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

poster: Chrono
subject: ew
date: Mon Apr 22 04:40:44 2002

perhaps ew could show us how much we would have in credit (ie. so we
can plan reincs a bit better, and its kinda cool to know how much
total ya have in credit) ps. sorry to anyone that dont like it, or
thinks its dumb.

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

poster: Wagro
subject: >ew
date: Mon Apr 22 04:42:50 2002

On Mon Apr 22 04:40:44 2002 Chrono wrote post #1:
> perhaps ew could show us how much we would have in credit (ie. so we
> can plan reincs a bit better, and its kinda cool to know how much
> total ya have in credit) ps. sorry to anyone that dont like it, or
> thinks its dumb.
When you get an ew, add up the number of xp you have in credit now,
the number of xp in spells, and number of xp in skills, and multiply
that by your reinc tax, should be  pretty close

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

poster: Tahnval
subject: >>ew
date: Mon Apr 22 05:55:16 2002

On Mon Apr 22 04:42:50 2002 Wagro wrote post #2:
> On Mon Apr 22 04:40:44 2002 Chrono wrote post #1:
> > perhaps ew could show us how much we would have in credit (ie. so we
> > can plan reincs a bit better, and its kinda cool to know how much
> > total ya have in credit) ps. sorry to anyone that dont like it, or
> > thinks its dumb.
> When you get an ew, add up the number of xp you have in credit now,
> the number of xp in spells, and number of xp in skills, and multiply
> that by your reinc tax, should be  pretty close
I think Chrono was talking about gold for training.

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

poster: Sigwald
subject: >>>ew
date: Mon Apr 22 16:27:49 2002

On Mon Apr 22 05:55:16 2002 Tahnval wrote post #3:
> On Mon Apr 22 04:42:50 2002 Wagro wrote post #2:
> > On Mon Apr 22 04:40:44 2002 Chrono wrote post #1:
> > > perhaps ew could show us how much we would have in credit (ie. so we
> > > can plan reincs a bit better, and its kinda cool to know how much
> > > total ya have in credit) ps. sorry to anyone that dont like it, or
> > > thinks its dumb.
> > When you get an ew, add up the number of xp you have in credit now,
> > the number of xp in spells, and number of xp in skills, and multiply
> > that by your reinc tax, should be  pretty close
> I think Chrono was talking about gold for training.
And Wagro's answer was entirely accurate. Gold for training is meaningless
anyway since you cannot get it back as gold, so calculating it as exp
is more relevant. 

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

poster: Lu
subject: eq decay
date: Tue Apr 23 09:23:35 2002

hi, jsut thought iw ould throw this out there, but it seems eq has
gotten really fast for those of us that sepnd alot of our time on
the mud doing xp/eq

cureently, im getting 3-6 pieces of eq to scrathed every day,
rounding out the full set getting scratched every 3 days

don't know if this was how you admin wanted decay to average out at,
but as a player just seems expensive

-lu

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

poster: Litho
subject: pearl of power
date: Sat Apr 27 01:56:21 2002

was just messin with the pearl, when its pointed at target, and it
fails, it does not make them agro (yes i tried it on a excellent
shaped mob), but maybe make it agro..

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

poster: Quillz
subject: >pearl of power
date: Sat Apr 27 08:13:22 2002

On Sat Apr 27 01:56:21 2002 Litho wrote post #6:
> was just messin with the pearl, when its pointed at target, and it
> fails, it does not make them agro (yes i tried it on a excellent
> shaped mob), but maybe make it agro..
ok - i'm not pretending, i'm totally retarded. 
how are we sposed to know if we did uncover a bug?
all i remember is death and shelter.  
are we sposed to report anything we find "unusual" ?
I'm just curious.  You'd be suprised how naieve people can be
Q

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

poster: Bigglesworth
subject: pearl of power
date: Sat Apr 27 12:41:36 2002

I think there was also the spell mirror image..something you used on
yourself. In fact, there was. Though I'm with Quillz on knowing
about uncovering a bug..
I'm pretty naieve...but then again i traded my pearl of power a
while back ago..oh well..
Mirror Image r0x0rs!

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

poster: Quillz
subject: reinc gold
date: Wed May  1 02:58:17 2002

just wondering if it would be possible to tie reinc gold into stat
training gold (credit.)
that way, if your hard up for skill/spell gold one reinc, you can
use up the gold you have stored away in stats.  or the other way
around.
if you have leftover credit from skills/spells for a reinc, you
should be able to utilise it in stats.  
should-would be nice to.  not trying to get pushy, just trying to
throw out some ides. 
as you were.
Q

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

poster: Tektor
subject: Woodsman
date: Wed May  1 22:42:26 2002

dig grave
An idea to keep woodsman a strong soloer but keep them from eq,
larger exp parties, would be to have their phys ress lowered like
Mist does when more people join the party.
Just a thought maybe like anything over 2 people, The shield gets weaker.

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

poster: Quillz
subject: Interest. 
date: Thu May  2 00:24:56 2002

Now that gold is so scarce, how bout giving us interest on our bank accounts? 
Q the broke

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

poster: Khosan
subject: >Interest. 
date: Thu May  2 00:29:51 2002

On Thu May  2 00:24:56 2002 Quillz wrote post #11:
> Now that gold is so scarce, how bout giving us interest on our bank
accounts? 
> Q the broke

From now on it is going to cost a 1000 gold charge for a transaction,
25000 gold weekly charge for holding the account, a 100000 annual charge
for applying the interrests. Checking your previous transactions is
5000 gold each time.

In return we are going to give you 0.125% annual interrest.

Regards,

The board of Reddragon city bank.

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

poster: Onyx
subject: >>Interest. 
date: Thu May  2 01:15:21 2002

> 
> From now on it is going to cost a 1000 gold charge for a transaction,
> 25000 gold weekly charge for holding the account, a 100000 annual charge
> for applying the interrests. Checking your previous transactions is
> 5000 gold each time.
> 
> In return we are going to give you 0.125% annual interrest.
> 
> Regards,
> 
> The board of Reddragon city bank.
So Bank Of America is now managing the Red Dragon banks too?

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

poster: Litho
subject: woodsman
date: Thu May  2 01:34:39 2002

that won't work tek, mist mages can't wear eq in mist form, wanna
make woodsman the same way?

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

poster: Malifix
subject: >>Interest. 
date: Thu May  2 02:04:00 2002

On Thu May  2 00:29:51 2002 Khosan wrote post #12:
> On Thu May  2 00:24:56 2002 Quillz wrote post #11:
> > Now that gold is so scarce, how bout giving us interest on our bank
> accounts? 
> > Q the broke
> 
> From now on it is going to cost a 1000 gold charge for a transaction,
> 25000 gold weekly charge for holding the account, a 100000 annual charge
> for applying the interrests. Checking your previous transactions is
> 5000 gold each time.
> 
> In return we are going to give you 0.125% annual interrest.
> 
> Regards,
> 
> The board of Reddragon city bank.
Can I buy some stock in your bank Khosan?

