly id'ed items.

-----------------

poster: Ant
subject: >>>eq dest..
date: Wed Jan 23 08:27:59 2002

I think it'd be a good idea to have the shopkeeper ask if you're
sure you want to sell
an object which will be dested after being sold. Either that or make
players a command,
which would enable them to see the id's of objects. i.e. "id a spear"

Now that I think about it, the id-command would be pretty useful,
since there's been
occasions when players have sacced the wrong item because of having
2 objects with similar id's.
yeayea, keep is there to fix that, but if you have two objects with
similar id's, it's a bit
of a pain to "keep" the right one, and after 8hrs of hectic monster
bashing, ones brains and 
eyes don't really work really well... ;) You know how it is...

- Ant

-----------------

poster: Hierokliff
subject: >guild masteries
date: Wed Jan 23 09:29:21 2002

On Tue Jan 22 01:02:17 2002 Snoop wrote post #1294:
> How about having plaques at the different guild where you get guild
> items that show top ppls masteries, like 1. name rank. could either
> have ppls not in the guild drop off the plaque or have it the same
> as top exp, that is a locked number.
> */Snoop
And use this to make guild leaders, always fun with something nice
when you are the best.-p like special login/off mess...hmm its early
in the morning my brain hurts...
//Hierokliff

-----------------

poster: Baer
subject: >>>>eq dest..
date: Wed Jan 23 11:49:15 2002

On Wed Jan 23 08:27:59 2002 Ant wrote post #1306:
> I think it'd be a good idea to have the shopkeeper ask if you're
> sure you want to sell
> an object which will be dested after being sold. Either that or make
> players a command,
> which would enable them to see the id's of objects. i.e. "id a spear"
> 
> Now that I think about it, the id-command would be pretty useful,
> since there's been
> occasions when players have sacced the wrong item because of having
> 2 objects with similar id's.
> yeayea, keep is there to fix that, but if you have two objects with
> similar id's, it's a bit
> of a pain to "keep" the right one, and after 8hrs of hectic monster
> bashing, ones brains and 
> eyes don't really work really well... ;) You know how it is...
> 
> - Ant
Ahh... the old id command to find out the id of an item, just use
the syntax id . I think this is an awesome idea. Reminds me of
when they brought down a server at work. Of course if you couldn't
get in, and wondered why, it was easy to find out. Just look at the
motd on theserver that was down..
:)

-----------------

poster: Zifnab
subject: >>>>eq dest..
date: Wed Jan 23 13:54:02 2002

> Now that I think about it, the id-command would be pretty useful,
> since there's been
> occasions when players have sacced the wrong item because of having
> 2 objects with similar id's.
> yeayea, keep is there to fix that, but if you have two objects with
> similar id's, it's a bit
> of a pain to "keep" the right one, and after 8hrs of hectic monster
> bashing, ones brains and 
> eyes don't really work really well... ;) You know how it is...
> 
> - Ant

If you cant figure out the id _BUG REPORT IT_ I have said that '

over and over and over.


If you can't figure out the id to sell it or keep it, how
are you going to figure out which one to use id on?

Seems as if you players want things to be 'perfect' for you.  
i.e. no risks, as it stands already we are pretty bulletproof on 
crashes (we dont crash often) and we rarely have any lost equipment
to anything anymore.

I think you can take responsibility for your self, and pay
attention to the items that you are unkeeping.  

Wow another idea if its that risky  go to your castle, put the
stuff you want to keep in your safe, and sell all the rest.

I have never heard of an item being sold out of a safe/chest.

Even better keep your normal set of equipment, then you only have to 
worry about those that you add later. Again seems easy to me.
and if you are doing unkeep clubs, or whatever then selling, I think
you should know better.

--zif

-----------------

poster: Hymn
subject: eq dest
date: Wed Jan 23 18:47:19 2002

well I totaly agree that it wasnt so smart to sell the staffs...but
as I said earlier I unkept the "clubs" and sold clubs so I dont see
how clubs can be staffs...well nm just think that its dumb that you
cant buy back things that you sold by mistake and going to be
dested....well I have another idea if you dont want the "good" eq to
be sold to anyone else in the shop then just make it the way that
the player that have sold the eq to the shop that is going to be
dested, only he got the opportunity to buy it back and only fer a
short while and then if he/she doesnt buy it back its dested...mabby
after the next reboot or anything like that or mabby just 10
mins...

/Hymn
──

-----------------

poster: Moose
subject: reincing njuubies.
date: Wed Jan 23 19:43:58 2002

I think Healers should gain more xps reincin smaller people with
less worth. It would be like equal like reincin the highbies. and
gain 260k

/Moose.

-----------------

poster: Trigon
subject: High priest holy water
date: Wed Jan 23 23:18:55 2002

I think it would be neat if you could drink the water you summoned
and it would do something cool for you.  I was thinkin about maybe
if it gave you a few sps, nothing major but it would just be kinda
cool.  The other thing is if you drank it and it made your align
shift more towards good, that would be really neat.  Just somethign
to do with it, cause I remember a post saying how spray holy water
wasn't really worth it and such.
Trigon

-----------------

poster: Magneto
subject: >eq dest
date: Thu Jan 24 00:15:54 2002

what exactly was the point of you keeping the clubs in the first
place?  Do you keep everything you pick up?

-----------------

poster: Hymn
subject: eq dest
date: Thu Jan 24 00:18:44 2002

nah but I had some new eq that I was going to keep and I didnt
notice that I had alot of crap stuff on me too cuz I just logged
in...so I typed keep all cuz I didnt think that I had alot of crap
on me but I had so it all got ketp so thats why...

/Hymn

-----------------

poster: Lu
subject: eq desting! roar
date: Thu Jan 24 08:19:40 2002

i suggest typing 'i' before typing 'sell', it helps ALOT, ever since
i ran my sell monks trig with ALL eq unkept and sold my entire set,
i started doing that, works wonders
-lu

-----------------

poster: Arkangyle
subject: >eq dest
date: Thu Jan 24 20:05:14 2002

On Thu Jan 24 00:18:44 2002 Hymn wrote post #1314:
> nah but I had some new eq that I was going to keep and I didnt
> notice that I had alot of crap stuff on me too cuz I just logged
> in...so I typed keep all cuz I didnt think that I had alot of crap
> on me but I had so it all got ketp so thats why...
> 
> /Hymn
ID wise, ALL blunt weapons in the game id to a club unless they
think to remove the base id that is set, likewise, all slashing
weapons are also swords, all whipping weapons whips, and all
piercing weapons knives ... it has a logical rationale, but the way
weapons are setup and how we rely on appropriate ids here ... it can
be confusing.

-----------------

poster: Hymn
subject: eq dest
date: Thu Jan 24 20:09:29 2002

hrm...well all the piercing weapons arent daggers some are knives
and if you then sell daggers the knives are still there...

so a staff shouldnt be a club either then...

my demon slicer didnt refer to either dagger or knive cuz it was a
crystal thou its a piercing weapon...

nevermind my fuckup just that none else should have to do the same
misstake that I did....

/Hymn

-----------------

poster: Zifnab
subject: >eq dest
date: Thu Jan 24 20:15:31 2002

On Thu Jan 24 20:09:29 2002 Hymn wrote post #1317:
> hrm...well all the piercing weapons arent daggers some are knives
> and if you then sell daggers the knives are still there...
> 
> so a staff shouldnt be a club either then...
> 
> my demon slicer didnt refer to either dagger or knive cuz it was a
> crystal thou its a piercing weapon...
> 
> nevermind my fuckup just that none else should have to do the same
> misstake that I did....
> 
> /Hymn
BTW thats a bug that your demon slicer doesnt id to dagger. 

The base dagger inherit does not set its id.  Now true, wizzes
shoudl remove that id if it doesnt fit (club/staff) is a 
good example.  But as Tigran pointed out this morning

    [+-+ Weapons +-+]
(2)  Holy staff

keep clubs
[ Holy staff ]: Marked kept.
[ Holy staff ]: Marked kept.


unkeep clubs
[ Holy staff ]: Marked as unkept.
[ Holy staff ]: Marked as unkept.


It shoudl of been obvious to you if you were
paying attention what you had unkept.

This is my last post on this matter.  I feel this is 
a careless player that sells his equipment, it
is not the fault of the mud.
***

-----------------

poster: Arkangyle
subject: >>eq dest
date: Thu Jan 24 20:17:52 2002

On Thu Jan 24 20:15:31 2002 Zifnab wrote post #1318:
> On Thu Jan 24 20:09:29 2002 Hymn wrote post #1317:
> > hrm...well all the piercing weapons arent daggers some are knives
> > and if you then sell daggers the knives are still there...
> > 
> > so a staff shouldnt be a club either then...
> > 
> > my demon slicer didnt refer to either dagger or knive cuz it was a
> > crystal thou its a piercing weapon...
> > 
> > nevermind my fuckup just that none else should have to do the same
> > misstake that I did....
> > 
> > /Hymn
> BTW thats a bug that your demon slicer doesnt id to dagger. 
> 
> The base dagger inherit does not set its id.  Now true, wizzes
> shoudl remove that id if it doesnt fit (club/staff) is a 
> good example.  But as Tigran pointed out this morning
> 
>     [+-+ Weapons +-+]
> (2)  Holy staff
> 
> keep clubs
> [ Holy staff ]: Marked kept.
> [ Holy staff ]: Marked kept.
> 
> 
> unkeep clubs
> [ Holy staff ]: Marked as unkept.
> [ Holy staff ]: Marked as unkept.
> 
> 
> It shoudl of been obvious to you if you were
> paying attention what you had unkept.
> 
> This is my last post on this matter.  I feel this is 
> a careless player that sells his equipment, it
> is not the fault of the mud.
> ***

piercing stuff ids to "knife" and "piercing" ... I never said
anything about dagger :)

-----------------

poster: Hymn
subject: eq dest
date: Thu Jan 24 20:18:05 2002

loot
eat a corpse
g all
l
well I still say that I did wrong and I lost the things that I
unkept in the spam...but it doesnt mather I just think that it
should be fixed so that none else do the same...thats all I
say....and I understand that I doesnt going to get the stuff back
how ever...just that none else do the same...

/Hymn

-----------------

poster: Uno
subject: eq dest
date: Thu Jan 24 20:18:57 2002

i'm just posting this so hymn doesn't get the last word.

-----------------

poster: Hymn
subject: laf
date: Thu Jan 24 20:19:49 2002

well I didnt say this under eq dest anyway...
'tOcKeD

I think Uno rock..:P
/Hymn

-----------------

poster: Snoop
subject: aha!
date: Thu Jan 24 21:45:26 2002

When you kill a monster, how about showing % of worth it was, like
You reciece 1k (101%) or whatever =)
*/Snoop

-----------------

poster: Sleet
subject: >eq dest
date: Fri Jan 25 03:06:36 2002

On Thu Jan 24 20:09:29 2002 Hymn wrote post #1317:
> hrm...well all the piercing weapons arent daggers some are knives
> and if you then sell daggers the knives are still there...
> 
> so a staff shouldnt be a club either then...
> 
> my demon slicer didnt refer to either dagger or knive cuz it was a
> crystal thou its a piercing weapon...
> 
> nevermind my fuckup just that none else should have to do the same
> misstake that I did....
> 
> /Hymn
no i belive that makes sense, if i pick up anythign blunt and wack
you with it automaicaly becomes a club.
i think it all boild downto how ya use the weapon for such basic
terms. also i think as soon as you stab somebody with a crystal it
just became a dagger.
Take cavepeopel as examples, you may think thats just a sharp rock b
ut its really an axe
cave people had vry good imagataions because they chewed all thoughs
leaves and were in constant paranoia from saber toothes cats and
space aliens that would come and suck them up into space

-----------------

poster: Sleet
subject: >laf
date: Fri Jan 25 03:08:47 2002

i think maybe we should just remove eq from the gawme minus guild
eq, would cut out all the hassle of keepign and unkeeping

-----------------

poster: Chrono
subject: estimate
date: Fri Jan 25 08:30:58 2002

hmm, could it be possible to have achman and other 'guild masters'
estimate total cost for you. i.e. talk to achman -> f) estimate
level -> which level -> Level # will cost aprox. (amount of xp), or
talk to  -> "letter") estimate total cost
 -> trained to what %? -> ##% -> this 
costs aprox. (amount of xp)
just an idea, whould make reincing/estimating how much your next
spell/skill will cost, sorta easier, if not thats cool.
btw, for the estimate lvl, i mean. f) estimate level -> up to what level.
anyway, its an idea.

-----------------

poster: Oxolotl
subject: hell
date: Sun Jan 27 21:09:43 2002

have something down here to do in the rev room 

-----------------

poster: Chewba
subject: >hell
date: Mon Jan 28 22:02:47 2002

On Sun Jan 27 21:09:43 2002 Oxolotl wrote post #1327:
> have something down here to do in the rev room 
Err. I think the should have a bandit down here where you can bet
your xp on hand to help u get out
of hell with either all on board, none on or level lost.
Have mentioned something similar before so as ever i'm boring people.

(but I don't care)


-----------------

poster: Quillz
subject: true
date: Tue Jan 29 05:46:39 2002

should be a "true" emote.
You nod your head and say, 
damn telnet
you nod your head and say, "True, true."
Q

-----------------

poster: Bahgtru
subject: Identify
date: Tue Jan 29 14:32:53 2002

Might wanna say in the help file that it doesn't work on guild eq...
no big issue, just would be handy

- Bag o' weird ideas

-----------------

poster: Myrddin
subject: credit
date: Tue Jan 29 20:57:58 2002

Just a thought about the training credit. Could it be made possible
to deposit gold directly to your credit?
Why? you ask? Well first of all cause im lazy. how many times have i
walked to my guild master only to find out im 2 gold short of
training. was just thinking if i got a few megs up i could drop some
into my credit and make training easier in the future, not a big
deal just another perk i think would be nice to have
myrddin

-----------------

poster: Marvin
subject: >true
date: Wed Jan 30 14:06:43 2002

On Tue Jan 29 05:46:39 2002 Quillz wrote post #1329:
> should be a "true" emote.
> You nod your head and say, 
> damn telnet
> you nod your head and say, "True, true."
> Q

done

-----------------

poster: Chewba
subject: >credit
date: Thu Jan 31 01:12:08 2002

Gah.... What an excellent point. w: mud visa card & stockbroker

-----------------

poster: Sleet
subject: thief tunnel
date: Fri Feb  1 02:13:21 2002

was wondeirng if we could make the dead end tunnel in thief portals
go to everest, since its a vamp and all

-----------------

poster: Quillz
subject: >>true
date: Fri Feb  1 02:37:17 2002

On Wed Jan 30 14:06:43 2002 Marvin wrote post #1332:
> On Tue Jan 29 05:46:39 2002 Quillz wrote post #1329:
> > should be a "true" emote.
> > You nod your head and say, 
> > damn telnet
> > you nod your head and say, "True, true."
> > Q
> 
> done
roflmao.  you friggin rule marvin

Q

-----------------

poster: Spirum
subject: clan idea
date: Fri Feb  1 19:03:07 2002

cast iron will at 
cast iron will at 
cast iron will at 
        Section 1       - The soldiers
Section 2       - The battle map
Section 3       - The NPCs



------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
Section 1

   The soldiers
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------

   New clan ranks (military)




--More-- (5%) 

                         General
|
Colonel
|
Major
/     \
Captain  Captain
/        \/       \
Lieutenant Lieutenant Lieutenant
/\            |            /\
Corporal Corporal Corporal Corporal Corporal



                General - Any worth
Colonel - Less than 4g
Major - Less than 3g
Captain - Less than 2g
Lieutenant - Less than 1g

I ripped that idea from Zombiemud. But ist a very Old ida. And i
guess it will stay as an idea in there.
Maybe that is something for us? Some cool clan wars in a unique area
just for clans.

/spirum

-----------------

poster: Spirum
subject: clans
date: Fri Feb  1 19:05:22 2002

Hrm for some reason i lost 75% of the text. I try it again soon :P

-----------------

poster: Spirum
subject: clans
date: Fri Feb  1 19:09:51 2002

Heheh here i go for another try
        Section 1       - The soldiers
        Section 2       - The battle map
        Section 3       - The NPCs


------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
Section 1

   The soldiers
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------

   New clan ranks (military)



                         General
                            |
                         Colonel
                            |
                          Major
                         /     \
                     Captain  Captain
                   /        \/       \
             Lieutenant Lieutenant Lieutenant
               /\            |            /\
       Corporal Corporal Corporal Corporal Corporal


                General - Any worth
                Colonel - Less than 4g
                  Major - Less than 3g
                Captain - Less than 2g
             Lieutenant - Less than 1g
               Corporal - 500M (non trainable)


Slot worth can be expanded at the cost of 1 meg gold per member
per slot per gig of worth, with no maximum.

If you wanted to upgrade Lieutenant slot 2 from 1g to 5g, you would
need to spend 4M gold

-------------------------------------------------------------------
  Generals -

        Generals will have a 'command tent' from which to wage war
  from.  Only the general will be able to access the special commands
  in the command tent.  Special commands are as follows:

        scry      - scries one player from either clan
                    # The lower ranked clan's generals gets the room's
                      long description the player is in, the higher
                      ranked clan gets on the short description.  This
                      gives some advantage to the newcomer.
        recall    - attempts to recall an npc to base.  The recall
                    can take up to 30 seconds depending on the level
                    of the npc being recalled.  The recall attempt
                    might fail as well.  An npc can be recalled once
                    every 3 minutes.
        surrender - the general can surrender the battlefield, allowing
                    his army to live to fight another day.
        rally     - usable once per battle, this will completely heal
                    all PC soldiers on the general's side.  Needless to
                    say, the timing of this ability can spell defeat or
                    victory for the army.
        status    - the general can determine the health of all his
                    PC troops as well as their location.
        raze      - destroys the army's base, moving all PC/NPCs inside
                    out onto the battlefield.  This is useful if enemies
                    have invaded your base and you do not wish your army
                    to be attacked should they return home.  Once the
                    army's base has been razed, it cannot be reconstructed
                    for the current battle.
        change    - changes the current command an npc is doing.  The
                    npc MUST currently be in the army's base and nowhere
                    else.  This can be attempted once per 3 minutes on
                    any one npc.
        send      - allows the general to send an npc (who MUST be in the
                    base camp) to a remote camp established by a colonal
                    or a major.  Note, this is incredibly dangerous.
                    The dangers are listed under section 2, "The Map"

  Colonal
        Main battle commander - his advantages are under the 'map'
        section, the 'camp' and 'where' commands

  Major
        Chief organizer - able to use the 'camp' command


  Captain
  Liuetenant

------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------

Section 2

   The battle map
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
  The battle map will consist of a 20x20 set of non virtual rooms.
  The rooms however will act like virtual rooms to prevent people
  from gaining explorepoints/etc.  After every clan battle the
  entire area will dest, saving memory.

  The reason it will be non virtual is man special functions will
  be needed to increase the strategy of the battles.

  Special commands:

    'where':    This command will only function for the
                general and colonial from each side, as they
                are the battle leaders.  For the common soldiers
                to learn the whereabouts of the enemy, they will
                have to coordinate with the battle leaders.
    'camp':     The Major/Colonal are able to set up temporary
                camps that the general can 'send' troops (NPCs) to.
                This can take up to 30-45 seconds.  If the person
                who created the camp leaves, the camp is broken.

                Camps may only be created on the map, not in trees
                or other such places.

                Breaking camp is dangerous to NPCs in transit, for
                they will get lost, leaving the battle completely.
                Needless to say, disrupting an enemy's supply line
                is a chief way to whittle down their forces.  


  Each room will have its own hiding places/secrets.  Forests will
  have trees you can climb and hide in, grasslands will allow you
  to dig holes and hide in, other terrain types will give more
  specific advantages, as well as allowing PCs to hide more 
  effectively from the enemy's battle commanders.


------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
Section 3

   NPCs
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
  SERGEANT - sergeants are the actual officers of the NPC section.
           Each army may have up to 3 sergeants.

Sergeants start at level 30 and may be upgraded to level 40 
at a phenominal amount of money.

Sergeants can be followed by grunts to form wandering/stationary
parties that will follow similar goals.

Sergeants come with several commands.
  track    - sergeants will relentless pursue any foe they come
             across until the PC manages to hide (diving in a 
             hole, climbing a tree, etc), runs into a room with
             enemy NPCs (which will cause the sergeant to flee
             back the way he came), to the PC runs back to his
             base (which will cause the sergeant to flee back
             the way he came).
  setbase  - Will set the room the sergeant regards as 'his base'.
             Whenever problems occur, the sergeant and any troops
             that follow him will return to this base and begin
             their orders anew.
  wander   - Toggles whether the sergeant and troops will wander.

             


  GRUNTS   - grunts are the 'do men' of the NPC section of the
      army.  They cannot track, cannot wander (with the exception
      of the wandering spy), and are basically unintelligent.
      In order to accomplish a higher set of tasks, they must be
      commanded by a sergeant NPC.  Grunts are the 'privates' of
      the clan army.
           Each army may have up to 15 grunts.



Starting level is the level/strength that an npc starts with.
Levels may be upgraded at a monetary cost up to the maximum level.
Stats as well may be purchased.

Commands are the commands that the NPC can perform.  Each npc
starts with 1 command, and new commands can be purchased for
that npc at an enourmous monetary cost.

  - Each npc can perform only one command at a time.  IE a mage
    that is iscanning ONLY iscans.  He will not blast unless he
    is attacked by an enemy, he will NOT be aggressive.
  - The commands can only be changed by the general at the base
    camp, and only once per npc per 3 minutes.

Each npc starts with certain skills and spells depending on guilds.
The skills and spells are always at 100%.  They can be taught
new skills and spells, again for a cost of gold.  Skills and spells
of higher orders may need skills of lower orders to be learned before
they may be learned.  Cure critical wounds would require cure serious
wounds and cure light wounds for example.


Mage 
        Starting level: 15
        Maximum  level: 24

    NPC commands:
        B blast - cast specified attack spell
        - iscan - scan for invisible/hiding opponents

     Base spells/skills
        spells
                magic missile
                lightning bolt
                fire bolt
        skills
                quick chant

------------------------------------------------------------------
Healer

        Starting level: 17
        Maximum  level: 27

    NPC commands:
        B heal  - cast healing spells at a target
          harm  - casts attack spells at a target
          blind - attempts to blind the target
          cure  - remove bad status effects from a target
                  The healer MUST have the proper cure spell
 
     Base spells/skills
        spells
                heal
                bright light
        skills
                quick chant

------------------------------------------------------------------
Abjurer

        Starting level: 13
        Maximum  level: 23

     NPC commands:
        B protect - cast cycle of 4 protection spells at a target
          attack  - attempts to cast an attack spell at an enemy
          poison  - attempts to poison any enemy
                    -- attack skill MUST be trained to use this
          vuln    - casts specified vulnerabliity spells at an enemy
          inform  - Detect what prots are on enemies.  The npc must
                    a certain protection spell trained to detect it.
          kya     - Gives know your audience information about targets
          dispel  - attempts to remove protection spells from an enemy
                    the success rate is higher on npcs with more skills
                    and spells trained.  the npc cannot remove the
                    effects of a spell it does not know.
                    Needless to say, this is a POTENT skill

     Base spells/skills
        spells
                all lesser protection spells EXCEPT lrap
                bright light
        skills
                quick chant

------------------------------------------------------------------
Thief

        Starting level: 20
        Maximum  level: 30


     NPC commands:
        B attack   - Attacks an opponent using selected skills 
                     This cmd will not allow the thief to backstab
                     or strangle, those are their own commands
          strangle - Will attempt to strangle opponent
                     The npc MUST have the strangle skill
          backstab - Will attempt to hide and backstab people who
                     enter the room with the thief
                     The npc MUST have hide and backstab skills
          spy      - The npc will attempt to hide and report an
                     enemy's wearabouts to the entire clan.
                     The enemy must enter the room with the spy for
                     it to report and the npc MUST have hide skill
          patrol   - Wandering spy command

     Base spells/skills
        spells
        skills
                attack
                backstab
                thrust
                double thrust

------------------------------------------------------------------
Sorcerer

        Starting level: 19
        Maximum  level: 28

     NPC commands:
        B blast     - Blasts enemies with specified spells
          obfuscate - Causes peer/etc attempts directed at the room
                      the sorcerer in it to fail most of the time.
          inblast   - Sorcerer will attempt to keep invisibility
                      up while attempting to blast enemies.
          ginblast  - Sorcerer will attempt to keep greater invis.
                      up while attempting to blast enemies.
                      -- inblast must be trained to use this skill.
                      -- useful for sorcerers following a general.

     Base spells/skills
        spells
                disruption
        skills
                quick chant

------------------------------------------------------------------
Fighter

        Starting level: 20
        Maximum  level: 35

     NPC commands:
        B attack     - Attacks an opponent using selected skills
          sentry     - Stands as a sentry, running back to camp when a PC
                       enters the same room as him, alerting the camp
          block      - Blocks a specified direction until fighter is slain
                       Will not block invisible or sneaking opponents
                       -- A mage present using iscan will detect such
                          enemies, allowing them to be blocked

                       -- Only one blocked may be placed in any one room.
                       -- The more npcs in the room with the fighter, the
                          less chance he has of successfully blocking.
                          Blocking is 100% sure if less than 4 npcs of the
                          same clan in the same room, however
          coordinate - Allows the fighter to coordinate the actions of
                       several NPCs in a fight effectively.  Thus allowing
                       a blocking fighting, an iscanning mage and an
                       obfuscating sorcerer to attack targets that enter
                       the room as well.  the coordinating fighter however
                       will never attack.  This skill is more successful
                       the higher the fighter's int wis and charisma have
                       been trained, as well as level.

     Base spells/skills
        spells
        skills
                attack
                all weapon skills
                parry
                kick

------------------------------------------------------------------
Psionicist

        Starting level: 19
        Maximum  level: 28

     NPC commands:
        B blast    - Will attack a target with selected damage spell
          forget   - Will attempt to cats forget at targets
          paralyze - Will attempt to paralyze an enemy
          report   - Will gives reports on a specific enemy target to
                     a specific ally PC.  The spells mental glance and
                     mind link must be trained for this to be effective.
                     Both the psionicist and the target must be out of
                     their respective bases as well.  Frequency of the
                     reports given and accuracy are determined by the
                     level and int of the psionicist.
                     -- Some spells will block the skill or give false

                        (deadly) information.  Enemies psionicists can
                        detect and control the result of this skill. 

     Base spells/skills
        spells
                mind melt
        skills
                quick chant




-----------------

poster: Sleet
subject: thief guild
date: Sat Feb  2 06:10:09 2002

scream  Full HP!
I know everyoens been crappign on thief guild lately but i think id
be pretty much balanced if a guild eq piece was instated, i dont
think we need to restructure the guidl and revamp it, just maybe
give it some gloves orleggigns or somthing, i think if it had a
guild eq piece that gave nice stats itd be balanced, plus i wnana be
able to look at snoops nifty plaque for the guild, i feel eft out of
the whole new plaque party scene 

-----------------

poster: Snoop
subject: >thief guild
date: Sat Feb  2 16:41:46 2002

On Sat Feb  2 06:10:09 2002 Sleet wrote post #1339:
> scream  Full HP!
> I know everyoens been crappign on thief guild lately but i think id
> be pretty much balanced if a guild eq piece was instated, i dont
> think we need to restructure the guidl and revamp it, just maybe
> give it some gloves orleggigns or somthing, i think if it had a
> guild eq piece that gave nice stats itd be balanced, plus i wnana be
> able to look at snoops nifty plaque for the guild, i feel eft out of
> the whole new plaque party scene 
You don't gain anything as you reach higher level, you are probably
about as good now as you would be if you were level 120

-----------------

poster: Sirk
subject: hmm
date: Sat Feb  2 18:52:11 2002

ok i'm a thief right now, and sleet i'm glad you like the guild, i like it too
but it needs more than a guild piece as a fix. but i'll mention that
later after 
i've checked out a few more things. about the guild item, a eye
slot, neck slot for it would be the prefect
guild eq item. there are few of them out there allready to fill
those slots and less eq would be 
be made worthless by not being able to be used
anyway, i'd think a guild item would be cool, not sure what it would
help with since there isn't much to boost on thief.
after all the only skill a thief has to use in combat is 'stab'. 'backstab
 to start combat. anyway, not sure if this made since since my comp
kinda threw it all together.
sirk

-----------------

poster: Sleet
subject: >>thief guild
date: Sat Feb  2 19:22:15 2002

On Sat Feb  2 16:41:46 2002 Snoop wrote post #1340:
> On Sat Feb  2 06:10:09 2002 Sleet wrote post #1339:
> > scream  Full HP!
> > I know everyoens been crappign on thief guild lately but i think id
> > be pretty much balanced if a guild eq piece was instated, i dont
> > think we need to restructure the guidl and revamp it, just maybe
> > give it some gloves orleggigns or somthing, i think if it had a
> > guild eq piece that gave nice stats itd be balanced, plus i wnana be
> > able to look at snoops nifty plaque for the guild, i feel eft out of
> > the whole new plaque party scene 
> You don't gain anything as you reach higher level, you are probably
> about as good now as you would be if you were level 120
yea im gonna be the same for awhile now, so maybe we could use
revamp but still would be nice to have guild eq before that happens
since the eta of revamp, or at least as far as ive heard is never

-----------------

poster: Elendor
subject: thief guild
date: Sun Feb  3 04:01:04 2002

Alot of the guilds gain very little for increased lvls, only the
caster type gain any major benifits, how is thief so different
from say woodsman ?

Any guild with and insta kill and the ability to incarease all your
atributes cant be all bad
Plus if rogue is so bad why are there so many damn rogues, its the
most popular 2ndry class in the game by far

-----------------

poster: Oz
subject: >thief guild
date: Sun Feb  3 04:03:22 2002

cause of the tunnels....?

-----------------

poster: Bigglesworth
subject: thief guild
date: Sun Feb  3 04:03:46 2002

I sure as hell don't instakill that often, maybe twice every 500-100
mobs, that's with it maxxed
at 100%, as for the popular thing, I think it would have to do with
pickpocket.
I've been a rogue for a few weeks, and I already see the benefit of
that skill.
Though we really have no skills like lumber up or stuff like that,
that gives up temporary bonuses..
Oh well

-----------------

poster: Bigglesworth
subject: thief guild
date: Sun Feb  3 04:07:02 2002

meant 50 - 100 kills.. not 500..heh
Plus, its an entertaining guild, I like stealing from all of you. *smile*

-----------------

poster: Elendor
subject: thief guild
date: Sun Feb  3 04:09:38 2002

how does it matter what reason, its still damn popular, thief tunnels
are a BIG advantage and you only get them off rogue, so the guild
has probably the most usefull abliltiy in the game.

As to the instakill, i have partied with thiefs as tank and
they were doin it one hell of alot more often then 50-100 kills
(yes i know what you were sending tell for biggs :)
more like every 4-5 throws, and id like to point out that
all of the bonuses from skill like things are tempory for
every guild, thats why you have to keep putting them up ?

Elendor.

-----------------

poster: Litho
subject: >thief guild
date: Sun Feb  3 04:20:30 2002

Elendor, you are talking about the THIEF guild, not BARDF
bard, rather
bards have the throw knife ability, and it goes off almost roundly.
thieves have the ability to insta 1 per monster, and when i was
thief, i had 550 dex, and bstabbed MAYBE 1 every 30-50 kills, if i
was lucky
think TICK SOON
So..get your guilds straight

-----------------

poster: Elendor
subject: thief guild
date: Sun Feb  3 04:28:37 2002

Ok i am quite happy to admit when i am wrong, we all are at times
so if you CANNOT go to BOTH the thief and bards together then i
will happily bow out and leave this as an apology to all

However if you can be both thief and bard at the same time
then everything i have just said stands.
Pls feel free to tell me one way of the other :)

Elendor

-----------------

poster: Bigglesworth
subject: thieves
date: Sun Feb  3 04:33:25 2002

just to clear up, even though litho and I just said this on dragon.
You can join Juggler when you are in the thief side of the Tree. But
you cannot be a thief and
a Bard. 
That clears it...have fun..

-----------------

poster: Sleet
subject: >thief guild
date: Sun Feb  3 05:28:34 2002

On Sun Feb  3 04:01:04 2002 Elendor wrote post #1343:
> Alot of the guilds gain very little for increased lvls, only the
> caster type gain any major benifits, how is thief so different
> from say woodsman ?
> 
> Any guild with and insta kill and the ability to incarease all your
> atributes cant be all bad
> Plus if rogue is so bad why are there so many damn rogues, its the
> most popular 2ndry class in the game by far
thief tunnels are differnt, they are not takign rogue to be a rogue
they are taking rogue cause they are lazy asses and dont want to
walk around or use ferries
Insta kill in thief compared to juggler and deathblow is worthless,
its a nice surprise when it hjappens everyonce and awhile when your
soloing, but it isnt anywhere near as consistant and can only be
used on monsters 1/4th the size. The guild has alot of potential to
be nice, Its as if it was only half way completed.

-----------------

poster: Trance
subject: thief + throw knife stuff
date: Sun Feb  3 08:40:49 2002

I'll be the first to say I've never been thief, and while I have
been bard once, I was not high enough up in the guild to get the
throw knife skill, let alone the masteries for it. However, if thief
needs something for the higher level players, which apparently it
does, then why not give those same masteries to higher level thieves
via a new guild? After all, throw knife does seem more like it
belongs in a thief/assassin guild than it does in a bard guild, so
if bards have it, why not thieves aswell?

Side note: Not that all guilds should be alike, but really, as far
as I have seen, bards are meant more for stat/ability boosts than
they are for killing, and thieves are the opposite. Anyways.


-----------------

poster: Chrono
subject: throw knife
date: Sun Feb  3 09:02:27 2002

throw knife is a juggler skill, not bard

-----------------

poster: Chrono
subject: >throw knife
date: Sun Feb  3 09:07:10 2002

would also like to comment - according to rd's web page (which is
sometimes inaccurate), you can go juggler(gamma) and thief(beta) -
maybe someone mentioned it b4 in previous posts, but i've done
forgot those, and dont feel like laing them again atm.

-----------------

poster: Snoop
subject: >thief guild
date: Sun Feb  3 17:46:24 2002

On Sun Feb  3 04:01:04 2002 Elendor wrote post #1343:
> Alot of the guilds gain very little for increased lvls, only the
> caster type gain any major benifits, how is thief so different
> from say woodsman ?
> 
> Any guild with and insta kill and the ability to incarease all your
> atributes cant be all bad
> Plus if rogue is so bad why are there so many damn rogues, its the
> most popular 2ndry class in the game by far
It's only cause you get access to the rogue tunnels, nothing else.
It's a HUGE difference between rogue and woodsman. The insta death
thing you get on monsters worth about 20k, tops 50k and backstab'n
monsters of that size would be totally pointless. On monsters of a
more acceptable size you NEVER get a insta kill. If you're saying
that woodsman and thieves are as good then you're obviously totally
clueless
*/Snoop

-----------------

poster: Snoop
subject: >throw knife
date: Sun Feb  3 17:50:03 2002

On Sun Feb  3 09:02:27 2002 Chrono wrote post #1354:
> throw knife is a juggler skill, not bard
all the masteries are in higher in the bard tree
i tried using throw knife as thief and it wasn't worth it

-----------------

poster: Snoop
subject: xpwho
date: Sun Feb  3 18:38:22 2002

could it be made so xpwho takes an argument plz, so i could do
'xpwho snoop' to see how much i've made instead of havnig to go
through the entire list =)
*/Snoop

-----------------

poster: Erec
subject: >>throw knife
date: Sun Feb  3 19:08:27 2002

On Sun Feb  3 17:50:03 2002 Snoop wrote post #1358:
> On Sun Feb  3 09:02:27 2002 Chrono wrote post #1354:
> > throw knife is a juggler skill, not bard
> all the masteries are in higher in the bard tree
> i tried using throw knife as thief and it wasn't worth it
I've used throw knife as a pre-omicron bard (at ~200-300m worth, 
way back when).  It worked just fine, and for that worth was 
more useful than many blasting guilds I knew.

       -Erec

-----------------

poster: Snoop
subject: >>>throw knife
date: Sun Feb  3 19:09:10 2002

On Sun Feb  3 19:08:27 2002 Erec wrote post #1360:
> On Sun Feb  3 17:50:03 2002 Snoop wrote post #1358:
> > On Sun Feb  3 09:02:27 2002 Chrono wrote post #1354:
> > > throw knife is a juggler skill, not bard
> > all the masteries are in higher in the bard tree
> > i tried using throw knife as thief and it wasn't worth it
> I've used throw knife as a pre-omicron bard (at ~200-300m worth, 
> way back when).  It worked just fine, and for that worth was 
> more useful than many blasting guilds I knew.
> 
>        -Erec
as thief with throw knife i didn't get one single insta

-----------------

poster: Celine
subject: Ideas...
date: Sun Feb  3 19:10:41 2002

Jeezus H. Kriste! Post actual ideas.. (see >>>>>>>>>>>>throw knife).
All you guys are doing in arguing and bitching. I haven't seen an
actual idea (the name of this newsgrooup) posted since the first one
or two posts for throw knife.. It happens all of the time and it
gets quite ridiculous.. Puuhlease practice moderation.

-----------------

poster: Snoop
subject: >Ideas...
date: Sun Feb  3 19:27:43 2002

On Sun Feb  3 19:10:41 2002 Celine wrote post #1362:
> Jeezus H. Kriste! Post actual ideas.. (see >>>>>>>>>>>>throw knife).
> All you guys are doing in arguing and bitching. I haven't seen an
> actual idea (the name of this newsgrooup) posted since the first one
> or two posts for throw knife.. It happens all of the time and it
> gets quite ridiculous.. Puuhlease practice moderation.
to post good ideas you need to know what you're talking about. we
here have to talk over what's needed before deciding upon a good
idea to make it better. i for one couldn't post an idea regarding
druids cause i have never ever been one. =)

-----------------

poster: Rizzly
subject: >xpwho
date: Sun Feb  3 19:38:12 2002

On Sun Feb  3 18:38:22 2002 Snoop wrote post #1359:
> could it be made so xpwho takes an argument plz, so i could do
> 'xpwho snoop' to see how much i've made instead of havnig to go
> through the entire list =)
> */Snoop

You could just type summary.. it'd tell you the same thing.

-----------------

poster: Sleet
subject: >>>>throw knife
date: Sun Feb  3 20:20:57 2002

scream  Full HP!
bards got stat raising skills to make it better, might be psart the reason
thief doesnt even get limber up let alone songs

-----------------

poster: Arkangyle
subject: >thief guild
date: Sun Feb  3 20:36:58 2002

On Sun Feb  3 04:01:04 2002 Elendor wrote post #1343:
> Alot of the guilds gain very little for increased lvls, only the
> caster type gain any major benifits, how is thief so different
> from say woodsman ?
> 
> Any guild with and insta kill and the ability to incarease all your
> atributes cant be all bad
> Plus if rogue is so bad why are there so many damn rogues, its the
> most popular 2ndry class in the game by far

popular for 2nd class because it offers thief tunnels

-----------------

poster: Wildchild
subject: >thief guild
date: Sun Feb  3 21:47:43 2002

On Sun Feb  3 04:09:38 2002 Elendor wrote post #1347:
> how does it matter what reason, its still damn popular, thief tunnels
> are a BIG advantage and you only get them off rogue, so the guild
> has probably the most usefull abliltiy in the game.
> 
> As to the instakill, i have partied with thiefs as tank and
> they were doin it one hell of alot more often then 50-100 kills
> (yes i know what you were sending tell for biggs :)
> more like every 4-5 throws, and id like to point out that
> all of the bonuses from skill like things are tempory for
> every guild, thats why you have to keep putting them up ?
> 
> Elendor.

I honestly don't feel that a guild should fit any qualification of
popular due to one skill. Much less one whole guild TREE.

-WC

-----------------

poster: Snoop
subject: >>xpwho
date: Sun Feb  3 22:29:14 2002

On Sun Feb  3 19:38:12 2002 Rizzly wrote post #1364:
> On Sun Feb  3 18:38:22 2002 Snoop wrote post #1359:
> > could it be made so xpwho takes an argument plz, so i could do
> > 'xpwho snoop' to see how much i've made instead of havnig to go
> > through the entire list =)
> > */Snoop
> 
> You could just type summary.. it'd tell you the same thing.
in my summary i have made 80m+, what i want to know is how much i
make  per hour etc


-----------------

poster: Snoop
subject: >>>>>throw knife
date: Sun Feb  3 22:30:38 2002

On Sun Feb  3 20:20:57 2002 Sleet wrote post #1366:
> scream  Full HP!
> bards got stat raising skills to make it better, might be psart the reason
> thief doesnt even get limber up let alone songs
thieves need an omicron, or better yet, a full remake
i had rock stats/skills when i was thief and still sucked
*/Snoop

-----------------

poster: Nightfall
subject: HEY!
date: Mon Feb  4 03:32:11 2002

  
   A couple points.  If your clueless to thief, please stop
posting just to see your very own news post.  The same things
are being said over and over and over.  How bout reading news, 
and THEN going back to post.  Or even learning how to rm
your post when you find out the point has been made a dozen
times alread.
  Also lets keep in mind that the Flame news group was removed, 
too many things are crossing that border and I would hate too
see more news groups removed, or news moderators added.  Actually
for the way current news has been maybe moderators would be a 
good idea.
 
  -NF


-----------------

poster: Lu
subject: Guild Leaders
date: Mon Feb  4 08:10:52 2002

Not sure how comploicated it would be to code, i think it would be
nifty to have guild leaders, similar to race leaders

With my minimal coding knowledge(zilch) and my great logic(dont
laugh) i would think it would closely resemble the code for race
leaders

-lu

-----------------

poster: Chewba
subject: >>throw knife
date: Tue Feb  5 00:54:40 2002

Blah Blah Blah

-----------------

poster: Sumerion
subject: Guild Leaders
date: Tue Feb  5 00:57:32 2002

Your guild master is ur guild ldr...

-----------------

poster: Snoop
subject: >Guild Leaders
date: Tue Feb  5 01:01:37 2002

On Tue Feb  5 00:57:32 2002 Sumerion wrote post #1374:
> Your guild master is ur guild ldr...
nope, your guild master is the one doing the dirty work, like if the
guild is a team, then the guild master is the coach and the the
guild leader is the team owner =)
*/Snoop

-----------------

poster: Sumerion
subject: >>Guild Leaders
date: Tue Feb  5 01:05:39 2002

Never seen anyone join the guild and then be masters boss...seems a
little strange to me...now I'm just comparing to movies.....

-----------------

poster: Snoop
subject: >>>Guild Leaders
date: Tue Feb  5 01:06:17 2002

On Tue Feb  5 01:05:39 2002 Sumerion wrote post #1376:
> Never seen anyone join the guild and then be masters boss...seems a
> little strange to me...now I'm just comparing to movies.....
i am right, cause i'm implementing it
nuff said

-----------------

poster: Tahnval
subject: guild plaques
date: Tue Feb  5 01:15:33 2002

Nice idea.

Anyway, the idea: give players on the plaque some indication of
how close they are to other players.  I know that guild mastery is
something that isn't to be revealed to players - I'm not asking
for that.  Something showing the relative position of
players, that's all.  Say  is 1 above  in the
guild mastery plaque.  Is Foo 1% above Bar?  Do they
have double the the guild mastery?  Ten times?  It
would be nice to know how close you were to others, IMO.
Perhaps just each person on the plaque relative to the
player who is top of the plaque - Foo has x% of the leader's
guild mastery, Bar has y%.  If guild mastery is a linear
thing, of course.

Just some babble.

-----------------

poster: Goroharahad
subject: >>>Guild Leaders
date: Tue Feb  5 01:20:24 2002

On Tue Feb  5 01:05:39 2002 Sumerion wrote post #1376:
> Never seen anyone join the guild and then be masters boss...seems a
> little strange to me...now I'm just comparing to movies.....
I think the whole point is just that guild leaders exist on many other muds.
This provides usually a cool item, or ego boosting stuff like
special brackets.
I also think it would be cool to have guild leaders, no big deal though.

Goro

-----------------

poster: Sleet
subject: >>>>Guild Leaders
date: Tue Feb  5 01:21:45 2002

On Tue Feb  5 01:20:24 2002 Goroharahad wrote post #1379:
> On Tue Feb  5 01:05:39 2002 Sumerion wrote post #1376:
> > Never seen anyone join the guild and then be masters boss...seems a
> > little strange to me...now I'm just comparing to movies.....
> I think the whole point is just that guild leaders exist on many other muds.
> This provides usually a cool item, or ego boosting stuff like
> special brackets.
> I also think it would be cool to have guild leaders, no big deal though.
> 
> Goro
other muds such imho
RAH RAH

-----------------

poster: Snoop
subject: >>>>>Guild Leaders
date: Tue Feb  5 01:24:51 2002

too bad your opinion doesn't matter in this matter =)

-----------------

poster: Sleet
subject: >>>>>>Guild Leaders
date: Tue Feb  5 01:25:43 2002

On Tue Feb  5 01:24:51 2002 Snoop wrote post #1381:
> too bad your opinion doesn't matter in this matter =)
who are you talking to?

-----------------

poster: Snoop
subject: >>>>>>>Guild Leaders
date: Tue Feb  5 01:25:56 2002

On Tue Feb  5 01:25:43 2002 Sleet wrote post #1382:
> On Tue Feb  5 01:24:51 2002 Snoop wrote post #1381:
> > too bad your opinion doesn't matter in this matter =)
> who are you talking to?
you

-----------------

poster: Sleet
subject: >>>>>>>>Guild Leaders
date: Tue Feb  5 01:26:19 2002

On Tue Feb  5 01:25:56 2002 Snoop wrote post #1383:
> On Tue Feb  5 01:25:43 2002 Sleet wrote post #1382:
> > On Tue Feb  5 01:24:51 2002 Snoop wrote post #1381:
> > > too bad your opinion doesn't matter in this matter =)
> > who are you talking to?
> you
oh

-----------------

poster: Chrono
subject: xpwho
date: Tue Feb  5 01:29:15 2002

hmm, would be cool to have your name and xp earned, highlighted
somehow - such as plaque blah ####

-----------------

poster: Lu
subject: >>>>Guild Leaders
date: Tue Feb  5 06:31:46 2002

go smoop!
-lu

-----------------

poster: Ant
subject: New board
date: Tue Feb  5 12:33:25 2002

How 'bout a "babble" board in which ppl could post all those
silly, 5 mile long threads, such as the TADA-stuff, i've been
seeing the past couple of days...

- Ant is tired of wading through mindless posts on general...

-----------------

poster: Snoop
subject: >New board
date: Tue Feb  5 12:59:11 2002

On Tue Feb  5 12:33:25 2002 Ant wrote post #1387:
> How 'bout a "babble" board in which ppl could post all those
> silly, 5 mile long threads, such as the TADA-stuff, i've been
> seeing the past couple of days...
> 
> - Ant is tired of wading through mindless posts on general...
You should know by now that 99% of the 'news' belongs on a babble board. :)
*/Snoop

-----------------

poster: Uno
subject: babble boards
date: Tue Feb  5 15:25:47 2002

it's funny you say that.
'babble boards' is my cute nickname for news.

-----------------

poster: Yugo
subject: find herbs
date: Tue Feb  5 23:38:42 2002

let the skill you what and how many herbs you finde like:
You forage the ground for a while and finde 1 Yellow cactus and 2 Blue daisy

would be great

Yugo

-----------------

poster: Genesis
subject: rooms
date: Wed Feb  6 04:17:03 2002

having a command to check how many new rooms you got in a day. just a thought.


Genesis~

-----------------

poster: Marvin
subject: >babble boards
date: Wed Feb  6 11:31:11 2002

On Tue Feb  5 15:25:47 2002 Uno wrote post #1389:
> it's funny you say that.
> 'babble boards' is my cute nickname for news.

'Snugglebutt' is my cute nickname for Uno.

-----------------

poster: Snoop
subject: asdgf
date: Thu Feb  7 06:05:27 2002

would be nice i think if exp lost in deaths etc showed up in
summary...small lie that i've made 2.4m since i died and lost 7m
*/Snoop

-----------------

poster: Rizzly
subject: Gold in summary
date: Thu Feb  7 23:03:37 2002

When you deposit money into your bank account, summary counts it as
losing it, but really you aren't.  Could it be made so that
interactions between the bank and your person don't reduce or
increase the total amount of money made, but things like transfering
money to others and receiving transfered money do?

Rizzly

-----------------

poster: Zifnab
subject: >Gold in summary
date: Thu Feb  7 23:34:19 2002

On Thu Feb  7 23:03:37 2002 Rizzly wrote post #1394:
> When you deposit money into your bank account, summary counts it as
> losing it, but really you aren't.  Could it be made so that
> interactions between the bank and your person don't reduce or
> increase the total amount of money made, but things like transfering
> money to others and receiving transfered money do?
> 
> Rizzly
not easily.  I am going to remove the gold summary, its too 
hard to do correctly

-----------------

poster: Sleet
subject: ignore
date: Fri Feb  8 01:15:39 2002

was thinkign maybe itd be a good idea that if someoen sent us a tell
outta no where when they were ignoring us if we could resond using
reply. This owuld only work of course if the person was ignoring you
before they sent the tell

-----------------

poster: Trance
subject: >ignore
date: Fri Feb  8 01:23:09 2002

On Fri Feb  8 01:15:39 2002 Sleet wrote post #1396:
> was thinkign maybe itd be a good idea that if someoen sent us a tell
> outta no where when they were ignoring us if we could resond using
> reply. This owuld only work of course if the person was ignoring you
> before they sent the tell

It might be better if ignore was removed completely. Its code that
the mud doesnt need, creates problems in parties where one player
might be ignoring another player, and I've been told (rumor?) that
it lags the system somewhat. If someone wants to ignore someone
else, imo they should use their client instead of use the mud.

-----------------

poster: Celine
subject: New command?
date: Fri Feb  8 11:44:57 2002

party idle - checks and displays idleness for all members of party...

-----------------

poster: Ant
subject: >>ignore
date: Fri Feb  8 14:40:56 2002

On Fri Feb  8 01:23:09 2002 Trance wrote post #1397:
> On Fri Feb  8 01:15:39 2002 Sleet wrote post #1396:
> > was thinkign maybe itd be a good idea that if someoen sent us a tell
> > outta no where when they were ignoring us if we could resond using
> > reply. This owuld only work of course if the person was ignoring you
> > before they sent the tell
> 
> It might be better if ignore was removed completely. Its code that
> the mud doesnt need, creates problems in parties where one player
> might be ignoring another player, and I've been told (rumor?) that
> it lags the system somewhat. If someone wants to ignore someone
> else, imo they should use their client instead of use the mud.
I couldn't disagree more. Ignore is one of the essential commands
when it comes to ppl being dorks. Since there isn't really much
possibility to "teach someone a lesson" by PK'ing them, the ignore
command is the best option. And the problem with ignore in parties...
well, what the hell are you doing in the bloomin' party with someone
you're ignoring...?

- A

-----------------

poster: Zifnab
subject: >>>ignore
date: Fri Feb  8 14:55:44 2002

> I couldn't disagree more. Ignore is one of the essential commands
> when it comes to ppl being dorks. Since there isn't really much
> possibility to "teach someone a lesson" by PK'ing them, the ignore
> command is the best option. And the problem with ignore in parties...
> well, what the hell are you doing in the bloomin' party with someone
> you're ignoring...?
> 
> - A

It is far from essential.  How about growing up and just not 
responding to those people that annoy you, they eventually 
go away anyway.

There are 100's of games that have no such feature as ignore, 
and people survive just fine (oh and no pk).  Odd how
that works.

-----------------

poster: Ant
subject: >>>>ignore
date: Fri Feb  8 14:59:05 2002

On Fri Feb  8 14:55:44 2002 Zifnab wrote post #1400:
> > I couldn't disagree more. Ignore is one of the essential commands
> > when it comes to ppl being dorks. Since there isn't really much
> > possibility to "teach someone a lesson" by PK'ing them, the ignore
> > command is the best option. And the problem with ignore in parties...
> > well, what the hell are you doing in the bloomin' party with someone
> > you're ignoring...?
> > 
> > - A
> 
> It is far from essential.  How about growing up and just not 
> responding to those people that annoy you, they eventually 
> go away anyway.
> 
> There are 100's of games that have no such feature as ignore, 
> and people survive just fine (oh and no pk).  Odd how
> that works.

Growing up, eh? If someone is being a total dick, getting up your nose all the
time, and just basically acting like a real jerk, you
're just supposed to shrug it off?... It doesn't always work like that...
Say, you're having a really bad day and really don't want to listen to someone
yapping on at you... I think ignoring them is the best option there.


-----------------

poster: Koma
subject: >>>>ignore
date: Fri Feb  8 15:03:29 2002

On Fri Feb  8 14:55:44 2002 Zifnab wrote post #1400:
> > I couldn't disagree more. Ignore is one of the essential commands
> > when it comes to ppl being dorks. Since there isn't really much
> > possibility to "teach someone a lesson" by PK'ing them, the ignore
> > command is the best option. And the problem with ignore in parties...
> > well, what the hell are you doing in the bloomin' party with someone
> > you're ignoring...?
> > 
> > - A
> 
> It is far from essential.  How about growing up and just not 
> responding to those people that annoy you, they eventually 
> go away anyway.
> 
> There are 100's of games that have no such feature as ignore, 
> and people survive just fine (oh and no pk).  Odd how
> that works.

Ignore is very handy dealing with those level 1 players who log in
just to send four billion random tells 'u sux'.. It takes a while to
get them sitebanned.

Koma

-----------------

poster: Sumerion
subject: >>>>>ignore
date: Fri Feb  8 15:22:41 2002

On Fri Feb  8 15:03:29 2002 Koma wrote post #1402:
> On Fri Feb  8 14:55:44 2002 Zifnab wrote post #1400:
> > > I couldn't disagree more. Ignore is one of the essential commands
> > > when it comes to ppl being dorks. Since there isn't really much
> > > possibility to "teach someone a lesson" by PK'ing them, the ignore
> > > command is the best option. And the problem with ignore in parties...
> > > well, what the hell are you doing in the bloomin' party with someone
> > > you're ignoring...?
> > > 
> > > - A
> > 
> > It is far from essential.  How about growing up and just not 
> > responding to those people that annoy you, they eventually 
> > go away anyway.
> > 
> > There are 100's of games that have no such feature as ignore, 
> > and people survive just fine (oh and no pk).  Odd how
> > that works.
> 
> Ignore is very handy dealing with those level 1 players who log in
> just to send four billion random tells 'u sux'.. It takes a while to
> get them sitebanned.
> 
> Koma
I agree kinda anoying having 10 ppl asking u for party every 15min

-----------------

poster: Chewba
subject: >>>>>ignore
date: Sat Feb  9 00:18:00 2002

perhaos It's down to admin/wiz level that they are dicks. (I've got
my probs with certain people, I flame em a few times then ignore
---- that does make my life easier --- but then i'm bitter. 

-----------------

poster: Zifnab
subject: >>>>>>ignore
date: Sat Feb  9 00:25:43 2002

On Sat Feb  9 00:18:00 2002 Chewba wrote post #1404:
> perhaos It's down to admin/wiz level that they are dicks. (I've got
> my probs with certain people, I flame em a few times then ignore
> ---- that does make my life easier --- but then i'm bitter. 
can you repeat this in english, i have no clue what you are trying to say.

-----------------

poster: Chewba
subject: >>>>>>>ignore
date: Sat Feb  9 00:26:36 2002

no i'm dwunk

-----------------

poster: Chewba
subject: >>>>>>>>ignore
date: Sat Feb  9 00:42:30 2002

Sorry double eye syndrme crept in there....
Right what I meant to say was.....

1) Ignore works there are certain mid-to-highbies that ignore my
spam, so be it. I  admit my views are not what everyone wants to
here,

2) There are a number of midbie / highbies that I think are real
assholes. Therefore those people I ignore.

3) I was a newbie once(and in some eye am still) - I sometime get
party spam from newbs to which I ignore.

4) It is some time helpfull, in those circustances to have lvl ignore on.

5) but give these people a chance.

6) Ignore, I think should only be used on those that have give you
no chance to be the way you are. Not cos they piss you off.

7) My best firends chalenge my opinion all the time. That;s why i like em.

Bah ...need bed now

Chewba


-----------------

poster: Rockman
subject: clan messages
date: Sat Feb  9 03:00:58 2002

i think it would be cool if there were something like the news
groups for individual clans
so info and messages could be posted for other clan members 
just an idea
-Rocky

-----------------

poster: Snoop
subject: >clan messages
date: Sat Feb  9 03:06:07 2002

On Sat Feb  9 03:00:58 2002 Rockman wrote post #1408:
> i think it would be cool if there were something like the news
> groups for individual clans
> so info and messages could be posted for other clan members 
> just an idea
> -Rocky
there is, they're called 'groups' and you use it by doing 'mail clan'
*/Snoop

-----------------

poster: Rockman
subject: >>clan messages
date: Sat Feb  9 03:09:10 2002

nono, i dont mean like mailing all the members, but like just
general chit chat kinda thing between members thatarnt on without
spamming mail

-----------------

poster: Snoop
subject: >>>clan messages
date: Sat Feb  9 03:10:31 2002

On Sat Feb  9 03:09:10 2002 Rockman wrote post #1410:
> nono, i dont mean like mailing all the members, but like just
> general chit chat kinda thing between members thatarnt on without
> spamming mail
uhu, wouldn't that be the exact same thing, what's the difference
between mail and news, in news a greater mass can read what's
written, but you want to take that away and make a news thing
Exactly like clan mail

-----------------

poster: Rockman
subject: >>>>clan messages
date: Sat Feb  9 03:12:23 2002

i mean like each clan having its own private message board, i sadi
it was just a stupid little idea

-----------------

poster: Artea
subject: walk command
date: Sat Feb  9 04:07:13 2002

it would be nice if walk displayed the brief of the room you land in
if your brief is toggled on
Art

-----------------

poster: Trance
subject: Results of testing
date: Sun Feb 10 15:23:25 2002

I've been doing some recent testing lately with regards to the
differences between earning xp as a caster and as a fighter. I spent
roughly 1 month as a newbie druid, widely believed to be a good
newbie guild, and I have spent the last week or so as a newbie
warrior, also widely believed to be a decent guild for newbies.

As a druid, I was a Grorrark (Yes, wierd, I know, but it was an
intentional part of my testing) with maxxed (80%) Poison dart and
Gaian touch spells, and as fighter, I am an Ogier (Also wierd, but I
chose it due to its high dex, str, and good size) with 87% kick, 67%
attack, and 57% ws slashing, using 2x ornately handled swords.

The equipment I had with druid was ok, giving me 117 spr/tock, and
the equipment I currently have with warrior gives me 93 epr/tock (It
would be higher, but unfortunately, epr eq is extremely difficult to
find for sale, of late). My targets have differed, mostly due to the
fact that I can no longer heal myself, but my main targets as druid
were the ghosts in the newbie church, which means no corpses for
regen there.

The results I have noticed, are that, even when not using Gaian
touch and not eating corpses as a Druid, I could pull a rate
approximately 50% higher than I can now, as a Warrior, and with an
extra 1m worth under my belt. I believe that one of the causes of
this, is the difference between the ep/dmg ratio of fighter attack
skills, and the sp/dmg ratio of caster attack spells, at least in
Druid.

To elaborate: As druid, I had a damage rating of 'Under average',
and an sp cost of 29, for a 2 round spell. Currently, I have a
damage rating of 'Very low', for an ep cost of 49. So basically, I
am doing less damage, for more point cost, than I used to do.

I am aware that part of the reason for this is that it is possible
to refresh ep's via a number of spells in the weaver tree, whereas
it isn't possible to do the same with sps as far as I am aware. The
problem with this however, is that it penalises soloist fighters,
and any fighter that cannot find a party at any given time.

My suggestion to remedy this situation, assuming it is to be
remedied, would be to lower the ep cost of certain fighter skills
(whether they be each of the fighter skills available, or just
certain ones, such as the weaker skills kick, forearm bash, and
punch, or just a general lowering of the ep cost of all warrior
skills), and then to lower the effects of the refreshing skills in
the weaver tree, allowing fighters to have a better soloing capacity
when they need to, yet not imbalancing a party with a reffer and
multiple fighters and ending up with something akin to the old
fighter parties.

Alternatively, each of the fighter guilds could give a higher amount
of ep_regen in their stat bonuses when you level (I have noticed
getting sp_max and sp_regen as guild level bonuses, which I think is
a little odd for the fighter guild, and would be much more useful if
given in ep_regen instead) than they currently do, although doing
that alone would still leave skills costing far more and doing quite
a bit less than spells do.

- Trance


-----------------

poster: Kaos
subject: >Results of testing
date: Sun Feb 10 16:52:40 2002

I think more hp/ep regen eq should be put into the game. Almost every
caster piece out there has spr, but I hardly notice any difference
no my regen with and without my fig set on.

-----------------

poster: Erec
subject: >>Results of testing
date: Sun Feb 10 17:35:35 2002

On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> I think more hp/ep regen eq should be put into the game. Almost every
> caster piece out there has spr, but I hardly notice any difference
> no my regen with and without my fig set on.
Note that more epr/hpr would come at the cost of str, con, dex, or 
else needed.

There actually is some good epr and hpr eq. out there, but as people
can get refreshed more easily than they can get extra strength, few
people want it.

               -Erec

-----------------

poster: Tahnval
subject: >>Results of testing
date: Sun Feb 10 21:37:21 2002

On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> I think more hp/ep regen eq should be put into the game. Almost every
> caster piece out there has spr, but I hardly notice any difference
> no my regen with and without my fig set on.
That's true, but I think that one important issue has been ignored:

Fighters do not do damage solely through attack skills.  Trance's
analysis seemed to be comparing attack skills in newbie fighters
with combat spells in newbie druids, which isn't a valid comparison IMO.

-----------------

poster: Arkangyle
subject: >>>Results of testing
date: Sun Feb 10 22:22:23 2002

On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > I think more hp/ep regen eq should be put into the game. Almost every
> > caster piece out there has spr, but I hardly notice any difference
> > no my regen with and without my fig set on.
> That's true, but I think that one important issue has been ignored:
> 
> Fighters do not do damage solely through attack skills.  Trance's
> analysis seemed to be comparing attack skills in newbie fighters
> with combat spells in newbie druids, which isn't a valid comparison IMO.

I think it's very nice to see an informed analysis performed for
once instead of blatant ramblings about things that aren't
quantified.  Thank you.

While I think the opinion on epr and ep skills/refreshing is very
good (I myself have the same thoughts/ideas on the matter), I think
you would find that if you had chosen troll or another corpse eating
race for your warrior that you would see a higher rate than the
druid.

-----------------

poster: Nightfall
subject: Alert Channel
date: Mon Feb 11 00:50:50 2002


    Remove the alert channel, it is useless and another chat.
 

  -NF


-----------------

poster: Quillz
subject: >Alert Channel
date: Mon Feb 11 00:56:15 2002

On Mon Feb 11 00:50:50 2002 Nightfall wrote post #1419:
>     Remove the alert channel, it is useless and another chat.
>  
> 
>   -NF
> 
off alert. 
wala

-----------------

poster: Trigon
subject: Lavaman
date: Mon Feb 11 04:36:16 2002

Equipment create out of the molded lava should
A) Have a big L on the front, for lava man
or 2) Let the maker write a desc for it
That would rock
That is all
Trigon with original lava man idea from Baer

-----------------

poster: Trance
subject: >>>Results of testing
date: Mon Feb 11 15:20:05 2002

On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > I think more hp/ep regen eq should be put into the game. Almost every
> > caster piece out there has spr, but I hardly notice any difference
> > no my regen with and without my fig set on.
> That's true, but I think that one important issue has been ignored:
> 
> Fighters do not do damage solely through attack skills.  Trance's
> analysis seemed to be comparing attack skills in newbie fighters
> with combat spells in newbie druids, which isn't a valid comparison IMO.
At lower levels, it is. I'm talking more newbie level (Up to level
20) than midbie or higher level. Having played at midbie level, I
noticed that, even with quite good eq with decent epr, nice phys
resist, and good weapons, I could solo less than half the rate as a
giant warrior with 100% bladed fury and high (90%) melee skills than
what I could with 100% peel flesh, not using clw at all, and no
melee skills as harmer doing, of all things, monks (just as an
example).

-----------------

poster: Raw
subject: >>>>Results of testing
date: Mon Feb 11 16:06:36 2002

On Mon Feb 11 15:20:05 2002 Trance wrote post #1422:
> On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> > On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > > I think more hp/ep regen eq should be put into the game. Almost every
> > > caster piece out there has spr, but I hardly notice any difference
> > > no my regen with and without my fig set on.
> > That's true, but I think that one important issue has been ignored:
> > 
> > Fighters do not do damage solely through attack skills.  Trance's
> > analysis seemed to be comparing attack skills in newbie fighters
> > with combat spells in newbie druids, which isn't a valid comparison IMO.
> At lower levels, it is. I'm talking more newbie level (Up to level
> 20) than midbie or higher level. Having played at midbie level, I
> noticed that, even with quite good eq with decent epr, nice phys
> resist, and good weapons, I could solo less than half the rate as a
> giant warrior with 100% bladed fury and high (90%) melee skills than
> what I could with 100% peel flesh, not using clw at all, and no
> melee skills as harmer doing, of all things, monks (just as an
> example).
I am not saying the balance between all guilds are perfect,
but direct comparisons are always difficult. Your
comparison at monks are especially poor, since they will
disarm a lot, something that will harm a fighter badly, but
won't touch druids. It has also always been so that a soloing
fighter will do better at lower worth mobs than a blaster. So
a comparison of fighter/driud on the same mob will probably
not give a fair result. I also feel that the weapon is very
important for the fighter, while no single piece of eq is very
important for a druid. Consider also what if I add one player
of x guild and make a party, or 2 players?

When you choose guild you have to keep in mind that some guilds
are good for soloing, some for party and some need to be played
a special way. If you want to solo, choose a sologuild, if you
want to party, choose a party guild, if you want to play in a
special way, choose the guild of your dreams, but accept that
it might not be the best suited for both soloing and partying.
It might also be unsuited for super-xp at your worth compared
to other guilds, no matter how you play. I am pretty happy with
the fact that the guilds are different.

Raw

-----------------

poster: Sleet
subject: >>>>Results of testing
date: Mon Feb 11 21:47:08 2002

On Sun Feb 10 22:22:23 2002 Arkangyle wrote post #1418:
> On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> > On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > > I think more hp/ep regen eq should be put into the game. Almost every
> > > caster piece out there has spr, but I hardly notice any difference
> > > no my regen with and without my fig set on.
> > That's true, but I think that one important issue has been ignored:
> > 
> > Fighters do not do damage solely through attack skills.  Trance's
> > analysis seemed to be comparing attack skills in newbie fighters
> > with combat spells in newbie druids, which isn't a valid comparison IMO.
> 
> I think it's very nice to see an informed analysis performed for
> once instead of blatant ramblings about things that aren't
> quantified.  Thank you.
> 
> While I think the opinion on epr and ep skills/refreshing is very
> good (I myself have the same thoughts/ideas on the matter), I think
> you would find that if you had chosen troll or another corpse eating
> race for your warrior that you would see a higher rate than the
> druid.
this reminds me.. someone might wanan look into endowment of the
gods.. i have it at 105% and it only kicks in like 25% of the time i
get refs if that.. proably alot less

-----------------

poster: Blonk
subject: Blacksmith
date: Tue Feb 12 00:15:39 2002


Would be nice if blacksmith room was made no navs as i was party
summoned while waiting for eq to be repaired.

-----------------

poster: Trance
subject: >>>>>Results of testing
date: Tue Feb 12 00:46:51 2002

On Mon Feb 11 21:47:08 2002 Sleet wrote post #1424:
> On Sun Feb 10 22:22:23 2002 Arkangyle wrote post #1418:
> > On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> > > On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > > > I think more hp/ep regen eq should be put into the game. Almost every
> > > > caster piece out there has spr, but I hardly notice any difference
> > > > no my regen with and without my fig set on.
> > > That's true, but I think that one important issue has been ignored:
> > > 
> > > Fighters do not do damage solely through attack skills.  Trance's
> > > analysis seemed to be comparing attack skills in newbie fighters
> > > with combat spells in newbie druids, which isn't a valid comparison IMO.
> > 
> > I think it's very nice to see an informed analysis performed for
> > once instead of blatant ramblings about things that aren't
> > quantified.  Thank you.
> > 
> > While I think the opinion on epr and ep skills/refreshing is very
> > good (I myself have the same thoughts/ideas on the matter), I think
> > you would find that if you had chosen troll or another corpse eating
> > race for your warrior that you would see a higher rate than the
> > druid.
> this reminds me.. someone might wanan look into endowment of the
> gods.. i have it at 105% and it only kicks in like 25% of the time i
> get refs if that.. proably alot less


Endowment of the gods, like honor of the gods, has a chance of
happening at any kind of heal you get, including hp heals, ticks,
clock heals, and in the case of woodsman, shield enchantment heals.
If it was to be made to give even a small ref 100% of the time you
got a heal, this would affect higher level woodsmen the most,
potentially making the guild even more adept at earning xp both solo
and in a party (not that this one effect should be the only reason
why eog isnt changed, but really, eog is more than useful enough as
it is)


-----------------

poster: Celine
subject: Marriage...
date: Tue Feb 12 02:54:22 2002

W: Polygamy. Much better than monogamy.. Dont know how hard it would
be to add the code for.. shrug.. if east then i beg it.

-----------------

poster: Zifnab
subject: >Marriage...
date: Tue Feb 12 05:16:09 2002

On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> W: Polygamy. Much better than monogamy.. Dont know how hard it would
> be to add the code for.. shrug.. if east then i beg it.
marriage is pointless, why bother with more than one ?

-----------------

poster: Celine
subject: >>Marriage...
date: Tue Feb 12 05:38:38 2002

On Tue Feb 12 05:16:09 2002 Zifnab wrote post #1428:
> On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> > W: Polygamy. Much better than monogamy.. Dont know how hard it would
> > be to add the code for.. shrug.. if east then i beg it.
> marriage is pointless, why bother with more than one ?
Added pointlessness.. the exact reason i asked for this is to
control the mudwife population by stealing them all... *shrug*

-----------------

poster: Wildchild
subject: >Marriage...
date: Tue Feb 12 05:50:23 2002

On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> W: Polygamy. Much better than monogamy.. Dont know how hard it would
> be to add the code for.. shrug.. if east then i beg it.

Since you can't make up your mind if you wanna be a guy or a girl,
nor that you can just marry one person, why don't we let you marry
some barn yard animals too?

-WC

-----------------

poster: Celine
subject: >>Marriage...
date: Tue Feb 12 05:50:44 2002

On Tue Feb 12 05:50:23 2002 Wildchild wrote post #1430:
> On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> > W: Polygamy. Much better than monogamy.. Dont know how hard it would
> > be to add the code for.. shrug.. if east then i beg it.
> 
> Since you can't make up your mind if you wanna be a guy or a girl,
> nor that you can just marry one person, why don't we let you marry
> some barn yard animals too?
> 
> -WC
Thoink they'd let me?

-----------------

poster: Sleet
subject: >>>>>>Results of testing
date: Tue Feb 12 05:52:56 2002

On Tue Feb 12 00:46:51 2002 Trance wrote post #1426:
> On Mon Feb 11 21:47:08 2002 Sleet wrote post #1424:
> > On Sun Feb 10 22:22:23 2002 Arkangyle wrote post #1418:
> > > On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> > > > On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > > > > I think more hp/ep regen eq should be put into the game. Almost
every
> > > > > caster piece out there has spr, but I hardly notice any difference
> > > > > no my regen with and without my fig set on.
> > > > That's true, but I think that one important issue has been ignored:
> > > > 
> > > > Fighters do not do damage solely through attack skills.  Trance's
> > > > analysis seemed to be comparing attack skills in newbie fighters
> > > > with combat spells in newbie druids, which isn't a valid comparison
IMO.
> > > 
> > > I think it's very nice to see an informed analysis performed for
> > > once instead of blatant ramblings about things that aren't
> > > quantified.  Thank you.
> > > 
> > > While I think the opinion on epr and ep skills/refreshing is very
> > > good (I myself have the same thoughts/ideas on the matter), I think
> > > you would find that if you had chosen troll or another corpse eating
> > > race for your warrior that you would see a higher rate than the
> > > druid.
> > this reminds me.. someone might wanan look into endowment of the
> > gods.. i have it at 105% and it only kicks in like 25% of the time i
> > get refs if that.. proably alot less
> 
> 
> Endowment of the gods, like honor of the gods, has a chance of
> happening at any kind of heal you get, including hp heals, ticks,
> clock heals, and in the case of woodsman, shield enchantment heals.
> If it was to be made to give even a small ref 100% of the time you
> got a heal, this would affect higher level woodsmen the most,
> potentially making the guild even more adept at earning xp both solo
> and in a party (not that this one effect should be the only reason
> why eog isnt changed, but really, eog is more than useful enough as
> it is)
> 
maybe give some kind of mastery to it then to guilds who dont have
shield enchantments and such

-----------------

poster: Uno
subject: >>>>>Results of testing
date: Tue Feb 12 06:28:01 2002

On Mon Feb 11 21:47:08 2002 Sleet wrote post #1424:
> On Sun Feb 10 22:22:23 2002 Arkangyle wrote post #1418:
> > On Sun Feb 10 21:37:21 2002 Tahnval wrote post #1417:
> > > On Sun Feb 10 16:52:40 2002 Kaos wrote post #1415:
> > > > I think more hp/ep regen eq should be put into the game. Almost every
> > > > caster piece out there has spr, but I hardly notice any difference
> > > > no my regen with and without my fig set on.
> > > That's true, but I think that one important issue has been ignored:
> > > 
> > > Fighters do not do damage solely through attack skills.  Trance's
> > > analysis seemed to be comparing attack skills in newbie fighters
> > > with combat spells in newbie druids, which isn't a valid comparison IMO.
> > 
> > I think it's very nice to see an informed analysis performed for
> > once instead of blatant ramblings about things that aren't
> > quantified.  Thank you.
> > 
> > While I think the opinion on epr and ep skills/refreshing is very
> > good (I myself have the same thoughts/ideas on the matter), I think
> > you would find that if you had chosen troll or another corpse eating
> > race for your warrior that you would see a higher rate than the
> > druid.
> this reminds me.. someone might wanan look into endowment of the
> gods.. i have it at 105% and it only kicks in like 25% of the time i
> get refs if that.. proably alot less
that sounds about right. i have it at 115 and get it maybe a bit more than 25%
it's not supposed to be an every-ref kinda skill i think
that would be silly
too...
silly...
must...
beav...