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

poster: Magneto
subject: >>>Interest. 
date: Thu May  2 04:45:15 2002

On Thu May  2 02:04:00 2002 Malifix wrote post #15:
> On Thu May  2 00:29:51 2002 Khosan wrote post #12:
> > On Thu May  2 00:24:56 2002 Quillz wrote post #11:
> > > Now that gold is so scarce, how bout giving us interest on our bank
> > accounts? 
> > > Q the broke
> > 
> > From now on it is going to cost a 1000 gold charge for a transaction,
> > 25000 gold weekly charge for holding the account, a 100000 annual charge
> > for applying the interrests. Checking your previous transactions is
> > 5000 gold each time.
> > 
> > In return we are going to give you 0.125% annual interrest.
> > 
> > Regards,
> > 
> > The board of Reddragon city bank.
> Can I buy some stock in your bank Khosan?
can I bounce some checks and quit the mud pleeeeeease

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

poster: Dram
subject: >>>>Interest. 
date: Thu May  2 04:46:27 2002

On Thu May  2 04:45:15 2002 Magneto wrote post #16:
> On Thu May  2 02:04:00 2002 Malifix wrote post #15:
> > On Thu May  2 00:29:51 2002 Khosan wrote post #12:
> > > On Thu May  2 00:24:56 2002 Quillz wrote post #11:
> > > > Now that gold is so scarce, how bout giving us interest on our bank
> > > accounts? 
> > > > Q the broke
> > > 
> > > From now on it is going to cost a 1000 gold charge for a transaction,
> > > 25000 gold weekly charge for holding the account, a 100000 annual charge
> > > for applying the interrests. Checking your previous transactions is
> > > 5000 gold each time.
> > > 
> > > In return we are going to give you 0.125% annual interrest.
> > > 
> > > Regards,
> > > 
> > > The board of Reddragon city bank.
> > Can I buy some stock in your bank Khosan?
> can I bounce some checks and quit the mud pleeeeeease
mind if i check kite a little?

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

poster: Arkangyle
subject: >>>Interest. 
date: Thu May  2 08:43:58 2002

On Thu May  2 01:15:21 2002 Onyx wrote post #13:
> > 
> > From now on it is going to cost a 1000 gold charge for a transaction,
> > 25000 gold weekly charge for holding the account, a 100000 annual charge
> > for applying the interrests. Checking your previous transactions is
> > 5000 gold each time.
> > 
> > In return we are going to give you 0.125% annual interrest.
> > 
> > Regards,
> > 
> > The board of Reddragon city bank.
> So Bank Of America is now managing the Red Dragon banks too?

laugh ... this is sooooooo true.  I had an account with "Nations
Bank" back when I was in Texas.  They started screwing me over with
things like ATM charges for using THEIR ATMs (among other stuff). 
When I moved back to Florida, I got an account with a teachers
credit union and EARN interest on my checking account with none of
those other charges.

Arkangyle notes that you should just keep your money in a shoebox
instead of Bank of America.

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

poster: Snoop
subject: eje
date: Thu May  2 09:19:27 2002

How about making it so you can show eq's to eje and have him
determine how much an eq is 'worth'. Like you show item X to eje and
he can say something like 'X would lower your reinc tax as much as N
gold'. It wouldn't have to be exact, but you would get an idea of
what a reasonable price would be etc.
*/Snoop

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

poster: Quillz
subject: >eje
date: Thu May  2 09:20:42 2002

On Thu May  2 09:19:27 2002 Snoop wrote post #19:
> How about making it so you can show eq's to eje and have him
> determine how much an eq is 'worth'. Like you show item X to eje and
> he can say something like 'X would lower your reinc tax as much as N
> gold'. It wouldn't have to be exact, but you would get an idea of
> what a reasonable price would be etc.
> */Snoop
Oh my god...
Everyone, snoop actually had a "good" idea..
Fear!

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

poster: Litho
subject: >>eje
date: Thu May  2 09:26:42 2002

think TICK SOON
tis a good idea.
Forgive the tick thingie.

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

poster: Celine
subject: >>eje
date: Thu May  2 10:03:35 2002

On Thu May  2 09:20:42 2002 Quillz wrote post #20:
> On Thu May  2 09:19:27 2002 Snoop wrote post #19:
> > How about making it so you can show eq's to eje and have him
> > determine how much an eq is 'worth'. Like you show item X to eje and
> > he can say something like 'X would lower your reinc tax as much as N
> > gold'. It wouldn't have to be exact, but you would get an idea of
> > what a reasonable price would be etc.
> > */Snoop
> Oh my god...
> Everyone, snoop actually had a "good" idea..
> Fear!
Posts about Snoop that are praise but not posted in praise: 1

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

poster: Arkangyle
subject: >>eje
date: Thu May  2 14:39:11 2002

On Thu May  2 09:20:42 2002 Quillz wrote post #20:
> On Thu May  2 09:19:27 2002 Snoop wrote post #19:
> > How about making it so you can show eq's to eje and have him
> > determine how much an eq is 'worth'. Like you show item X to eje and
> > he can say something like 'X would lower your reinc tax as much as N
> > gold'. It wouldn't have to be exact, but you would get an idea of
> > what a reasonable price would be etc.
> > */Snoop
> Oh my god...
> Everyone, snoop actually had a "good" idea..
> Fear!

Not to be a downer, but I do not believe this is a good idea.  Since
many people now consider a vast majority of the eq to be of no more
worth than saccing for reinc, the value displayed from Eje would be
looked at by many as the actual value of a piece of eq.  The value
of course would be wrong.  EQ on this mud is worth shop price in
gold, or the value agreed upon between a buyer and seller.  Nothing
else.

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

poster: Kiliana
subject: fire building
date: Fri May  3 00:39:47 2002

I think it would make sense that if your outdoors, you wouldnt need
pre-gathered firewood to build a fire. i mean, you could find
flammable stuff from the woods and stuff, and not have to pre-gather
it. but if your indoors you would have to use the gathered firewood
like it is now. i dunno, just would seem logical to me. plus it
would keep mist mages from having to gather all their wood and drop
it if their in an outdoor place.

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

poster: Zifnab
subject: >fire building
date: Fri May  3 01:12:48 2002

On Fri May  3 00:39:47 2002 Kiliana wrote post #24:
> I think it would make sense that if your outdoors, you wouldnt need
> pre-gathered firewood to build a fire. i mean, you could find
> flammable stuff from the woods and stuff, and not have to pre-gather
> it. but if your indoors you would have to use the gathered firewood
> like it is now. i dunno, just would seem logical to me. plus it
> would keep mist mages from having to gather all their wood and drop
> it if their in an outdoor place.

The penalty that mist mages (notice the 'mist' part) get for
their abilities is the inability to carry anything, that will
not change.

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

poster: Quillz
subject: Exp Tuner. 
date: Fri May  3 17:24:36 2002

Ok - this is just an idea, but here goes. 

As I log onto the mud day after day, I notice the average number of
people logged in during the day (central USA time)  has increased
drastically in even the last 6 months. 
This type of growth is nothing short of excellent for RD, as it
brings new people/ideas/competition into the game.  

However, when I try to do experience runs - every time I go to kill
something, it is tuned down a great deal than what I remember (and
my memory goes back before the xp tuner.)
I'm a fairly old (and on some days fairly bitchy) player here, and
when I come back and actually try to push my character forward,
seeing the xp/kill drop by a decent fraction is very discouraging. 

I know the exp tuner is an overall good thing for this mud.  And I
also know that it is far too much work to tune the mobs xp based on
the player that kills it versus the # of times it has been killed. 

What I am suggesting (this is still only an idea mind you) is that
every couple of reboots, reset the monsters exp to their original
base exp.  

Not just bringing the mobs that have been tuned down back to normal,
but bringing the mobs that actually hold more xp back down to normal
as well. 

This would give some old farts like me and a few others that dont
get a chance to play more often a little more motivation to keep on
keepin' on.  

As you were.
Q

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

poster: Uno
subject: >Exp Tuner. 
date: Fri May  3 17:26:34 2002

every time i see this sort of sentiment, it is invariably
met with the same response, namely:
Total rooms in tuner: 8041
Tunes over 100%: 6976
Tunes under 100%: 1065
Average tune: 101.763145

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

poster: Quillz
subject: >>Exp Tuner. 
date: Fri May  3 17:28:28 2002

On Fri May  3 17:26:34 2002 Uno wrote post #27:
> every time i see this sort of sentiment, it is invariably
> met with the same response, namely:
> Total rooms in tuner: 8041
> Tunes over 100%: 6976
> Tunes under 100%: 1065
> Average tune: 101.763145
Which is why I included bringing the tunes that are -above- back
down as well.  I'm not looking for handouts in the form of only
tuning xp back up :-)
Q

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

poster: Uno
subject: >>>Exp Tuner. 
date: Fri May  3 17:36:31 2002

I think the point is that we're supposed to spread out more,
and not visit the same area over and over. Personally,
I don't do a very good job of finding creative ways to 
make xp, but i'm also not against the idea if it
becomes necessary. one thing i would like to see is an
adjusted tunes command that reflects only rooms that load
monsters. it appears the current one shows all rooms.

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

poster: Gerrik
subject: >>>Exp Tuner. 
date: Fri May  3 17:47:52 2002

On Fri May  3 17:28:28 2002 Quillz wrote post #28:
> On Fri May  3 17:26:34 2002 Uno wrote post #27:
> > every time i see this sort of sentiment, it is invariably
> > met with the same response, namely:
> > Total rooms in tuner: 8041
> > Tunes over 100%: 6976
> > Tunes under 100%: 1065
> > Average tune: 101.763145
> Which is why I included bringing the tunes that are -above- back
> down as well.  I'm not looking for handouts in the form of only
> tuning xp back up :-)
> Q
It could just be me...but it seems that this argument the wizzes use
showing the average number of tunes in the mud is a bit miss leading
since it is a composite number.  It doesnt take into consideration
mob base worth, the number of mobs of that worth in the mud, type of
area (eq or exp) the mob is in, and doesnt give a distribution to
show the average tune on highbie/midbie/lowbie mobs. If i am wrong
on some respect please let me know as all of this is speculation.  
-Gerrik-

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

poster: Draco
subject: >>>>Exp Tuner. 
date: Fri May  3 17:55:38 2002

On Fri May  3 17:47:52 2002 Gerrik wrote post #30:
> On Fri May  3 17:28:28 2002 Quillz wrote post #28:
> > On Fri May  3 17:26:34 2002 Uno wrote post #27:
> > > every time i see this sort of sentiment, it is invariably
> > > met with the same response, namely:
> > > Total rooms in tuner: 8041
> > > Tunes over 100%: 6976
> > > Tunes under 100%: 1065
> > > Average tune: 101.763145
> > Which is why I included bringing the tunes that are -above- back
> > down as well.  I'm not looking for handouts in the form of only
> > tuning xp back up :-)
> > Q
> It could just be me...but it seems that this argument the wizzes use
> showing the average number of tunes in the mud is a bit miss leading
> since it is a composite number.  It doesnt take into consideration
> mob base worth, the number of mobs of that worth in the mud, type of
> area (eq or exp) the mob is in, and doesnt give a distribution to
> show the average tune on highbie/midbie/lowbie mobs. If i am wrong
> on some respect please let me know as all of this is speculation.  
> -Gerrik-
i thought i would drop this by you, notice that the average tune is
101.7%? that
 is with 6x the number uptunes than downtunes. if you do the math in
your head, 
that means the downtunes are tunes a lot more than the areas going
up, which is 
another thing that is not taken into consideration with that arguement.
-draco

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

poster: Lu
subject: >>Exp Tuner. 
date: Fri May  3 18:23:27 2002

i believe that tuner is counting the 112 xp rats, the highland keep
area(which isnt much for solo), erecs plant area, which is mostly
party, unless you want to die, and loads of other rooms, that do
have mobs tuned over 100%, but killing 100xp worth mobs at 500m+
wont get you very far

-lu

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

poster: Zifnab
subject: >>>Exp Tuner. 
date: Fri May  3 19:37:32 2002

On Fri May  3 18:23:27 2002 Lu wrote post #32:
> i believe that tuner is counting the 112 xp rats, the highland keep
> area(which isnt much for solo), erecs plant area, which is mostly
> party, unless you want to die, and loads of other rooms, that do
> have mobs tuned over 100%, but killing 100xp worth mobs at 500m+
> wont get you very far
> 
> -lu
Last I checked newbie monsters were not 'tuned' at all.

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

poster: Trigon
subject: >>>>Exp Tuner. 
date: Sat May  4 01:42:24 2002

On Fri May  3 19:37:32 2002 Zifnab wrote post #33:
> On Fri May  3 18:23:27 2002 Lu wrote post #32:
> > i believe that tuner is counting the 112 xp rats, the highland keep
> > area(which isnt much for solo), erecs plant area, which is mostly
> > party, unless you want to die, and loads of other rooms, that do
> > have mobs tuned over 100%, but killing 100xp worth mobs at 500m+
> > wont get you very far
> > 
> > -lu
> Last I checked newbie monsters were not 'tuned' at all.
I think lu makes a very valid point though.  An area like I dunno
bugbears.  It's a small area that I don't ever hear people say "Goin
to do gold at bugbears."  Thus it would be one of the many many
rooms that aren't exp areas, but are in the tuner.  Now how many
rooms is say trolls, or pirates, or all the other big party exp
places? Not that many, and I'm guessing.
I really do like Quillz's idea of every few boots reset mobs to
their original worth.
Quoting that there are 6000+ rooms in the tuner that are above 100%
seems overpowering, but really who cares if Leprechaun in the sidhes
area is worth 500 exp more, or if a bugbear is worth 200 exp more?
What really counts is those 1000 rooms that make up the solo areas
and party areas are almost always downtuned unless you are on
early/late(USA time).
Just think things should be taken with a little more than spouting
back tuner info.
Trigon

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

poster: Litho
subject: >>>>Exp Tuner. 
date: Sat May  4 02:34:41 2002

uno only keels miners, aquas, dragons with me hah!

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

poster: Arkangyle
subject: exp tuner and it's statistics
date: Sat May  4 02:54:35 2002

I think a number of valid points have been brought up by the
statistics distributed from the exp tuner.

Some areas, like the swamp with the spidranox in it are silly to
kill stuff in cus it's not worth it (they are too hard for their exp
value)
There are a number of other issues as well, all of which are not
even closely addressed by the blank stats of the tuner.  As my
physics professor would always say ... a number without a REALLY
DEFINED unit of measure attached means nothing.

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

poster: Zax
subject: xptuner solution
date: Sat May  4 10:56:10 2002

Remove the xptuner and set the value of each mob to their current
tune. Any supporters?!?

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

poster: Kaos
subject: >xptuner solution
date: Sat May  4 16:36:03 2002

On Sat May  4 10:56:10 2002 Zax wrote post #37:
> Remove the xptuner and set the value of each mob to their current
> tune. Any supporters?!?
And the point would be?

I think people are too concerned about how much xp they get
from a monster.. So what if you get 68k instead of 70k from
a Sidhe.. You just kill 36 Sidhes instead of 35, and you have
earned just as much xp.. If you are that worried, you should
never stop 2 minutes to take a pee while mudding, cause that
would have just as big impact as a xp tune. Remove the
xp/min number from parties, and people will stop
complaining about tunes, about woodsmen who solo too good
about people who let them join big parties, etc etc.

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

poster: Sumerion
subject: >>xptuner solution
date: Sat May  4 19:21:40 2002

On Sat May  4 16:36:03 2002 Kaos wrote post #39:
> On Sat May  4 10:56:10 2002 Zax wrote post #37:
> > Remove the xptuner and set the value of each mob to their current
> > tune. Any supporters?!?
> And the point would be?
> 
> I think people are too concerned about how much xp they get
> from a monster.. So what if you get 68k instead of 70k from
> a Sidhe.. You just kill 36 Sidhes instead of 35, and you have
> earned just as much xp.. If you are that worried, you should
> never stop 2 minutes to take a pee while mudding, cause that
> would have just as big impact as a xp tune. Remove the
> xp/min number from parties, and people will stop
> complaining about tunes, about woodsmen who solo too good
> about people who let them join big parties, etc etc.
Kaos has gone CRAZY!!