*beavs*




p.s. jump in the line. rock your body all the time. ok, i believe it.
love, uno

-----------------

poster: Petra
subject: Healer Channel
date: Wed Feb 13 10:56:44 2002

It seems that theres a bit of a debate about how or where would be
the best place or way to ask for a dheal, or other distant and non
distant services of a healer and up... Seems like it may be a
reasonable idea to ask for a Healer channel where players could ask
for a dheal or reinc or so forth.. seeing as it doesnt seem
appropriate to put it on the sales channel and maybe not the newbie
or parties channel. This way with a healer channel people wouldnt be
subjected to dheal pleads who just want to buy or sell eq or just
see party info or newbie info.... anyone else wanna add or expand on
the idea thats cool, im just getting it out there..

-----------------

poster: Dalak
subject: >>>Marriage...
date: Wed Feb 13 17:46:39 2002

On Tue Feb 12 05:38:38 2002 Celine wrote post #1429:
> On Tue Feb 12 05:16:09 2002 Zifnab wrote post #1428:
> > On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> > > W: Polygamy. Much better than monogamy.. Dont know how hard it would
> > > be to add the code for.. shrug.. if east then i beg it.
> > marriage is pointless, why bother with more than one ?
> Added pointlessness.. the exact reason i asked for this is to
> control the mudwife population by stealing them all... *shrug*
I highly doubt that :)

-----------------

poster: Chrono
subject: >Healer Channel
date: Thu Feb 14 09:16:57 2002

hmm, why not make a seperate channel for every letter?

-----------------

poster: Eponine
subject: >>>>Marriage...
date: Thu Feb 14 19:36:51 2002

On Wed Feb 13 17:46:39 2002 Dalak wrote post #1435:
> On Tue Feb 12 05:38:38 2002 Celine wrote post #1429:
> > On Tue Feb 12 05:16:09 2002 Zifnab wrote post #1428:
> > > On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> > > > W: Polygamy. Much better than monogamy.. Dont know how hard it would
> > > > be to add the code for.. shrug.. if east then i beg it.
> > > marriage is pointless, why bother with more than one ?
> > Added pointlessness.. the exact reason i asked for this is to
> > control the mudwife population by stealing them all... *shrug*
> I highly doubt that :)
Personally I think polygyny is a better option, there are MUCH fewer
women on the mud so we'd all get several men :)

-----------------

poster: Trigon
subject: consecrate ground
date: Thu Feb 14 23:31:32 2002

could it be made so consecrate ground could be refreshable, so it
doesn't fail like in the middle of the 40 rnd haim spell? That would
rock my world.
Trigon likes to haim outside the altar room, woot

-----------------

poster: Daran
subject: >>>Marriage...
date: Fri Feb 15 02:34:07 2002

On Tue Feb 12 05:50:44 2002 Celine wrote post #1431:
> On Tue Feb 12 05:50:23 2002 Wildchild wrote post #1430:
> > On Tue Feb 12 02:54:22 2002 Celine wrote post #1427:
> > > W: Polygamy. Much better than monogamy.. Dont know how hard it would
> > > be to add the code for.. shrug.. if east then i beg it.
> > 
> > Since you can't make up your mind if you wanna be a guy or a girl,
> > nor that you can just marry one person, why don't we let you marry
> > some barn yard animals too?
> > 
> > -WC
> Thoink they'd let me?
It's not a question of would admin let you, its more of a question
of would the farm animals let you get anywhere near them

-----------------

poster: Trance
subject: skills/spells
date: Fri Feb 15 11:14:56 2002

I'd like to thank the immortal responsible for making skills and
spells query the players settings for score_border. I'd also like to
take this opportunity to request that score_headings would affect
the guild names, as they currently do not. Thankyou for your time
=)

-----------------

poster: Snoop
subject: party invite
date: Sat Feb 16 14:16:26 2002

ok, title was fecked, but pi -> party invite....anyway..it's about pickpocket
how about making it so players can pick pocket again, if you fail
the skill or if the monsters notices you, the monster will turn
aggro. Monsters can have a base certain amount of awareness since
afaik that skill enables you to notice if ppls are picking your
pockets even if they dont
err, even if your skill % is high i mean of course
and of course i mean makin so player can pickpocket on monsters
sry if i was confusing, but i am atm
*/Snoop

-----------------

poster: Gyntry
subject: emote wanted
date: Mon Feb 18 00:01:09 2002

bellylaugh - You hold your sides and let out a rumbling belly laugh!
bellylaugh LIV - You hold your sides and let out a rubling belly laugh at LIV!

-----------------

poster: Zavier
subject: >Healer Channel
date: Mon Feb 18 01:13:39 2002

On Wed Feb 13 10:56:44 2002 Petra wrote post #1434:
> It seems that theres a bit of a debate about how or where would be
> the best place or way to ask for a dheal, or other distant and non
> distant services of a healer and up... Seems like it may be a
> reasonable idea to ask for a Healer channel where players could ask
> for a dheal or reinc or so forth.. seeing as it doesnt seem
> appropriate to put it on the sales channel and maybe not the newbie
> or parties channel. This way with a healer channel people wouldnt be
> subjected to dheal pleads who just want to buy or sell eq or just
> see party info or newbie info.... anyone else wanna add or expand on
> the idea thats cool, im just getting it out there..
You know thats not a half bad idea imo. Having a designated healer
chan might decrease all the spam of noobs begging for dheals and
whatnot... I guess that's redundent of Petras post... but I think
that might not be a bad idea. Akin to no longer posting party
requests on sales.
-Zaviepants

-----------------

poster: Zifnab
subject: >>Healer Channel
date: Mon Feb 18 02:20:26 2002

On Mon Feb 18 01:13:39 2002 Zavier wrote post #1443:
> On Wed Feb 13 10:56:44 2002 Petra wrote post #1434:
> > It seems that theres a bit of a debate about how or where would be
> > the best place or way to ask for a dheal, or other distant and non
> > distant services of a healer and up... Seems like it may be a
> > reasonable idea to ask for a Healer channel where players could ask
> > for a dheal or reinc or so forth.. seeing as it doesnt seem
> > appropriate to put it on the sales channel and maybe not the newbie
> > or parties channel. This way with a healer channel people wouldnt be
> > subjected to dheal pleads who just want to buy or sell eq or just
> > see party info or newbie info.... anyone else wanna add or expand on
> > the idea thats cool, im just getting it out there..
> You know thats not a half bad idea imo. Having a designated healer
> chan might decrease all the spam of noobs begging for dheals and
> whatnot... I guess that's redundent of Petras post... but I think
> that might not be a bad idea. Akin to no longer posting party
> requests on sales.
> -Zaviepants
I have given up making new channels for stuff,  

90% of you continue to use whatever channel you wish to 
talk about whatever it is you wish to talk about.

-----------------

poster: Coal
subject: Abju
date: Tue Feb 19 04:11:23 2002

A few things i've noticed since i reinced abj again
Party shields are great while doing eq/xp, but there are a few
spells that would very helpful. Such as Party Iron Will, and Party
reflection. A party reflection spell would be based off the tuned
shield damage. Also reflects for unholy/holy would be nice to. Most
of these spell could be added to the Guardians guild since it is
only 5 levels -> by adding a few levels(5) to it. Also Abju lacks
High Energy Focus when Every other Caster guild has this skill... it
seems that hef would be an appropriate skill to add in
masterabju/disruptor.
-Coal_who_thinks_spending_5_min_to_iw/reflect_the_entire_party_is_silly.

-----------------

poster: Chrono
subject: deadness
date: Tue Feb 19 05:20:44 2002

hmm, this 'may' sound like bitching, or something, say what you
want, all feedback is good, even the snotty ones.
i just think it would be 'resonable' or 'cool' if we could like pay
to be able to remove our eq when we die, i.e. pay 10k or whatever to
lucifer to allow us to remove our eq. or somethin, shrug an idea,
whine bitch,etc.

-----------------

poster: Nightfall
subject: >deadness
date: Tue Feb 19 05:24:29 2002

On Tue Feb 19 05:20:44 2002 Chrono wrote post #1446:
> hmm, this 'may' sound like bitching, or something, say what you
> want, all feedback is good, even the snotty ones.
> i just think it would be 'resonable' or 'cool' if we could like pay
> to be able to remove our eq when we die, i.e. pay 10k or whatever to
> lucifer to allow us to remove our eq. or somethin, shrug an idea,
> whine bitch,etc.

     I disagree.  Simply put, Death is ment to be a bad thing.
There should be nothing to encourage you to stay dead to wait for
the best deal you can get.  If anything perhaps because you took 
a killing blow one of your pieces of eq should take extra damage.
  
  -NF


-----------------

poster: Chrono
subject: deadness
date: Tue Feb 19 05:28:18 2002

shrug, just thought it to be a good idea, cuz eq decay was upped to
where i will have to fix A piece or more everyday to every other
day, and i think losing gold would be a loss, would it not?, anyway
its an idea.

-----------------

poster: Gyntry
subject: gyntry emote
date: Tue Feb 19 05:53:12 2002

gyntry - You scream, "Dangit, someone make me a samich! Now!"
please ;)

-----------------

poster: Nyx
subject: >deadness
date: Tue Feb 19 05:54:51 2002

What fun would that be? Puuh.

-----------------

poster: Chrono
subject: >deadness
date: Tue Feb 19 10:45:37 2002

not supposed to be fun, but some of us "arn't as cool as others" and
can't do eq, even if they were organized, and this eqdecay hurts
midbies and lowbies the most since the only eq getting done is
highbies, and now that gold was also downed, that is even worse - if
you guys think midbie eq is easy to get ahold of, i suggest ya dewiz
or something and you organize one, it dont happen, it seems to me
that it's not much to ask that we are able to remove eq in hell,
since gold is downed and eq decays faster, it also seems the mud is
being more and more based on gigbie happiness (now this is whining),
which it is, you guys are making us lower people do gold to even get
eq, but if we save our gold to get higher end eq (which is all that
is getting done) - every gigbie whines cuz 'someone' has better eq
than them, or the same eq as them, etc. and people want eq to be
worn only at certain lvls, or worth, anyway, enuff bitchin - just
think it would be 'fair' to be able to remove eq for a "resonable"
cost

-----------------

poster: Trance
subject: >>deadness
date: Tue Feb 19 13:59:16 2002

As I recall, Marvin posted something in the inform group about eq
decay being reduced, after it was raised.

-----------------

poster: Baer
subject: >>deadness
date: Tue Feb 19 14:23:08 2002

personally i see no reason for any restrictions in hell. you've
already died, you are going to lose exp when you come alive again.
you cant move anywhere. the whole thing of not being able to remove
eq, check party status, do whatever random thing is just silly i
think. im not sure if it is still the case, but at one stage, you
could actually get more functionality from the website than you
could from in hell. thats just plain silly.

not to mention its once again yet another penalty against players
who play at times when there are not many players on, including
healers who can revive you. i dont think anyone who is serious about
playing the game elects to be stuck in hell, so why put this silly
extra punishment on them?

baer

-----------------

poster: Lu
subject: >>deadness
date: Tue Feb 19 16:45:41 2002

some organization and reincing is all you need to do to get midbie eq done
wizzes dont need to dewiz, cause they already know it can be done

and thats umm, enough from me
-lu

-----------------

poster: Celine
subject: >>deadness
date: Tue Feb 19 20:36:55 2002

Qwitcherbitchin

-----------------

poster: Chrono
subject: >deadness
date: Tue Feb 19 20:49:42 2002

eq decay is still faster than when it originally was, and agree with
baer, how come you can move you're legs, but you cant move your arms
to remove equipment - i even put in an idea to still 
pentalize'(sp?) by paying gold, i'd rather pay a not so obscene
amount of gold to remove my eq, instead of having to idle in hell
while it being stuck on me, and yes i have the choice to leave, yes
i have the choice to take the boat, but i dont see why i should have
to leave for a half hour and not be able to talk etc, to some people
i enjoy talkin to, to go watch tv, becuz i couldnt remove my eq.
also, SOMETIMES people go linkdead in middle of combat and can't
reconnect b4 they die, relying soley on 'wimpy' to save them, why
should those who have bad isps get "punished"? still think its a
good idea that we are able to remove eq in hell 
AND - this could be a bit of a way to get SOME of the gold zifnab
was claiming 90m not being spent? - every little bit counts, does it
not?

-----------------

poster: Nightfall
subject: >>deadness
date: Tue Feb 19 21:25:46 2002


    The gold is already being collected, your eq is decaying
remember?  I have to say it again.  Death is a --BAD-- thing.  
Why should you be able to do anything in hell except want to 
leave.  It is my hope that the admin stand firm behind death taking 
everything it now does.  Maybe in the future, a little more too. 
 
  -NF


-----------------

poster: Trigon
subject: deadness
date: Tue Feb 19 23:53:41 2002

I don't know about being able to remove eq or anything, but I really
would like to be able to check the party status and such while dead,
just so see maybe who made it out alive after a partywipe and such.
Trigon

-----------------

poster: Zifnab
subject: >deadness
date: Wed Feb 20 20:25:45 2002

On Tue Feb 19 05:20:44 2002 Chrono wrote post #1446:
> hmm, this 'may' sound like bitching, or something, say what you
> want, all feedback is good, even the snotty ones.
> i just think it would be 'resonable' or 'cool' if we could like pay
> to be able to remove our eq when we die, i.e. pay 10k or whatever to
> lucifer to allow us to remove our eq. or somethin, shrug an idea,
> whine bitch,etc.
you can its called pray.

-----------------

poster: Zifnab
subject: >>>deadness
date: Wed Feb 20 20:27:34 2002

On Tue Feb 19 14:23:08 2002 Baer wrote post #1453:
> personally i see no reason for any restrictions in hell. you've
> already died, you are going to lose exp when you come alive again.
> you cant move anywhere. the whole thing of not being able to remove
> eq, check party status, do whatever random thing is just silly i
> think. im not sure if it is still the case, but at one stage, you
> could actually get more functionality from the website than you
> could from in hell. thats just plain silly.
> 
> not to mention its once again yet another penalty against players
> who play at times when there are not many players on, including
> healers who can revive you. i dont think anyone who is serious about
> playing the game elects to be stuck in hell, so why put this silly
> extra punishment on them?
> 
> baer
they are free to take the boat when they wish.

-----------------

poster: Zifnab
subject: >deadness
date: Wed Feb 20 20:30:40 2002

On Tue Feb 19 23:53:41 2002 Trigon wrote post #1458:
> I don't know about being able to remove eq or anything, but I really
> would like to be able to check the party status and such while dead,
> just so see maybe who made it out alive after a partywipe and such.
> Trigon
afaik 99% of the restrictions were removed not too long ago.

When you died, you used to get your command path
changed to /cmds/ghost which contained about 5 commands, 
that does not happen anymore.  

Now as for party status that is not a major
problem. 

I do not agree with sitting in hell for hours until your
favorite person is around.  Death should be painfuil.  

Make the decision is the exp loss worse, or the little
bit of decay.


-----------------

poster: Zifnab
subject: >>deadness
date: Wed Feb 20 20:31:01 2002

On Wed Feb 20 20:25:45 2002 Zifnab wrote post #1459:
> On Tue Feb 19 05:20:44 2002 Chrono wrote post #1446:
> > hmm, this 'may' sound like bitching, or something, say what you
> > want, all feedback is good, even the snotty ones.
> > i just think it would be 'resonable' or 'cool' if we could like pay
> > to be able to remove our eq when we die, i.e. pay 10k or whatever to
> > lucifer to allow us to remove our eq. or somethin, shrug an idea,
> > whine bitch,etc.
> you can its called pray.
Yeah yeah my memory still says pray, (taket he boat).

-----------------

poster: Falstaff
subject: avoid buy spam
date: Thu Feb 21 18:05:10 2002

Multi-buy or mbuy would allow players to type mbuy #item #amount_of_times.
To have a multi-buy command along with the usual buy command.

-----------------

poster: Celine
subject: >avoid buy spam
date: Thu Feb 21 20:22:45 2002

Why...?

-----------------

poster: Falstaff
subject: >avoid buy spam
date: Thu Feb 21 20:26:42 2002

why not? 10 lines of X reaches behind the counter and gives you
[whatever] is imo spam worth being avoided.

-----------------

poster: Zifnab
subject: >>avoid buy spam
date: Thu Feb 21 22:24:32 2002

On Thu Feb 21 20:26:42 2002 Falstaff wrote post #1465:
> why not? 10 lines of X reaches behind the counter and gives you
> [whatever] is imo spam worth being avoided.
a simple solution if it bothesr you is to use your client
to gag it.

-----------------

poster: Arkangyle
subject: >>>avoid buy spam
date: Fri Feb 22 05:40:12 2002

On Thu Feb 21 22:24:32 2002 Zifnab wrote post #1466:
> On Thu Feb 21 20:26:42 2002 Falstaff wrote post #1465:
> > why not? 10 lines of X reaches behind the counter and gives you
> > [whatever] is imo spam worth being avoided.
> a simple solution if it bothesr you is to use your client
> to gag it.

I do think this is one isue that we might want to look into.  If I
am not mistaken, a large amount of the processor time is used in IO
operations.  If we reduce the amount of inforatmoin that is
constantly sent to the player, rather than by relying on their
client to gag it (which won't cut down on the proceessor time at all
here) then of course, there will be less lagginesss.
  I know Zifnab has been working very hard to reduce the lag and in
this effort, has been very successful, but even with combat silent
on for the most part, this mud generates more information for every
round of combat than other muds did with full verbage.

-----------------

poster: Kiliana
subject: corpses
date: Fri Feb 22 06:26:51 2002

I just got an idea about corpses.. just for fun.. i dont know how
hard it would be to code, or anything like that. but maybe we could
have like, 3 gods.. one good, one evil, one neutral. the player
could choose to worship one, and when the player kills they could
sacrifice the corpses to their god instead of burying them.. maybe
it could give you a few hps.. a coin or two.. i dont know, but it
could drag you towards your gods alignment:) wouldnt really affect
much, except for neatness factor.. but maybe could be used by
harmers to stay evil when their killing good things? just slow the
process of becoming good? i dunno, just an idea.. im not expecting
or hoping anything to be done, so you dont have to flame me too
hard!
-kili

-----------------

poster: Sumerion
subject: >corpses
date: Fri Feb 22 14:35:13 2002

You can sacrifice corpses....

-----------------

poster: Fezzick
subject: >>>>avoid buy spam
date: Fri Feb 22 18:13:05 2002

On Fri Feb 22 05:40:12 2002 Arkangyle wrote post #1467:
> On Thu Feb 21 22:24:32 2002 Zifnab wrote post #1466:
> > On Thu Feb 21 20:26:42 2002 Falstaff wrote post #1465:
> > > why not? 10 lines of X reaches behind the counter and gives you
> > > [whatever] is imo spam worth being avoided.
> > a simple solution if it bothesr you is to use your client
> > to gag it.
> 
> I do think this is one isue that we might want to look into.  If I
> am not mistaken, a large amount of the processor time is used in IO
> operations.  If we reduce the amount of inforatmoin that is
> constantly sent to the player, rather than by relying on their
> client to gag it (which won't cut down on the proceessor time at all
> here) then of course, there will be less lagginesss.
>   I know Zifnab has been working very hard to reduce the lag and in
> this effort, has been very successful, but even with combat silent
> on for the most part, this mud generates more information for every
> round of combat than other muds did with full verbage.
Well, 2 things on this: 1. Spam is good or bad, hard to say what
effect this would have in reducing lagginess, but the second and
bigger point...
 
2. If you find yourself in the shops, buying lots of items it would
be nice to reduce/simplify the experience (from a GB's point of
view).  When you need to purchase 200+ gems from almost as many
items it'd be nice to type it out in bulk rather than each line at a
time (buy 211, buy 212, buy 214, etc).
 

What I propose is allowing the shop to sell multiple line-items in a
singe buy line, so you could type, 'buy 211-214,215,219' etc, as an
example.  This wouldn't reduce spam as much but would certainly make
life easier for those looking to grab their gems.
 
- Fezz, on behalf of GB's everywhere.
P.S. Lag is bad and should be punished.

-----------------

poster: Magneto
subject: >>>>>avoid buy spam
date: Fri Feb 22 22:47:05 2002

On Fri Feb 22 18:13:05 2002 Fezzick wrote post #1470:
> On Fri Feb 22 05:40:12 2002 Arkangyle wrote post #1467:
> > On Thu Feb 21 22:24:32 2002 Zifnab wrote post #1466:
> > > On Thu Feb 21 20:26:42 2002 Falstaff wrote post #1465:
> > > > why not? 10 lines of X reaches behind the counter and gives you
> > > > [whatever] is imo spam worth being avoided.
> > > a simple solution if it bothesr you is to use your client
> > > to gag it.
> > 
> > I do think this is one isue that we might want to look into.  If I
> > am not mistaken, a large amount of the processor time is used in IO
> > operations.  If we reduce the amount of inforatmoin that is
> > constantly sent to the player, rather than by relying on their
> > client to gag it (which won't cut down on the proceessor time at all
> > here) then of course, there will be less lagginesss.
> >   I know Zifnab has been working very hard to reduce the lag and in
> > this effort, has been very successful, but even with combat silent
> > on for the most part, this mud generates more information for every
> > round of combat than other muds did with full verbage.
> Well, 2 things on this: 1. Spam is good or bad, hard to say what
> effect this would have in reducing lagginess, but the second and
> bigger point...
>  
> 2. If you find yourself in the shops, buying lots of items it would
> be nice to reduce/simplify the experience (from a GB's point of
> view).  When you need to purchase 200+ gems from almost as many
> items it'd be nice to type it out in bulk rather than each line at a
> time (buy 211, buy 212, buy 214, etc).
>  
> 
> What I propose is allowing the shop to sell multiple line-items in a
> singe buy line, so you could type, 'buy 211-214,215,219' etc, as an
> example.  This wouldn't reduce spam as much but would certainly make
> life easier for those looking to grab their gems.
>  
> - Fezz, on behalf of GB's everywhere.
> P.S. Lag is bad and should be punished.

Just my two cents here.  Multi buy is a very low % of the over all
spam output by this system.  Sure it would help to cut the text
output.  And if we cut output every day for months on end you might
actually even see some cpu benifit from this.

-----------------

poster: Kiliana
subject: sac eq
date: Sat Feb 23 07:16:51 2002

what if sloatnik or however you spell it kept the eq in his
collection and sold it for slightly increased tp prices.. im
thinking maybe that would help highbies who party and get a piece or
two of eq they dont lose but really want that certain ring that they
can never find that has been sacced.. like at an increased price? it
sacced for 5 tps so costs 8 tps to buy? could help newbies a little
too with explore tps.. anyway, bye

-----------------

poster: Litho
subject: >sac eq
date: Sat Feb 23 07:26:55 2002

Thats a really idea imho..say a topslot piece of eq 10-12 tps?

-----------------

poster: Snoop
subject: fist
date: Mon Feb 25 00:21:22 2002

How about making fist of the northstar even pay off a little better.
Like 1:1, also could be made so that there is a small chance for
participants to tie, like a double K.O or something. Think it's
silly that it pays off better to play at the casino than at that
event.
*/Snoop

-----------------

poster: Moose
subject: stun
date: Mon Feb 25 09:13:13 2002

I think the harmer guild should have stun protection somehow. in the
skill rack orso.
It would make harmer to solo a little better, because few ppl reincs
harmer. It's need to be a lil bit changed I think.
/Moose.

-----------------

poster: Chrono
subject: >stun
date: Mon Feb 25 12:06:51 2002

you cant rack yourself.
and there a quite a few harmers, just not high lvled ones as much

-----------------

poster: Trance
subject: >stun
date: Mon Feb 25 12:17:34 2002

On Mon Feb 25 09:13:13 2002 Moose wrote post #1475:
> I think the harmer guild should have stun protection somehow. in the
> skill rack orso.
> It would make harmer to solo a little better, because few ppl reincs
> harmer. It's need to be a lil bit changed I think.
> /Moose.

Harmers, as they are at the moment, already solo quite well, and are
a great help to a party. They don't need a stun prot. Oh sure, it
would help, but it would imbalance the guild a bit, unless of course
other guild trees were to have things added to them as well, to be
fair to all guilds, rather than just upping one already quite
successful and well-rounded guild.


-----------------

poster: Hymn
subject: Arena
date: Mon Feb 25 16:40:37 2002

hrm isnt it posible to make a arena3 that is outside so weather
watchers that have to be outside to spell can compete in the arena
too?
with all respect/Hymn

-----------------

poster: Lu
subject: >stun
date: Mon Feb 25 18:21:07 2002

if rack gave stun res, it owuld be useless to ahrmers since they
cant rack themselves anymore
-lu

-----------------

poster: Litho
subject: >>stun
date: Tue Feb 26 01:47:05 2002

just give it to pfg
pfe prevents stuns, nfc why pfg shouldnt

-----------------

poster: Trigon
subject: >>>stun
date: Tue Feb 26 02:31:02 2002

On Tue Feb 26 01:47:05 2002 Litho wrote post #1480:
> just give it to pfg
> pfe prevents stuns, nfc why pfg shouldnt
Hrm, because harmers have enough neato prot spells as it is with all
their blood stuff?

-----------------

poster: Litho
subject: >>>>stun
date: Tue Feb 26 02:33:03 2002

and we don't have regen spells?
it wouldnut hurt just to have a lil sutn resd

-----------------

poster: Snoop
subject: >>>>>stun
date: Tue Feb 26 03:00:20 2002

imo harmers needs to become a real tree before changes are made, atm
it's a fake one yes
*/Snoop

-----------------

poster: Sleet
subject: >>>>>stun
date: Tue Feb 26 03:01:11 2002

On Tue Feb 26 02:33:03 2002 Litho wrote post #1482:
> and we don't have regen spells?
> it wouldnut hurt just to have a lil sutn resd
someone should give thief stun resist so we can solo and tank better
and not suck as hard

-----------------

poster: Fox
subject: Guild ranks on eq.
date: Tue Feb 26 08:27:59 2002

Have "You have succesfully mastered "blah rank"" and have it entail
to "You have succesfully mastered the following ranks: blah blah
blah" And below that is your current ranking.

-----------------

poster: Trance
subject: >>>>>stun
date: Tue Feb 26 12:42:40 2002

On Tue Feb 26 02:33:03 2002 Litho wrote post #1482:
> and we don't have regen spells?
> it wouldnut hurt just to have a lil sutn resd

Hi!
Litho, this is my friend, Mana drain!
Mana drain, this is my friend Litho!


-----------------

poster: Coal
subject: stuns
date: Tue Feb 26 19:28:39 2002

Trance take some time to take a 'reality check.' Mana drain will not
net a harmer more sps then an avatar with av_regen/etock. Most
guilds that don't "suck" have at least some form of stun_res to help
with those of us that like to solo and can no longer get
abju/secondary levels for iw/lphys. It would be nice to see rack
give a stun bonus, but this would be useless to harmers since they
can no longer rack themselves. It would be much more logical to give
a slight stun bonus to protection from good since it goes along the
lines of the -healer- prot: protection from evil which does give
stun res. Tranquil does have a point though at certain levels harmer
does solo very nicely (30k-50k mobs). But after a certain point most
people like to move onto bigger mobs, and you need stun res for
that. With no stun_res we will continue to see the current trend of
no higher level harmers with the exception of those few who brave it
for eq parties that need an mnav. It seems very silly that one of
the major blasting guilds thats supposed to be a fairly solo
oriented guild doesn't have stun_res. Of course though if harmer
became more "popular" then some of us might actually have to train
magic vulns and similar magic damage spells...and wouldn't that be a
bummer.
-Coalpants who is generally wrong in all things considered.

-----------------

poster: Rizzly
subject: Harmers
date: Tue Feb 26 23:01:21 2002

People are always talking about how harmer isn't a "real" guild.  I
don't see why that is.  Would someone please expound on that
statement for me?

Thanks

-----------------

poster: Trance
subject: >Harmers
date: Tue Feb 26 23:45:19 2002

On Tue Feb 26 23:01:21 2002 Rizzly wrote post #1489:
> People are always talking about how harmer isn't a "real" guild.  I
> don't see why that is.  Would someone please expound on that
> statement for me?
> 
> Thanks


Currently, the harmer tree has only 5 specific guilds. Inquisitor,
Harmer, Dark worshipper, Magical torturer, and Evil priest. The two
navigator guilds were just thrown in for fillers so that the omicron
wouldnt be gainable at level 51. Many people (myself included)
believe that the guild has much potential, and needs to be either
recoded, or just have some other guilds (two gammas and a bravo)
added to turn it into a proper guild tree.


-----------------

poster: Uno
subject: >>Harmers
date: Wed Feb 27 15:28:39 2002

On Tue Feb 26 23:45:19 2002 Trance wrote post #1490:
> On Tue Feb 26 23:01:21 2002 Rizzly wrote post #1489:
> > People are always talking about how harmer isn't a "real" guild.  I
> > don't see why that is.  Would someone please expound on that
> > statement for me?
> > 
> > Thanks
> 
> 
> Currently, the harmer tree has only 5 specific guilds. Inquisitor,
> Harmer, Dark worshipper, Magical torturer, and Evil priest. The two
> navigator guilds were just thrown in for fillers so that the omicron
> wouldnt be gainable at level 51. Many people (myself included)
> believe that the guild has much potential, and needs to be either
> recoded, or just have some other guilds (two gammas and a bravo)
> added to turn it into a proper guild tree.
> 
plus, all 5 of them exist only in an incorporeal state.

-----------------

poster: Litho
subject: Harmer stun prot
date: Wed Feb 27 22:23:50 2002

Alright, i went harmer to test some stuff out,
And i have concluded, everything is fine about the guild, except it
lacks a stun prot.
Most good align areas of 50k+ mobs hit quite a bit, crit frequently,
so i propose that harmers get some stun prot out of pfg, pfg lasts a
lot shorter then pfe, so i don't see why it wouldn't be possible.
I can keep a frequent 40k/min rate with a 740 tock, and it is a real
great guild.
But with the stun prot, i am sure us harmers would try bigger stuff.
I tried everrest elves, and got stunned 10 times in 15 mins (90k monsters).
I'm not sure about mobs or whatever, but i tried pals
pouch,elves,cenoba elves.
But a stun prot would really benefit this guild.
My 17.12 cents
-Litho

-----------------

poster: Zifnab
subject: >Harmer stun prot
date: Wed Feb 27 22:39:30 2002

On Wed Feb 27 22:23:50 2002 Litho wrote post #1492:
> Alright, i went harmer to test some stuff out,
> And i have concluded, everything is fine about the guild, except it
> lacks a stun prot.
> Most good align areas of 50k+ mobs hit quite a bit, crit frequently,
> so i propose that harmers get some stun prot out of pfg, pfg lasts a
> lot shorter then pfe, so i don't see why it wouldn't be possible.
> I can keep a frequent 40k/min rate with a 740 tock, and it is a real
> great guild.
> But with the stun prot, i am sure us harmers would try bigger stuff.
> I tried everrest elves, and got stunned 10 times in 15 mins (90k monsters).
> I'm not sure about mobs or whatever, but i tried pals
> pouch,elves,cenoba elves.
> But a stun prot would really benefit this guild.
> My 17.12 cents
> -Litho

You know this after 17 hours of being a harmer? (im sure 
you wre not on the entire 17 hours either).

-----------------

poster: Litho
subject: >>Harmer stun prot
date: Wed Feb 27 22:40:36 2002

ive tested for about 10 hours
spells 100%, masteries 110% means nothing, i know.
But from what i have observed SO FAR, this guild is in desperate
need of a stun prot.
Being stunned every other kill is just messed up imho

-----------------

poster: Chrono
subject: harmer stun prot
date: Wed Feb 27 22:47:34 2002

i dont really get stunned that often soloing 20-50k mobs (pouch and
students), but when i do, they are 2-3 rnd stuns, and that is VERY
leathal when the mobs are hitting 5 times a round getting up to [13]
for damage not stunned..i get stunned i'd say on average 10-20 times
a day, not really a whole lot, but the mobs that are possible to
solo for lower harmers hit pretty hard, imo there should be a stun
prot for higher lvl players that want to solo a little bit bigger
things.
(just think how hard bigger mobs hit, and how much more they stun,
and that basically limits gigbies to solo in the same areas as
lowbies, and taking away any chance of xp for the lower lvl people,
since they can clear an area hella faster than a lowbie.) dont even
have to add the stun prot into pfg, just maybe code another spell or
skill for it..or add it to a higher lvl spell or skill.

-----------------

poster: Uno
subject: >harmer stun prot
date: Wed Feb 27 22:48:07 2002

Rabbits can't cut their own hair.
That's just CRAZY.

-----------------

poster: Snoop
subject: >harmer stun prot
date: Wed Feb 27 22:50:07 2002

the guild isn't made for higher level players, just as thief isn't
made for higher level players (or for any level players)
the guild need a remake, like guilds shouldn't be depedning on
general guilds to be a full tree (navs)

-----------------

poster: Waz
subject: harmers
date: Thu Feb 28 02:52:27 2002


Hmm, something I sorta know a little about.

Anyway, I think the current harmer guild is fine as is.
While I find I stun prot would be beneficial to the guild in the event of a
recode, at the moment, the guild is what it is.  If 'higher level, higher 
worth' players are scared off because of the relatively easy maxxing
of the guild or because they can solo a better rate in a guild
with a stun prot, that's great.  

As it is, I've been harmer off and on throughout my time here at
Reddragon, and the one thing I notice throughout worths is the importance
of spr to the guild.  (I think that is applicable to all guilds, however).
Better spr, better rate overall.

I can keep a solo rate of 40k, with really good eq for harmers at the moment.
Is this about the best possible with this guild at the moment?  Yes.
Is this indicative of the need for a stun prot?  I don't think so.

Sure, I get stunned.  Sure, I'm limited in what I can kill because
larger good-aligned mobs will stun and wreck me.  It's all in how you
play it, just like any other guild.

-Waz

-----------------

poster: Trigon
subject: >Harmer stun prot
date: Thu Feb 28 04:59:22 2002

Rofl, you reinced for a day, play the guild, and reinc out of it
less than 24 hrs later.  You do not know the guild, go back to
xping
Trigon

-----------------

poster: Ronin
subject: mist mage
date: Thu Feb 28 09:31:18 2002

was just wondering about the spell wall of mist. I was told that
when you leave the room the wall dissappears. What use exactly could
u get out of the wall except for the first run with a bog monster? u
would not want to waste that many sps to put it up for a small
monster. So is there any real point to the spell. If I have missed a
use then let me know I am very interested. =) If the intention was
for it to be used against bigger monsters. could it be made towhere
the mist stayed in the room?

-Ronin

-----------------

poster: Quillz
subject: Herbs
date: Thu Feb 28 09:46:52 2002

Whoever is buying out the herbs from the herb shop and dropping them
in cs, Quit doing it. 
Really annoying.  
Q

-----------------

poster: Jaguar
subject: Gold
date: Thu Feb 28 13:25:23 2002

At the moment, monsties which are the same will give exactly the
same amount of gold when they die, this seems silly. Maybe mobs
could drop gold upto 10% either way of what they give now
(randomly). It would be a nice little touch, thats all.

Jaggy

-----------------

poster: Kaos
subject: >mist mage
date: Thu Feb 28 17:19:46 2002

On Thu Feb 28 09:31:18 2002 Ronin wrote post #1500:
> was just wondering about the spell wall of mist. I was told that
> when you leave the room the wall dissappears. What use exactly could
> u get out of the wall except for the first run with a bog monster? u
> would not want to waste that many sps to put it up for a small
> monster. So is there any real point to the spell. If I have missed a
> use then let me know I am very interested. =) If the intention was
> for it to be used against bigger monsters. could it be made towhere
> the mist stayed in the room?
> 
> -Ronin
Cast a wall in a room with 4 Sidhes, and you will most likely
have killed them all before it drops. Good prot for the sps
if you ask me. Also, if you use it on bigger monsters, you
can stay much longer in the room, actually long enough that
it's worth recasting the wall while the monster is hitting
on you.

-----------------

poster: Lu
subject: >mist mage
date: Thu Feb 28 18:26:59 2002

both wall of lava and wall of mist have there uses, in rooms with
small mobs you kill but dont flee to, that have 3+ mobs per room,
throw up a wall and youd be surpised how much less dmg you take,
whether its worth it or not, depends on your regen

-lu

-----------------

poster: Arkangyle
subject: Walls / harmer and stun prots
date: Thu Feb 28 20:07:27 2002

1.  Wall of lava/mist/nether have uses, maybe not for a mist mage,
but for the overall guild tree as a whole.

2. Harmers CAN get stun prot at high level for the highbies, it's
called elemental or psychic secondary guild.  If you think that's
out of tune with say, an elemental who gets stun prot at a low
level, try not using your healing spell (something most blasting
guilds don't get) and see where you stand.

- Ark

-----------------

poster: Chrono
subject: harmer
date: Thu Feb 28 21:29:55 2002

 [34mas is, harmers arent needed for eq, they solo for crap at
higher worth than another guild can, they are limited on mobs to
kill by alignment,and they dont party as good as any other guild, i
think they should at least have a stun prot, for low lvl or high, or
maybe a midbie one, shrug. just to up them a bit. we're not trying
to say give us IW so we never get stunned, just a small one/ [0m

thank you

-----------------

poster: Zax
subject: stun prot
date: Fri Mar  1 01:50:49 2002

while we are on stun prots, i think thieves should get it at level 1
and also make it so it costs no xp to max out
and also give them xp_button at level 2
which also costs like 1 xp per 5% to max out.
then also ban snoop from reincing to thief.
ok

-----------------

poster: Snoop
subject: >stun prot
date: Fri Mar  1 02:01:00 2002

dear zax, why don't you love me anymore

-----------------

poster: Arkangyle
subject: harmers/stun protection
date: Fri Mar  1 06:04:11 2002

1. Harmers do eq fine and are often very helpful ... once a time
ago, parties of harmers did eq even.

2. Harmers solo very well also, without a stun prot.

3. The harmer tree is barren, empty, a wasteland.  With two guilds
having to be filled by mandatory nav/master nav joining.  I am sure
they will gain even more potential when they are fleshed out just a
bit more.