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

poster: Tranquil
subject: >>>xptuner solution
date: Sat May  4 21:38:40 2002

On Sat May  4 19:21:40 2002 Sumerion wrote post #40:
> On Sat May  4 16:36:03 2002 Kaos wrote post #39:
> > On Sat May  4 10:56:10 2002 Zax wrote post #37:
> > > Remove the xptuner and set the value of each mob to their current
> > > tune. Any supporters?!?
> > And the point would be?
> > 
> > I think people are too concerned about how much xp they get
> > from a monster.. So what if you get 68k instead of 70k from
> > a Sidhe.. You just kill 36 Sidhes instead of 35, and you have
> > earned just as much xp.. If you are that worried, you should
> > never stop 2 minutes to take a pee while mudding, cause that
> > would have just as big impact as a xp tune. Remove the
> > xp/min number from parties, and people will stop
> > complaining about tunes, about woodsmen who solo too good
> > about people who let them join big parties, etc etc.
> Kaos has gone CRAZY!!
jsut rempove xp from the game. that woulkd solve everything
(mnessge from teh stuff i drank earlierr)

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

poster: Tektor
subject: Casino
date: Sun May  5 03:23:16 2002

Shouldn't be able to use spells/skills in casino like at poker table
so thieves can pickpocket you.

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

poster: Quillz
subject: >Casino
date: Sun May  5 03:23:25 2002

On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> Shouldn't be able to use spells/skills in casino like at poker table
> so thieves can pickpocket you.
cast body of nether
whine

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

poster: Wagro
subject: >>Casino
date: Sun May  5 03:23:49 2002

On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > Shouldn't be able to use spells/skills in casino like at poker table
> > so thieves can pickpocket you.
> cast body of nether
> whine
it should also be every 30 seconds instead of 2 min!

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

poster: Rizzly
subject: >>>>Exp Tuner. 
date: Sun May  5 04:03:42 2002

On Fri May  3 17:36:31 2002 Uno wrote post #29:
> I think the point is that we're supposed to spread out more,
> and not visit the same area over and over. Personally,
> I don't do a very good job of finding creative ways to 
> make xp, but i'm also not against the idea if it
> becomes necessary. one thing i would like to see is an
> adjusted tunes command that reflects only rooms that load
> monsters. it appears the current one shows all rooms.

Also, I'd think that that tunes command shows all monsters, e.g.
earwigs, little bvar goblins, sidhes, and nosferatu.  It probably
always has over a 100% average tune because of all the mini monsters
that are small and from which larger people can't get any gain.  I
could be sorely wrong here, but if this is the case, I think showing
the tunes command every time someone mentions it is a little
misleading.

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

poster: Rizzly
subject: >>>>>Exp Tuner. 
date: Sun May  5 04:06:51 2002

Whoops, I apologize for repeating what other people said before. 
You may proceed to beat me with a stick.

Rizzly

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

poster: Drost
subject: gem blaster
date: Sun May  5 05:21:10 2002

Not sure where to ask this...any idea why the area spell gem flash
gets the HEF messages but gem blast does not?
Just trained the areas spell and noticed this.

Any input would be appreciated.

-Drost

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

poster: Marvin
subject: exp tuner
date: Sun May  5 06:49:28 2002

You all are missing the point of the exp tuner.

It is a simple fact that some level X monsters are just easier than
others. Conversely, some level Y monsters are much much harder than
others.

Right now, the most significant factor that determines a monster's
experience worth is its level. I believe that there are some fudges
for the exp based on aggressiveness, for example, and perhaps
skills/spells that the monster uses (we talked about this, don't
remember if it was implemented or not). But still, there is very
little by looking at a particular monster that we can use to really
determine its difficulty.

I think that we can agree that the more difficult monsters should be
worth more exp than the easy ones. But how can we determine which
monsters are easy for their worth, and which are too hard?

Well, actually, you guys tell us all the time. You kill the easy
ones, repeatedly. You leave the ones that are too hard alone.

So we raise the exp worth of the not-so-often killed monsters, and
we lower the value of the ones killed more often.

The whole point is to make a much larger set of monsters worth doing
for exp. Resetting the exp tuner on a regular basis would completely
undo this effort. I am not even sure what would be the point of it
if that should happen.

Now, if you want to argue that, with the increased number of
players, the tuner is not doing its job, then you may have a case.
Perhaps too many of the harder to kill monsters are getting the same
tune-shaft as the easier monsters because of more monsters needing
to be killed per reset. I haven't looked at the numbers in quite
some time, so really I have no idea. 

But you need to understand its job before you can discuss whether it
is doing it or not.

--Marvin

Footnote:

Yes, we know that the 'tunes' stats are misleading. It shows every
room in which a monster was ever killed. A lot of these rooms are
places in which you just can't do exp, for all sorts of practical
reasons.

Try checking the 'tunes top' command. It shows the stats of the 100
most frequently cleaned rooms. 

At the time of this posting, it reads:

Top 100 rooms: 100
        Tunes over 100%: 3
       Tunes under 100%: 97
           Average tune: 98.513504

Quit your bellyaching =P

--M




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

poster: Marvin
subject: tunes
date: Sun May  5 07:21:30 2002

I should correct myself. 'tunes top' also seems to be quite
misleading. Since the lower the level the monster, the less it is
effected by the tuner, and since low level monsters are the most
frequently killed, this command shows an overly un-harsh tune
amount.

--M

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

poster: Arkangyle
subject: >>>Casino
date: Sun May  5 08:27:43 2002

On Sun May  5 03:23:49 2002 Wagro wrote post #44:
> On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> > On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > > Shouldn't be able to use spells/skills in casino like at poker table
> > > so thieves can pickpocket you.
> > cast body of nether
> > whine
> it should also be every 30 seconds instead of 2 min!

1) Casinos are often the places people are robbed irl ... why should
here be any different.

2) Why should it be 30s instead of 120s at the roulette table.  I
see no reason why it SHOULD be.

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

poster: Wagro
subject: >>>>Casino
date: Sun May  5 08:28:34 2002

On Sun May  5 08:27:43 2002 Arkangyle wrote post #50:
> On Sun May  5 03:23:49 2002 Wagro wrote post #44:
> > On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> > > On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > > > Shouldn't be able to use spells/skills in casino like at poker table
> > > > so thieves can pickpocket you.
> > > cast body of nether
> > > whine
> > it should also be every 30 seconds instead of 2 min!
> 
> 1) Casinos are often the places people are robbed irl ... why should
> here be any different.
> 
> 2) Why should it be 30s instead of 120s at the roulette table.  I
> see no reason why it SHOULD be.
why wait forever if noone else is coming, thats like that scene in
meet the parents when the airline ticket taken wont let the guy in
even though noone else was boarding

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

poster: Tranquil
subject: >>>>>Casino
date: Sun May  5 08:35:34 2002

On Sun May  5 08:28:34 2002 Wagro wrote post #51:
> On Sun May  5 08:27:43 2002 Arkangyle wrote post #50:
> > On Sun May  5 03:23:49 2002 Wagro wrote post #44:
> > > On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> > > > On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > > > > Shouldn't be able to use spells/skills in casino like at poker table
> > > > > so thieves can pickpocket you.
> > > > cast body of nether
> > > > whine
> > > it should also be every 30 seconds instead of 2 min!
> > 
> > 1) Casinos are often the places people are robbed irl ... why should
> > here be any different.
> > 
> > 2) Why should it be 30s instead of 120s at the roulette table.  I
> > see no reason why it SHOULD be.
> why wait forever if noone else is coming, thats like that scene in
> meet the parents when the airline ticket taken wont let the guy in
> even though noone else was boarding
Of course, 'that scene' happens at airports the world over. First
class goes in first, business class next, and sardine class last,
usually. Still, while I don't use the Casino here, I believe that
Wagro's opinion that it 'should' does have a little support.