4. Alignment is almost no restriction at all.  At best, it's an annoyance.

- Ark

-----------------

poster: Zax
subject: >>stun prot
date: Fri Mar  1 08:46:23 2002

dear snoop
i love you
lots

love always
your bestest love
zax

-----------------

poster: Quillz
subject: Xp tuner.
date: Fri Mar  1 10:54:51 2002

I don't know if this has been brought up before or not...but here goes. 
How the xp tuner works now - If anyone kills mob A repeatedly, it's
xp drops significantly.  
This effects everyone because one person/group keeps killing this
certain mob.  
So when other's get a chance to play/do xp, a majority of the mobs
are harshly tuned.  

Would there be anyway to tune the mobs to the people/group that kill
them repeatedly?
Makes perfect sense that if I killed something over and over, I
would gain less and less experience by it. 
But why should what I kill effect how much xp someone else gets for
killing the same thing?

It's rather discouraging when I do get time to mud, which is usually
later at night (not sure as far as mudtime goes) but everything is
tuned down quite harshly. 

Again, I dont know how this would be to code, ect.  
But if there is any chance that it could be done, please please look into it. 


I hate seeing things made harder for everyone by a certain few - ie.
doing xp.  
Q-tip

-----------------

poster: Koma
subject: >Xp tuner.
date: Fri Mar  1 11:33:02 2002

I have to say that this is an excellent and encouraging idea.

Koma

-----------------

poster: Zax
subject: >>Xp tuner.
date: Fri Mar  1 13:00:00 2002

I'd have to say that it's also an idea that was mentioned ages ago
lots of times when it was first brought in. I don't remember the
exact reasons for it being left by the wayside, but not wanting to
keep track of xp values for n+1 mobs for n+1 players sounds likely.

-----------------

poster: Zifnab
subject: >Xp tuner.
date: Fri Mar  1 13:55:16 2002

> would gain less and less experience by it. 
> But why should what I kill effect how much xp someone else gets for
> killing the same thing?
> 
> It's rather discouraging when I do get time to mud, which is usually
> later at night (not sure as far as mudtime goes) but everything is
> tuned down quite harshly. 
> 
> Again, I dont know how this would be to code, ect.  
> But if there is any chance that it could be done, please please look into
it. 
> 
> 
> I hate seeing things made harder for everyone by a certain few - ie.
> doing xp.  
> Q-tip
Total rooms in tuner: 4423
        Tunes over 100%: 3317
       Tunes under 100%: 1106
           Average tune: 100.341522


-----------------

poster: Zifnab
subject: >>>Xp tuner.
date: Fri Mar  1 13:55:34 2002

On Fri Mar  1 13:00:00 2002 Zax wrote post #1513:
> I'd have to say that it's also an idea that was mentioned ages ago
> lots of times when it was first brought in. I don't remember the
> exact reasons for it being left by the wayside, but not wanting to
> keep track of xp values for n+1 mobs for n+1 players sounds likely.

Exactly

-----------------

poster: Trance
subject: new weather command
date: Fri Mar  1 15:34:37 2002

I think a 'sky' argument would be good for the weather command, one
that will tell you whether its day or night, the angle of the sun(if
day) or phases of the visible moons (if at night), and also the
presence or lack thereof of clouds, and whether or not its
raining/snowing, etc. basically, it would make it more simple to
check what spells are usable at any given time, for weather
watchers

-----------------

poster: Litho
subject: >>>Xp tuner.
date: Sat Mar  2 02:20:35 2002

think TICK SOON
i agree, i myself, liked to kill a range of areas, this would allow
it (encourage it), if people wanted to make non tuned exp

-----------------

poster: Quillz
subject: Crystal attunement
date: Sat Mar  2 14:50:11 2002

Would be super-koma-liscious if, when trying to tune, not losing 1k
sps if you typo the type of dmg you try to attune to. 
Rather than it just saying "You do not know tha ttype of damage" and
there goes 1k sps, maybe have it ask again, "Which type of damage do
you want to attune to?"
Just a thought. 
Q-ball

-----------------

poster: Fezzick
subject: >Crystal attunement
date: Sat Mar  2 21:38:50 2002

On Sat Mar  2 14:50:11 2002 Quillz wrote post #1518:
> Would be super-koma-liscious if, when trying to tune, not losing 1k
> sps if you typo the type of dmg you try to attune to. 
> Rather than it just saying "You do not know tha ttype of damage" and
> there goes 1k sps, maybe have it ask again, "Which type of damage do
> you want to attune to?"
> Just a thought. 
> Q-ball
I believe that up until recently it did just that - and it continued
to ask you (ad infinitum) for an acceptable attune-type, and
wouldn't stop until you did...hence the change.
 
Frankly - it'd be nice to make it so it gives you chances or does
the same as before, but instead of forcing a dtype, allow you to
type 'cancel' as well. hmm...maybe...cough
 
PS - which requires more work for people who aren't paid to do it, etc
 
- Fezz

-----------------

poster: Nightfall
subject: help alias/command
date: Sun Mar  3 03:10:22 2002

    I feel the examples in help alias are misleading and think
that it may be more helpfull if they were replaced.  The examples
currently given are better used as commands.  Perhaps that could
be stated as well.

  -NF


-----------------

poster: Dalak
subject: >>>stun prot
date: Mon Mar  4 02:20:05 2002

On Fri Mar  1 08:46:23 2002 Zax wrote post #1510:
> dear snoop
> i love you
> lots
> 
> love always
> your bestest love
> zax
Posts about Snoop but not necessarily a praise, yet a show of affection: 1

-----------------

poster: Kiliana
subject: abjurer
date: Mon Mar  4 03:18:47 2002

i was just thinking of maybe an abjurer spell.. "enhance memory"..
could be used to maybe resist the forget spell? 

-----------------

poster: Fox
subject: EQ Decay.
date: Mon Mar  4 07:20:11 2002

Ok, this is interesting. Real hardcore EQ gets damaged when taken
blows by weapons of such, or fists. EQ should not decay while
standing around. What, you take off all of your EQ and you're
naked...no one wants to see that irl. IMO rl should be the same way
here. Clothes/EQ should be able to be worn while not doing anything,
ie: idling, sitting, waiting, etc. It's a annoying irl to take off
your clothes when you're not doing anything. What's the point?
Especially if there's people around. Who'd wanna see a naked body?
(making examples: w/ just a guild item upon their body)

-----------------

poster: Celine
subject: >EQ Decay.
date: Mon Mar  4 08:59:03 2002

rust... moths... fading from sun... all these things are natural
decay (and there are surely more) that happen irl.

-----------------

poster: Zifnab
subject: >EQ Decay.
date: Mon Mar  4 14:36:09 2002

On Mon Mar  4 07:20:11 2002 Fox wrote post #1523:
> Ok, this is interesting. Real hardcore EQ gets damaged when taken
> blows by weapons of such, or fists. EQ should not decay while
> standing around. What, you take off all of your EQ and you're
> naked...no one wants to see that irl. IMO rl should be the same way
> here. Clothes/EQ should be able to be worn while not doing anything,
> ie: idling, sitting, waiting, etc. It's a annoying irl to take off
> your clothes when you're not doing anything. What's the point?
> Especially if there's people around. Who'd wanna see a naked body?
> (making examples: w/ just a guild item upon their body)

There was a reason we didnt go damage based.  What about those players
that _never_ go into combat?  and what about the pour tank that is getting
beat on constantly.

-----------------

poster: Warchief
subject: >EQ Decay.
date: Mon Mar  4 15:07:14 2002

On Mon Mar  4 07:20:11 2002 Fox wrote post #1523:
> Ok, this is interesting. Real hardcore EQ gets damaged when taken
> blows by weapons of such, or fists. EQ should not decay while
> standing around. What, you take off all of your EQ and you're
> naked...no one wants to see that irl. IMO rl should be the same way
> here. Clothes/EQ should be able to be worn while not doing anything,
> ie: idling, sitting, waiting, etc. It's a annoying irl to take off
> your clothes when you're not doing anything. What's the point?
> Especially if there's people around. Who'd wanna see a naked body?
> (making examples: w/ just a guild item upon their body)

Nudist RD!

-----------------

poster: Moose
subject: Images of torture
date: Mon Mar  4 20:54:27 2002

I find that spell pretty pathethic, It's useless in eq parties, I
never stun the target, or otherwise I'd forgot all my spells for a
little while. whats the point with it anyway?

Sorry for the whining.

//Moose.. the harmer.

-----------------

poster: Lu
subject: khosans cave
date: Mon Mar  4 21:00:34 2002

with the addition of an everest vmap awhile back and the abscene of
an exit to oddworld i propose adding up/down exits in the cave to
get oddworld and evverest respectively

thanks, -lu

-----------------

poster: Litho
subject: >Images of torture
date: Mon Mar  4 21:09:34 2002

you have a good point moose, i had the spell at 100, mastery at 115%
i didnt stun much, and it is very costly, perhaps a lower sp cost or
higher chance of stunning..

-----------------

poster: Kaos
subject: >Images of torture
date: Mon Mar  4 21:34:42 2002

On Mon Mar  4 20:54:27 2002 Moose wrote post #1527:
> I find that spell pretty pathethic, It's useless in eq parties, I
> never stun the target, or otherwise I'd forgot all my spells for a
> little while. whats the point with it anyway?
> 
> Sorry for the whining.
> 
> //Moose.. the harmer.
I don't think images of torture is the problem, it's medusa/recurring
nightmare that is too good. I mean when you can stun an eq monster
every god damn round, there isn't much point in making them hit
harder/cast spells etc. You shouldn't be able to stun eq monsters
every round.

-----------------

poster: Coal
subject: stuns
date: Mon Mar  4 22:20:09 2002

I noted that images was very costly and didn't stun much either..but
harmers are not supposed to be witches. 
Recurring night mare breaks concentration and does nothing else,
medusa goes off about every 3 rounds and sometimes stuns for a round
and freezes motion for about 5 rounds maybe I don't see a stun every
3 rounds as a problem...

-----------------

poster: Sleet
subject: >>EQ Decay.
date: Tue Mar  5 01:21:41 2002

On Mon Mar  4 15:07:14 2002 Warchief wrote post #1526:
> On Mon Mar  4 07:20:11 2002 Fox wrote post #1523:
> > Ok, this is interesting. Real hardcore EQ gets damaged when taken
> > blows by weapons of such, or fists. EQ should not decay while
> > standing around. What, you take off all of your EQ and you're
> > naked...no one wants to see that irl. IMO rl should be the same way
> > here. Clothes/EQ should be able to be worn while not doing anything,
> > ie: idling, sitting, waiting, etc. It's a annoying irl to take off
> > your clothes when you're not doing anything. What's the point?
> > Especially if there's people around. Who'd wanna see a naked body?
> > (making examples: w/ just a guild item upon their body)
> 
> Nudist RD!
i tried that naked thing ... didnt work to well, got shunned from
parties and such cause of my wang i think

-----------------

poster: Khosan
subject: >EQ Decay.
date: Tue Mar  5 01:24:19 2002

On Mon Mar  4 07:20:11 2002 Fox wrote post #1523:
> Ok, this is interesting. Real hardcore EQ gets damaged when taken
> blows by weapons of such, or fists. EQ should not decay while
> standing around. What, you take off all of your EQ and you're
> naked...no one wants to see that irl. IMO rl should be the same way
> here. Clothes/EQ should be able to be worn while not doing anything,
> ie: idling, sitting, waiting, etc. It's a annoying irl to take off
> your clothes when you're not doing anything. What's the point?
> Especially if there's people around. Who'd wanna see a naked body?
> (making examples: w/ just a guild item upon their body)

So I guess you don't wash or change your clothes if you didn't use it
during sports?

Khosan

-----------------

poster: Snoop
subject: >>EQ Decay.
date: Tue Mar  5 01:25:08 2002

i know i don't, and i never perform any sporting activities...now
draw your own conclusions
*/Snoop

-----------------

poster: Arkangyle
subject: >>EQ Decay.
date: Tue Mar  5 06:09:29 2002

On Mon Mar  4 14:36:09 2002 Zifnab wrote post #1525:
> On Mon Mar  4 07:20:11 2002 Fox wrote post #1523:
> > Ok, this is interesting. Real hardcore EQ gets damaged when taken
> > blows by weapons of such, or fists. EQ should not decay while
> > standing around. What, you take off all of your EQ and you're
> > naked...no one wants to see that irl. IMO rl should be the same way
> > here. Clothes/EQ should be able to be worn while not doing anything,
> > ie: idling, sitting, waiting, etc. It's a annoying irl to take off
> > your clothes when you're not doing anything. What's the point?
> > Especially if there's people around. Who'd wanna see a naked body?
> > (making examples: w/ just a guild item upon their body)
> 
> There was a reason we didnt go damage based.  What about those players
> that _never_ go into combat?  and what about the pour tank that is getting
> beat on constantly.


Of course, Fox's idea here is what I proposed myself back when the
decay thing was first introduced, though I am unsure of the forum I
used.

Now, I know we don't like to compare RD to other things/places (for
some reason I get flamed for it anyway) but Batmud, the top of our
genetic food-chain, seems to work fairly well with eq damage being
based primarily around combat.  Of course, this also includes eq
that the npc's are wearing, and a method of repair if available for
most eq that is less costly than our current format via a guild that
contains the ability sets (merchants).

- Ark

-----------------

poster: Marvin
subject: nekkid
date: Tue Mar  5 15:31:24 2002

I also dislike people removing their eq to avoid decay. It is just
silly. Suggestions to fix this are welcome.

Only taking eq damage in combat:
Well first off, if you mean only taking damage when you get hit in
combat, than that is a huge burden on the tank. The idea is to make
this fair (unfair) for everyone.

If you mean, taking damage any time you are in combat, first we
would have to force everyone in a party that is in combat into
combat. This means healers too.
Since casters tick in combat (I think, right?) this isn't _that_
huge of an issue, however it does add to our spam problems, which
are already considerable.

The cons of this seem better than the cons of the current system
(silliness) so I am really considering this one.

Any other suggestions?
--M

-----------------

poster: Trance
subject: >nekkid
date: Tue Mar  5 15:34:25 2002

On Tue Mar  5 15:31:24 2002 Marvin wrote post #1536:
> I also dislike people removing their eq to avoid decay. It is just
> silly. Suggestions to fix this are welcome.
> 
> Only taking eq damage in combat:
> Well first off, if you mean only taking damage when you get hit in
> combat, than that is a huge burden on the tank. The idea is to make
> this fair (unfair) for everyone.
> 
> If you mean, taking damage any time you are in combat, first we
> would have to force everyone in a party that is in combat into
> combat. This means healers too.
> Since casters tick in combat (I think, right?) this isn't _that_
> huge of an issue, however it does add to our spam problems, which
> are already considerable.
> 
> The cons of this seem better than the cons of the current system
> (silliness) so I am really considering this one.
> 
> Any other suggestions?
> --M

Not quite sure i understood the post here that well, but if say, for
every round that the player is in combat, or that the players party
is in combat (only counted once, of course), eq gets decayed by n.
That would solve any unfairness issues, and if I understand code
(which sometimes do =p), it shouldnt be too difficult to do

-----------------

poster: Uno
subject: >>nekkid
date: Tue Mar  5 15:37:24 2002

On Tue Mar  5 15:34:25 2002 Trance wrote post #1537:
> On Tue Mar  5 15:31:24 2002 Marvin wrote post #1536:
> > I also dislike people removing their eq to avoid decay. It is just
> > silly. Suggestions to fix this are welcome.
> > 
> > Only taking eq damage in combat:
> > Well first off, if you mean only taking damage when you get hit in
> > combat, than that is a huge burden on the tank. The idea is to make
> > this fair (unfair) for everyone.
> > 
> > If you mean, taking damage any time you are in combat, first we
> > would have to force everyone in a party that is in combat into
> > combat. This means healers too.
> > Since casters tick in combat (I think, right?) this isn't _that_
> > huge of an issue, however it does add to our spam problems, which
> > are already considerable.
> > 
> > The cons of this seem better than the cons of the current system
> > (silliness) so I am really considering this one.
> > 
> > Any other suggestions?
> > --M
> 
> Not quite sure i understood the post here that well, but if say, for
> every round that the player is in combat, or that the players party
> is in combat (only counted once, of course), eq gets decayed by n.
> That would solve any unfairness issues, and if I understand code
> (which sometimes do =p), it shouldnt be too difficult to do
I vote for silliness. just on principle.

-----------------

poster: Marvin
subject: >>>nekkid
date: Tue Mar  5 15:38:06 2002

On Tue Mar  5 15:37:24 2002 Uno wrote post #1538:
> On Tue Mar  5 15:34:25 2002 Trance wrote post #1537:
> > On Tue Mar  5 15:31:24 2002 Marvin wrote post #1536:
> > > I also dislike people removing their eq to avoid decay. It is just
> > > silly. Suggestions to fix this are welcome.
> > > 
> > > Only taking eq damage in combat:
> > > Well first off, if you mean only taking damage when you get hit in
> > > combat, than that is a huge burden on the tank. The idea is to make
> > > this fair (unfair) for everyone.
> > > 
> > > If you mean, taking damage any time you are in combat, first we
> > > would have to force everyone in a party that is in combat into
> > > combat. This means healers too.
> > > Since casters tick in combat (I think, right?) this isn't _that_
> > > huge of an issue, however it does add to our spam problems, which
> > > are already considerable.
> > > 
> > > The cons of this seem better than the cons of the current system
> > > (silliness) so I am really considering this one.
> > > 
> > > Any other suggestions?
> > > --M
> > 
> > Not quite sure i understood the post here that well, but if say, for
> > every round that the player is in combat, or that the players party
> > is in combat (only counted once, of course), eq gets decayed by n.
> > That would solve any unfairness issues, and if I understand code
> > (which sometimes do =p), it shouldnt be too difficult to do
> I vote for silliness. just on principle.

I vote for nekkid Unos!

-----------------

poster: Jomo
subject: >>>>nekkid
date: Tue Mar  5 17:04:41 2002

Keep the current system.  If you have a problem with people 
wearing/removing eq to avoid decay, attach some mandatory
wear-down for removing eq.

Honestly, the combat system wear-down while "more true to life" 
is honestly going to be ridiculous, as alot of newer 
players don't even have castles, but carry around
their eq on body.  Thus if they wanted to avoid
wear-down EVER, they would need to buy a castle,
which are -- in my mind -- nearly obsolete.

-----------------

poster: Trance
subject: >>>>>nekkid
date: Tue Mar  5 17:13:36 2002

On Tue Mar  5 17:04:41 2002 Jomo wrote post #1540:
> Keep the current system.  If you have a problem with people 
> wearing/removing eq to avoid decay, attach some mandatory
> wear-down for removing eq.
> 
> Honestly, the combat system wear-down while "more true to life" 
> is honestly going to be ridiculous, as alot of newer 
> players don't even have castles, but carry around
> their eq on body.  Thus if they wanted to avoid
> wear-down EVER, they would need to buy a castle,
> which are -- in my mind -- nearly obsolete.

This would also be unfair to those that can only play for short
bursts of time, but play frequently enough that they would log in 3
or 4 times a day, or possibly more. why penalise players who play
odd times even more than they are now? as it is, we've been
penalised by not being able to get into eq parties that
traditionally run for n hours, and with the recent gold changes,
we've been penalised even more, since eq prices havent gone down,
and since we dont get the chance to get into eq parties, we have to
work harder for the exact same eq.

-----------------

poster: Zavier
subject: eq decay
date: Tue Mar  5 18:50:34 2002

The only cent I have here is that it is quite difficult as a healer
to make any kind of decent gold. Especially when you take into
consideration the recent gold yeild drop and that whatever gold I
get I have to spend on fixing what crap I have. For instance I need
decent spr eq for regen in healing those tappy highbies, and better
eq is more costly to repair... so I really don't have the
opportunity of getting anything decent for a long while. Similar to
how some races get better xp rate, is there any way of making
party-dependant guilds get better gold yield or pay less in repair?

Thanks for the time.
-zav

-----------------

poster: Litho
subject: >eq decay
date: Tue Mar  5 19:15:25 2002

Good point, Zavier, However, its not the healers who have problems
making gold, its all guilds in general, we can pull out _MAYBE_
100-200k gold/hour.
And because of eq decay being quicker, it costs me that to repair 2
pieces of eq at like new, therefore, its a waste to wear eq, gold,
then have to use all the gold made to repair eq.
Imho, it would be a lot better overall for gold to be upped some,
maybe 2-300 gold per mob, therefore people could afford eq from eq
parties, and would actually gain something from golding, Shrug just
my 17.4 cents
-Litho

-----------------

poster: Celine
subject: >nekkid
date: Tue Mar  5 20:27:59 2002

On Tue Mar  5 15:31:24 2002 Marvin wrote post #1536:
> I also dislike people removing their eq to avoid decay. It is just
> silly. Suggestions to fix this are welcome.
> 
> Only taking eq damage in combat:
> Well first off, if you mean only taking damage when you get hit in
> combat, than that is a huge burden on the tank. The idea is to make
> this fair (unfair) for everyone.
> 
> If you mean, taking damage any time you are in combat, first we
> would have to force everyone in a party that is in combat into
> combat. This means healers too.
> Since casters tick in combat (I think, right?) this isn't _that_
> huge of an issue, however it does add to our spam problems, which
> are already considerable.
> 
> The cons of this seem better than the cons of the current system
> (silliness) so I am really considering this one.
> 
> Any other suggestions?
> --M
Just my lil newbie healho 2cents... I dont know about higher level
parties but at least in alot of the parties i am involved in the
healer avoids being in combat so that they dont get caught in party
wipe death so they are able to rev/res their party.

-----------------

poster: Celine
subject: Corpse Eating..
date: Tue Mar  5 20:52:35 2002

Not complaining or highly caring.. but it just doesnt seem to make
sense that as a creature that is 5' tall and weighing 93 lbs that
eating the corpse of a dragon or a dinosaur isnt just a little more
filling..
*shrug* just thought id mention it

-----------------

poster: Dalak
subject: >Corpse Eating..
date: Tue Mar  5 20:55:09 2002

On Tue Mar  5 20:52:35 2002 Celine wrote post #1545:
> Not complaining or highly caring.. but it just doesnt seem to make
> sense that as a creature that is 5' tall and weighing 93 lbs that
> eating the corpse of a dragon or a dinosaur isnt just a little more
> filling..
> *shrug* just thought id mention it
perhaps you are only eating the heart, brain or maybe the liver with
some favre beans mmmm mmmm
Dal_Hoor

-----------------

poster: Celine
subject: >>Corpse Eating..
date: Tue Mar  5 20:55:39 2002

On Tue Mar  5 20:55:09 2002 Dalak wrote post #1546:
> On Tue Mar  5 20:52:35 2002 Celine wrote post #1545:
> > Not complaining or highly caring.. but it just doesnt seem to make
> > sense that as a creature that is 5' tall and weighing 93 lbs that
> > eating the corpse of a dragon or a dinosaur isnt just a little more
> > filling..
> > *shrug* just thought id mention it
> perhaps you are only eating the heart, brain or maybe the liver with
> some favre beans mmmm mmmm
> Dal_Hoor
And a nice chianti? *drools*

-----------------

poster: Uno
subject: >>eq decay
date: Tue Mar  5 22:42:00 2002

On Tue Mar  5 19:15:25 2002 Litho wrote post #1543:
> Good point, Zavier, However, its not the healers who have problems
> making gold, its all guilds in general, we can pull out _MAYBE_
> 100-200k gold/hour.
> And because of eq decay being quicker, it costs me that to repair 2
> pieces of eq at like new, therefore, its a waste to wear eq, gold,
> then have to use all the gold made to repair eq.
> Imho, it would be a lot better overall for gold to be upped some,
> maybe 2-300 gold per mob, therefore people could afford eq from eq
> parties, and would actually gain something from golding, Shrug just
> my 17.4 cents
> -Litho
i think the idea is that the market will correct and people
will start charging less for eq. the economy is 'deflating'.

-----------------

poster: Snoop
subject: >>>eq decay
date: Tue Mar  5 22:54:22 2002

kinda like if you accidently punch a hole in uno's "girlfriend"

-----------------

poster: Litho
subject: >>>eq decay
date: Tue Mar  5 22:55:16 2002

Well, i am charging 4-6m less what eq is worth, armor of despair is
worth roughly 15m, i am selling for 8m, yet no one can afford it..

-----------------

poster: Uno
subject: >>>>eq decay
date: Tue Mar  5 23:20:40 2002

On Tue Mar  5 22:55:16 2002 Litho wrote post #1550:
> Well, i am charging 4-6m less what eq is worth, armor of despair is
> worth roughly 15m, i am selling for 8m, yet no one can afford it..
it's all relative in a free market. armor of despair is 'worth'
what you can get for it. same thing with everything else.
a long time ago one couldn't beg borrow or steal enough money
to buy a rhls. mithril leggings went for 2m. etc. etc.
the market is definitely changing and the idea is that even
though you are making less money, the money you do make is worth more.

-----------------

poster: Magneto
subject: >>>>>eq decay
date: Wed Mar  6 00:06:14 2002

On Tue Mar  5 23:20:40 2002 Uno wrote post #1551:
> On Tue Mar  5 22:55:16 2002 Litho wrote post #1550:
> > Well, i am charging 4-6m less what eq is worth, armor of despair is
> > worth roughly 15m, i am selling for 8m, yet no one can afford it..
> it's all relative in a free market. armor of despair is 'worth'
> what you can get for it. same thing with everything else.
> a long time ago one couldn't beg borrow or steal enough money
> to buy a rhls. mithril leggings went for 2m. etc. etc.
> the market is definitely changing and the idea is that even
> though you are making less money, the money you do make is worth more.
good example of a changing market
I payed 2 megs way back in the day for beast bracers

-----------------

poster: Arkangyle
subject: gold/eq decay
date: Wed Mar  6 05:43:10 2002

1. The tanks and blasters taking the hefty load of decay cus of
combat is not a big deal.  I don't play healers but I know they have
it rough making gold comparatively.  So I still think that is a
viable option (without the silliness of forcing everyone into
combat).

2. Gold may be harder to get now, but it's probably closer to what
it should be. HOWEVER, the main problem with gold imho still
remains.  We have several "golding" areas ... most by Uncle.  Why? 
Why should the 300 exp elves have more gold than other things?  I
think the whole system of how much gold is given to a mob for us to
grab needs to be reconsidered.  Often times people will complain the
highbies have too much gold ... I think that's just cus we run out
of training :P  Honestly, level costs need downing, t
aining/studying costs upped (like a total shift from one to the
other) ... and gold should be something you have to work for, not
just get cus you think you need to.  If players eq decays when doing
gold, maybe they should wear a lesser set for golding to ease the
burden on themselves.

- Ark

-----------------

poster: Chrono
subject: cure light wounds
date: Wed Mar  6 06:59:59 2002

hrm, i'm thinkin it needs a mastery of its own instead of having the
mastery in weaver guild. or maybe make unholy essance also effect
it?

-----------------

poster: Hierokliff
subject: >cure light wounds
date: Wed Mar  6 07:02:20 2002

On Wed Mar  6 06:59:59 2002 Chrono wrote post #1554:
> hrm, i'm thinkin it needs a mastery of its own instead of having the
> mastery in weaver guild. or maybe make unholy essance also effect
> it?
now why would unholy essence affect clw? harmers gets more then
enough of heals in their other spells...
//Hierokliff

-----------------

poster: Chrono
subject: >cure light wounds
date: Wed Mar  6 07:26:38 2002

i'm not asking that it be upped on healing, and not on sps, i'm
asking that it be upped by both by a mastery of its own or
something, it would help out healing, and wouldnt take a minute in a
half to heal fully. and would possible up the rate of harmers some,
esp. those higher worth ones.

-----------------

poster: Litho
subject: >>cure light wounds
date: Wed Mar  6 07:29:17 2002

As HK mentioned, harmers already have tons of healing spells, sac
corpses, then use blood healing, or blood restoration, it works
great, my blood healing/restoration healed about 1.4k hps for 200
sps.
there needs to be no masteries in an alpha guild, thats just silly

-----------------

poster: Trance
subject: >Corpse Eating..
date: Wed Mar  6 12:50:26 2002

On Tue Mar  5 20:52:35 2002 Celine wrote post #1545:
> Not complaining or highly caring.. but it just doesnt seem to make
> sense that as a creature that is 5' tall and weighing 93 lbs that
> eating the corpse of a dragon or a dinosaur isnt just a little more
> filling..
> *shrug* just thought id mention it

No doubt, your 5' tall creature that weighs 93lbs is going to be
pretty picky when it comes to food. It's quite possible that your
creature doesnt like too much, maybe only ears and foreskins,
therefore it technically wouldnt get too full from a corpse before
it considers the corpse picked clean of anything remotely edible
Hope this clears it up some ;)

-----------------

poster: Fezzick
subject: >>Images of torture
date: Wed Mar  6 15:12:13 2002

On Mon Mar  4 21:34:42 2002 Kaos wrote post #1530:
> On Mon Mar  4 20:54:27 2002 Moose wrote post #1527:
> > I find that spell pretty pathethic, It's useless in eq parties, I
> > never stun the target, or otherwise I'd forgot all my spells for a
> > little while. whats the point with it anyway?
> > 
> > Sorry for the whining.
> > 
> > //Moose.. the harmer.
> I don't think images of torture is the problem, it's medusa/recurring
> nightmare that is too good. I mean when you can stun an eq monster
> every god damn round, there isn't much point in making them hit
> harder/cast spells etc. You shouldn't be able to stun eq monsters
> every round.
That's somewhat misleading...recurring has a chance of breaking
spells/skills but for short periods, with the mob having plenty of
opportunity to get em in between putting it back up - while medusa
doesn't 'technically' stun as much as it has the chance of stopping
melee hits (not spells/skills).
 
Apart from that it takes a Witch of pretty decent worth to do it -
not astronomical worth - but 600m or better just for the couple
things that matter...
 
But witch even with that is still pretty underutilized, faic.
 
- Fezz

-----------------

poster: Oz
subject: >>>Images of torture
date: Wed Mar  6 15:15:20 2002

On Wed Mar  6 15:12:13 2002 Fezzick wrote post #1559:
> On Mon Mar  4 21:34:42 2002 Kaos wrote post #1530:
> > On Mon Mar  4 20:54:27 2002 Moose wrote post #1527:
> > > I find that spell pretty pathethic, It's useless in eq parties, I
> > > never stun the target, or otherwise I'd forgot all my spells for a
> > > little while. whats the point with it anyway?
> > > 
> > > Sorry for the whining.
> > > 
> > > //Moose.. the harmer.
> > I don't think images of torture is the problem, it's medusa/recurring
> > nightmare that is too good. I mean when you can stun an eq monster
> > every god damn round, there isn't much point in making them hit
> > harder/cast spells etc. You shouldn't be able to stun eq monsters
> > every round.
> That's somewhat misleading...recurring has a chance of breaking
> spells/skills but for short periods, with the mob having plenty of
> opportunity to get em in between putting it back up - while medusa
> doesn't 'technically' stun as much as it has the chance of stopping
> melee hits (not spells/skills).
>  
> Apart from that it takes a Witch of pretty decent worth to do it -
> not astronomical worth - but 600m or better just for the couple
> things that matter...
>  
> But witch even with that is still pretty underutilized, faic.
>  
> - Fezz
of course medusa and recurring doesn't stun every round. very far
from it. and i have seen images stun every now and then, when the
player is big enough and has the mastery and the spell high enough.


-----------------

poster: Moose
subject: >>>>Images of torture
date: Wed Mar  6 16:17:57 2002

You guys have good thoughts about this stunning spells.
Images of torture is good, but it costs too much.
I assume the spell works better with high worth, (most spells works
better with worth) But anyhow. My suggestions are to lower the sps
costs of it. and maybe 1more round to stun.
/Moose, the harmer.

-----------------

poster: Goroharahad
subject: skills/spells learnt
date: Wed Mar  6 21:09:14 2002

I don't know if this would be easy to develop, but i'd like to have
an option to skiils/spells commands so they only display those i
actually trained.
(ie) not all this stuff at 5%

Goro 
*

-----------------

poster: Litho
subject: >>>>Images of torture
date: Wed Mar  6 21:27:24 2002

Im not be a smartass or anything, but why does harmer have the stun spell?
I tried it with 115% mastery, and stunned _MAYBE_ 2/8 casts at 330 sp/cast..

-----------------

poster: Trigon
subject: Womb of Gaia
date: Wed Mar  6 22:57:57 2002

Would it be possible to change womb of gaia so it is set as a
"forest" room?  You need to be in a forest to make leafblade and
leafshield, so that would just be nice.
Thanks

-----------------

poster: Prophet
subject: eq repair skill
date: Thu Mar  7 02:54:51 2002

exp
from all of these complaints about eq decay, and such.. why don't
you have one of the guilds have a 'repair eq' skill?

-----------------

poster: Celine
subject: >eq repair skill
date: Thu Mar  7 02:55:30 2002

And which would you suggest? It would be needed to write an entire
other guild to do this... ANd im sure their are other problems with
it.

-----------------

poster: Sleet
subject: >>eq repair skill
date: Thu Mar  7 02:55:48 2002

nah just add it to thief

-----------------

poster: Tahnval
subject: >eq repair skill
date: Thu Mar  7 02:56:03 2002

On Thu Mar  7 02:54:51 2002 Prophet wrote post #1565:
> exp
> from all of these complaints about eq decay, and such.. why don't
> you have one of the guilds have a 'repair eq' skill?
Probably because there is a mob who does.

-----------------

poster: Celine
subject: >>>eq repair skill
date: Thu Mar  7 02:56:06 2002

Why? that makes no sense.

-----------------

poster: Sleet
subject: >>>>eq repair skill
date: Thu Mar  7 02:56:54 2002

On Thu Mar  7 02:56:06 2002 Celine wrote post #1569:
> Why? that makes no sense.
ya it does, thief needs skills other then stab, thats a skill, and
eje can ew so can healerrs so dont gimme that mob bs

-----------------

poster: Trunks
subject: >>>>eq repair skill
date: Thu Mar  7 02:57:03 2002

There are these things called channels..

-----------------

poster: Litho
subject: >>>>>eq repair skill
date: Thu Mar  7 03:09:36 2002

take into fact thieves are thieves, not skilled in craftsmanship, i
wouldn't give money to a thief, then expect him to repay something,
since they are ALWAYS stealing gold, *glares at sleet*

-----------------

poster: Arkangyle
subject: >>>>>>eq repair skill
date: Thu Mar  7 06:16:51 2002

On Thu Mar  7 03:09:36 2002 Litho wrote post #1572:
> take into fact thieves are thieves, not skilled in craftsmanship, i
> wouldn't give money to a thief, then expect him to repay something,
> since they are ALWAYS stealing gold, *glares at sleet*

The ACTUAL guild tree name is ROGUE not thief.  Thief is a branch
along that tree.  Now if you pay attention carefully to skills that
fall into the "rogue" category, often times they involve
bartering/cheating people ... what do we call this?  ... a merchant.
 Merchants are renaissance men capable of a great many skilled tasks
(most of which end up lightening your coin purse).  There is more to
being a thief than stealing money outright, cheating people counts
too :P

Now, if you follow me here, merchants are also a type that might be
invested in learning how to work with materials/weapons.  How better
to take money from people than through a small amount of work you
then charge a great deal for?  The process is a little harder than
stealing, but legal and with less ramifications.

- Arkangyle

-----------------

poster: Quillz
subject: >>>>>>>eq repair skill
date: Thu Mar  7 06:49:39 2002

On Thu Mar  7 06:16:51 2002 Arkangyle wrote post #1573:
> On Thu Mar  7 03:09:36 2002 Litho wrote post #1572:
> > take into fact thieves are thieves, not skilled in craftsmanship, i
> > wouldn't give money to a thief, then expect him to repay something,
> > since they are ALWAYS stealing gold, *glares at sleet*
> 
> The ACTUAL guild tree name is ROGUE not thief.  Thief is a branch
> along that tree.  Now if you pay attention carefully to skills that
> fall into the "rogue" category, often times they involve
> bartering/cheating people ... what do we call this?  ... a merchant.
>  Merchants are renaissance men capable of a great many skilled tasks
> (most of which end up lightening your coin purse).  There is more to
> being a thief than stealing money outright, cheating people counts
> too :P
> 
> Now, if you follow me here, merchants are also a type that might be
> invested in learning how to work with materials/weapons.  How better
> to take money from people than through a small amount of work you
> then charge a great deal for?  The process is a little harder than
> stealing, but legal and with less ramifications.
> 
> - Arkangyle
I think Ark is onto something.  The rogue tree has been begging for
something new for ages. 
Why not incorporate a branch that does some type of eq repair stuff?
It's a start to re-building the tree, if nothing else. 
Q

-----------------

poster: Nightfall
subject: guilds
date: Thu Mar  7 06:51:19 2002


    Maybe we could use some ideas for a new guild structure.  If
anyone has ideas I know I'd love to toss them around.
 

  -NF


-----------------

poster: Prophet
subject: plaque updating..
date: Thu Mar  7 07:40:17 2002

Hmm.. here comes another dumb idea. :)
Why don't you have it so that the plaque only updates the people who
are online and have killed something since the past update.. that
would slow the lag during updates.. but the top ten should be kept
(imo)..  so.. heres my idea, have fun =)
"remember the little people"
- unknown

-----------------

poster: Arkangyle
subject: familiars
date: Thu Mar  7 08:11:29 2002

I think it would be nice if some information was added to the
familiar skills on where to get help on controlling the familiar. 
Just in case you don't have someone to ask that learned from the
original testing phase etc.

-----------------

poster: Fezzick
subject: >>>>>>>eq repair skill
date: Thu Mar  7 12:27:28 2002

On Thu Mar  7 06:16:51 2002 Arkangyle wrote post #1573:
> On Thu Mar  7 03:09:36 2002 Litho wrote post #1572:
> > take into fact thieves are thieves, not skilled in craftsmanship, i
> > wouldn't give money to a thief, then expect him to repay something,
> > since they are ALWAYS stealing gold, *glares at sleet*
> 
> The ACTUAL guild tree name is ROGUE not thief.  Thief is a branch
> along that tree.  Now if you pay attention carefully to skills that
> fall into the "rogue" category, often times they involve
> bartering/cheating people ... what do we call this?  ... a merchant.
>  Merchants are renaissance men capable of a great many skilled tasks
> (most of which end up lightening your coin purse).  There is more to
> being a thief than stealing money outright, cheating people counts
> too :P
> 
> Now, if you follow me here, merchants are also a type that might be
> invested in learning how to work with materials/weapons.  How better
> to take money from people than through a small amount of work you
> then charge a great deal for?  The process is a little harder than
> stealing, but legal and with less ramifications.
> 
> - Arkangyle
So, Logically then - if I follow you here...
 
Stealing/Cheating is to Merchants as Skilled laborer/craftsman is to thief...
 
Interesting that we draw conclusions that because someone should
want to paid for their time (life) and their skills and not give it
away for free that that are naturally put into the same category as
those who would just as soon slip through your window (or pocket)
and simply take your gold (which btw represents your 
ime/life)...sad.
 
Would you prefer to have someone do work for you who didn't demand
any payment (what sort of work would you expect to receive from
someone who didn't value their work enough to want to be compensated
for it).  Would you work for free?  I wouldn't - but then again, I
guess that makes me a Rogue/Thief...etc.
 
Lovely rant here - I'm done.
 
- Fezz

-----------------

poster: Nightfall
subject: >>>>>>>>eq repair skill
date: Thu Mar  7 12:33:08 2002

On Thu Mar  7 12:27:28 2002 Fezzick wrote post #1578:
> So, Logically then - if I follow you here...
>  
> Stealing/Cheating is to Merchants as Skilled laborer/craftsman is to
thief...
>  
> Interesting that we draw conclusions that because someone should
> want to paid for their time (life) and their skills and not give it
> away for free that that are naturally put into the same category as
> those who would just as soon slip through your window (or pocket)
> and simply take your gold (which btw represents your 
> ime/life)...sad.
>  
> Would you prefer to have someone do work for you who didn't demand
> any payment (what sort of work would you expect to receive from
> someone who didn't value their work enough to want to be compensated
> for it).  Would you work for free?  I wouldn't - but then again, I
> guess that makes me a Rogue/Thief...etc.
>  
> Lovely rant here - I'm done.
>  
> - Fezz
  
     I believe that with the choices we have that rouge was the most
fitting guild to receive a skill of this nature was the point.  
But if I can correctly guess at your pointless rant, you
think that a new guild should be created?
  
  -NF


-----------------

poster: Fezzick
subject: >>>>>>>>>eq repair skill
date: Thu Mar  7 12:42:36 2002

On Thu Mar  7 12:33:08 2002 Nightfall wrote post #1579:
> On Thu Mar  7 12:27:28 2002 Fezzick wrote post #1578:
> > So, Logically then - if I follow you here...
> >  
> > Stealing/Cheating is to Merchants as Skilled laborer/craftsman is to
> thief...
> >  
> > Interesting that we draw conclusions that because someone should
> > want to paid for their time (life) and their skills and not give it
> > away for free that that are naturally put into the same category as
> > those who would just as soon slip through your window (or pocket)
> > and simply take your gold (which btw represents your 
> > ime/life)...sad.
> >  
> > Would you prefer to have someone do work for you who didn't demand
> > any payment (what sort of work would you expect to receive from
> > someone who didn't value their work enough to want to be compensated
> > for it).  Would you work for free?  I wouldn't - but then again, I
> > guess that makes me a Rogue/Thief...etc.
> >  
> > Lovely rant here - I'm done.
> >  
> > - Fezz
>   
>      I believe that with the choices we have that rouge was the most
> fitting guild to receive a skill of this nature was the point.  
> But if I can correctly guess at your pointless rant, you
> think that a new guild should be created?
>   
>   -NF
> 
Quite - well deduced ;)

-----------------

poster: Trance
subject: >>>>>eq repair skill
date: Thu Mar  7 12:47:05 2002

On Thu Mar  7 02:56:54 2002 Sleet wrote post #1570:
> On Thu Mar  7 02:56:06 2002 Celine wrote post #1569:
> > Why? that makes no sense.
> ya it does, thief needs skills other then stab, thats a skill, and
> eje can ew so can healerrs so dont gimme that mob bs
cool. by that same token, fighters need spells other than chi bolt
(afaik only spell available in the entire fighter guild tree), so
lets give them half heal, major refresh, and say, black hole.

-----------------

poster: Nightfall
subject: ignore
date: Thu Mar  7 12:56:06 2002

ignore  
ignore level  -> level ignore is given as the reason.
 
  -NF


-----------------

poster: Trance
subject: New guild structure
date: Thu Mar  7 13:03:41 2002

Some people agree that a new guild structure is needed, others do
not. First, I think we need to define what a 'guild structure'
actually is.

My view is that a 'proper' guild structure, should be one that gains
experience by doing things, not by making things get dead. Ie:, a
healer probably shouldnt get xp, or should not get much xp, from
killing something. They're healers. Their job is to heal. So by
rights, they should gain experience from the act of healing
someone.

Same goes for blasters. Their job is to blast, and they should get
experienced from blasting, and fighter types.. well that one is a
little hard atm, seeing as at rd, warriors are primarily meant for
damage taking, rather that damage dealing, healing, and whatever
else they do. I suppose, fighters should gain experience from how
well they work in melee combat (which means a fighter behind a tank,
even if of the same lvl/worth, would get less xp for melee, since
they arent dodging/taking dmg/etc).

This kind of system would make literrally anything possible as far
as guilds are concerned, including craftsman-specific,
healer-specific, or pretty much anything_else-specific possible
here, and would allow much more character choice than is presently
possible (only things that are possible atm, is anything that is
directly related to combat, ie: healing, blasting, tanking, or
protting).

A system like this would mean major changes to combat, some mudlib
changes, and probably a blanket update of all the spells and skills
available to players at the present time. Something which I have
been told, will not happen at red dragon, but thinking about it is
nice (at least I believe it is), and maybe if some of us that know a
little about coding, might be allowed to put in some work to allow
the mud to fully evolve from its current combat-only usefulness.


-----------------

poster: Nightfall
subject: >New guild structure
date: Thu Mar  7 13:15:56 2002


    I like your ideas.  And this is not ment to rip them to 
shreds, but rather to explain why I don't think this is fesible.
    Given everyone has a job to do, is great.  But giving exp or
the main exp from that job I don't think is the direction to
go.  Some exp maybe, but not the main source.  If say a mage 
gets exp for casting damage spells, the exp given would prob
relate down to dam delt.  And so forth down the line with the 
guilds.  (ie healers for amt they heal, etc)  So the 'types'
of guilds we have are now classified as say, defender, phys dam
dealer, magic dam dealer, and healer.  In my opinion this is
the same limited view of guilds we currently have.  The proposed
merchant type things, the rogue guild (lets not even go there), 
etc, kinda get lost.  Sure you can say well merchants get exp
for merchanting (well we need a player based economy for starting
this), and of course Rogues, well lets just say the mud does
not currently support player vs player conflicts.
    I think another idea involving the expansion of the current
guilds would be a better direction to take.  Including a system
involving 'exp for job' I think could be done.  Why not try and
reward for a great skill accomplishment instead of just with the
death of a monster.  Following that line of thought what about a 
skill/spell system based on infinite numbers with a learning
curve and advancement for accomplishment instead of straight
percentages?
  
  -NF


-----------------

poster: Trance
subject: >>New guild structure
date: Thu Mar  7 13:24:42 2002

Firstly, I just wanted to clarify that not all skills and not all
spells would give an xp reward, and also that not -only- combat
related skills/spells would give an xp reward. A thief using the
steal skill would gain some xp from it, depending on how much he
stole, whether or not the mob noticed, etc, etc. A blacksmith would
be able to make xp from fixing eq, since that's his job; A corsair
would make xp from transporting people around in his vessel, sailing
through dangerous waters, etc.

Secondly, what exactly do you mean by 'what about a skill/spell
system based on infinite numbers with a learning curve and
advancement for accomplishment instead of straight percentages?'? If
you mean something like, we would have to use them to become better
at them, this would create problems, such as after a reinc, and many
people dont like that kind of training. I think the ability to have
good percentages from the instant after you finish your reinc, is a
very big part of what keeps players here.

Of course, we could do away with reincing totally, however I also
believe that reincarnation is another very big part of why people
stay here at rd.. So I think i speak for about 95% of the muds
playerbase when I say, reinc is good ;)

-----------------

poster: Nightfall
subject: >>>New guild structure
date: Thu Mar  7 13:58:31 2002


  I understand what you mean.  Although we couldn't have thieves here 
without a pk system then imo.  And the other concern would be is a 
blacksmith going to have enough business to 'do exp'?  Just wondering 
if we could please all the guilds one would want.

  The system I mentioned would go something like this.
  
  x/y (z) 
 where x = current skill
       y = max skill
       z = hidden modifiers
  
  First you take exp and convert to training points.  Why convert?  
It's a medium that factors can come into play to adjust and hide costs
and such.  Your max skill (or y) is determined by such factors as say
race, guild and level.
  You can increase your current skill with the training points you 
converted from experience.  Cost for this could again be modified by 
race and guild.  You may also gain something for a skill performed
really well, or maybe lose something.
  Example: Joe the Human Warrior has the combat skill 'short blade'
at 1/12.  Joe is a newbie.  He has gained 100 exp and converted this
into training points, he recieved 10 training points.  He tosses all of
these into his one combat skill 'short blade'.  Now humans are good at
learning new things.  And of course Warriors are great at combat type 
skills.  Lets say he has a currently learning factor of 5:1 at skill 1.
So it will take 5 training points to up the skill by 1.  At skill 2, 
maybe the cost is 6:1, so with the remaining 5 he put in it would not be
enough to raise it to 3 yet.  This info is saved and not shown to the
player.  So Joe now has his 'short blade' skill at 2/12, and has some
hidden training amount left leaving him with only one more training point 
needed to go to 3/12, he might gain that one point with use ofthe skill 
in his next combat.
  With all this we have max skills, (based on race/guild/level), a training 
system easily controled with training points, and of course the advancement 
of a skill with use.  All in all a nifty idea.

  -NF
  
  

-----------------

poster: Trance
subject: >>>>New guild structure
date: Thu Mar  7 14:10:18 2002

d
Not a bad idea, overall, but how would the player know how good he
was at something? ie: Joe, after training heavily, would have 12/12
proficiency at using 'short blade' weapons, but exactly how good is
that? yea, he's a warrior, so we can assume its pretty decent, but
what exactly is the 'best' proficiency that is available? 12? And if
so, would that mean that joe has a 12/12 chance of hitting the mob
with weapons of that type, effectively making it a 100% chance,
before dodges and such?

If that is the case, then say, Here's Bob, a warrior priest, who has
a skill called 'mace', which is his preferred weapon type. Say, he
is also a human, but as a priest, he would only have a max training
value of 10. Once he maxxes this skill, does he have a 10/10 chance
of hitting his target each round? Again, theres the issue of not
knowing how proficient he is at doing soemthing. He may be the best
he can get, but theres that issue of never knowing just how good
'best' is, unless a given maximum of skills/spells is available to
the player, which in rd's case, is a percentage value.


-----------------

poster: Nightfall
subject: >>>>>New guild structure
date: Thu Mar  7 14:13:33 2002


    At level one 12 would be the max or 10 in the case of the 
priest.  This would increase with level.  At level 20 Joe 
could have a max of 150.  As far as how 'good' something is, 
10 is better than 1, 100 is better than 10.  Players don't need 
any more than that.  

  -NF


-----------------

poster: Trance
subject: >>>>>>New guild structure
date: Thu Mar  7 14:19:23 2002

On Thu Mar  7 14:13:33 2002 Nightfall wrote post #1588:
>     At level one 12 would be the max or 10 in the case of the 
> priest.  This would increase with level.  At level 20 Joe 
> could have a max of 150.  As far as how 'good' something is, 
> 10 is better than 1, 100 is better than 10.  Players don't need 
> any more than that.  
> 
>   -NF
> 

Some players do, which is why we mud at a place that tells us what
we want to know. There are literally thousands of muds out there
that don't tell players how proficient they are, and IMO thats one
of the reasons that such muds aren't as appealing to certain players
as muds that do. I for one like to see exactly how far I am away
from my goal, as I hate doing the same thing over and over and never
seeing a sign of improvement, until the 'next time it improves',
which could be 10 minutes away, or 10 weeks away. Seening myself get
closer to any goal, both in real life and on a mud, is something
that keeps me interested in the given goal. I'm not a rat on a
running wheel =j

-----------------

poster: Durin
subject: >>>>>>>New guild structure
date: Thu Mar  7 14:19:59 2002

Get a room you two.

-Durin

-----------------

poster: Trance
subject: >>>>>>>>New guild structure
date: Thu Mar  7 14:21:05 2002

On Thu Mar  7 14:19:59 2002 Durin wrote post #1590:
> Get a room you two.
> 
> -Durin
What the hell..?
Get your ass out of my room and back into the kitchen! I'm hungry!

-----------------

poster: Eponine
subject: new weapon
date: Thu Mar  7 20:34:05 2002

Penis, fun to wield one-handed, two-handed, too small to be wielded,
too big to be wielded.
For your consideration :)

-----------------

poster: Sleet
subject: >>>>>>>>>eq repair skill
date: Fri Mar  8 02:58:09 2002

stealing is fun

-----------------

poster: Sleet
subject: >>New guild structure
date: Fri Mar  8 03:01:17 2002

the easiest solution of this is to change the orientation of the
game away for exp and reincing so staying in a guild and aquiring
gold
if you were to say train skills with use this way and make
advancement really through gold instead of exp then we wouldnt have
a problem liek that, would just have to have constraints on bottign
and such
could mkae characters alot more broader too
not as specific to guild types as they currently are, there wouldnt
be one good way to play a guild at a certain worth

-----------------

poster: Quillz
subject: >>>New guild structure
date: Fri Mar  8 17:23:29 2002

On Fri Mar  8 03:01:17 2002 Sleet wrote post #1594:
> the easiest solution of this is to change the orientation of the
> game away for exp and reincing so staying in a guild and aquiring
> gold
> if you were to say train skills with use this way and make
> advancement really through gold instead of exp then we wouldnt have
> a problem liek that, would just have to have constraints on bottign
> and such
> could mkae characters alot more broader too
> not as specific to guild types as they currently are, there wouldnt
> be one good way to play a guild at a certain worth
that is the longest run on sentence i've ever seen. 
thanks, sleet.

-----------------

poster: Sleet
subject: >>>>New guild structure
date: Tue Mar 12 01:46:47 2002

On Fri Mar  8 17:23:29 2002 Quillz wrote post #1595:
> On Fri Mar  8 03:01:17 2002 Sleet wrote post #1594:
> > the easiest solution of this is to change the orientation of the
> > game away for exp and reincing so staying in a guild and aquiring
> > gold
> > if you were to say train skills with use this way and make
> > advancement really through gold instead of exp then we wouldnt have
> > a problem liek that, would just have to have constraints on bottign
> > and such
> > could mkae characters alot more broader too
> > not as specific to guild types as they currently are, there wouldnt
> > be one good way to play a guild at a certain worth
> that is the longest run on sentence i've ever seen. 
> thanks, sleet.
i saw one in a book once that went on for about two pages, forgot
who wrote it, was someone legit though, a very good writer

-----------------

poster: Nightfall
subject: summary
date: Tue Mar 12 15:51:37 2002

add logins # of kills, total is in score so it kinda overlapping.
 
  -NF


-----------------

poster: Lu
subject: new wish
date: Wed Mar 13 09:51:30 2002

along the lines of giant size wish, how bout a wish called 'midget
size', it stunts your growth and makes you small!

-lu

-----------------

poster: Litho
subject: >new wish
date: Wed Mar 13 09:52:20 2002

may sound dumb, but could be decent to woodsman like guilds
+hella more dodge..

-----------------

poster: Zavier
subject: Midget Wish
date: Wed Mar 13 17:54:56 2002

And may allow you to enter newbie areas? 
Ocean gold baby.

-----------------

poster: Quillz
subject: Pearl
date: Thu Mar 14 01:36:38 2002

How bout putting the old fun things back on it like in the good o'l days?
3 touch pearl - death, ect. 
Q

-----------------

poster: Moose
subject: >Pearl
date: Thu Mar 14 01:40:45 2002

whys that? where would the poor harmers go? It would take out the
harmers duty, and it would be useless.

-----------------

poster: Litho
subject: >>Pearl
date: Thu Mar 14 01:43:38 2002

pearl failed a lot, so no..

-----------------

poster: Zifnab
subject: >Pearl
date: Thu Mar 14 03:18:05 2002

On Thu Mar 14 01:36:38 2002 Quillz wrote post #1601:
> How bout putting the old fun things back on it like in the good o'l days?
> 3 touch pearl - death, ect. 
> Q
as soon as someone fixes/finds why they are so buggy

-----------------

poster: Lu
subject: >>>Pearl
date: Thu Mar 14 06:30:38 2002

and harmers are useless with a broken pearl :)
-lu

-----------------

poster: Lu
subject: attune spells
date: Thu Mar 14 16:09:59 2002

this i dea is for the sttune spells in both nether and druid

atm alot of people have promblems with the prompt, they burn the
sps, and then a typo eats those sps and returns an invalid dtype,
maybe if the spell was changed to use 'cast spell at dtype' it would
involve no prompt, and still achieve the desired affect

-lu

-----------------

poster: Wagro
subject: >attune spells
date: Thu Mar 14 16:11:39 2002

On Thu Mar 14 16:09:59 2002 Lu wrote post #1606:
> this i dea is for the sttune spells in both nether and druid
> 
> atm alot of people have promblems with the prompt, they burn the
> sps, and then a typo eats those sps and returns an invalid dtype,
> maybe if the spell was changed to use 'cast spell at dtype' it would
> involve no prompt, and still achieve the desired affect
> 
> -lu
could also use the tune command, with the success being based on the
attune spell percent, and the verb would call out a function after a
few seconds and it would attune the body and take off sps, though if
the attune spell was a low percent, the verb would have a chance to
fail, and you would still lose the sps

-----------------

poster: Quillz
subject: >>attune spells
date: Thu Mar 14 16:12:28 2002

On Thu Mar 14 16:11:39 2002 Wagro wrote post #1607:
> On Thu Mar 14 16:09:59 2002 Lu wrote post #1606:
> > this i dea is for the sttune spells in both nether and druid
> > 
> > atm alot of people have promblems with the prompt, they burn the
> > sps, and then a typo eats those sps and returns an invalid dtype,
> > maybe if the spell was changed to use 'cast spell at dtype' it would
> > involve no prompt, and still achieve the desired affect
> > 
> > -lu
> could also use the tune command, with the success being based on the
> attune spell percent, and the verb would call out a function after a
> few seconds and it would attune the body and take off sps, though if
> the attune spell was a low percent, the verb would have a chance to
> fail, and you would still lose the sps
Nah, I like lu's idea better.

-----------------

poster: Aurik
subject: >attune spells
date: Thu Mar 14 23:22:42 2002

On Thu Mar 14 16:09:59 2002 Lu wrote post #1606:
> this i dea is for the sttune spells in both nether and druid
> 
> atm alot of people have promblems with the prompt, they burn the
> sps, and then a typo eats those sps and returns an invalid dtype,
> maybe if the spell was changed to use 'cast spell at dtype' it would
> involve no prompt, and still achieve the desired affect
> 
> -lu

The reason the spell doesn't work in the way you described is
because of the need to add another rule to the code for the verb
cast 'cast_STR_at_STR'.  What this rule would do is simple, since
all strings after the at are valid (will always validate their check
for use) anytime you enter something that doesn't validate to an
object, you will get an odd error message instead of an appropriate
one.

- Aurik

-----------------

poster: Sleet
subject: >>Pearl
date: Fri Mar 15 00:47:36 2002

On Thu Mar 14 03:18:05 2002 Zifnab wrote post #1604:
> On Thu Mar 14 01:36:38 2002 Quillz wrote post #1601:
> > How bout putting the old fun things back on it like in the good o'l days?
> > 3 touch pearl - death, ect. 
> > Q
> as soon as someone fixes/finds why they are so buggy
it broke when casting was changed

-----------------

poster: Yugo
subject: RDMP idea
date: Fri Mar 15 15:16:58 2002

put the primary alpha guild of the player in the party health line

Yugo

-----------------

poster: Tranquil
subject: Oh shit, not another emote is it?!
date: Sun Mar 17 17:46:22 2002

stake LIV

Foo shoves a stake up LIV's ass and starts spit-roasting him over a campfire.

Nuff said.

-----------------

poster: Warchief
subject: >New guild structure
date: Mon Mar 18 04:40:41 2002

Ahh, easy way to balance things, been thrown around before, though
not seriously I don't believe.  Do away with all experience and make
skills proggressively trained.  A reincarnation would cut all skill
proficiencies by a certain tax and certain guilds would be able to
gain proficiencies in certain sets of skills faster than others. 
Obviously fighters would learn weapons and defense skills faster,
mages offensive and defensive magic, clerics healing and offensive
magic, animist survival and armor skills, and rogue survival and
weapon skills.  Also, whatever spells that are learned would have to
have some restriction on them if reinced to another guild.

-Chief

-----------------

poster: Prophet
subject: New Skill
date: Mon Mar 18 08:19:32 2002

heres an idea for you guys.. why not make a "Traveller" or
"Navigator" skill/spell.. that locates the whereabouts of
someone/something..?  IE:  cast locate on sidhe .. "you finish the
chant... sidhe is 4n from here.." but have mobs only be able to be
found in a certain radius.. but.. cast whereis on player .. "Player
is in 'Caverns
' on misty.
just an idea =)

-----------------

poster: Hymn
subject: ask
date: Mon Mar 18 23:09:16 2002

well I wonder if ya can do a emote or whatever that is ask and it
should simply be for example ask Oxolotl morris? then he gets Hymn
asks you morris?
/Hymn

-----------------

poster: Fox
subject: EQ Decay.
date: Wed Mar 20 19:47:44 2002

Should have EQ decay only while in combat. There's no reason for EQ
to decay while doing nothing. Maybe have a check sequence to confirm
what you're doing to cause the decay. More or less, EQ decays while
fighting, that is where it should stay. Just in combat. Nothing
else. 
Flame, whines, etc...
Do whateva...
Fox

-----------------

poster: Quillz
subject: >EQ Decay.
date: Wed Mar 20 19:48:29 2002

On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> Should have EQ decay only while in combat. There's no reason for EQ
> to decay while doing nothing. Maybe have a check sequence to confirm
> what you're doing to cause the decay. More or less, EQ decays while
> fighting, that is where it should stay. Just in combat. Nothing
> else. 
> Flame, whines, etc...
> Do whateva...
> Fox
word

-----------------

poster: Magneto
subject: >EQ Decay.
date: Wed Mar 20 19:50:08 2002

On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> Should have EQ decay only while in combat. There's no reason for EQ
> to decay while doing nothing. Maybe have a check sequence to confirm
> what you're doing to cause the decay. More or less, EQ decays while
> fighting, that is where it should stay. Just in combat. Nothing
> else. 
> Flame, whines, etc...
> Do whateva...
> Fox
let me hash it out for you one more time.  clerics can stay completely out of
combat.  Should we make it so that clerics eq is invulnerable?  
Is it that hard to understand?  
Jeeze
Mags

-----------------

poster: Quillz
subject: >>EQ Decay.
date: Wed Mar 20 19:50:38 2002

On Wed Mar 20 19:50:08 2002 Magneto wrote post #1618:
> On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> > Should have EQ decay only while in combat. There's no reason for EQ
> > to decay while doing nothing. Maybe have a check sequence to confirm
> > what you're doing to cause the decay. More or less, EQ decays while
> > fighting, that is where it should stay. Just in combat. Nothing
> > else. 
> > Flame, whines, etc...
> > Do whateva...
> > Fox
> let me hash it out for you one more time.  clerics can stay completely out
of
> combat.  Should we make it so that clerics eq is invulnerable?  
> Is it that hard to understand?  
> Jeeze
> Mags
word #2

-----------------

poster: Kaos
subject: >>EQ Decay.
date: Wed Mar 20 19:50:53 2002

As some wizard suggested, force all players in the party into
combat.

-----------------

poster: Ixtlilton
subject: >>>EQ Decay.
date: Wed Mar 20 19:51:08 2002

with eachother!

-----------------

poster: Fox
subject: >>EQ Decay.
date: Wed Mar 20 19:51:11 2002

On Wed Mar 20 19:50:08 2002 Magneto wrote post #1618:
> On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> > Should have EQ decay only while in combat. There's no reason for EQ
> > to decay while doing nothing. Maybe have a check sequence to confirm
> > what you're doing to cause the decay. More or less, EQ decays while
> > fighting, that is where it should stay. Just in combat. Nothing
> > else. 
> > Flame, whines, etc...
> > Do whateva...
> > Fox
> let me hash it out for you one more time.  clerics can stay completely out
of
> combat.  Should we make it so that clerics eq is invulnerable?  
> Is it that hard to understand?  
> Jeeze
> Mags
Damn, just chill. I never said anything about just "Clerics", did I?
It goes for everyone.

-----------------

poster: Zifnab
subject: >>>EQ Decay.
date: Wed Mar 20 20:01:53 2002

On Wed Mar 20 19:51:11 2002 Fox wrote post #1622:
> On Wed Mar 20 19:50:08 2002 Magneto wrote post #1618:
> > On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> > > Should have EQ decay only while in combat. There's no reason for EQ
> > > to decay while doing nothing. Maybe have a check sequence to confirm
> > > what you're doing to cause the decay. More or less, EQ decays while
> > > fighting, that is where it should stay. Just in combat. Nothing
> > > else. 
> > > Flame, whines, etc...
> > > Do whateva...
> > > Fox
> > let me hash it out for you one more time.  clerics can stay completely out
> of
> > combat.  Should we make it so that clerics eq is invulnerable?  
> > Is it that hard to understand?  
> > Jeeze
> > Mags
> Damn, just chill. I never said anything about just "Clerics", did I?
> It goes for everyone.

We have been over this over and over....

Read what Magneto said, adn try to understand this time. the word
cleric there is as a pointed example.

-----------------

poster: Jomo
subject: >>>>EQ Decay.
date: Wed Mar 20 20:04:30 2002

Does eq decay even when your idling anyway?

I always thought it was attached to the heartbeat and was in some
way attached to the tick/tock code.

-----------------

poster: Zifnab
subject: >>>>>EQ Decay.
date: Wed Mar 20 20:05:26 2002

On Wed Mar 20 20:04:30 2002 Jomo wrote post #1624:
> Does eq decay even when your idling anyway?
> 
> I always thought it was attached to the heartbeat and was in some
> way attached to the tick/tock code.

you regen while you idle.  We stop your heartbeat when you go 
link dead only, and only when the mud knows that.

-----------------

poster: Eponine
subject: >>>>>EQ Decay.
date: Wed Mar 20 20:05:26 2002

y'all, drop it, it's been hashed out OVER and OVER and OVER...if
y'all don't like it, don't wear your eq while idlig!

-----------------

poster: Erec
subject: >>>>>EQ Decay.
date: Wed Mar 20 20:05:38 2002

Speaking as someone who hates playing cleric with a passion - 
anyone willing to put up with that boredom deserves invulnerable
equipment.  I'd say have it only decay in combat anyway - I 
certainly don't begrudge clerics such a small advantage.


           -Erec

-----------------

poster: Celine
subject: >EQ Decay.
date: Wed Mar 20 20:55:10 2002

Woo hoo! I am a healer... now with this theory my eq will never decay.. 

-----------------

poster: Tranquil
subject: >>EQ Decay.
date: Thu Mar 21 00:08:25 2002

On Wed Mar 20 20:55:10 2002 Celine wrote post #1628:
> Woo hoo! I am a healer... now with this theory my eq will never decay.. 
At least, not for the 2 days until you reinc next.. ;)

-----------------

poster: Sleet
subject: >>New guild structure
date: Thu Mar 21 02:09:42 2002

On Mon Mar 18 04:40:41 2002 Warchief wrote post #1613:
> Ahh, easy way to balance things, been thrown around before, though
> not seriously I don't believe.  Do away with all experience and make
> skills proggressively trained.  A reincarnation would cut all skill
> proficiencies by a certain tax and certain guilds would be able to
> gain proficiencies in certain sets of skills faster than others. 
> Obviously fighters would learn weapons and defense skills faster,
> mages offensive and defensive magic, clerics healing and offensive
> magic, animist survival and armor skills, and rogue survival and
> weapon skills.  Also, whatever spells that are learned would have to
> have some restriction on them if reinced to another guild.
> 
> -Chief
sleet
ive been a supporter to this idea for awhile now, defintly think it
would solve most of our problems

-----------------

poster: Sleet
subject: >>>>EQ Decay.
date: Thu Mar 21 02:10:45 2002

On Wed Mar 20 19:51:08 2002 Ixtlilton wrote post #1621:
> with eachother!
i think that would screw bstabbing thieves over some

-----------------

poster: Nightfall
subject: >>>>>EQ Decay.
date: Thu Mar 21 02:12:36 2002


    I hope we don't save and all this crap goes away.

  -NF


-----------------

poster: Durin
subject: backstab/stab
date: Thu Mar 21 10:23:49 2002

I don't know if these skills allready do, but would be logical and
important that they would adjust damage/efficiency according the
number of piercing weapons wielded.

-Durin

-----------------

poster: Balinor
subject: >backstab/stab
date: Thu Mar 21 10:25:35 2002

On Thu Mar 21 10:23:49 2002 Durin wrote post #1633:
> I don't know if these skills allready do, but would be logical and
> important that they would adjust damage/efficiency according the
> number of piercing weapons wielded.
> 
> -Durin
Interesting,but i don't think it's like they can stab with left
hand, i doubt...
skill use time should be same on both tho

-----------------

poster: Durin
subject: >>backstab/stab
date: Thu Mar 21 10:28:38 2002

On Thu Mar 21 10:25:35 2002 Balinor wrote post #1634:
> On Thu Mar 21 10:23:49 2002 Durin wrote post #1633:
> > I don't know if these skills allready do, but would be logical and
> > important that they would adjust damage/efficiency according the
> > number of piercing weapons wielded.
> > 
> > -Durin
> Interesting,but i don't think it's like they can stab with left
> hand, i doubt...
> skill use time should be same on both tho
Sure they can stab, thieves are/should be ambidexterous enough. And
with that idea multiweapons/leftwield are odd too, aren't they?

-Durin

-----------------

poster: Balinor
subject: >>>backstab/stab
date: Thu Mar 21 10:30:23 2002

On Thu Mar 21 10:28:38 2002 Durin wrote post #1635:
> On Thu Mar 21 10:25:35 2002 Balinor wrote post #1634:
> > On Thu Mar 21 10:23:49 2002 Durin wrote post #1633:
> > > I don't know if these skills allready do, but would be logical and
> > > important that they would adjust damage/efficiency according the
> > > number of piercing weapons wielded.
> > > 
> > > -Durin
> > Interesting,but i don't think it's like they can stab with left
> > hand, i doubt...
> > skill use time should be same on both tho
> Sure they can stab, thieves are/should be ambidexterous enough. And
> with that idea multiweapons/leftwield are odd too, aren't they?
> 
> -Durin
Hmm, ok that is true too,so should we get added dmg or number of
stabs when wielding 2 dagger type of weapons?

-----------------

poster: Squizzy
subject: >backstab/stab
date: Thu Mar 21 10:46:00 2002

On Thu Mar 21 10:23:49 2002 Durin wrote post #1633:
> I don't know if these skills allready do, but would be logical and
> important that they would adjust damage/efficiency according the
> number of piercing weapons wielded.
> 
> -Durin
The way I see it, the efficiency of the backstab lies on the
surprise factor and critical placement of the dagger. Thus the
stabber tries to aim for the heart or for the lungs from behind
between ripcage bones for instance.

In that perspective the additional weapons wouldn't help in the stab.

++Sq

-----------------

poster: Mixer
subject: >EQ Decay.
date: Thu Mar 21 12:55:39 2002

On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> Should have EQ decay only while in combat. There's no reason for EQ
> to decay while doing nothing. Maybe have a check sequence to confirm
> what you're doing to cause the decay. More or less, EQ decays while
> fighting, that is where it should stay. Just in combat. Nothing
> else. 
> Flame, whines, etc...
> Do whateva...
> Fox
So... clerics eq never decays?

-----------------

poster: Quillz
subject: >>EQ Decay.
date: Thu Mar 21 15:24:21 2002

On Thu Mar 21 12:55:39 2002 Mixer wrote post #1638:
> On Wed Mar 20 19:47:44 2002 Fox wrote post #1616:
> > Should have EQ decay only while in combat. There's no reason for EQ
> > to decay while doing nothing. Maybe have a check sequence to confirm
> > what you're doing to cause the decay. More or less, EQ decays while
> > fighting, that is where it should stay. Just in combat. Nothing
> > else. 
> > Flame, whines, etc...
> > Do whateva...
> > Fox
> So... clerics eq never decays?
Like Erec said...If someone wants to sit and idle in that boring
guild, they deserve unbreakable eq. 
Or something along those lines.  
I wouldn't hold it against them either. 

-----------------

poster: Zifnab
subject: >>>EQ Decay.
date: Thu Mar 21 15:29:12 2002

> > So... clerics eq never decays?
> Like Erec said...If someone wants to sit and idle in that boring
> guild, they deserve unbreakable eq. 
> Or something along those lines.  
> I wouldn't hold it against them either. 

You guys seem to be missing the point that has been brought up.
We don't want that, and will if we make this change, force everyone
in the party/room into combat instead of sitting around doing nothing
in the room.

-----------------

poster: Litho
subject: >>>>>>EQ Decay.
date: Fri Mar 22 02:21:28 2002

I love cleric :)

-----------------

poster: Kiliana
subject: disconnects
date: Fri Mar 22 02:59:45 2002

would it be possible to make it so that the mud disconnections dont
throw you from your party? its super annoying to be in a party by
yourself to see your rate, only to be bumped offline for 5 seconds
and lose your whole rate. i mean, its not that big of a deal, but
its a small pain:)
-kili

-----------------

poster: Arkangyle
subject: relfect spells
date: Sat Mar 23 03:52:54 2002

Could the remove shields spell possibly also drop reflects? or add
another spell to drop reflects?

-----------------

poster: Moose
subject: gold loss,eq decay.selling.
date: Sat Mar 23 18:03:17 2002

I've just have a theory why ppls is lack of gold all the time.
1. Eq decay - Need to repair it as the time goes. that costs alot of gold.
2. people do gold to buy new items. but to keep up the eq decay they
must repair it.
3. Few people's nowadays dont buy any eq so often, as before.
(before eq decay was in the game) But ppl still do eq, but it is
hard to sell it.

4.Moose may have a solution!.

How about raise the gold on monster's and reicive more gold for the
eq selling at the shop. That would work better to repair the eq
people's are wearing.

ff to respond!
//Moose. the harmer.

-----------------

poster: Panacea
subject: >gold loss,eq decay.selling.
date: Sat Mar 23 18:45:57 2002

On Sat Mar 23 18:03:17 2002 Moose wrote post #1644:
> I've just have a theory why ppls is lack of gold all the time.
> 1. Eq decay - Need to repair it as the time goes. that costs alot of gold.
> 2. people do gold to buy new items. but to keep up the eq decay they
> must repair it.
> 3. Few people's nowadays dont buy any eq so often, as before.
> (before eq decay was in the game) But ppl still do eq, but it is
> hard to sell it.
> 
> 4.Moose may have a solution!.
> 
> How about raise the gold on monster's and reicive more gold for the
> eq selling at the shop. That would work better to repair the eq
> people's are wearing.
> 
> ff to respond!
> //Moose. the harmer.
I don't see the problem.  Sure gold is harder to get, but not that
hard.  I can still
make over 100k gold per hour and I'm little.  Just get out there and
kill stuff with
loot to sell.  Panacea curtseys.