RD days (from dawn to dawn the following mud day) are about 6 hours,
if I recall correctly. So technically, waiting 120 rt seconds for
the muds roulette wheel to spin would be like waiting 8 minutes for
a RL casino's roulette table to spin.

I doubt that either gamblers or the casinos that host them, real
life or on the mud, would prefer to wait that long, therefore, in
keeping with the 'theme' we have here, it wouldn't be wrong to speed
up that little wheel a touch.


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

poster: Litho
subject: >>>>>>Casino
date: Sun May  5 11:36:02 2002

On Sun May  5 08:35:34 2002 Tranquil wrote post #52:
> On Sun May  5 08:28:34 2002 Wagro wrote post #51:
> > On Sun May  5 08:27:43 2002 Arkangyle wrote post #50:
> > > On Sun May  5 03:23:49 2002 Wagro wrote post #44:
> > > > On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> > > > > On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > > > > > Shouldn't be able to use spells/skills in casino like at poker
table
> > > > > > so thieves can pickpocket you.
> > > > > cast body of nether
> > > > > whine
> > > > it should also be every 30 seconds instead of 2 min!
> > > 
> > > 1) Casinos are often the places people are robbed irl ... why should
> > > here be any different.
> > > 
> > > 2) Why should it be 30s instead of 120s at the roulette table.  I
> > > see no reason why it SHOULD be.
> > why wait forever if noone else is coming, thats like that scene in
> > meet the parents when the airline ticket taken wont let the guy in
> > even though noone else was boarding
> Of course, 'that scene' happens at airports the world over. First
> class goes in first, business class next, and sardine class last,
> usually. Still, while I don't use the Casino here, I believe that
> Wagro's opinion that it 'should' does have a little support.
> 
> RD days (from dawn to dawn the following mud day) are about 6 hours,
> if I recall correctly. So technically, waiting 120 rt seconds for
> the muds roulette wheel to spin would be like waiting 8 minutes for
> a RL casino's roulette table to spin.
> 
> I doubt that either gamblers or the casinos that host them, real
> life or on the mud, would prefer to wait that long, therefore, in
> keeping with the 'theme' we have here, it wouldn't be wrong to speed
> up that little wheel a touch.
> 
think TICK SOON
litho
in casino's they tend to make all games fast (within 30 seconds)
Slots are fast, cards is fast, craps is fast, even blackjack is
mostly fast, it wouldn't make a difference, just instead of wasting
our money in 2 hours, we can waste it in 15 mns

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

poster: Lurch
subject: guild portal
date: Sun May  5 12:10:32 2002

I'm gonna make this short and to the point.
Why does guild portal wear off so fast? IMO there is no reason for
it to go away, it does nothing to hinder the use of the spell, and
it does everything to annoy the hell out of people who use it.
my idea, is to make it last longer than 2 seconds. (and no, I'm not
exaggerating)

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

poster: Zifnab
subject: >>>>>Casino
date: Sun May  5 21:09:53 2002

On Sun May  5 08:28:34 2002 Wagro wrote post #51:
> On Sun May  5 08:27:43 2002 Arkangyle wrote post #50:
> > On Sun May  5 03:23:49 2002 Wagro wrote post #44:
> > > On Sun May  5 03:23:25 2002 Quillz wrote post #43:
> > > > On Sun May  5 03:23:16 2002 Tektor wrote post #42:
> > > > > Shouldn't be able to use spells/skills in casino like at poker table
> > > > > so thieves can pickpocket you.
> > > > cast body of nether
> > > > whine
> > > it should also be every 30 seconds instead of 2 min!
> > 
> > 1) Casinos are often the places people are robbed irl ... why should
> > here be any different.
> > 
> > 2) Why should it be 30s instead of 120s at the roulette table.  I
> > see no reason why it SHOULD be.
> why wait forever if noone else is coming, thats like that scene in
> meet the parents when the airline ticket taken wont let the guy in
> even though noone else was boarding
dont like it dont play

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

poster: Moose
subject: >xptuner solution
date: Sun May  5 23:30:26 2002

I agree to Zax.

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

poster: Sleet
subject: >>Interest. 
date: Mon May  6 04:30:19 2002

On Thu May  2 00:29:51 2002 Khosan wrote post #12:
> On Thu May  2 00:24:56 2002 Quillz wrote post #11:
> > Now that gold is so scarce, how bout giving us interest on our bank
> accounts? 
> > Q the broke
> 
> From now on it is going to cost a 1000 gold charge for a transaction,
> 25000 gold weekly charge for holding the account, a 100000 annual charge
> for applying the interrests. Checking your previous transactions is
> 5000 gold each time.
> 
> In return we are going to give you 0.125% annual interrest.
> 
> Regards,
> 
> The board of Reddragon city bank.
thatd be cool, would alomst be a up tune for thief guild with all
them players runnign around with heavy purses

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

poster: Korthrun
subject: Idea report
date: Sat May  4 23:38:43 2002

(Originally in wiz.player.ideas)
Idea reported from /domains/outside_city/farms/farm1/map/x2y3--

With the evokers amulet
make the blinding amgenta glow (fully charged) use a bold color code


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

poster: Sigwald
subject: >Idea report
date: Tue May  7 16:05:07 2002

On Sat May  4 23:38:43 2002 Korthrun wrote post #58:
> (Originally in wiz.player.ideas)
> Idea reported from /domains/outside_city/farms/farm1/map/x2y3--
> 
> With the evokers amulet
> make the blinding amgenta glow (fully charged) use a bold color code
> 
Did that.

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

poster: Chewba
subject: Guild portal
date: Wed May  8 03:00:16 2002

erm GP os a reallly powerful spell and people that have it are very
lucky bunnies. There is one solution... The nav stays behind untill
all 
other members have netered the portal so if there is a straggler or
newb he beeps them until they've ep'ed

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

poster: Wildchild
subject: >Guild portal
date: Wed May  8 03:00:58 2002

On Wed May  8 03:00:16 2002 Chewba wrote post #60:
> erm GP os a reallly powerful spell and people that have it are very
> lucky bunnies. There is one solution... The nav stays behind untill
> all 
> other members have netered the portal so if there is a straggler or
> newb he beeps them until they've ep'ed

Christ, guild portal is a cheap, fast spell.
If it doesn't last long enough, cast it again or leave stragglers
behind. Lazy asses.

-WC

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

poster: Lizzie
subject: fires
date: Thu May  9 03:38:07 2002

i think throwing wood on the fire should take a few eps, since
it does require some skill, and you have to be careful while
doing it (i.e. concentration).  just an idea.

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

poster: Arkangyle
subject: >fires
date: Thu May  9 03:56:45 2002

On Thu May  9 03:38:07 2002 Lizzie wrote post #62:
> i think throwing wood on the fire should take a few eps, since
> it does require some skill, and you have to be careful while
> doing it (i.e. concentration).  just an idea.

how about simply, it let us throw wood on the fire anytime to refuel
it (duration only) instead of HAVING to wait for it to burn down
first?

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

poster: Celine
subject: >fires
date: Thu May  9 04:25:41 2002

On Thu May  9 03:38:07 2002 Lizzie wrote post #62:
> i think throwing wood on the fire should take a few eps, since
> it does require some skill, and you have to be careful while
> doing it (i.e. concentration).  just an idea.
Woot! and if ya screw up. Burnage!

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

poster: Midnight
subject: evoker's floating disc.
date: Thu May  9 19:48:14 2002

just my two cents

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

poster: Midnight
subject: re last post
date: Thu May  9 19:50:15 2002

wanted a way to raise/lower your personal disc when more than one
person is in the room with a floating disc.
now devalued my two cents to one and a half.

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

poster: Tektor
subject: >re last post
date: Thu May  9 23:52:38 2002

On Thu May  9 19:50:15 2002 Midnight wrote post #66:
> wanted a way to raise/lower your personal disc when more than one
> person is in the room with a floating disc.
> now devalued my two cents to one and a half.
How about trying 'raise my disc' or 'lower my disc'

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

poster: Zifnab
subject: >>re last post
date: Fri May 10 00:01:00 2002

On Thu May  9 23:52:38 2002 Tektor wrote post #67:
> On Thu May  9 19:50:15 2002 Midnight wrote post #66:
> > wanted a way to raise/lower your personal disc when more than one
> > person is in the room with a floating disc.
> > now devalued my two cents to one and a half.
> How about trying 'raise my disc' or 'lower my disc'

'my' only works with things in your inventory.  'my sword'
as opposed to the sword laying on the ground etc.

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

poster: Tektor
subject: Athena
date: Fri May 10 00:48:31 2002

To show support for Athena I made my title Athenian, would be cool
to see more people with it in there title or surname.

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

poster: Arkangyle
subject: >Athena
date: Fri May 10 03:08:00 2002

On Fri May 10 00:48:31 2002 Tektor wrote post #69:
> To show support for Athena I made my title Athenian, would be cool
> to see more people with it in there title or surname.

1) at least my opinion, but I don't see this as belonging in ideas ...

2) is this as lame as the old wear a ribbon on your vest or dress to
support aids? ... imho, things of this nature show no real support,
only the illusion of it


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

poster: Baer
subject: >>Athena
date: Fri May 10 03:25:23 2002

On Fri May 10 03:08:00 2002 Arkangyle wrote post #70:
> On Fri May 10 00:48:31 2002 Tektor wrote post #69:
> > To show support for Athena I made my title Athenian, would be cool
> > to see more people with it in there title or surname.
> 
> 1) at least my opinion, but I don't see this as belonging in ideas ...
> 
> 2) is this as lame as the old wear a ribbon on your vest or dress to
> support aids? ... imho, things of this nature show no real support,
> only the illusion of it
> 
I don't believe they are about support, I think they are to promote
awareness. People ask, "What's that ribbon you are wearing?", and
you tell them what it is about, then they have a better
understanding of it.

I'm wearing one of those ribbons today for Chronic Fatigue Sydrome
week, and I think it works.

Baer

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

poster: Mixer
subject: >>>Athena
date: Fri May 10 07:49:45 2002

On Fri May 10 03:25:23 2002 Baer wrote post #71:
> On Fri May 10 03:08:00 2002 Arkangyle wrote post #70:
> > On Fri May 10 00:48:31 2002 Tektor wrote post #69:
> > > To show support for Athena I made my title Athenian, would be cool
> > > to see more people with it in there title or surname.
> > 
> > 1) at least my opinion, but I don't see this as belonging in ideas ...
> > 
> > 2) is this as lame as the old wear a ribbon on your vest or dress to
> > support aids? ... imho, things of this nature show no real support,
> > only the illusion of it
> > 
> I don't believe they are about support, I think they are to promote
> awareness. People ask, "What's that ribbon you are wearing?", and
> you tell them what it is about, then they have a better
> understanding of it.
> 
> I'm wearing one of those ribbons today for Chronic Fatigue Sydrome
> week, and I think it works.
> 
> Baer
Don't you wear pyjamas all day to show support for CFS?

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

poster: Baer
subject: >>>>Athena
date: Fri May 10 07:50:03 2002

On Fri May 10 07:49:45 2002 Mixer wrote post #72:
> On Fri May 10 03:25:23 2002 Baer wrote post #71:
> > On Fri May 10 03:08:00 2002 Arkangyle wrote post #70:
> > > On Fri May 10 00:48:31 2002 Tektor wrote post #69:
> > > > To show support for Athena I made my title Athenian, would be cool
> > > > to see more people with it in there title or surname.
> > > 
> > > 1) at least my opinion, but I don't see this as belonging in ideas ...
> > > 
> > > 2) is this as lame as the old wear a ribbon on your vest or dress to
> > > support aids? ... imho, things of this nature show no real support,
> > > only the illusion of it
> > > 
> > I don't believe they are about support, I think they are to promote
> > awareness. People ask, "What's that ribbon you are wearing?", and
> > you tell them what it is about, then they have a better
> > understanding of it.
> > 
> > I'm wearing one of those ribbons today for Chronic Fatigue Sydrome
> > week, and I think it works.
> > 
> > Baer
> Don't you wear pyjamas all day to show support for CFS?
I will tomorrow.

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

poster: Ronin
subject: ...
date: Fri May 10 11:19:08 2002

the command eq would be so much more useful if it put the eq in the
same order as when u look at people

-Ronin

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

poster: Apathy
subject: >...
date: Sat May 11 02:52:31 2002

On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> the command eq would be so much more useful if it put the eq in the
> same order as when u look at people
> 
> -Ronin

Why would this be useful?

-Apathy

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

poster: Ronin
subject: >>...
date: Sat May 11 10:42:42 2002

On Sat May 11 02:52:31 2002 Apathy wrote post #75:
> On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> > the command eq would be so much more useful if it put the eq in the
> > same order as when u look at people
> > 
> > -Ronin
> 
> Why would this be useful?
> 
> -Apathy

Because, when it is in order from top to bottom( head item first and
feet item last) it is much easier to make sure everything is as it
should be etc... at the moment it seems to just be completely random
in how it displays the pieces... like having your rings be 4 places
away from each other, or one leg plate in one place and the other
leg plate much further away... 

(hopefully that all made sense... i am scracked out studying for exams:D)

-Ronin

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

poster: Fox
subject: >>>...
date: Sat May 11 10:45:51 2002

On Sat May 11 10:42:42 2002 Ronin wrote post #76:
> On Sat May 11 02:52:31 2002 Apathy wrote post #75:
> > On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> > > the command eq would be so much more useful if it put the eq in the
> > > same order as when u look at people
> > > 
> > > -Ronin
> > 
> > Why would this be useful?
> > 
> > -Apathy
> 
> Because, when it is in order from top to bottom( head item first and
> feet item last) it is much easier to make sure everything is as it
> should be etc... at the moment it seems to just be completely random
> in how it displays the pieces... like having your rings be 4 places
> away from each other, or one leg plate in one place and the other
> leg plate much further away... 
> 
> (hopefully that all made sense... i am scracked out studying for exams:D)
> 
> -Ronin
Although I do see your point and reason why you're making this
suggestion, but something so small, not to be mean or anything is
hardly worth fixing for proper display. It's not hard to find where
your pieces are, either. A simple suggestion like what I had made: A
% for inventory to be added into the prompt was denied. So, in
theory, small ideas like this will be sadly ignored. =-(

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

poster: Tranquil
subject: >>>>...
date: Sat May 11 10:50:22 2002

On Sat May 11 10:45:51 2002 Fox wrote post #77:
> On Sat May 11 10:42:42 2002 Ronin wrote post #76:
> > On Sat May 11 02:52:31 2002 Apathy wrote post #75:
> > > On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> > > > the command eq would be so much more useful if it put the eq in the
> > > > same order as when u look at people
> > > > 
> > > > -Ronin
> > > 
> > > Why would this be useful?
> > > 
> > > -Apathy
> > 
> > Because, when it is in order from top to bottom( head item first and
> > feet item last) it is much easier to make sure everything is as it
> > should be etc... at the moment it seems to just be completely random
> > in how it displays the pieces... like having your rings be 4 places
> > away from each other, or one leg plate in one place and the other
> > leg plate much further away... 
> > 
> > (hopefully that all made sense... i am scracked out studying for exams:D)
> > 
> > -Ronin
> Although I do see your point and reason why you're making this
> suggestion, but something so small, not to be mean or anything is
> hardly worth fixing for proper display. It's not hard to find where
> your pieces are, either. A simple suggestion like what I had made: A
> % for inventory to be added into the prompt was denied. So, in
> theory, small ideas like this will be sadly ignored. =-(

Theres a slight difference in your two defenitions of 'small', Fox.
In Ronin's case, it is a change that will require the mud to call
something only when the command is used. In your case, the change
was something that would require the mud to call something every
single time you pick something up, drop something, buy or sell
something, and it would require a query for every single command
that came from any player that had inv% in their prompt, which would
add a whole lot of unneccessary processes to the muds cpu,
especially in the case of people who use a lot of commands, such as
anyone that uses spells or skills on a regular basis.