-----------------

poster: Lu
subject: guild leaders
date: Sun Mar 24 19:32:07 2002

atm, im guild leader, and yet when i log in and my item is created,
it doesnt take ofver leadeship, amy add a command like race lead for
guild lead
-lu


-----------------

poster: Zifnab
subject: >guild leaders
date: Sun Mar 24 19:55:14 2002

On Sun Mar 24 19:32:07 2002 Lu wrote post #1646:
> atm, im guild leader, and yet when i log in and my item is created,
> it doesnt take ofver leadeship, amy add a command like race lead for
> guild lead
> -lu
> 

It updates once a boot

-----------------

poster: Rockman
subject: shorty
date: Sun Mar 24 22:23:06 2002

is there any way to change shorty so that it show who it is stealing
money from, annoying having him steal from waz or someboady, but it
comes up saying it stole from you

-----------------

poster: Lurch
subject: Inquisitor tree
date: Mon Mar 25 04:33:14 2002

First of all, I know I am a newbie, and "I know nutink, nutink!"
And I have never been a harmer, though I have considered it. However...

Seeing something called 'navigator' and 'master navigators' that are
required for the guild tree is just silly... I like the guild and plan on
joining even though I'm a weaver... but it doesn't seem like it belongs.
Do evil clerics run around teleporting themselves places? not usually.
So what do evil clerics do? I'll tell you. As opposed to good clerics who heal
and give life... they bring death. Guess what else... they animate corpses.
Look at that... now you can have a 'Mortician' guild that has skills like
'preserve corpse' that takes 1 round and stops a corpse from decaying.
Then you can use the other stuff dealing with blood that i don't understand,
or you can animate it. Then harmers can walk around with undead
things helping them
and then they could get other guilds, like along the lines of a necromancer,
to turn undead, or even a mastery that stops undead from being aggro to you.
Possibly even a skill that delays your own death (not stops it, delays it)
and at higher levels, the animated corpses may even have a % of the
original's power
(not exp, just power) and you could see people walking around
killing things to get corpses.

anyway, the ideas do need refining, and I don't feel like doing it right now.

-----------------

poster: Zax
subject: >Inquisitor tree
date: Mon Mar 25 05:23:53 2002

Heh, now that you've finished at as a know-nutink-newbie. Let me
tell you some actual facts beyond your posted crap.
Evil clerics do not currently exist. Or at least if they do, they
aren't publicised in any of the news formats that I read. I didn't
see any comments about evil clerics bringing death on last nights
7pm news, and in fact "evil clerics bringing death" are probably one
of the few groups not suspected of involvement in the WTC
destruction, and why is that? They don't actually exist.
So before you start spouting shit about what a guild is and isn't,
try and remember that it's only a mud, based around the combined
fantasy ideas of the creators and coders of the mud, and whatever
books/movies/games they'd watched/read/played.
So next time you get some moronic inclination to post, try something
along the lines of "hey, I think this is a cool idea that would fit
in with this guild", instead of "this guild is wrong, plz make it
the way i think it should be".

blahblah

-----------------

poster: Fox
subject: Chanter of Deep Earth
date: Mon Mar 25 06:57:12 2002

It needs Shaman skills/masteries...Animal Friendship...that sorta stuff

-----------------

poster: Chrono
subject: chanter
date: Mon Mar 25 06:59:10 2002

animals need tuned..and druids have blast spells to make up for the
less animals =P, i agree about the shaman stuff tho =P

-----------------

poster: Fox
subject: >Chanter of Deep Earth
date: Mon Mar 25 07:01:55 2002

On Mon Mar 25 06:57:12 2002 Fox wrote post #1651:
> It needs Shaman skills/masteries...Animal Friendship...that sorta stuff
Well, to be more specific. Chanter needs some type of mastery for
Shaman of Soil, Herbalist, Animal Tamer, & Weather Watcher. As for a
mastery in Animal Tamer: A similar mastery as Animal Friendship but
not exact. Have the mastery be able to allow a Wolf + Eagle or a
Bear + Eagle.

-----------------

poster: Litho
subject: >chanter
date: Mon Mar 25 07:04:55 2002

neither of you have the worth to even play the guild really, please
don't opinionate the guilds, unless you know what you are talking
about.The guild is fine.

-----------------

poster: Daneel
subject: >>chanter
date: Mon Mar 25 07:09:31 2002

On Mon Mar 25 07:04:55 2002 Litho wrote post #1654:
> neither of you have the worth to even play the guild really, please
> don't opinionate the guilds, unless you know what you are talking
> about.The guild is fine.
Please don't tell people not to give ideas.  More ideas hurt no one.
There used to be a flames group.  It was taken out for a reason.  So
you might be.

There used to be a flames group.  It was taken out for a reason.  It
being gone doesn't give you the right to flame on ideas.
ObIdea: I'd like to see more different forms, with the same 
restrictions we currenly have (or at least similar ones: 1 minor
1 major animal only without animal friendship, perhaps add a 
mastery to give an extra minor along with the animal friendship
which adds an extra major.  Any takers? Any takers who are willing
to code the new animal types? :-)

    -Daneel

-----------------

poster: Litho
subject: Omicrons
date: Mon Mar 25 07:10:49 2002

can we have a woodsman omicron, and a bigger harmer tree, and a
thief guild that actually is decent..?it would rock..:)

-----------------

poster: Litho
subject: >Omicrons
date: Mon Mar 25 07:11:13 2002

I'd be willing to give ideas on spells/skills, etc.

-----------------

poster: Quillz
subject: >chanter
date: Mon Mar 25 07:47:31 2002

On Mon Mar 25 06:59:10 2002 Chrono wrote post #1652:
> animals need tuned..and druids have blast spells to make up for the
> less animals =P, i agree about the shaman stuff tho =P
You dont realize how many kills these F#$^ing familiars steal.  Quit
complaining about them. 

-----------------

poster: Quillz
subject: Animist/Druid
date: Mon Mar 25 07:54:05 2002

As far as the Druid guild tree goes, it is pretty good as is - but I
think it could use a few additions. 
I've thought up a few things, relatively broad ideas, but I'll throw
them out anyway. 
Weather Watcher - For smaller players, this guild might be 'ok' at best.  
For higher worth players, it becomes a guild only taken because #1 -
it's in the tree, #2 & 3, Hef and Qc. 
There are many different ways this guild could be changed. 
Some type of omricon to tie it in with shaman and or adepts for instance. 
Not sure how - like I said, broad ideas :-)
And I like the idea for some type of addition on the animal tamer guild, too. 
Animal friendship would be cool.  Or perhaps some way to recieve the
experience from familiar kills if you fled the room. 
If you have any more constructive ideas about this guild (and if you
are very knowledgeable about this guild) feel free to mail me any
ideas.  
That way I can sort em out myself and with a few other
friends/wizzes before we spam this channel even more :-)
Q

-----------------

poster: Celine
subject: >>Inquisitor tree
date: Mon Mar 25 11:20:45 2002

-Zax... Shut the hell up. His idea was presented well and shouldn't
be shot the hell out of just because you want to spout. He was
basising (i would assume) his opinion on fantasy novels/movies that
he reads and watches. 

-Lurch... Sounds cool to me.. It has been spoken for awhile that
something may want to be done with harmer. Why it isnt/hasnt been
done i do not know but it certainly cant hurt if ppl come forward
with suggestions and opinions.
Beats me but that could be what the ideas channel is for.

-----------------

poster: Moose
subject: >Omicrons
date: Mon Mar 25 12:59:27 2002

I Agree with you Litho, what i'd say about omicron (high priest) in
harmer tree. it's all most based on masteris.
why not bring some more dmg types in the omicron tree. It would be
more fun. And moore acceptable in eq's
//Moose tha harmer


-----------------

poster: Daran
subject: >>>Inquisitor tree
date: Mon Mar 25 20:09:45 2002

On Mon Mar 25 11:20:45 2002 Celine wrote post #1660:
> -Zax... Shut the hell up. His idea was presented well and shouldn't
> be shot the hell out of just because you want to spout. He was
> basising (i would assume) his opinion on fantasy novels/movies that
> he reads and watches. 
> 
> -Lurch... Sounds cool to me.. It has been spoken for awhile that
> something may want to be done with harmer. Why it isnt/hasnt been
> done i do not know but it certainly cant hurt if ppl come forward
> with suggestions and opinions.
> Beats me but that could be what the ideas channel is for.
You just proved Zax's point.  The harmer guild tree requiring
nav/master nav is a know concern and there have been who knows how
many posts about it.  Atleast he could have asked around to see if
the guild is the way its going to stay or if they plan on changing
it already.

-----------------

poster: Urg
subject: harmer/necro
date: Mon Mar 25 21:50:54 2002

and for lurch's interest there *is* a necromancer guild - finger the
wizzes and one of them has it .... hehe, just have to find it :p
been lots of posts about necro stuff but guessing whole new guild
addons arent really a priority for wizzes really unless people are
willing to code the whole things for them ...
just a few random things ...


Urg

-----------------

poster: Litho
subject: Womb of gaia
date: Tue Mar 26 07:43:13 2002

Possibly make the womb an "outside" room?..would be a lot better.

-----------------

poster: Wagro
subject: >Womb of gaia
date: Tue Mar 26 07:44:04 2002

On Tue Mar 26 07:43:13 2002 Litho wrote post #1664:
> Possibly make the womb an "outside" room?..would be a lot better.
But you are surrounded by earth in the womb, so you arent really outside =p

-----------------

poster: Eponine
subject: >>Womb of gaia
date: Tue Mar 26 07:44:58 2002

agreed, a womb by definition is INSIDE of something...like a baby in
the womb is inside the mommy!

-----------------

poster: Litho
subject: >>Womb of gaia
date: Tue Mar 26 07:45:28 2002

but gaia is like the nature goddess..there should be stuff to make
nature blades and crap around :p

-----------------

poster: Litho
subject: Summon holy bottle.
date: Tue Mar 26 09:20:28 2002

Could you possibly make it so bottle cannot be dropped, if it does,
it dests, and it costs 1400 sps to make.. =/

-----------------

poster: Sigwald
subject: >Summon holy bottle.
date: Tue Mar 26 09:22:11 2002

On Tue Mar 26 09:20:28 2002 Litho wrote post #1668:
> Could you possibly make it so bottle cannot be dropped, if it does,
> it dests, and it costs 1400 sps to make.. =/
Nope, I'm not going to modify all items in game to be fool proof,
people need to pay attention at times and not play like robots.

-----------------

poster: Litho
subject: >>Summon holy bottle.
date: Tue Mar 26 09:22:56 2002

if i was a robot, i'd set a trig to "keep jug" whenever i casted the spell :p

-----------------

poster: Marvin
subject: >gold loss,eq decay.selling.
date: Tue Mar 26 14:38:22 2002

On Sat Mar 23 18:03:17 2002 Moose wrote post #1644:
> I've just have a theory why ppls is lack of gold all the time.
> 1. Eq decay - Need to repair it as the time goes. that costs alot of gold.
> 2. people do gold to buy new items. but to keep up the eq decay they
> must repair it.
> 3. Few people's nowadays dont buy any eq so often, as before.
> (before eq decay was in the game) But ppl still do eq, but it is
> hard to sell it.
> 
> 4.Moose may have a solution!.
> 
> How about raise the gold on monster's and reicive more gold for the
> eq selling at the shop. That would work better to repair the eq
> people's are wearing.
> 
> ff to respond!
> //Moose. the harmer.

Ok!

No.


-----------------

poster: Sigwald
subject: >shrug
date: Tue Mar 26 16:41:23 2002

On Fri Sep 21 02:56:55 2001 Litho wrote post #758:
> I noticed when you have tyhe max number of ajurations on your body
> and try to cast something, it takes yer sps.
> so your basically paying sps for nothing, i did not know grap was
> on, and just wated 450 sps for bol..its kinda annoying/poinltless
> methinks,my 2 cents, itho

Goes again with not entirely foolproof thing I mentioned the other day...

-----------------

poster: Moose
subject: >>gold loss,eq decay.selling.
date: Tue Mar 26 17:12:55 2002

Uhoh!


Dang.
Dang.

-----------------

poster: Sigwald
subject: >Disarm.
date: Tue Mar 26 17:35:45 2002

On Thu Oct  4 19:22:12 2001 Fox wrote post #811:
> There needs to be a counter attack against disarm ... "avoid disarm"
And then an counter avoid disarm skill to avoid that its avoided....
We can go looping for ages...

-----------------

poster: Sigwald
subject: >area attack skills
date: Tue Mar 26 19:36:35 2002

On Tue Oct 16 03:30:46 2001 Erec wrote post #954:
> It would be really nice, and I think neither overpowering nor
> strange with respect to the point of area attacks, if one
> could use or cast area attacks and skills at "all", so that
> they wouldn't fizzle out if you killed their main target while
> you were busy casting.
> 
>        -Erec
Not a very good idea because of parsing...

-----------------

poster: Zifnab
subject: >>area attack skills
date: Tue Mar 26 19:41:38 2002

On Tue Mar 26 19:36:35 2002 Sigwald wrote post #1675:
> On Tue Oct 16 03:30:46 2001 Erec wrote post #954:
> > It would be really nice, and I think neither overpowering nor
> > strange with respect to the point of area attacks, if one
> > could use or cast area attacks and skills at "all", so that
> > they wouldn't fizzle out if you killed their main target while
> > you were busy casting.
> > 
> >        -Erec
> Not a very good idea because of parsing...
it would be possible to add an OBS rule I suppose, but the way 
the spells/skills are written, it would attempt to cast that 
spell at every monster, unless we did special things to stop
it.

-----------------

poster: Warchief
subject: >>>area attack skills
date: Tue Mar 26 21:21:13 2002

On Tue Mar 26 19:41:38 2002 Zifnab wrote post #1676:
> On Tue Mar 26 19:36:35 2002 Sigwald wrote post #1675:
> > On Tue Oct 16 03:30:46 2001 Erec wrote post #954:
> > > It would be really nice, and I think neither overpowering nor
> > > strange with respect to the point of area attacks, if one
> > > could use or cast area attacks and skills at "all", so that
> > > they wouldn't fizzle out if you killed their main target while
> > > you were busy casting.
> > > 
> > >        -Erec
> > Not a very good idea because of parsing...
> it would be possible to add an OBS rule I suppose, but the way 
> the spells/skills are written, it would attempt to cast that 
> spell at every monster, unless we did special things to stop
> it.
Wouldn't it just be possible to not have it cast at every monster,
but to have it a general cast with the effect of hitting every thing
in the room?

-----------------

poster: Tranquil
subject: >>shrug
date: Wed Mar 27 00:43:26 2002

On Tue Mar 26 16:41:23 2002 Sigwald wrote post #1672:
> On Fri Sep 21 02:56:55 2001 Litho wrote post #758:
> > I noticed when you have tyhe max number of ajurations on your body
> > and try to cast something, it takes yer sps.
> > so your basically paying sps for nothing, i did not know grap was
> > on, and just wated 450 sps for bol..its kinda annoying/poinltless
> > methinks,my 2 cents, itho
> 
> Goes again with not entirely foolproof thing I mentioned the other day...

Exactly how many abjurations of each category are we allowed to have
anyway? I don't know about anyone else, but I haven't ever figured
it out, nor has anyone I have asked. It's always been 'cast it and
we'll see if it works this time'. =j


-----------------

poster: Nefardec
subject: Eq Repairing
date: Wed Mar 27 00:59:01 2002

I apologize in advance if no one here wants to hear my two cents,
but I was thinking about how many players have no gold because they
must repair their eq all the time and it suddenly hit me that a way
to lessen the pressure on this would be for invested money in the
bank to generate interest.  Because there is a possiblity that too
much gold could result from this, a bankrobber event and/or castle
and guild tax could be deducted on a regular basis.  -Nefardec

-----------------

poster: Urg
subject: this has been gone over tons, its all too complicated iirc and means that we would have to be taxed on earnings .... all rather over the top and interest really never adds up to much (as in real life - do you ever really jump for joy at your interest amounts??)
date: Wed Mar 27 01:00:56 2002



-----------------

poster: Urg
subject: oops
date: Wed Mar 27 01:01:54 2002

put last topic as a title ... my fault for playing while drunk :p

this has been gone over tons, its all too complicated iirc and means
that we would have to be taxed on earnings .... all rather over the
top and interest really never adds up to much (as in real life - do
you ever really jump for joy at your interest amou

ts??)

my two (garbled) cents ...

Urg


-----------------

poster: Arkangyle
subject: >>>shrug
date: Wed Mar 27 01:23:47 2002

On Wed Mar 27 00:43:26 2002 Tranquil wrote post #1678:
> On Tue Mar 26 16:41:23 2002 Sigwald wrote post #1672:
> > On Fri Sep 21 02:56:55 2001 Litho wrote post #758:
> > > I noticed when you have tyhe max number of ajurations on your body
> > > and try to cast something, it takes yer sps.
> > > so your basically paying sps for nothing, i did not know grap was
> > > on, and just wated 450 sps for bol..its kinda annoying/poinltless
> > > methinks,my 2 cents, itho
> > 
> > Goes again with not entirely foolproof thing I mentioned the other day...
> 
> Exactly how many abjurations of each category are we allowed to have
> anyway? I don't know about anyone else, but I haven't ever figured
> it out, nor has anyone I have asked. It's always been 'cast it and
> we'll see if it works this time'. =j
> 

Each player/mob is allotted the following:
  1 major abjuration
  2 minor abjurations

Of course, this doesn't necessarily mean that some abjurations will
work with others even if they do not overflow that allotment.  There
are also many "general" abjurations that are not restricted strictly
at all.  These will often have personal restrictions on either only
one at a time, or maximum total stack restrictions.

I hope that answers your question.

-----------------

poster: Litho
subject: >Eq Repairing
date: Wed Mar 27 02:37:34 2002

if that happened, then there would also have to be a joining fee,
whether they used compound interest or not, and also a withdrawl
fee..
its too complicated.

-----------------

poster: Marvin
subject: Eq Repairing
date: Wed Mar 27 05:34:55 2002

(Originally in jokes)
One of the features of eq decay was to make it too expensive for low
levels to afford the higher end eq's repair costs.
Consider the possibility that if you cannot afford your eq repair,
you are experiencing this feature. Maybe it might be
better for you to sell off your expensive eq and take eq you can afford.
--M

-----------------

poster: Quillz
subject: >Eq Repairing
date: Wed Mar 27 06:35:13 2002

On Wed Mar 27 05:34:55 2002 Marvin wrote post #1684:
> (Originally in jokes)
> One of the features of eq decay was to make it too expensive for low
> levels to afford the higher end eq's repair costs.
> Consider the possibility that if you cannot afford your eq repair,
> you are experiencing this feature. Maybe it might be
> better for you to sell off your expensive eq and take eq you can afford.
> --M
doesnt lesser eq decay faster anyway? So in theory, they are
spending just as much. 
Why shouldn't newbies have good eq? 
If they can save up the gold to get it, by all means they fricken deserve it. 
But, thats just my 2 cents. 
Q

-----------------

poster: Marvin
subject: >>Eq Repairing
date: Wed Mar 27 06:55:04 2002

On Wed Mar 27 06:35:13 2002 Quillz wrote post #1685:
> On Wed Mar 27 05:34:55 2002 Marvin wrote post #1684:
> > (Originally in jokes)
> > One of the features of eq decay was to make it too expensive for low
> > levels to afford the higher end eq's repair costs.
> > Consider the possibility that if you cannot afford your eq repair,
> > you are experiencing this feature. Maybe it might be
> > better for you to sell off your expensive eq and take eq you can afford.
> > --M
> doesnt lesser eq decay faster anyway? So in theory, they are
> spending just as much. 
> Why shouldn't newbies have good eq? 
> If they can save up the gold to get it, by all means they fricken deserve
it. 
> But, thats just my 2 cents. 
> Q

Maybe in your theory, but in actual practice, no its nothing near as much.


-----------------

poster: Sigwald
subject: >Soil Shield
date: Wed Mar 27 09:41:39 2002

On Mon Dec  3 08:53:36 2001 Quillz wrote post #1114:
> I was just wondering what the creater originally intended for this spell.  
> As it sits, it costs over 200 sps, the duration isn't too bad, but
> as far as effectiveness, it leaves much to be desired. 
> After playing around with and without it, it's hardly worth using. 
> After killing a room full of 80k mobs, it worked once or twice a
> monster.  If that. 
> I'm just wondering if this was all it was supposed to do or what.
> It would be nice to see this spell used for something other than
> just building guild rank. 
> Q
Actually that spell works very well, just it does not spam with
messages EVERY time it works because I did not feel like adding to
spam in battle.

-----------------

poster: Sigwald
subject: >>>>>MA
date: Wed Mar 27 10:05:15 2002

On Wed Dec 12 13:24:00 2001 Warchief wrote post #1165:
> On Wed Dec 12 11:30:47 2001 Quillz wrote post #1164:
> > On Wed Dec 12 09:20:12 2001 Zax wrote post #1163:
> > > anyone made some comparisons on cost:damage ratio of tiger claw or
> > > anything? since i would have thought the relevance of ep costs would
> > > be the amount of damage from the skill. it's great if a skill costs
> > > 2 eps, but if it only does 2damage is it still so good?
> > > and perhaps the idea of people _needing_ to be refreshed all day
> > > long needs to come under examination too, in the not too distant
> > > past, ma's or figs using offensive skills was more of a bonus then a
> > > requirement.
> > Afaik, his damamge was "impressive"
> > Comparatively - the 5 round barbarian skill (tiger claw being 4
> > round) takes roughly the same eps, but the damage can be HUGE to
> > Incredible.
> > I understand what you are saying about bonus vs requirement too. 
> > Like I said, I'm not trying to demand anything.  Just trying to
> > throw some ideas out there to help make a guild look more appealing.
> > 
> > Back the the damages.  Impressive is no where near even Enormous or
> > HUGE.  And again, like I said earlier, maybe by lowering the ep cost
> > by a fraction, maybe 1/4 to 1/3, it would slightly even the ep
> > usage/damage output as compared to barbarian. 
> > Again, positive feedback only please.  Keep the whines to yourself. 
> > Thanks for your input, Zax. 
> > Q
> > 
> > p.s.   It was more beneficial for me to blast using white flame (dmg
> > high sp cost ~100) than for me to keep reffing him at +200 sps/ref. 
> > 
> > Just thought that was kinda funny :-)
> 
> On my last reinc to MA, the damage on tiger was either above average
> or the one above (impressive maybe?).  Anyways, this only includes
> the focus tiger claw skill,  it does not seem to include double claw
> attack, sharpen claw, or poison claw.  Now, granted, I don't know
> how much all of these skills add to the damage, but since all of the
> masteries are counted in the help file damage for deathblow, it
> should get on up there pretty good and be comparable.  On a similar
> note, how much damage does backstab show in the helpfile, while it
> is has done more damage than any other skill?
> 
> -Chief

Don't always trust the help entirely, this is linked to these skills
(tiger claw, backstab, thrust etc) not necessarily working
exactly like all others. The main reason is the added damage is done
in another function in order to be able to provide extra messenging
such as is done for double backstab triple backstab etc...
Anyway I've always been against providing detailed info on damage
outputs, if you guys want to compare skills, be smart and try it on
monsters...

-----------------

poster: Sigwald
subject: >Floating Disc
date: Wed Mar 27 10:07:21 2002

On Sat Dec 15 23:53:05 2001 Tektor wrote post #1183:
> say Mist Form Down!
> Yes I was looking at that, however the combined cost of solidify and
> mist form everytime you want to put stuff on the disc will tap you
> pretty quick. So my theory was a cheaper spell that could move items
> for you. Not really necessary. Although I had heard floating disc
> was put in for mist mages, but it doesn't provide as much help when
> your actualy in mist form. Especially since most mist mages spend
> alot of their time in mist form until they have nether abilities.
> Not a huge issue or anything just an idea.

Telekinesis does not fit the elemental guild theme, won't happen.

-----------------

poster: Sumerion
subject: >>Eq Repairing
date: Wed Mar 27 10:19:54 2002

On Wed Mar 27 06:35:13 2002 Quillz wrote post #1685:
> On Wed Mar 27 05:34:55 2002 Marvin wrote post #1684:
> > (Originally in jokes)
> > One of the features of eq decay was to make it too expensive for low
> > levels to afford the higher end eq's repair costs.
> > Consider the possibility that if you cannot afford your eq repair,
> > you are experiencing this feature. Maybe it might be
> > better for you to sell off your expensive eq and take eq you can afford.
> > --M
> doesnt lesser eq decay faster anyway? So in theory, they are
> spending just as much. 
> Why shouldn't newbies have good eq? 
> If they can save up the gold to get it, by all means they fricken deserve
it. 
> But, thats just my 2 cents. 
> Q
thought there was a reason why it's called newbie eq,midbie eq etc

-----------------

poster: Moose
subject: reinc
date: Wed Mar 27 12:45:56 2002

I want a day nosave, so we could reinc and mess around a little bit.
Just a day. It would be awesome!:>

-----------------

poster: Jill
subject: Event
date: Wed Mar 27 13:35:21 2002

Hi! I got an idea about a new event.
Name - Leaks
About - When this event is running it drains 5% exp and 5% gold from
every mob that gets killed,
this means that every player in the world lose 5% exp and gold on
every mob they kill.
The event should run 20-40min depending on how many players there is online.
When the time ends the event should random select one player and
give that player those exp and gold that has leaked


please leave comments on this idea. =)
*hugs* Jill

-----------------

poster: Nightfall
subject: >Event
date: Wed Mar 27 13:37:03 2002

On Wed Mar 27 13:35:21 2002 Jill wrote post #1692:
> Hi! I got an idea about a new event.
> Name - Leaks
> About - When this event is running it drains 5% exp and 5% gold from
> every mob that gets killed,
> this means that every player in the world lose 5% exp and gold on
> every mob they kill.
> The event should run 20-40min depending on how many players there is online.
> When the time ends the event should random select one player and
> give that player those exp and gold that has leaked
> 
> 
> please leave comments on this idea. =)
> *hugs* Jill

   I like it.  I would make a chance for a percentage of the exp to
go to players.  So that not all the exp is given back to one person
and also not all the time.

  -NF


-----------------

poster: Sigwald
subject: >students
date: Wed Mar 27 14:42:31 2002

On Sun Jan 20 07:22:53 2002 Lu wrote post #1287:
> just wondering why 20-50k students have a donkey punch spell that
> can instakill a lvl 22 mindflayer, when one would think that those
> levels would try xps on those sized mobs
> -lu
Which students?

-----------------

poster: Sigwald
subject: >High priest holy water
date: Wed Mar 27 14:49:32 2002

On Wed Jan 23 23:18:55 2002 Trigon wrote post #1312:
> I think it would be neat if you could drink the water you summoned
> and it would do something cool for you.  I was thinkin about maybe
> if it gave you a few sps, nothing major but it would just be kinda
> cool.  The other thing is if you drank it and it made your align
> shift more towards good, that would be really neat.  Just somethign
> to do with it, cause I remember a post saying how spray holy water
> wasn't really worth it and such.
> Trigon

Holy water aint meant to be drank.

-----------------

poster: Lu
subject: >>students
date: Wed Mar 27 15:30:44 2002

the students in the mage guild area.
-lu

-----------------

poster: Fezzick
subject: >>Eq Repairing
date: Wed Mar 27 16:00:41 2002

On Wed Mar 27 06:35:13 2002 Quillz wrote post #1685:
> On Wed Mar 27 05:34:55 2002 Marvin wrote post #1684:
> > (Originally in jokes)
> > One of the features of eq decay was to make it too expensive for low
> > levels to afford the higher end eq's repair costs.
> > Consider the possibility that if you cannot afford your eq repair,
> > you are experiencing this feature. Maybe it might be
> > better for you to sell off your expensive eq and take eq you can afford.
> > --M
> doesnt lesser eq decay faster anyway? So in theory, they are
> spending just as much. 
> Why shouldn't newbies have good eq? 
> If they can save up the gold to get it, by all means they fricken deserve
it. 
> But, thats just my 2 cents. 
> Q
Tho if they can save up the gold for it, then they should have no
problem shelling out the 150k/week to keep it repaired, no?
 
It all sounds like a bit of whining as people adjust to the new reality to me.
 
There is gold to be had out there - if anything it's slightly more
difficult now, but it requires people to actually _do_ gold and
actually _explore_ areas, etc.
 
fewtwhineplehenoughalready

-----------------

poster: Sigwald
subject: >Results of testing
date: Wed Mar 27 18:15:39 2002

On Sun Feb 10 15:23:25 2002 Trance wrote post #1414:
> I've been doing some recent testing lately with regards to the
> differences between earning xp as a caster and as a fighter. I spent
> roughly 1 month as a newbie druid, widely believed to be a good
> newbie guild, and I have spent the last week or so as a newbie
> warrior, also widely believed to be a decent guild for newbies.
> 
> As a druid, I was a Grorrark (Yes, wierd, I know, but it was an
> intentional part of my testing) with maxxed (80%) Poison dart and
> Gaian touch spells, and as fighter, I am an Ogier (Also wierd, but I
> chose it due to its high dex, str, and good size) with 87% kick, 67%
> attack, and 57% ws slashing, using 2x ornately handled swords.
> 
> The equipment I had with druid was ok, giving me 117 spr/tock, and
> the equipment I currently have with warrior gives me 93 epr/tock (It
> would be higher, but unfortunately, epr eq is extremely difficult to
> find for sale, of late). My targets have differed, mostly due to the
> fact that I can no longer heal myself, but my main targets as druid
> were the ghosts in the newbie church, which means no corpses for
> regen there.
> 
> The results I have noticed, are that, even when not using Gaian
> touch and not eating corpses as a Druid, I could pull a rate
> approximately 50% higher than I can now, as a Warrior, and with an
> extra 1m worth under my belt. I believe that one of the causes of
> this, is the difference between the ep/dmg ratio of fighter attack
> skills, and the sp/dmg ratio of caster attack spells, at least in
> Druid.
> 
> To elaborate: As druid, I had a damage rating of 'Under average',
> and an sp cost of 29, for a 2 round spell. Currently, I have a
> damage rating of 'Very low', for an ep cost of 49. So basically, I
> am doing less damage, for more point cost, than I used to do.
> 
> I am aware that part of the reason for this is that it is possible
> to refresh ep's via a number of spells in the weaver tree, whereas
> it isn't possible to do the same with sps as far as I am aware. The
> problem with this however, is that it penalises soloist fighters,
> and any fighter that cannot find a party at any given time.
> 
> My suggestion to remedy this situation, assuming it is to be
> remedied, would be to lower the ep cost of certain fighter skills
> (whether they be each of the fighter skills available, or just
> certain ones, such as the weaker skills kick, forearm bash, and
> punch, or just a general lowering of the ep cost of all warrior
> skills), and then to lower the effects of the refreshing skills in
> the weaver tree, allowing fighters to have a better soloing capacity
> when they need to, yet not imbalancing a party with a reffer and
> multiple fighters and ending up with something akin to the old
> fighter parties.
> 
> Alternatively, each of the fighter guilds could give a higher amount
> of ep_regen in their stat bonuses when you level (I have noticed
> getting sp_max and sp_regen as guild level bonuses, which I think is
> a little odd for the fighter guild, and would be much more useful if
> given in ep_regen instead) than they currently do, although doing
> that alone would still leave skills costing far more and doing quite
> a bit less than spells do.
> 
> - Trance
> 
Actually the scaling of damage for skills and spells is not the same
so basing comparisons on this is sort of worthless.

-----------------

poster: Quillz
subject: >>>Eq Repairing
date: Wed Mar 27 19:23:17 2002

On Wed Mar 27 16:00:41 2002 Fezzick wrote post #1697:
> On Wed Mar 27 06:35:13 2002 Quillz wrote post #1685:
> > On Wed Mar 27 05:34:55 2002 Marvin wrote post #1684:
> > > (Originally in jokes)
> > > One of the features of eq decay was to make it too expensive for low
> > > levels to afford the higher end eq's repair costs.
> > > Consider the possibility that if you cannot afford your eq repair,
> > > you are experiencing this feature. Maybe it might be
> > > better for you to sell off your expensive eq and take eq you can afford.
> > > --M
> > doesnt lesser eq decay faster anyway? So in theory, they are
> > spending just as much. 
> > Why shouldn't newbies have good eq? 
> > If they can save up the gold to get it, by all means they fricken deserve
> it. 
> > But, thats just my 2 cents. 
> > Q
> Tho if they can save up the gold for it, then they should have no
> problem shelling out the 150k/week to keep it repaired, no?
>  
> It all sounds like a bit of whining as people adjust to the new reality to
me.
>  
> There is gold to be had out there - if anything it's slightly more
> difficult now, but it requires people to actually _do_ gold and
> actually _explore_ areas, etc.
>  
> fewtwhineplehenoughalready
150k/week? Holy shit, you people play too much :-)
Q

-----------------

poster: Trigon
subject: healing poultices
date: Wed Mar 27 20:20:16 2002

Can you make it so they don't id to plant, so they don't get mixxed
up between the ingredient(the plant from magical growth) and the
product, the healing poultice?
Trigon

-----------------

poster: Litho
subject: >>>>Eq Repairing
date: Wed Mar 27 22:02:04 2002

As fig i was paying about 850k/1m a week repairing my eq, tia
bplate/twisted rings and the such are 120k a piece at like new..

-----------------

poster: Fox
subject: Herbalist Shop.
date: Thu Mar 28 07:31:09 2002

There should be tons more ingredients in there. 
- Klahn & I were there at the same time and there isn't enough for
bairly 1 person, let alone two people. The shop needs to have about
100+ available to sell.

-----------------

poster: Litho
subject: >Herbalist Shop.
date: Thu Mar 28 07:31:55 2002

think Protection From Good UP
on Coal
as gemmie i always managed to have over 20 priest pots at all
times..shrug it repops quick

-----------------

poster: Fox
subject: >>Herbalist Shop.
date: Thu Mar 28 07:32:31 2002

On Thu Mar 28 07:31:55 2002 Litho wrote post #1703:
> think Protection From Good UP
> on Coal
> as gemmie i always managed to have over 20 priest pots at all
> times..shrug it repops quick
It takes near 20 minutes for the shop to regen ingredients. =-(

-----------------

poster: Wagro
subject: >>Herbalist Shop.
date: Thu Mar 28 07:32:42 2002

On Thu Mar 28 07:31:55 2002 Litho wrote post #1703:
> think Protection From Good UP
> on Coal
> as gemmie i always managed to have over 20 priest pots at all
> times..shrug it repops quick
would make sense if only herbalists could buy from that shop, iirc
there used to/still is a bunch of dorks that buy out the shop to be
funny

-----------------

poster: Litho
subject: >>>Herbalist Shop.
date: Thu Mar 28 07:32:54 2002

why not train gather herb skill? its very cheap

-----------------

poster: Lu
subject: >>>Herbalist Shop.
date: Thu Mar 28 07:33:16 2002

there is a skill to FIND the ingredients
-lu

-----------------

poster: Fox
subject: >>>>Herbalist Shop.
date: Thu Mar 28 07:33:49 2002

On Thu Mar 28 07:32:54 2002 Litho wrote post #1706:
> why not train gather herb skill? its very cheap
I do have herb gathering, just only thing is that you have to go all
over the mud to get all of your desired ingredients. ie- emerald,
blackavar, etc..

-----------------

poster: Wagro
subject: >>>>Herbalist Shop.
date: Thu Mar 28 07:33:49 2002

On Thu Mar 28 07:33:16 2002 Lu wrote post #1707:
> there is a skill to FIND the ingredients
> -lu
big problem with that skill is it is notorious for never giving you
the herbs you need =p

-----------------

poster: Quillz
subject: >>>>Herbalist Shop.
date: Thu Mar 28 07:33:55 2002

On Thu Mar 28 07:32:54 2002 Litho wrote post #1706:
> why not train gather herb skill? its very cheap
Ents-suckass skills.  I like the idea to make it available for
herbalists only.  
I've seen CS loaded w/ herbs cuz some dumbass thinks he's funny. 

-----------------

poster: Litho
subject: Create holy water
date: Thu Mar 28 07:48:19 2002

When you fail the spell, it makes your align go bad..little by
little..could it possibly be made when u are successful, that u go
up close to the godlike align?

-----------------

poster: Arkangyle
subject: enchanter guild
date: Thu Mar 28 09:42:27 2002

  I was thinking, as a possible way to move the enchanter guild into
play more often, as well as to add a little variety and spice to
abjurer, why not shift the spells/skills from the small enchanter
guild into the abjurer guildtree?  Most of them seem right up the
alley with the basic ideas that are presented as being an abjurer
here on this mud anyway.


-----------------

poster: Tranquil
subject: >enchanter guild
date: Thu Mar 28 09:59:52 2002

On Thu Mar 28 09:42:27 2002 Arkangyle wrote post #1712:
>   I was thinking, as a possible way to move the enchanter guild into
> play more often, as well as to add a little variety and spice to
> abjurer, why not shift the spells/skills from the small enchanter
> guild into the abjurer guildtree?  Most of them seem right up the
> alley with the basic ideas that are presented as being an abjurer
> here on this mud anyway.
> 
Not a bad idea. while we're at it, we could split 'abjurer' into two
different guilds, one for prots and shields, the other for vulns and
reflects, which would give the guild(s) a more fitting place on red
dragon, what with multiclassing etc, and the fact that as abjurers
are now, they are(?) too powerful to be a single guild with
multiclassing ability


-----------------

poster: Sigwald
subject: >attune spells
date: Thu Mar 28 10:09:19 2002

On Thu Mar 14 16:09:59 2002 Lu wrote post #1606:
> this i dea is for the sttune spells in both nether and druid
> 
> atm alot of people have promblems with the prompt, they burn the
> sps, and then a typo eats those sps and returns an invalid dtype,
> maybe if the spell was changed to use 'cast spell at dtype' it would
> involve no prompt, and still achieve the desired affect
> 
> -lu
How many times must I say no to this...
I'm not going to rewrite cast and use to parse everything

-----------------

poster: Coal
subject: Herbs.etc
date: Fri Mar 29 18:18:51 2002

1.If you don't like that other gem blasters buy for the herb shop,
then don't use it.
2. Train your skills, it's not that hard or even time consuming to
go locate the correct terrain to gather the correct herbs in. Yes
for some things you have to trave to other isles for, but omg it
that such a horrible tragedy for awsome potions and balms? I think
not.
3. If you are on the correct Vmap terrain then you will get the
correct herbs, if you gather outside a vmap terrain like in
cs/xp.eq.areas, you will get alot of random herbs, that's just a
side effect of gathering from an area not on a vmap.
4. Spending a little time and effort to set up to solo/party is
realistic and in and of itsself rewarding. It lets you chat to
others and read the valuble news so that you can make somewhat
informed and sensible posts. Which even though I read news somesitme
I don't make them.
5. If the herb shop is such a big problem. -Lets just remove it from
the game- So keep whining, then you would have to setup, and lord
knows that you don't want an increased set up time!
-Coalpants, Loves to setup for hours and hours of mudding entertainment.

-----------------

poster: Baer
subject: herb shop
date: Sat Mar 30 06:02:48 2002

When we made the herb shop the idea was that it would give you a way
to get that one herb you needed but just couldnt find anywhere. It
wasn't supposed to be for all your herbs. The catch was that the
herbs you buy in the shop were old and weak, and the potions you
made from them would not be very good. 

Maybe we need to increase the affects of using weak herbs in
potions, so people really only use the shop when they feel they need
to. And we could also promote a bit better when you are using old
herbs that your potion will be weaker, either through the success
message of making a potion, or by looking at old (incl shop bought)
herbs.

Baer

-----------------

poster: Kiliana
subject: repairing
date: Sat Mar 30 07:01:15 2002

i just got an idea while watching someone repair their highbie eq in
comparison to my lowbie eq. maybe there could be another repairer?
one much more skilled than bifur. as such, he wouldnt require such
huge fees for highly magical items, since he's used to working with
finery:) maybe this particular guy could repair better eq for maybe
30k tops, but he also is prejudiced against working on drivel, so if
you try to sneak a lowbie item past him, he'll charge you
outrageously.. like 50 or 60k to repair that pipe. i dunno, just a
little idea:)-kili

-----------------

poster: Arkangyle
subject: >>enchanter guild
date: Sat Mar 30 22:15:53 2002

On Thu Mar 28 09:59:52 2002 Tranquil wrote post #1713:
> On Thu Mar 28 09:42:27 2002 Arkangyle wrote post #1712:
> >   I was thinking, as a possible way to move the enchanter guild into
> > play more often, as well as to add a little variety and spice to
> > abjurer, why not shift the spells/skills from the small enchanter
> > guild into the abjurer guildtree?  Most of them seem right up the
> > alley with the basic ideas that are presented as being an abjurer
> > here on this mud anyway.
> > 
> Not a bad idea. while we're at it, we could split 'abjurer' into two
> different guilds, one for prots and shields, the other for vulns and
> reflects, which would give the guild(s) a more fitting place on red
> dragon, what with multiclassing etc, and the fact that as abjurers
> are now, they are(?) too powerful to be a single guild with
> multiclassing ability
> 

what is this? a flame of the idea? support? abjurers too power? ...
you obviously haven't been an abjurer of worth before.

-----------------

poster: Tranquil
subject: >>>enchanter guild
date: Sun Mar 31 03:38:04 2002

On Sat Mar 30 22:15:53 2002 Arkangyle wrote post #1719:
> On Thu Mar 28 09:59:52 2002 Tranquil wrote post #1713:
> > On Thu Mar 28 09:42:27 2002 Arkangyle wrote post #1712:
> > >   I was thinking, as a possible way to move the enchanter guild into
> > > play more often, as well as to add a little variety and spice to
> > > abjurer, why not shift the spells/skills from the small enchanter
> > > guild into the abjurer guildtree?  Most of them seem right up the
> > > alley with the basic ideas that are presented as being an abjurer
> > > here on this mud anyway.
> > > 
> > Not a bad idea. while we're at it, we could split 'abjurer' into two
> > different guilds, one for prots and shields, the other for vulns and
> > reflects, which would give the guild(s) a more fitting place on red
> > dragon, what with multiclassing etc, and the fact that as abjurers
> > are now, they are(?) too powerful to be a single guild with
> > multiclassing ability
> > 
> 
> what is this? a flame of the idea? support? abjurers too power? ...
> you obviously haven't been an abjurer of worth before.

No, it isnt a flame, its actually a support of the idea, and the
posing of another one. As I understand it, abjurers as they stand
may not join a secondary guild, nor may they be chosen as a
secondary guild. In addition, they have the avility to shield, vuln,
blast (not that crash hot, but added to the vulns its pretty decent
for damage), boost (ie:iron will), and reflect. And anything else
that I am not aware of at this time. Also as I understand it, they
are given more guild levels to compensate for this restriction on
multiclassing.

The reasons stated when the abjurer guild was made this way, was
that, when combined with a secondary guild, or when used as a
secondary guild, the guild was too imbalancing. Yes it's true that
I've never been a high end abjurer. In fact the last time I was
abjurer, I believe I was worth 6m, which certainly isnt anything to
go by. But, I have heard a few people express misgivings about the
fact that abj cannot hake/be taken as a secondary guild, and wanted
to throw in an idea for consideration, with the view to changing
that.


-----------------

poster: Smee
subject: >>>>enchanter guild
date: Sun Mar 31 07:08:15 2002

On Sun Mar 31 03:38:04 2002 Tranquil wrote post #1720:
> On Sat Mar 30 22:15:53 2002 Arkangyle wrote post #1719:
> > On Thu Mar 28 09:59:52 2002 Tranquil wrote post #1713:
> > > On Thu Mar 28 09:42:27 2002 Arkangyle wrote post #1712:
> > > >   I was thinking, as a possible way to move the enchanter guild into
> > > > play more often, as well as to add a little variety and spice to
> > > > abjurer, why not shift the spells/skills from the small enchanter
> > > > guild into the abjurer guildtree?  Most of them seem right up the
> > > > alley with the basic ideas that are presented as being an abjurer
> > > > here on this mud anyway.
> > > > 
> > > Not a bad idea. while we're at it, we could split 'abjurer' into two
> > > different guilds, one for prots and shields, the other for vulns and
> > > reflects, which would give the guild(s) a more fitting place on red
> > > dragon, what with multiclassing etc, and the fact that as abjurers
> > > are now, they are(?) too powerful to be a single guild with
> > > multiclassing ability
> > > 
> > 
> > what is this? a flame of the idea? support? abjurers too power? ...
> > you obviously haven't been an abjurer of worth before.
> 
> No, it isnt a flame, its actually a support of the idea, and the
> posing of another one. As I understand it, abjurers as they stand
> may not join a secondary guild, nor may they be chosen as a
> secondary guild. In addition, they have the avility to shield, vuln,
> blast (not that crash hot, but added to the vulns its pretty decent
> for damage), boost (ie:iron will), and reflect. And anything else
> that I am not aware of at this time. Also as I understand it, they
> are given more guild levels to compensate for this restriction on
> multiclassing.
> 
> The reasons stated when the abjurer guild was made this way, was
> that, when combined with a secondary guild, or when used as a
> secondary guild, the guild was too imbalancing. Yes it's true that
> I've never been a high end abjurer. In fact the last time I was
> abjurer, I believe I was worth 6m, which certainly isnt anything to
> go by. But, I have heard a few people express misgivings about the
> fact that abj cannot hake/be taken as a secondary guild, and wanted
> to throw in an idea for consideration, with the view to changing
> that.
> 
You're misinformed, abjurer can join a secondary guild just like
anything else.

It can't be taken as a secondary because druid or harmer + abjurer
secondary was very, very very powerful type thing for soloing/else

Should make one lesser shield spell, one greater shield spell, one
vuln spell, and one disrupt spell, and have it do whatever damage
type the shield is tuned to, and then have a very expensive mastery
in each damage type that affects all 4 types of spell

Of course, then there are 8 spells in abjurer, and a bunch of
skills, and it looks kind of naked and lonely

Smee

-----------------

poster: Uno
subject: >>>>>enchanter guild
date: Sun Mar 31 07:57:32 2002

I love it when smee says,
'you're misinformed.'

-----------------

poster: Lizzie
subject: summary/score
date: Sun Mar 31 19:59:35 2002

just an idea (duh) but why not put the total number of kills
a player has on his summary, as well as the number he/she/it's killed
since summary reset, and remove the number of kills from the score
entirely.  i for one would be interested in seeing how many mobs
i'd killed in one day, and afaik, that's really what summary is all
about. 


lizzie

-----------------

poster: Litho
subject: Emote idea
date: Mon Apr  1 01:27:54 2002

otw, You tell LIV, "I'm on the way!"
thanks

-----------------

poster: Trigon
subject: Evoker
date: Mon Apr  1 02:54:13 2002

Back in the day, evoker had a spell-summon lesser monster.  I feel
inferior to the druids and woodsman when they bust out dryad and
animals.  Is there anyway the spell could be put back into one of
the guilds?  That would make me and other evokers have much fun.
Thank you
Trigon

-----------------

poster: Quillz
subject: >Evoker
date: Mon Apr  1 02:54:37 2002

On Mon Apr  1 02:54:13 2002 Trigon wrote post #1725:
> Back in the day, evoker had a spell-summon lesser monster.  I feel
> inferior to the druids and woodsman when they bust out dryad and
> animals.  Is there anyway the spell could be put back into one of
> the guilds?  That would make me and other evokers have much fun.
> Thank you
> Trigon
Rgr that. 

-----------------

poster: Kurwin
subject: MA
date: Mon Apr  1 08:40:41 2002

Hello everyone, h
I am kurwin,
I am relatively new here and I have only tried out a couple
different guilds. I don't have millions and millions of xp, just a
few, but I have noticed something about the guild that I chose to
stick with.
I know I may get flamed abit for this, but the MA beta guild needs
more work.Not saying that a bunch of things need to be coded in to
make it more powerful, but the skills that are already there could
be rearranged to be put to better use.
For example, beta guild fighter has 3 skills up to level 15 that aid
in becoming more powerful and improving xp rate. Forearm
bash,doublehit, and kick. With that you get good skills, and you
don't even have to give up your newbie bonus to get it.
On the other hand, Martial artists have martial arts, meditation,
and defensive maneuvers. Granted, martial arts skill helps the
character hit harder with hands, but you still only get one hit most
times, and if you want a skill, you still got punch from alpha,
which is not that good, even when practiced to 100%
If a martial artists strength is in his/her ability to get multiple
hits of in a round, why not put offhand attack, or fists of fury
sooner, and put skills such as defensive maneuvers later. It's not
like having the defensive skill is gonna make an MA a kickass tank
or anything, from what I hear, warriors do it better anyway. It also
won't be making the character an xp machine.
Just more interesting.
Just more interesting.
I know some may say, well just do the warrior thing until you get
enough xp and reinc later on when your character is stronger, But
why lose the xp? That kind of thing, I feel, should be a choice you
make out of your own selfish interest for your character, not out of
necessity because of the way the guild is set up. 
Well that's my couple pennies, just something to consider. If I am
wrong about this, please let me know. And please don't just say join
another guild. I am quite sure that the imms here coded in all the
guilds to be put to good use. And because I choose this one to play,
I would just like it to be better, whoever the changes come. It
doesn't have to be because of something I said.:-> 
Well that's my couple pennies, just something to consider. If I am
wrong about this, please let me know. And please don't just say join
another guild. I am quite sure that the imms here coded in all the
guilds to be put to good use. And because I choose this one to play,
I would just like it to be better, whoever the changes come. It
doesn't have to be because of something I said.:-> 
 
 
 
Oh and errr... excuse that last bit of spamm .. like I said, I am new here.

-----------------

poster: Sumerion
subject: >summary/score
date: Mon Apr  1 10:36:13 2002

On Sun Mar 31 19:59:35 2002 Lizzie wrote post #1723:
> just an idea (duh) but why not put the total number of kills
> a player has on his summary, as well as the number he/she/it's killed
> since summary reset, and remove the number of kills from the score
> entirely.  i for one would be interested in seeing how many mobs
> i'd killed in one day, and afaik, that's really what summary is all
> about. 
> 
> 
> lizzie
Well good idea to add it in summary but not to remove it in score:P
my 2 cent
Sumo

-----------------

poster: Jaws
subject: kobold
date: Mon Apr  1 17:08:31 2002

Hmm at one time kobold was a way to be sucky in stats etc 
and get awesome xp rate

now u can getsame xp rate and not so sucky stats with leprechaun

maybe give kobold more xp rate - or lower leprechaun some

just some thoughts

Jaws

-----------------

poster: Trigon
subject: regen trance
date: Tue Apr  2 00:28:29 2002

Since we are now forced into combat, could regeneration trance be
changed so you can use it during combat?
Thank you
Trigon

-----------------

poster: Moose
subject: Yellow mist.
date: Wed Apr  3 01:45:37 2002

I've just tried out mist mage etc. And tried out the yellow mist function. 
As a player I thought I could be able to cast spells upon the
monster's, And the monster could't cast spell upon me, With the
yellow mist in the room.

I feel this very weird and not to use the mist properly.

This idea just came up, It should be that Only "I" who can cast the
spells through this mist cloud. Or are the yellow mist constructed
for fighters ?
//***

-----------------

poster: Prophet
subject: Nav thing
date: Wed Apr  3 23:47:20 2002

more of a thought than an idea.. when someone is summoned.. it says
"(navigator) form a ??? doorway" shouldnt it be forms? or formed? 
Also.. it would be nice to have a spell that stops the target from
moving.. kinda like heavy weight, but so they can't physically move
for like 10 seconds or so.  Although, it should not be able to be
'frozen' in that spot if you're in a battle.. just in case someone
wants to freeze you while you're running from aggros =P

-----------------

poster: Ronin
subject: emotes
date: Thu Apr  4 13:43:13 2002

exactly: you go "Exactly..."

-Ronin

-----------------

poster: Grasfer
subject: order animals
date: Thu Apr  4 21:14:21 2002

If i want my bear give all stuff to me i have to type order bear
give all to grasfer, why dont make it possible so it work with order
bear give all to me, sometimes i forgot about that and spam alot ;)

-----------------

poster: Ant
subject: >order animals
date: Fri Apr  5 08:51:16 2002

On Thu Apr  4 21:14:21 2002 Grasfer wrote post #1734:
> If i want my bear give all stuff to me i have to type order bear
> give all to grasfer, why dont make it possible so it work with order
> bear give all to me, sometimes i forgot about that and spam alot ;)
Make a command for it... command ogm order $* give all to grasfer, y'know? :)

- A

-----------------

poster: Spoof
subject: EQ Decay
date: Fri Apr  5 17:14:14 2002

Maybe there could be an EQ decay wish
-Spoof

-----------------

poster: Quillz
subject: >EQ Decay
date: Fri Apr  5 17:36:20 2002

On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> Maybe there could be an EQ decay wish
> -Spoof
I love this idea. 
However, I'm sure the people upstairs wont go for it. 

-----------------

poster: Rambo
subject: Guild Ranks
date: Fri Apr  5 18:28:37 2002

I think there should be a poster at each guild showing names of the
7 ranks each guild item has.
That way you know at what percise rank you are, becouse it seems to
very easy to forget what rank you are at fits into the 7 levels =)

-----------------

poster: Zifnab
subject: >Guild Ranks
date: Fri Apr  5 18:30:26 2002

On Fri Apr  5 18:28:37 2002 Rambo wrote post #1738:
> I think there should be a poster at each guild showing names of the
> 7 ranks each guild item has.
> That way you know at what percise rank you are, becouse it seems to
> very easy to forget what rank you are at fits into the 7 levels =)

not going to add anything these items until they get rewritten...

speaking of that the builder that was looking at redesigning/rewriting
them has gone MIA.... (another stronghold project??)

-----------------

poster: Fezzick
subject: Castle Guards
date: Fri Apr  5 18:32:05 2002

With the removal of PK, it occured to me that Guards are either
useless or cheap versions of 'doors,' as it were.
 
1. People can't attack them
2. With a simple 'friends' list change the cheapest guard becomes
the perfect door, but without the hassle of keys, registering people
for keys, etc.
3. Aggro settings are to the wind.
 
Suggestion:
 
1. Credit for guards in gold, since they are no longer needed (or
some form of credit for N-1 guards, depending, since you'd like keep
at least one around).
2. Allow aggro setting to apply to all players globally (apart from
those on guards indiv 'friends' list).
3. I don't see us bringing back pk, but short of that I can't see an easy fix.
 
That's all from under this moist rock...
 
- Fezz

-----------------

poster: Magneto
subject: >>EQ Decay
date: Fri Apr  5 18:42:03 2002

On Fri Apr  5 17:36:20 2002 Quillz wrote post #1737:
> On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> > Maybe there could be an EQ decay wish
> > -Spoof
> I love this idea. 
> However, I'm sure the people upstairs wont go for it. 
I love it, how much decay should it give.  Decay by 20% for minor
and major decays it 50%.  Why a mortal would want it i dont know. 
But /I/ like it
Mags

-----------------

poster: Eponine
subject: >>>EQ Decay
date: Fri Apr  5 18:47:00 2002

On Fri Apr  5 18:42:03 2002 Magneto wrote post #1741:
> On Fri Apr  5 17:36:20 2002 Quillz wrote post #1737:
> > On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> > > Maybe there could be an EQ decay wish
> > > -Spoof
> > I love this idea. 
> > However, I'm sure the people upstairs wont go for it. 
> I love it, how much decay should it give.  Decay by 20% for minor
> and major decays it 50%.  Why a mortal would want it i dont know. 
> But /I/ like it
> Mags
um, I believe the mortal wanted it to be like the 'never hungry' wish :P

-----------------

poster: Chrono
subject: eq decay
date: Fri Apr  5 18:50:51 2002

hmm, possibly slow it down? i'm not bitching, but i'm back to fixing
eq every 2-3 days..anyway yeah..
b4 the eq decay moved to combat, it was changed to slow down a bit,
so that people weren't fixing eq every 2 days or so, just would like
it back that way.

thanks

-----------------

poster: Celine
subject: >>>EQ Decay
date: Fri Apr  5 20:16:37 2002

On Fri Apr  5 18:42:03 2002 Magneto wrote post #1741:
> On Fri Apr  5 17:36:20 2002 Quillz wrote post #1737:
> > On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> > > Maybe there could be an EQ decay wish
> > > -Spoof
> > I love this idea. 
> > However, I'm sure the people upstairs wont go for it. 
> I love it, how much decay should it give.  Decay by 20% for minor
> and major decays it 50%.  Why a mortal would want it i dont know. 
> But /I/ like it
> Mags
Muah. I am all for it.
*ducks from the thrown rocks and broken eq pieces*

-----------------

poster: Hymn
subject: emote
date: Fri Apr  5 20:28:34 2002

hello couldnt you make an emote that you type macke= you do your
best macke emote and goes DE GILLAR DU VA?!?..
thanx /Hymn

-----------------

poster: Quillz
subject: >>>EQ Decay
date: Fri Apr  5 20:38:33 2002

On Fri Apr  5 18:42:03 2002 Magneto wrote post #1741:
> On Fri Apr  5 17:36:20 2002 Quillz wrote post #1737:
> > On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> > > Maybe there could be an EQ decay wish
> > > -Spoof
> > I love this idea. 
> > However, I'm sure the people upstairs wont go for it. 
> I love it, how much decay should it give.  Decay by 20% for minor
> and major decays it 50%.  Why a mortal would want it i dont know. 
> But /I/ like it
> Mags
Laf. Your so silly!

-----------------

poster: Quillz
subject: >Castle Guards
date: Fri Apr  5 20:39:30 2002

On Fri Apr  5 18:32:05 2002 Fezzick wrote post #1740:
> With the removal of PK, it occured to me that Guards are either
> useless or cheap versions of 'doors,' as it were.
>  
> 1. People can't attack them
> 2. With a simple 'friends' list change the cheapest guard becomes
> the perfect door, but without the hassle of keys, registering people
> for keys, etc.
> 3. Aggro settings are to the wind.
>  
> Suggestion:
>  
> 1. Credit for guards in gold, since they are no longer needed (or
> some form of credit for N-1 guards, depending, since you'd like keep
> at least one around).
> 2. Allow aggro setting to apply to all players globally (apart from
> those on guards indiv 'friends' list).
> 3. I don't see us bringing back pk, but short of that I can't see an easy
fix.
>  
> That's all from under this moist rock...
>  
> - Fezz
I vote for #3.  Pk.  
Oh, gold reimb would be cool too. 
But I like pk more gooder.

-----------------

poster: Bigglesworth
subject: eq decay question
date: Fri Apr  5 21:15:01 2002

for you guys that are repairing all this eq every 2-3 days at a
time, how often per 24-hour period do you play? how much of that
time is in combat?
this is just for general knowledge.. as I don't play a lot and hence
don't use my eq that much in combat, etc.. but i'm just curious..
perhaps a solution is too play less..
-biggs

-----------------

poster: Nefardec
subject: just an idea i had
date: Fri Apr  5 21:49:53 2002

'Tock!
'Tock!
'Tick!
An idea that i had recently was to have professions that are
available to players that may or may not be based on guild.  The
players could perform tasks related to their professions to earn
gold, much like quests.  The tasks would take time however, and a
"paycheck" would be awarded only after long dedication to the
profession.
-Nef-

-----------------

poster: Spoof
subject: >just an idea i had
date: Fri Apr  5 21:51:14 2002

On Fri Apr  5 21:49:53 2002 Nefardec wrote post #1749:
> 'Tock!
> 'Tock!
> 'Tick!
> An idea that i had recently was to have professions that are
> available to players that may or may not be based on guild.  The
> players could perform tasks related to their professions to earn
> gold, much like quests.  The tasks would take time however, and a
> "paycheck" would be awarded only after long dedication to the
> profession.
> -Nef-
It's a good idea, but maybe too complicated

-----------------

poster: Quillz
subject: >>just an idea i had
date: Fri Apr  5 21:52:32 2002

On Fri Apr  5 21:51:14 2002 Spoof wrote post #1750:
> On Fri Apr  5 21:49:53 2002 Nefardec wrote post #1749:
> > 'Tock!
> > 'Tock!
> > 'Tick!
> > An idea that i had recently was to have professions that are
> > available to players that may or may not be based on guild.  The
> > players could perform tasks related to their professions to earn
> > gold, much like quests.  The tasks would take time however, and a
> > "paycheck" would be awarded only after long dedication to the
> > profession.
> > -Nef-
> It's a good idea, but maybe too complicated
think Tock!
save
save
think Tick
think Tock!
think Tock!
save
quiz
quit

-----------------

poster: Quillz
subject: Tick/Tock trigs
date: Fri Apr  5 21:58:02 2002

Everyone who has a tick or tock trig, delete the fucking thing.
NO one else cares if you tick or tock but you, so dont show anyone else. 
save
quit

-----------------

poster: Spoof
subject: >Tick/Tock trigs
date: Fri Apr  5 21:59:14 2002

On Fri Apr  5 21:58:02 2002 Quillz wrote post #1752:
> Everyone who has a tick or tock trig, delete the fucking thing.
> NO one else cares if you tick or tock but you, so dont show anyone else. 
> save
> quit
think Full SPs!!
i would have  to agree, the only way u would want is to do tick timers

-----------------

poster: Quillz
subject: >>Tick/Tock trigs
date: Fri Apr  5 21:59:26 2002

On Fri Apr  5 21:59:14 2002 Spoof wrote post #1753:
> On Fri Apr  5 21:58:02 2002 Quillz wrote post #1752:
> > Everyone who has a tick or tock trig, delete the fucking thing.
> > NO one else cares if you tick or tock but you, so dont show anyone else. 
> > save
> > quit
> think Full SPs!!
> i would have  to agree, the only way u would want is to do tick timers
ROFLMAO!

-----------------

poster: Lu
subject: >>>>EQ Decay
date: Fri Apr  5 21:59:56 2002

i like mags idea better tho
-lu

-----------------

poster: Draco
subject: tick/tock trigs
date: Fri Apr  5 22:02:00 2002

'tick
'tick
'tock
'tock
who cares if we tell you we ticked or tocked, maybe we just want the
whole world to know, or maybe we just want to use it for our own
well being

-----------------

poster: Quillz
subject: >tick/tock trigs
date: Fri Apr  5 22:08:48 2002

On Fri Apr  5 22:02:00 2002 Draco wrote post #1756:
> 'tick
> 'tick
> 'tock
> 'tock
> who cares if we tell you we ticked or tocked, maybe we just want the
> whole world to know, or maybe we just want to use it for our own
> well being
or maybe I could just ignore fools like you and laugh when you wonder why

-----------------

poster: Coal
subject: Somethings
date: Fri Apr  5 22:21:00 2002

A. A few more party spells in abjurer/guardian would be helpful to
eq parties and some parties in general-> Party iron will, Party
reflect. Greater remove shields (would remove all abjurations on the
target body). Holy/Unholy reflect as well.
B. Harmer: (I'll catch flak for this) The way the blood
skills/spells are setup within the guilds doesn't make much sense.
You get blood healing and a few prayers in bravo which are nice, but
you can't effectivly use them untill you hit omnicron/for sac corpse
which is 11 levels away 10 of which are mnavs which don't contribute
to your power as a 'harmer' other then to provide mobility/stats. My
suggestion to help the oodles of midbie harmers is bring sac corpse
down into dark worhisppers as a lvl10 skill, that way it can be of
some benifit and they can make more use of thier blood healing/
prayers at a lower level. Also think you should be able to rack
yourself like in the old days, since it is a magical rack, and all
you would have to do would be magically manipulate the darn
thing...
C. Evoker (more flak) For being the most versitiel blasting guild it
leave a bit to be desired. Lack of a basic prot spell makes soloing
hard and sometimes unmanageable for low worth players. Also the 2
round spells seem a bit underpowered for thier sp cost (I had
100%evocation/mastery of evocation/mindpeace and all the skills
basically and they were only 165sp/blast and did enourmous damage)
In comparison to Nether i get an incredible blast at 150sp,
(incredible is 2 stages higher for those that don't know). I think
that a lowering of the sp cost of the evoker two round spells would
be a realistic change that would help the guild a bit.
D. Starvation seems a bit weak. I love how you don't regen when you
starve, but i think that after starving for a while say 10 minutes
it should start affecting you healthwise say a 5% hp reduction from
your full base hp per tick/tock that you starve.
E. That is all, rip them up, I have more, and keep in mind I still
want corpses to reanimate at 15-50% of mob worth. Damn silly non
grave diggers!
-Coalskirt

-----------------

poster: Tahnval
subject: >>>EQ Decay
date: Fri Apr  5 23:32:22 2002

On Fri Apr  5 18:42:03 2002 Magneto wrote post #1741:
> On Fri Apr  5 17:36:20 2002 Quillz wrote post #1737:
> > On Fri Apr  5 17:14:14 2002 Spoof wrote post #1736:
> > > Maybe there could be an EQ decay wish
> > > -Spoof
> > I love this idea. 
> > However, I'm sure the people upstairs wont go for it. 
> I love it, how much decay should it give.  Decay by 20% for minor
> and major decays it 50%.  Why a mortal would want it i dont know. 
> But /I/ like it
> Mags
I would want it because it is currently necessary for me to spend
maybe 2/3rds on my time on here chasing gold to compensate for EQ
decay, which is not much fun.

-----------------

poster: Tahnval
subject: >eq decay question
date: Fri Apr  5 23:35:01 2002

On Fri Apr  5 21:15:01 2002 Bigglesworth wrote post #1748:
> for you guys that are repairing all this eq every 2-3 days at a
> time, how often per 24-hour period do you play? how much of that
> time is in combat?
> this is just for general knowledge.. as I don't play a lot and hence
> don't use my eq that much in combat, etc.. but i'm just curious..
> perhaps a solution is too play less..
> -biggs
People are also overlooking that fact that eq repair isn't.  It
just slows down the decay.  Actually repairing eq isn't even
worth doing on eq worth less than about 4M, because it's cheaper
to buy new (assuming pyroclasts up max condition by the 8% I've been told).
So after spending much more than the cost of the item on
Bifur's ersatz "repairs", you then have to add in replacement cost.

-----------------

poster: Quillz
subject: eq decay
date: Fri Apr  5 23:35:19 2002

Just do as I do, leave your eq in your safe and solo w/o it. 
That way you get hella-bored hella-fast and dont bother. 
Hey, saves you time, and gold!
Q

-----------------

poster: Hymn
subject: Eq decay
date: Fri Apr  5 23:40:01 2002

why dont just take away the eq decay...what does it really give?
sure its pretty realistic but is it realistic that all eq just decay
when you arent fighting?
if it should be realistic then just make the eq dacay when you are
fighting or something
or I dunno I havent played here THAT long so I should know...but I
havent muded on any mud before that has eq decay
but I have muded on places that the eq breaks when you are fighting
and so on:)
thanx for me:)
/Hymn

-----------------

poster: Hymn
subject: sorry about that
date: Fri Apr  5 23:41:53 2002

just found out that eq only decays when you are fighting:)
/Hymn

-----------------

poster: Zifnab
subject: >>>just an idea i had
date: Sat Apr  6 01:26:18 2002

On Fri Apr  5 21:52:32 2002 Quillz wrote post #1751:
> On Fri Apr  5 21:51:14 2002 Spoof wrote post #1750:
> > On Fri Apr  5 21:49:53 2002 Nefardec wrote post #1749:
> > > 'Tock!
> > > 'Tock!
> > > 'Tick!
> > > An idea that i had recently was to have professions that are
> > > available to players that may or may not be based on guild.  The
> > > players could perform tasks related to their professions to earn
> > > gold, much like quests.  The tasks would take time however, and a
> > > "paycheck" would be awarded only after long dedication to the
> > > profession.
> > > -Nef-
> > It's a good idea, but maybe too complicated
> think Tock!
> save
> save
> think Tick
> think Tock!
> think Tock!
> save
> quiz
> quit

It is too complicated for our players to use ! to escape the
trigger spam, you think they can handle that?

-----------------

poster: Zifnab
subject: >>Tick/Tock trigs
date: Sat Apr  6 01:26:49 2002

On Fri Apr  5 21:59:14 2002 Spoof wrote post #1753:
> On Fri Apr  5 21:58:02 2002 Quillz wrote post #1752:
> > Everyone who has a tick or tock trig, delete the fucking thing.
> > NO one else cares if you tick or tock but you, so dont show anyone else. 
> > save
> > quit
> think Full SPs!!
> i would have  to agree, the only way u would want is to do tick timers
you agree, as your trigger spams the news, and doesnt have a
%^RESET%^ in it

-----------------

poster: Tranquil
subject: >Eq decay
date: Sat Apr  6 01:41:14 2002

On Fri Apr  5 23:40:01 2002 Hymn wrote post #1762:
> why dont just take away the eq decay...what does it really give?
> sure its pretty realistic but is it realistic that all eq just decay
> when you arent fighting?
> if it should be realistic then just make the eq dacay when you are
> fighting or something
> or I dunno I havent played here THAT long so I should know...but I
> havent muded on any mud before that has eq decay
> but I have muded on places that the eq breaks when you are fighting
> and so on:)
> thanx for me:)
> /Hymn

Hmm, I suggest you read the news a little more closely.
Approximately two weeks ago, eq decay was changed to happen in
combat only, so your post is just a tad redundant.

- Blah


-----------------

poster: Jaws
subject: eq decay
date: Sat Apr  6 02:39:06 2002

my 2 cents

Personally I think eq decay is a bit fast as it currently stands
mid lvl eq goes from new to like new in roughly  4 hrs of combat
and higher stuff takes around 10 hrs


Also I have no issues with eq decay when its work like before - but
at a slower rate given the
combat formula - and even a teenie litte bit of decay when not even worn - 
all things succumb to rust if un attended over time - 
whether or no tthey are worn/used


Ultimately its the admin's decision - just my opinion

Jaws

-----------------

poster: Tranquil
subject: >eq decay
date: Sat Apr  6 06:57:02 2002

On Sat Apr  6 02:39:06 2002 Jaws wrote post #1767:
> my 2 cents
> 
> Personally I think eq decay is a bit fast as it currently stands
> mid lvl eq goes from new to like new in roughly  4 hrs of combat
> and higher stuff takes around 10 hrs
> 
> 
> Also I have no issues with eq decay when its work like before - but
> at a slower rate given the
> combat formula - and even a teenie litte bit of decay when not even worn - 
> all things succumb to rust if un attended over time - 
> whether or no tthey are worn/used
> 
> 
> Ultimately its the admin's decision - just my opinion
> 
> Jaws

Some would say that the eq decay rate being heightened was a little
preemptory. The reason for this: people would remove their equipment
when they weren't in need of regen, to save on repairing costs, so
technically, eq would only be worn in combat, or when readying to be
in combat. With the recent changes, two things have happened. eq
decay has been sped up, and people are no longer required to type
'wear all' every time they get ready to do some xp.

What others have experienced, I do not know, but what I have
experienced is that by investing 25% of my mudding time in doing
gold, and the other 75% doing xp, I can keep up with repairing costs
for my equipment. Now, since I have regularly spent 75% of my time
doing gold anyway, the changes have had very little impact on me
personally.

I believe that for those whom it has affected to a greater degree,
maybe you should adjust your playing style accordingly. If you're a
healer, insist on a share of party loot or study some blasting
spell. If you're a blaster or fighter type, invest a little time in
doing gold. There are more things to do than just xp, and there are
more than one way to aquire gold. And, as has been mentioned before,
if you cannot afford the upkeep on your 'rocking' eq set, maybe you
should rock a little less until you have the ability to keep up with
the costs involved.


-----------------

poster: Coal
subject: decaycost
date: Sat Apr  6 07:00:14 2002

i've spent 500k-750k in repair costs since monday.
-Coalpantswearsaskirt

-----------------

poster: Tranquil
subject: >decaycost
date: Sat Apr  6 07:01:05 2002

On Sat Apr  6 07:00:14 2002 Coal wrote post #1769:
> i've spent 500k-750k in repair costs since monday.
> -Coalpantswearsaskirt

How many hours have you mudded since monday?

-----------------

poster: Celine
subject: >tick/tock trigs
date: Sat Apr  6 07:13:00 2002

if its for your own well being then use the think emote instead of
saying it... that way no one else has too see that shit.

-----------------

poster: Dram
subject: triggers
date: Sat Apr  6 08:24:01 2002

Turn off triggers before posting anything on news. Its polite to do
so for others, if you don't do so, your posts might not stay in the
news.

Dram

-----------------

poster: Lu
subject: re:triggers
date: Sat Apr  6 09:32:03 2002

really no need to turn your triggers off, just add a ! before all of
your triggers, you dont even need to do it manually.

for you portal users, press ctrl+o, then click on the tet options
tab, you'll see alot of boxes and checkmarks, one of the columns has
a ! overhead, check the boxes in the events and ticker rows, and
BOOM, no more trigger spam in your news posts.

-lu

-----------------

poster: Fezzick
subject: Plants/Druid potions/balms
date: Sat Apr  6 17:44:52 2002

 
Any chance whatsoever we could make these saveable...and also - the
'plants' that you harvest with 'find herbs' skill seem to
disproprionately heavy in Inv...be nice if they weighed something
more reasonable (unless we're pulling something out of the groud
that's akin to a small shrubbery).
 
- Fezz

-----------------

poster: Trigon
subject: >Plants/Druid potions/balms
date: Sat Apr  6 21:54:28 2002

On Sat Apr  6 17:44:52 2002 Fezzick wrote post #1775:
>  
> Any chance whatsoever we could make these saveable...and also - the
> 'plants' that you harvest with 'find herbs' skill seem to
> disproprionately heavy in Inv...be nice if they weighed something
> more reasonable (unless we're pulling something out of the groud
> that's akin to a small shrubbery).
>  
> - Fezz
I think it would also be neat if everything that you got from using
find herbs actually id'd to herb, instead of having to type out
cactuses, barks, aglas, eldewises, etc etc.
Trigon

-----------------

poster: Sleet
subject: >just an idea i had
date: Sun Apr  7 07:41:10 2002

like pickpocket for thief?

-----------------

poster: Quillz
subject: snakeman
date: Sun Apr  7 11:41:10 2002

Wondering what people would think about snakeman being able to eat corpses?
Just curious :-)
Q

-----------------

poster: Yugo
subject: combat trigger
date: Sun Apr  7 14:13:26 2002

the problem with a combat window is not the:

8 A/D Black robed monk shoves you in your stomach.

stuff. but all the extra msg there like skills and spells
to capture the easy stuff you need at trigger like this:

#Trig {~[(%d)~] A/D} {#cap combat;#gag}

that should transfer all lines with [##] A/D
to the combat window, so if you got anything else betwine
[##] and A/D simply add to the trigger.

all the other stuff like spells and skills is a bit harder
and i see no simple solution unless you got a channel/tell window.

Yugo

-----------------

poster: Tranquil
subject: >snakeman
date: Sun Apr  7 15:26:50 2002


Snakes don't tend to eat corpses, they tend to eat living things,
such as rats, etc. That said, I'm all for snakemen eating living
beings; It could be more than a little amusing to watch some silly
snakeman soloist come in and literally eat your xp mobs out from
under you. However, I don't believe they should eat corpses.

On a somewhat similar note, it may be interesting to have a skill in
various caster-type guilds to 'drain' the remaining soul force of a
monster, basically feeding off the remains of a freshly defeated
enemy, for some small sp healing. It would have a dynamic but
somewhat low ep cost, with a base of say 20-30, and would heal sp
dynamically, based on the level of the monster killed. It would
probably also be best placed in the upper beta or lower gamma
levels, as it would help lower worthed players (read: with low
regen) more than higher worthed players. Anyone have any
constructive ideas/comments with regards to this idea?