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

poster: Lurch
subject: >...
date: Sat May 11 10:52:52 2002

On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> the command eq would be so much more useful if it put the eq in the
> same order as when u look at people
> 
> -Ronin
Well, you could always do what I do... 'look me' :)

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

poster: Chewba
subject: >>>>...
date: Sat May 11 12:02:35 2002

Although its little thing i think its a great idea and imho wouldn't
be a big job... but what would i know

Chewba

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

poster: Kalma
subject: >>>>>...
date: Sat May 11 12:33:11 2002

Or, instead of whining, you could always just type: 
command eq myslots

And no one but you has to change anything. 

K

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

poster: Sleet
subject: >>>>...
date: Sat May 11 21:13:58 2002

On Sat May 11 10:45:51 2002 Fox wrote post #77:
> On Sat May 11 10:42:42 2002 Ronin wrote post #76:
> > On Sat May 11 02:52:31 2002 Apathy wrote post #75:
> > > On Fri May 10 11:19:08 2002 Ronin wrote post #74:
> > > > the command eq would be so much more useful if it put the eq in the
> > > > same order as when u look at people
> > > > 
> > > > -Ronin
> > > 
> > > Why would this be useful?
> > > 
> > > -Apathy
> > 
> > Because, when it is in order from top to bottom( head item first and
> > feet item last) it is much easier to make sure everything is as it
> > should be etc... at the moment it seems to just be completely random
> > in how it displays the pieces... like having your rings be 4 places
> > away from each other, or one leg plate in one place and the other
> > leg plate much further away... 
> > 
> > (hopefully that all made sense... i am scracked out studying for exams:D)
> > 
> > -Ronin
> Although I do see your point and reason why you're making this
> suggestion, but something so small, not to be mean or anything is
> hardly worth fixing for proper display. It's not hard to find where
> your pieces are, either. A simple suggestion like what I had made: A
> % for inventory to be added into the prompt was denied. So, in
> theory, small ideas like this will be sadly ignored. =-(
i like the idea, i rember somthign simlar to that though, liek my
slots or somthing

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

poster: Mixer
subject: >>>>>...
date: Sun May 12 04:37:04 2002

Not to mention that prompt code is HORRIBLE!

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

poster: Ronin
subject: shaman of soil guild..
date: Sun May 12 13:53:57 2002

I was wondering about the soil staff bash skill.... it says that it
does "varied" damage... but when the skill goes off you never get
any idea about what damage type is being performed... just wondering
if it does a completely random damage each time or how it wokrs
exactly...

_ronin

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

poster: Snoop
subject: summary
date: Mon May 13 00:19:04 2002

How about making it so death lost in death is subtracted from your summary?
*/Snoop

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

poster: Snoop
subject: >summary
date: Mon May 13 00:22:16 2002

On Mon May 13 00:19:04 2002 Snoop wrote post #85:
> How about making it so death lost in death is subtracted from your summary?
> */Snoop
i meant exp lost in death, nothing else .\
*/Snoop

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

poster: Lurch
subject: wishes
date: Mon May 13 00:47:05 2002

You know what would be cool?
Help files (hopefully non-vague) about wishes.
People here have this thing with things being vague, but I think
info such as 'greater exp: this give you twice as much of a bonus
than "lesser exp"' or something along those lines.
because what the wishes do it really only important in relation
to one another, as in which one you would want to get.
(Like, saying a comparison of how 'greater stats' is in contrast to
'greater stat: wis' or something like that
'greater stat: wis' or something like that)

another example, to say whether 'giant size' increases your size by
50%, doubled your size, or more, or however much it increases it.
50%, doubled your size, or more, or however much it increases it.

anyway, that's my $0.02 for today

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

poster: Draco
subject: events
date: Mon May 13 00:54:52 2002

i noticed looking through the list of events that there are many
more benificial events than there are non-beneficial, and i think it
really should be the other way around. i think there should be an
event something like all mobs attacks are 100% stronger than before
or something like that. just thought id throw the idea out in the
air.

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

poster: Ixtlilton
subject: >events
date: Mon May 13 00:57:52 2002

Problem with such events is that they just become 'idle for
duration' events. I'd rather see good events have drawbacks and bad
events have positive sides. Like during time of life monsters are
chickens and flee all the time, during time of death you get more
exp from each kill. During nosuck monsters team up to kill you and
during suck the gods give you bonuses for your bravery when you kill
a monster. Stuff like that.
*/Ix

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

poster: Arkangyle
subject: >>>>>>...
date: Mon May 13 03:02:49 2002

On Sun May 12 04:37:04 2002 Mixer wrote post #83:
> Not to mention that prompt code is HORRIBLE!

Actually, the code for the prompt is incredibly efficient.  One of
the best pieces of the base lima mudlib that I've seen.  The modal
input system is also a very nice methodology.

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

poster: Arkangyle
subject: >>events
date: Mon May 13 03:07:22 2002

On Mon May 13 00:57:52 2002 Ixtlilton wrote post #89:
> Problem with such events is that they just become 'idle for
> duration' events. I'd rather see good events have drawbacks and bad
> events have positive sides. Like during time of life monsters are
> chickens and flee all the time, during time of death you get more
> exp from each kill. During nosuck monsters team up to kill you and
> during suck the gods give you bonuses for your bravery when you kill
> a monster. Stuff like that.
> */Ix

that is why on other muds I've played, negatively impacting events
aren't something direct ... often they are indirect (like corpses
animating at high rates and quickly ... and being deadly) as well as
have no set duration other than a reboot.  ie ... the event must be
stopped by a player or group performing some actions (like killing
the cause).  Since our events are duration based (in general) they
become annoyances, rather than slight hindrances, that are idled
through.

As an example, the suck event is so detrimental to most, and so
short in duration, that it is just idled through.

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

poster: Nefardec
subject: ferry casino
date: Mon May 13 04:41:48 2002

scream Full SPS
maybe a feature that lets one know when the ferry has reached a port
of call so that it doesnt pass the player up

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

poster: Draco
subject: >ferry casino
date: Mon May 13 04:48:52 2002

umm if you noticed, when it reaches the "port of call" there are
green bolded letters telling you, if you need something more than
that, get reading glasses or learn to read period.

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

poster: Draco
subject: >>ferry casino
date: Mon May 13 05:07:26 2002

alright, i was a bit mistaken, didnt see that he was talking about
from the casino (i know, read the subject moron). anyway, i have one
other thing to say about it. if you re in the casino, you obviously
have a bit of free time, meaning you shouldnt really care anyway.
plus, it brings in the effect of real life casino's. for those of us
that have been in one, we know that time can go by really fast
without even noticing, its more than likey supposed to bring that
element out.
i now return you to your regularly scheduled program.