-----------------

poster: Arkangyle
subject: >>snakeman
date: Sun Apr  7 17:27:43 2002

On Sun Apr  7 15:26:50 2002 Tranquil wrote post #1780:
> Snakes don't tend to eat corpses, they tend to eat living things,
> such as rats, etc. That said, I'm all for snakemen eating living
> beings; It could be more than a little amusing to watch some silly
> snakeman soloist come in and literally eat your xp mobs out from
> under you. However, I don't believe they should eat corpses.
> 
> On a somewhat similar note, it may be interesting to have a skill in
> various caster-type guilds to 'drain' the remaining soul force of a
> monster, basically feeding off the remains of a freshly defeated
> enemy, for some small sp healing. It would have a dynamic but
> somewhat low ep cost, with a base of say 20-30, and would heal sp
> dynamically, based on the level of the monster killed. It would
> probably also be best placed in the upper beta or lower gamma
> levels, as it would help lower worthed players (read: with low
> regen) more than higher worthed players. Anyone have any
> constructive ideas/comments with regards to this idea?

I think something along this vein could be added, and may very well
be a GOOD idea.  However, I think it is most appropriate and only
really applicable to the harmer guild tree.  Some skills that might
allow them to fill bowls with blood from their victims, drain sps,
etc might be a good path to look in adding on a new guild or simply
supplementing their existing structure.

-----------------

poster: Ronin
subject: castle portals
date: Tue Apr  9 07:08:31 2002

Would be nice if animist was added to the portals in castles?

-Ronin
,

-----------------

poster: Koma
subject: >castle portals
date: Tue Apr  9 11:39:53 2002

On Tue Apr  9 07:08:31 2002 Ronin wrote post #1782:
> Would be nice if animist was added to the portals in castles?
> 
> -Ronin
> ,

There is an animist orb you can buy from the castle shop, you drop
it in the room with an old portal in a castle and it will add the
exit.. I believe the new portals you buy from the shop already have
the animist exit.


-----------------

poster: Korthrun
subject: New party commands
date: Wed Apr 10 08:09:58 2002

party invite clan and friends

-----------------

poster: Celine
subject: >New party commands
date: Wed Apr 10 08:39:26 2002

On Wed Apr 10 08:09:58 2002 Korthrun wrote post #1784:
> party invite clan and friends
I second that idea.. I know I would use it.. mostly clan but maybe
friends occasionaly too.

-----------------

poster: Balinor
subject: >>New party commands
date: Wed Apr 10 08:40:50 2002

On Wed Apr 10 08:39:26 2002 Celine wrote post #1785:
> On Wed Apr 10 08:09:58 2002 Korthrun wrote post #1784:
> > party invite clan and friends
> I second that idea.. I know I would use it.. mostly clan but maybe
> friends occasionaly too.
Sooo,that would invite your whole clan and all your friends?

-----------------

poster: Litho
subject: >>>New party commands
date: Wed Apr 10 10:35:43 2002

i think 2 seperate commands party invite friends, party invite clan..

-----------------

poster: Arkangyle
subject: >New party commands
date: Wed Apr 10 15:52:04 2002

On Wed Apr 10 08:09:58 2002 Korthrun wrote post #1784:
> party invite clan and friends
Personally, I see no reason for this at all.

-----------------

poster: Lizzie
subject: new emote
date: Wed Apr 10 17:59:23 2002

fire LIV (you inform LIV that he/she/it is fired.)

-----------------

poster: Celine
subject: >>New party commands
date: Wed Apr 10 22:01:47 2002

On Wed Apr 10 15:52:04 2002 Arkangyle wrote post #1788:
> On Wed Apr 10 08:09:58 2002 Korthrun wrote post #1784:
> > party invite clan and friends
> Personally, I see no reason for this at all.
You have no friends?

-----------------

poster: Spoof
subject: >>>New party commands
date: Wed Apr 10 22:17:00 2002

On Wed Apr 10 22:01:47 2002 Celine wrote post #1790:
> On Wed Apr 10 15:52:04 2002 Arkangyle wrote post #1788:
> > On Wed Apr 10 08:09:58 2002 Korthrun wrote post #1784:
> > > party invite clan and friends
> > Personally, I see no reason for this at all.
> You have no friends?
laugh
The point of doing it is BEE lazy


-----------------

poster: Lurch
subject: party shares
date: Thu Apr 11 01:35:36 2002

How about in party shares when it shows the % share, it carries it
out to a decimal place or two.
that would be cool

-----------------

poster: Ronin
subject: success_rate
date: Thu Apr 11 08:02:15 2002

Would be nice if we had a command to reset success rate

-Ronin

-----------------

poster: Chrono
subject: new party commands
date: Thu Apr 11 08:10:39 2002

i'd have to agree with ark on this, i'm sure if your all your
friends wanted to xp with you, they'd say "hey lets xp". and as for
clan....well i could see a command for that, but is it really that
hard to type out *15* at the most, people to join?, peharps make an
alias for it or somethin...or maybe a command could be implimented
for it (multiple invite - ie. party invite name1,name2,name3,etc.)

-----------------

poster: Fox
subject: Emotes.
date: Thu Apr 11 10:11:03 2002

I want more sex emotes! >=-)
*grins evilly*

-----------------

poster: Graxon
subject: Inform channel
date: Thu Apr 11 16:16:25 2002

Lately inform channel is getting more and more spammy so i post this
to suggest reducing the spam if one say desires if the was the
option to only see your friends logging on/off and perhaps also the
players joining guilds.

Maybe this could be made possible by a new command... friends inform
and guilds inform

Flame away

Grax

-----------------

poster: Trigon
subject: >Inform channel
date: Thu Apr 11 22:59:19 2002

On Thu Apr 11 16:16:25 2002 Graxon wrote post #1797:
> Lately inform channel is getting more and more spammy so i post this
> to suggest reducing the spam if one say desires if the was the
> option to only see your friends logging on/off and perhaps also the
> players joining guilds.
> 
> Maybe this could be made possible by a new command... friends inform
> and guilds inform
> 
> Flame away
> 
> Grax
Hrm, not really a flame, but I think this is just about as silly as
the alert channel getting removed because it wasn't really alerting
people.  I think it'd be kinda silly to make special commands to
filter inform just because you don't care about someone loggin in
unless they are a friend or something.  Oh well.
Trigon

-----------------

poster: Nefardec
subject: Spells/Skills
date: Fri Apr 12 02:00:10 2002

I have always thought that it would be nice to see the # hit of a
spell or skill on an enemy in combat, like a normal hit.  It would
make spellcasting/using skills as concrete as combat is.  Instead of
simply biting something deeply making it scream, one would know how
the skill is related to normal damage.  I suppose experienced
players have this sort of memorized, but newbies like myself could
use this to become better spellcasters/skillusers.
-Nef

-----------------

poster: Wagro
subject: >Spells/Skills
date: Fri Apr 12 02:00:37 2002

On Fri Apr 12 02:00:10 2002 Nefardec wrote post #1799:
> I have always thought that it would be nice to see the # hit of a
> spell or skill on an enemy in combat, like a normal hit.  It would
> make spellcasting/using skills as concrete as combat is.  Instead of
> simply biting something deeply making it scream, one would know how
> the skill is related to normal damage.  I suppose experienced
> players have this sort of memorized, but newbies like myself could
> use this to become better spellcasters/skillusers.
> -Nef
theres a skill which does this. determine effectivness

-----------------

poster: Oz
subject: astral walk
date: Fri Apr 12 02:47:12 2002

when i cast astral walk, it lets me stay in the place i reloced to
for a certain period of time, then pulls me back. that is fine, only
that if after i reloced, i return to the place i originally left,
and walk from there, i will still be pulled there. that results in
me constantly hopping from one place to the other, and back. maybe
it should be made possiable to return to the place i astral walked
from, and end the spell. astral projection allows that, i dont see a
reason why astral walk should be any diffrent.
Oz

-----------------

poster: Lurch
subject: >>Spells/Skills
date: Fri Apr 12 12:27:33 2002

IMO, determine effectiveness sucks. I would have though it would tell
you the # of damage it does, but instead it gives you a percentage.
If you don't know how much damage the spell is supposed to do (I'm sorry,
but 'negligible', 'average', and 'low' just don't cut it) then knowing
how much of that is did is useless. Since you actually have to train
a skill that allows you to know how well it did, it should actually tell
you how effective it was, in terms of how much damage was actually done
after masteries and resistances and such.
again, this is my OPINION, I'm not making any demands, whether or not
it sounded that way.
And how about having something you can put in your prompt to tell the
exact % condition of the monster you are fighting... now if you can't use
RDMP all you get is a message whenever it hits you.

(p.s. when I post, I am arguing that my idea is sound, not that people
must do it or else, so no spammy flames :P If you don't like it ignore it.)

-----------------

poster: Zifnab
subject: >>>Spells/Skills
date: Fri Apr 12 15:22:33 2002

On Fri Apr 12 12:27:33 2002 Lurch wrote post #1802:
> IMO, determine effectiveness sucks. I would have though it would tell
> you the # of damage it does, but instead it gives you a percentage.
> If you don't know how much damage the spell is supposed to do (I'm sorry,
> but 'negligible', 'average', and 'low' just don't cut it) then knowing
> how much of that is did is useless. Since you actually have to train
> a skill that allows you to know how well it did, it should actually tell
> you how effective it was, in terms of how much damage was actually done
> after masteries and resistances and such.
> again, this is my OPINION, I'm not making any demands, whether or not
> it sounded that way.
> And how about having something you can put in your prompt to tell the
> exact % condition of the monster you are fighting... now if you can't use
> RDMP all you get is a message whenever it hits you.
> 
> (p.s. when I post, I am arguing that my idea is sound, not that people
> must do it or else, so no spammy flames :P If you don't like it ignore it.)

RDMP wsa designed for that reason.  I am sorry but clients are 
small enough, easy enough to install, and there are enough of
them around that other than using a computer you do not own
I see no reason to put in yet another way to do that.  And using
a computer you don't own to mud is a whole seperate set of issues.

The combat numbers you all want to see are not much better than the
'sucky' (Your ever so helpful term) messages determine
effectiveness gives.

-----------------

poster: Sigwald
subject: >Plants/Druid potions/balms
date: Fri Apr 12 17:01:17 2002

On Sat Apr  6 17:44:52 2002 Fezzick wrote post #1775:
>  
> Any chance whatsoever we could make these saveable...and also - the
> 'plants' that you harvest with 'find herbs' skill seem to
> disproprionately heavy in Inv...be nice if they weighed something
> more reasonable (unless we're pulling something out of the groud
> that's akin to a small shrubbery).
>  
> - Fezz
Well I suppose the herbs are 1 pound per herb, no way to do less with
weight system we have...

-----------------

poster: Warchief
subject: >>>Spells/Skills
date: Fri Apr 12 17:04:17 2002

On Fri Apr 12 12:27:33 2002 Lurch wrote post #1802:
> IMO, determine effectiveness sucks. I would have though it would tell
> you the # of damage it does, but instead it gives you a percentage.
> If you don't know how much damage the spell is supposed to do (I'm sorry,
> but 'negligible', 'average', and 'low' just don't cut it) then knowing
> how much of that is did is useless. Since you actually have to train
> a skill that allows you to know how well it did, it should actually tell
> you how effective it was, in terms of how much damage was actually done
> after masteries and resistances and such.
> again, this is my OPINION, I'm not making any demands, whether or not
> it sounded that way.
> And how about having something you can put in your prompt to tell the
> exact % condition of the monster you are fighting... now if you can't use
> RDMP all you get is a message whenever it hits you.
> 
> (p.s. when I post, I am arguing that my idea is sound, not that people
> must do it or else, so no spammy flames :P If you don't like it ignore it.)


think !!FULL SP!!
breaktrance
I don't see where we should be given exact numbers.  If we were,
then this mud would just consist of number crunching to determine
which guild is the exact best.  The average damage in the help files
are plenty to determine how much damage the spells do, not to see
how much of a monster they can take off, you can determine that from
testing, but rather to compare them to other spells.  Also, it's not
like anything else tells how much damage was actually done to the
monster.  The combat number is just a ranking of how hard the hit
was, and determining how much damage is done from that would be much
much harder than determining it from spells and skills, as there are
many more levels of hits than there are of spells and skills as well
as the fact that you get 1-20 different ranks of each hit per kill,
many more factors.

-Chief

-----------------

poster: Fezzick
subject: >new party commands
date: Fri Apr 12 19:26:33 2002

On Thu Apr 11 08:10:39 2002 Chrono wrote post #1795:
> i'd have to agree with ark on this, i'm sure if your all your
> friends wanted to xp with you, they'd say "hey lets xp". and as for
> clan....well i could see a command for that, but is it really that
> hard to type out *15* at the most, people to join?, peharps make an
> alias for it or somethin...or maybe a command could be implimented
> for it (multiple invite - ie. party invite name1,name2,name3,etc.)
Multiple invite might be nice actually...hmm
 
- Fezz, goes back to pondering why he's not on 10k

-----------------

poster: Celine
subject: >>>Spells/Skills
date: Fri Apr 12 20:50:44 2002

When you are fighting something does it say to you "Ouch you
bastard, that hurt me 5 hurtebels and I only have 94.326% of my life
left!" ...... ?

-----------------

poster: Tranquil
subject: >success_rate
date: Sat Apr 13 01:56:31 2002

On Thu Apr 11 08:02:15 2002 Ronin wrote post #1793:
> Would be nice if we had a command to reset success rate
> 
> -Ronin

try 'success_rate reset'.


-----------------

poster: Tektor
subject: >success_rate
date: Sat Apr 13 18:47:18 2002

On Thu Apr 11 08:02:15 2002 Ronin wrote post #1793:
> Would be nice if we had a command to reset success rate
> 
> -Ronin
Try success_rate reset
)

-----------------

poster: Spoof
subject: arena
date: Sat Apr 13 21:53:27 2002

For the arena there needs to be a thing so that u cant lleave an
match to go regen
20
//Spoof

-----------------

poster: Nefardec
subject: Arena Event
date: Sun Apr 14 02:12:41 2002

It would be a better event if there were different brackets like
highbie, midbie, lowbie, and newbie
this way more could be part of the event.

-Nef

-----------------

poster: Smee
subject: Skills over 100%
date: Sun Apr 14 16:36:33 2002


What about doing something with the current 1/4 reduction on skills
trained above 100%

Since its no longer possible to get 150% skills, even with all sorts
of wishes, most races can only get 105-110, and a few rare ones can
get 115%. I think the exp cost is prohibitive enough at that level,
and that any % over 100% being reduced by 1/4 is kind of harsh/etc.
It seems kind of silly :-/


Smee

-----------------

poster: Fezzick
subject: >Skills over 100%
date: Mon Apr 15 03:41:57 2002

On Sun Apr 14 16:36:33 2002 Smee wrote post #1812:
> What about doing something with the current 1/4 reduction on skills
> trained above 100%
> 
> Since its no longer possible to get 150% skills, even with all sorts
> of wishes, most races can only get 105-110, and a few rare ones can
> get 115%. I think the exp cost is prohibitive enough at that level,
> and that any % over 100% being reduced by 1/4 is kind of harsh/etc.
> It seems kind of silly :-/
> 
> 
> Smee
 
Quite and I second that fully - and ultimately this would seem more
of an oversight to have not been adjusted in light of the changes
that were made to races in mid 2001.
 
Fezz
 
(and to wishes, etc)

-----------------

poster: Sigwald
subject: >Skills over 100%
date: Mon Apr 15 13:47:51 2002

On Sun Apr 14 16:36:33 2002 Smee wrote post #1812:
> What about doing something with the current 1/4 reduction on skills
> trained above 100%
> 
> Since its no longer possible to get 150% skills, even with all sorts
> of wishes, most races can only get 105-110, and a few rare ones can
> get 115%. I think the exp cost is prohibitive enough at that level,
> and that any % over 100% being reduced by 1/4 is kind of harsh/etc.
> It seems kind of silly :-/
> 
> 
> Smee
What's even more silly is players without a clue, since there is
no such thing as 1/4 reduction of skills over 100%. 

-----------------

poster: Oz
subject: dreams.
date: Mon Apr 15 17:16:08 2002

i think, that the dreams in the oneiromancers guild should be
effected a lot more by int, and by the mastery skill, dreamweaving
lore. those dreams cannot be refreshed, and they decrease very fast,
and even with high int and more then 100 mastery, they dont last too
long. the mastery, and sleep trance, are both costly skills. if i am
spending so much xp getting em high, i think they should give me a
better effect on the dreams, then what they do right now. 
Oz

-----------------

poster: Tahnval
subject: >>Skills over 100%
date: Mon Apr 15 23:51:16 2002

On Mon Apr 15 13:47:51 2002 Sigwald wrote post #1814:
> On Sun Apr 14 16:36:33 2002 Smee wrote post #1812:
> > What about doing something with the current 1/4 reduction on skills
> > trained above 100%
> > 
> > Since its no longer possible to get 150% skills, even with all sorts
> > of wishes, most races can only get 105-110, and a few rare ones can
> > get 115%. I think the exp cost is prohibitive enough at that level,
> > and that any % over 100% being reduced by 1/4 is kind of harsh/etc.
> > It seems kind of silly :-/
> > 
> > 
> > Smee
> What's even more silly is players without a clue, since there is
> no such thing as 1/4 reduction of skills over 100%. 
I freely admit I have no clue as to whether skills over 100%
have any effect at all - multiweapons, doublehit, etc, for example.
Anyone care to enlighten me about the effects of having skills
over 100%, if any?

-----------------

poster: Warchief
subject: >>>Skills over 100%
date: Tue Apr 16 00:16:06 2002

On Mon Apr 15 23:51:16 2002 Tahnval wrote post #1816:
> On Mon Apr 15 13:47:51 2002 Sigwald wrote post #1814:
> > On Sun Apr 14 16:36:33 2002 Smee wrote post #1812:
> > > What about doing something with the current 1/4 reduction on skills
> > > trained above 100%
> > > 
> > > Since its no longer possible to get 150% skills, even with all sorts
> > > of wishes, most races can only get 105-110, and a few rare ones can
> > > get 115%. I think the exp cost is prohibitive enough at that level,
> > > and that any % over 100% being reduced by 1/4 is kind of harsh/etc.
> > > It seems kind of silly :-/
> > > 
> > > 
> > > Smee
> > What's even more silly is players without a clue, since there is
> > no such thing as 1/4 reduction of skills over 100%. 
> I freely admit I have no clue as to whether skills over 100%
> have any effect at all - multiweapons, doublehit, etc, for example.
> Anyone care to enlighten me about the effects of having skills
> over 100%, if any?
Umm, they are higher skills, that is that.

-----------------

poster: Litho
subject: >>Skills over 100%
date: Tue Apr 16 03:06:43 2002

was gonna say..its super costly still..

-----------------

poster: Zax
subject: >>>Skills over 100%
date: Tue Apr 16 05:37:33 2002

Having > 100% skills is advantageous in that skills still have a
chance of failure even at 100% and higher skills means lower failure
rate, etcetc.
Long long ago, far far away, skills over 100% were pretty insane,
and so shit was introduced to reduce the effect of them. Wishes were
changed, and some reductions were put into place or something.
Then sometime later it was decided that skills didn't need to be
reduced over 100% so it was changed back, and hasn't been that way
for like 3.5 years or so now I think.

-----------------

poster: Lu
subject: collector
date: Tue Apr 16 17:07:59 2002

not really sure if this is possible, but maybe make something that
we can look at to see what items we have sacced, like a plaque or
somesuch, or maybe you can buy a paper from sloatinok that lists
everything you've given to him and maybe even how many tps it sacced
for.

-lu

-----------------

poster: Uno
subject: >>>>Skills over 100%
date: Tue Apr 16 18:11:48 2002

On Tue Apr 16 05:37:33 2002 Zax wrote post #1820:
> Having > 100% skills is advantageous in that skills still have a
> chance of failure even at 100% and higher skills means lower failure
> rate, etcetc.
> Long long ago, far far away, skills over 100% were pretty insane,
> and so shit was introduced to reduce the effect of them. Wishes were
> changed, and some reductions were put into place or something.
> Then sometime later it was decided that skills didn't need to be
> reduced over 100% so it was changed back, and hasn't been that way
> for like 3.5 years or so now I think.
100% is perfectly acceptable for skills you use,
such as deathblow or backstab, or prots like resist pain or mind sponge
having skills like that over 100 will slightly, but not
significantly lower their ep cost (in my experience)
masteries and combat skills however, are the grey area.
i don't have definitive numbers, but based on my last
10 orso skills based reincs fluctuating back and forth
from 110% skills to 115% skills, there IS a noticeable
difference in having masteries/combat skills at the higher %
note that combat skills have a direct passive influence
on combat while masteries are only relative to the skills
that you USE, (deathblow, resist pain, etc.)

-----------------

poster: Midnight
subject: bags/pouches
date: Wed Apr 17 09:37:55 2002

i would like for the gem bag/canvas bag to have seperate aliases, i
realize i could do it myelf but it would make it easier to have the
gembag desault to gempouch instead.
lazymid.

-----------------

poster: Zifnab
subject: >bags/pouches
date: Wed Apr 17 16:17:17 2002

On Wed Apr 17 09:37:55 2002 Midnight wrote post #1823:
> i would like for the gem bag/canvas bag to have seperate aliases, i
> realize i could do it myelf but it would make it easier to have the
> gembag desault to gempouch instead.
> lazymid.
its a bag, not a pouch

-----------------

poster: Chewba
subject: Arena
date: Thu Apr 18 01:06:30 2002

Hrm don't know whether this has been suggested before but i got a slant
on the fist event / pk. I think that there should be some sort of
event that pulls summons 2 random players of similar worth to the
area.
They would fight it out in a pk style and we could all laugh/ watch bet etc..
Might be an idea that the event was going to happen in x mins (so we
could all spend our xp just incase in was us)
Ermm thats it. 

Feel free to flame - you know I love it. :)

Chewba

-----------------

poster: Siffar
subject: guild plaque
date: Thu Apr 18 12:55:12 2002

It would be nice, if people who reinced out of a 
guild or who haven't been here for a long time
would not be listed on guild plaque. People who
reinced still have mastery points in a guild, but
adding something like 'if $guild = X' might help.
Also, people who haven't been here for several weeks
might be considered as inactive and could be removed
during their absence. I do not really see a good
reason why those people should be listed on plaque.

-----------------

poster: Sigwald
subject: >guild plaque
date: Thu Apr 18 12:56:24 2002

On Thu Apr 18 12:55:12 2002 Siffar wrote post #1826:
> It would be nice, if people who reinced out of a 
> guild or who haven't been here for a long time
> would not be listed on guild plaque. People who
> reinced still have mastery points in a guild, but
> adding something like 'if $guild = X' might help.
> Also, people who haven't been here for several weeks
> might be considered as inactive and could be removed
> during their absence. I do not really see a good
> reason why those people should be listed on plaque.
People who reinc gets cleared out of the guild plaque after a boot
or something.
Inactive players will stay there, like they do on exp plaque. 

-----------------

poster: Ixtlilton
subject: >guild plaque
date: Thu Apr 18 13:03:54 2002

I see no reason why they should be removed, and since i am the one
who made the guild plaques, they will stay as they are.
*/Ixtlilton - the almost allmighty

-----------------

poster: Siffar
subject: >>guild plaque
date: Thu Apr 18 13:07:42 2002

Ok, I see reasons why people who don't play anymore
should still be listed on guild plaque, but why
should players who reinced to a different guild
still be on it?

-----------------

poster: Ixtlilton
subject: >>>guild plaque
date: Thu Apr 18 13:33:43 2002

Because i say so
Nuff said
*/Ixtlilton

-----------------

poster: Zifnab
subject: >guild plaque
date: Thu Apr 18 14:11:34 2002

On Thu Apr 18 12:55:12 2002 Siffar wrote post #1826:
> It would be nice, if people who reinced out of a 
> guild or who haven't been here for a long time
> would not be listed on guild plaque. People who
> reinced still have mastery points in a guild, but
> adding something like 'if $guild = X' might help.
> Also, people who haven't been here for several weeks
> might be considered as inactive and could be removed
> during their absence. I do not really see a good
> reason why those people should be listed on plaque.

wtf is $guild=X?

They are not counted for the lead, it does not hurt them
to be on the plaque

-----------------

poster: Siffar
subject: >>guild plaque
date: Thu Apr 18 14:23:02 2002

the '$guild=X' thing was meant to be Unix style meta-program code
to hint at an if clause that checks the guild
of a player to test if he is still in the guild whose plaque he will
be displayed on. This of course depends, how the plaque is loaded.

-----------------

poster: Lu
subject: >>>guild plaque
date: Thu Apr 18 15:17:06 2002

they can still be on it, it means shit cause they can't lead a guild
they aren't in, i really dont see why your complaining.
-lu

-----------------

poster: Ronin
subject: who command
date: Fri Apr 19 02:31:10 2002

who clan: shows all people that are in a clan that are logged on
who no_clan shows all people that are not in a clan that are logged on

-Ronin

-----------------

poster: Tahnval
subject: >>>>guild plaque
date: Fri Apr 19 03:32:48 2002

On Thu Apr 18 13:33:43 2002 Ixtlilton wrote post #1830:
> Because i say so
> Nuff said
> */Ixtlilton
Yes mum!

-----------------

poster: Celine
subject: >who command
date: Fri Apr 19 03:33:31 2002

On Fri Apr 19 02:31:10 2002 Ronin wrote post #1834:
> who clan: shows all people that are in a clan that are logged on
> who no_clan shows all people that are not in a clan that are logged on
> 
> -Ronin
You on a recruiting binge?

-----------------

poster: Ian
subject: Top of my head rogue stuff from gaming
date: Fri Apr 19 04:26:18 2002

I was thinking about the way the mud was going and in my gaming
experience rogues are not all about pk that is more the realm of the
assassin.

How about a Fence guild, these guys could increase looting ability
above any other class do to a keen eye that is able to detect places
of hidden loot on a corpse. So I guess maybe a % increase in gold
when you have one in the party. Also a fence would have black market
skills and a black market could easily be made that will only deal
with fences.

Now one thing from gaming I also realized is rogues have the ability
to detect traps and secret doors and the like, so if you made skills
for this and started adding areas where exits cant even be detected
without a rogue or their are locked doors and no key so the rogue
would have to pick them, you would get back the essence of the non
evil rogue

Also another good thing rogues would be good at is quest
information, i have no idea how to make it plausible in a mud but
recon is another very rogue thing. These are all off the top of my
head, the problem with rogues is they are not the best fighters, In
gaming situations they are much better with non combat and stealth
then they are with combat, so how you would fit that into a mud
based solely on combat is gonna be rough.

-----------------

poster: Malifix
subject: look command
date: Fri Apr 19 05:21:09 2002

When you look at another player it shows race leadership, if
present.  Perhaps guild leadership can be added as well.

-----------------

poster: Tranquil
subject: >Top of my head rogue stuff from gaming
date: Fri Apr 19 15:14:42 2002


Actually, it wouldnt be that difficult. Time consuming, yes. But not
overly difficult. First, it would have to start with the removal of
the combat = xp formula (simplified version) that exists at rd.
Next, certain skills and spells could be given the ability to give
xp points.

Blasting, healing, and protting spells, attack and prot skills, and
so forth would give xp based on how much (actual) dmg was done to
the monster (since you wont get much effect from mindlessly casting
magma boulder at a fire elemental, therefore you shouldnt get much
experience from it). Certain passive skills and passive effects from
certain spells would also add a small amount of xp to the player who
uses/cast them.

Thirdly, and this would be the most time consuming part: Someone
with the ideas and know-how could go through areas one by one and
add bits here and there where applicable, which would make rogues
remotely, and eventually, quite useful here on red dragon. Then of
course, the mud would need a testing phase of somewhere between 1
and 6 months, to tweak skill and spell xp earning, and to give
players a chance to cope with the changes, add input of their own,
and so on.

After this would be done, many guild ideas that are currently
pointless would become useful, but at one large cost. Red dragon
would no longer be red dragon. True, it would bear the same name,
and the areas and many other things would be almost identical, but
the fundamental basis of red dragon would have changed. It would no
longer be a mud aimed at mindless drones who need nothing more than
a decent amount of patience to progress their character, instead it
would be aimed at the thinking mudders out there, wherever they may
be.

While I don't claim to know the ideas and goals that admin has for
the future of this mud, but I have not seen one single thing
implemented here in the over two and a half years of affiliation
with red dragon, that points in the direction of making mudders
really think, so, while it would be nice, my thoughts are that if
you want to use your head to mud, you've got a long wait until you
would be able to do that here.

-----------------

poster: Zifnab
subject: >>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:16:54 2002

On Fri Apr 19 15:14:42 2002 Tranquil wrote post #1839:
> Actually, it wouldnt be that difficult. Time consuming, yes. But not
> overly difficult. First, it would have to start with the removal of
> the combat = xp formula (simplified version) that exists at rd.
> Next, certain skills and spells could be given the ability to give
> xp points.
> 
> Blasting, healing, and protting spells, attack and prot skills, and
> so forth would give xp based on how much (actual) dmg was done to
> the monster (since you wont get much effect from mindlessly casting
> magma boulder at a fire elemental, therefore you shouldnt get much
> experience from it). Certain passive skills and passive effects from
> certain spells would also add a small amount of xp to the player who
> uses/cast them.
> 

Who are you kidding? 'it wouldnt be that difficult'.

You want to change the fundamental way the game is played, 
and you say its not difficult?

give me a break, lets post real ideas please.
**

-----------------

poster: Tranquil
subject: >>>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:31:56 2002


Yes, that is exactly what I am saying. Changes, and I'm talking real
changes, not some minor tweaks to races or something similar, are
time consuming. sometimes they create a headache in the person's
head who happens to be working on them, true. But if theres one
thing I've learned from coding, its that there's always a way to get
around any problem, all it takes is knowledge and experience with
coding, and time. Here, we have the knowledge and experience, and
there are a few people with coding skills and/or talent, and the
time and desire to do something worthwhile.

What it all really boils down to, is this:

Do those people really care about what happens at rd, and if so, are
they willing to put in the effort it takes to build and expand on
what we already have here? Are said people willing to take a chance
sometimes, are they willing to try new tactics with the mud?

Do we want red dragon to stay precisely as it is, and keep the
playerbase we have, or are we willing to gamble that we'll lose some
of those players, for the chance that we give this mud some true
depth, some new ideas, give it an easily expandable format to work
with, and in doing so, potentially open ourselves up to hundreds of
other mudders out there, potentially increasing our playerbase even
above those who we may lose?

As I previously stated, I don't claim to know what admins goals are
for red dragon. I could not question them even if I did. But, this
post and the previous one are designed to make people of all levels,
from newbie to admin think, particularly about the future of this
mud, and in the players cases, of themselves. We all grow up
eventually, and grow out of hack and slash. Perhaps some of us would
like to know there's a future in mudding at red dragon, even after
we have quenched out thirst for digital blood.


-----------------

poster: Khosan
subject: >>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:55:19 2002

On Fri Apr 19 15:31:56 2002 Tranquil wrote post #1841:
> Do we want red dragon to stay precisely as it is, and keep the
> playerbase we have, or are we willing to gamble that we'll lose some
> of those players, for the chance that we give this mud some true
> depth, some new ideas, give it an easily expandable format to work
> with, and in doing so, potentially open ourselves up to hundreds of
> other mudders out there, potentially increasing our playerbase even
> above those who we may lose?

Go away. We like our mud as it is, thanks.

Khosan

-----------------

poster: Lu
subject: >>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:55:25 2002

why do you want rd to change from killing -> xp, to using
skills/spells -> xp.  That changes the mud entriely, and this may be
wrong, but if you want that kind of mud, go find one, and play it
-lu

-----------------

poster: Tranquil
subject: >>>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:58:16 2002

On Fri Apr 19 15:55:19 2002 Khosan wrote post #1842:
> On Fri Apr 19 15:31:56 2002 Tranquil wrote post #1841:
> > Do we want red dragon to stay precisely as it is, and keep the
> > playerbase we have, or are we willing to gamble that we'll lose some
> > of those players, for the chance that we give this mud some true
> > depth, some new ideas, give it an easily expandable format to work
> > with, and in doing so, potentially open ourselves up to hundreds of
> > other mudders out there, potentially increasing our playerbase even
> > above those who we may lose?
> 
> Go away. We like our mud as it is, thanks.
> 
> Khosan
I rest my case.


-----------------

poster: Uno
subject: >>>>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 15:59:43 2002

On Fri Apr 19 15:58:16 2002 Tranquil wrote post #1844:
> On Fri Apr 19 15:55:19 2002 Khosan wrote post #1842:
> > On Fri Apr 19 15:31:56 2002 Tranquil wrote post #1841:
> > > Do we want red dragon to stay precisely as it is, and keep the
> > > playerbase we have, or are we willing to gamble that we'll lose some
> > > of those players, for the chance that we give this mud some true
> > > depth, some new ideas, give it an easily expandable format to work
> > > with, and in doing so, potentially open ourselves up to hundreds of
> > > other mudders out there, potentially increasing our playerbase even
> > > above those who we may lose?
> > 
> > Go away. We like our mud as it is, thanks.
> > 
> > Khosan
> I rest my case.
> 
i'm just posting this so tranquil doesn't get the last word.

-----------------

poster: Zifnab
subject: >>>>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 16:09:17 2002

On Fri Apr 19 15:58:16 2002 Tranquil wrote post #1844:
> On Fri Apr 19 15:55:19 2002 Khosan wrote post #1842:
> > On Fri Apr 19 15:31:56 2002 Tranquil wrote post #1841:
> > > Do we want red dragon to stay precisely as it is, and keep the
> > > playerbase we have, or are we willing to gamble that we'll lose some
> > > of those players, for the chance that we give this mud some true
> > > depth, some new ideas, give it an easily expandable format to work
> > > with, and in doing so, potentially open ourselves up to hundreds of
> > > other mudders out there, potentially increasing our playerbase even
> > > above those who we may lose?
> > 
> > Go away. We like our mud as it is, thanks.
> > 
> > Khosan
> I rest my case.
> 

You never had a case to rest..

You suggest changing the functional  design of the entire mud.

In one post you say its not difficult, the next you say it is not easy?

which is it? Where are the coders with all the time in the world 
to code this (combat/spells/skills... this is the easy part), balance it
and test it.

The mud is 7 almost 8 years old now (6 with players), Its a bit
late in the design of the mud to be chaning things that drasitcally.

Feel free to visit ftp.imaginary.com /pub/LPC and download
a lib/server combination and design the mud as you see fit, we are happy
with what we have done here, and I think that _most_ of the player
base is as well.  Sure it has its flaws, but find me a mud that doesnt.

Zif's last post on this subject.

-----------------

poster: Sigwald
subject: Go Zifnab
date: Fri Apr 19 17:50:02 2002

Enuff said :). 

-----------------

poster: Daneel
subject: >>>>>>>Top of my head rogue stuff from gaming
date: Fri Apr 19 18:53:50 2002

No. it wouldn't be that difficult to add xp for skills rather than 
kills.  One call in two files, probably.  But it wouldn't solve 
Tranquils problem in the least.  You'd just get people sitting
around using skills all day - just as boring as sitting around 
hacking on things all day.

If you want to get more thinking required for the mud, I think 
the place to look is the builders.  But it's _very_ difficult 
to make an area that requires thought to do well.  And to 
convince the _player_ base here to use such an area, it'd need
a significant uptune relative to the rest of the mud (which 
gets to the other big problem - if you want a mud that requires
thinking, you need players willing to think and to inovate...
and, for that matter, to refrain from _sharing_ knowledge. All
of which you have here to some extent, but by no means is it a
majority extent.  There are more things one could do, to a lesser
extent, but none of them as big, and just changing what gives
one xps will do nothing.

           -Daneel

-----------------

poster: Bigglesworth
subject: mutilated rogue posts
date: Fri Apr 19 22:33:58 2002

You fools, especially Tranquil Don't mutilate idea posts like that,
if you wanted something to attack off from do it on your own post
and not off from someone elses, like Ian's serious post.
It wasn't cool, especially not to see 8 posts or so with a title for
rogue stuff when its relating to perhaps rpg of the mud or whatnot.
Oi...ppl....

-----------------

poster: Ian
subject: laf all the ruckus
date: Fri Apr 19 23:54:46 2002

Sorry about all that people, wasnt trying to start a crazy change
the entire mud debate, I was just brain storming and by the end of
my post i came to the realization that you really cant use rogues in
the same fashion because of the exp system here. Did'nt think anyone
would say yeah change the entire system..=P

-----------------

poster: Oz
subject: nightmare of hemophilia
date: Sat Apr 20 15:58:58 2002

i have 110% lore of the watchers, which is the mastery for
hemophilia nightmare, and i get very short duration nightmares. i
have gotten them as short as 3 rounds, and even a 2 rounder once. i
know the nightmare was recently fixed by Daneel. now that it is
actualy doing something, how about we let it do it for a bit
longer.

Oz.

-----------------

poster: Adjudicator
subject: Mail
date: Sat Apr 20 22:23:14 2002

Mebbe make it so mail don't get deleted when you type down? 

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poster: Wagro
subject: Set snare
date: Sun Apr 21 03:29:19 2002

now that pk is gone, could the set snare skill be changed back so we
can use them more than once and maybe not have to be in the room to
keep them from desting