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

poster: Tahnval
subject: New events
date: Mon May 13 05:56:37 2002

The recent addition of "Dhrug's Rage" has led me to the idea of
similar events to benefit healers and blasters.  Just as DR aids
melee combat, perhaps an event to aid healing spells and one
to aid other spells?  Or, if it is too difficult to separate
the two, an event that aids all magic?

To be called "Sec's Aid", of course 8-)

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

poster: Litho
subject: Hmm.
date: Mon May 13 05:58:07 2002

Do you think TOL does'nt benefit casters? it sucks for figs pretty much.

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

poster: Fox
subject: >Hmm.
date: Mon May 13 06:01:04 2002

On Mon May 13 05:58:07 2002 Litho wrote post #96:
> Do you think TOL does'nt benefit casters? it sucks for figs pretty much.
I second that TOL doesn't do jack for fighters.

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

poster: Arkangyle
subject: >New events
date: Mon May 13 06:02:25 2002

On Mon May 13 05:56:37 2002 Tahnval wrote post #95:
> The recent addition of "Dhrug's Rage" has led me to the idea of
> similar events to benefit healers and blasters.  Just as DR aids
> melee combat, perhaps an event to aid healing spells and one
> to aid other spells?  Or, if it is too difficult to separate
> the two, an event that aids all magic?
> 
> To be called "Sec's Aid", of course 8-)

we have a special thing that benefits healers and blasters alike. 
During white moon phases, if you are good and heal you get more
effect,  During black moon phases, if you use a blast spell and are
evil, you get more effect.

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

poster: Onyx
subject: Missed Tune
date: Mon May 13 06:16:33 2002

I kill in pirate area tune.  Those still need to be fixed so that they assist
and wander.

Thanks.,

Onyx

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

poster: Lostego
subject: >>events
date: Mon May 13 06:18:06 2002

On Mon May 13 00:57:52 2002 Ixtlilton wrote post #89:
> Problem with such events is that they just become 'idle for
> duration' events. I'd rather see good events have drawbacks and bad
> events have positive sides. Like during time of life monsters are
> chickens and flee all the time, during time of death you get more
> exp from each kill. During nosuck monsters team up to kill you and
> during suck the gods give you bonuses for your bravery when you kill
> a monster. Stuff like that.
> */Ix
Yes i like that.

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

poster: Nightfall
subject: >>>events
date: Mon May 13 06:50:01 2002


     Or clones being harder and worth MUCH less exp.  You don't 
need to keep rewarding players.  ie give them another monster to 
fight, decent exp, etc)  Events should be just that, a special 
thing that takes place every once in awhile.  Spice of the mud if
you will, that alone makes it worth having.

  -NF


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

poster: Kaos
subject: >>Hmm.
date: Mon May 13 12:33:08 2002

On Mon May 13 06:01:04 2002 Fox wrote post #97:
> On Mon May 13 05:58:07 2002 Litho wrote post #96:
> > Do you think TOL does'nt benefit casters? it sucks for figs pretty much.
> I second that TOL doesn't do jack for fighters.
I disagree.. I've done plenty of small-medium eq monsters as
fig during TOL.  It's useless for casters without stun prot.,
figs have excellent stun prot.

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

poster: Tranquil
subject: >>>Hmm.
date: Mon May 13 15:00:40 2002

On Mon May 13 12:33:08 2002 Kaos wrote post #103:
> On Mon May 13 06:01:04 2002 Fox wrote post #97:
> > On Mon May 13 05:58:07 2002 Litho wrote post #96:
> > > Do you think TOL does'nt benefit casters? it sucks for figs pretty much.
> > I second that TOL doesn't do jack for fighters.
> I disagree.. I've done plenty of small-medium eq monsters as
> fig during TOL.  It's useless for casters without stun prot.,
> figs have excellent stun prot.

Too bad their damage generally sucks. Having been woodsman for ages,
and having played through the ranks from barely gamma to almost the
second bravo, and having played through TOL's at different worths
and in a number of different guilds in that time, I have noticed
that a TOL adds maybe 50-100% to the solo efforts of anyone.

Try doing a little xp party in TOL though. It can give you as much
as 5x the rate your party would regularly do, assuming you plan it
correctly.


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

poster: Tektor
subject: Monsters
date: Mon May 13 21:53:08 2002

With monsters like Sidhes and some others wandering and tracking
now, would be neat if you could move your cauldron.

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

poster: Daran
subject: >Monsters
date: Mon May 13 21:53:44 2002

On Mon May 13 21:53:08 2002 Tektor wrote post #105:
> With monsters like Sidhes and some others wandering and tracking
> now, would be neat if you could move your cauldron.
No it wouldn't

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

poster: Tektor
subject: >>Monsters
date: Mon May 13 21:54:47 2002

On Mon May 13 21:53:44 2002 Daran wrote post #106:
> On Mon May 13 21:53:08 2002 Tektor wrote post #105:
> > With monsters like Sidhes and some others wandering and tracking
> > now, would be neat if you could move your cauldron.
> No it wouldn't
Actualy it would, I used to kill sidhes when i was a bigger
cauldron, with stuff like that moving its near impossible as a
cauldron, not to mention sidhes are some of the few monsters that
size.

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

poster: Daran
subject: >>>Monsters
date: Mon May 13 21:55:53 2002

On Mon May 13 21:54:47 2002 Tektor wrote post #107:
> On Mon May 13 21:53:44 2002 Daran wrote post #106:
> > On Mon May 13 21:53:08 2002 Tektor wrote post #105:
> > > With monsters like Sidhes and some others wandering and tracking
> > > now, would be neat if you could move your cauldron.
> > No it wouldn't
> Actualy it would, I used to kill sidhes when i was a bigger
> cauldron, with stuff like that moving its near impossible as a
> cauldron, not to mention sidhes are some of the few monsters that
> size.
Then the problem is with available monsters, not the guild itself

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

poster: Tektor
subject: >>>Monsters
date: Mon May 13 21:55:57 2002

On Mon May 13 21:54:47 2002 Tektor wrote post #107:
> On Mon May 13 21:53:44 2002 Daran wrote post #106:
> > On Mon May 13 21:53:08 2002 Tektor wrote post #105:
> > > With monsters like Sidhes and some others wandering and tracking
> > > now, would be neat if you could move your cauldron.
> > No it wouldn't
> Actualy it would, I used to kill sidhes when i was a bigger
> cauldron, with stuff like that moving its near impossible as a
> cauldron, not to mention sidhes are some of the few monsters that
> size.
Also while I'm at it, posting a reply as simple as "No it wouldn't"
is really pointless and idiomatic unless you have an actual point
don't spam.

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

poster: Celine
subject: >>>>Monsters
date: Mon May 13 22:54:43 2002

*loads his cauldron onto a small toy wagon and carries it around with him*

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

poster: Fox
subject: A thought...
date: Mon May 13 23:36:34 2002

Since there is a nice reward of twenty task points for exploring the
mud for every two-thousand rooms. Would it be any inconveince to
have a small reward for the amount of kills you get? Say, roughly
every five-thousand kills you would get some sort of reward. Whether
it would be gold, task points, or experience. We have practically a
reward for everything except kills.

   Feel free to flame away...

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

poster: Chewba
subject: >A thought...
date: Mon May 13 23:37:58 2002

On Mon May 13 23:36:34 2002 Fox wrote post #111:
> Since there is a nice reward of twenty task points for exploring the
> mud for every two-thousand rooms. Would it be any inconveince to
> have a small reward for the amount of kills you get? Say, roughly
> every five-thousand kills you would get some sort of reward. Whether
> it would be gold, task points, or experience. We have practically a
> reward for everything except kills.
> 
>    Feel free to flame away...
A reward for cold blooded killing.... goes against my moral fibre...

I like ot


err it.

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

poster: Tahnval
subject: >>Hmm.
date: Mon May 13 23:45:53 2002

On Mon May 13 06:01:04 2002 Fox wrote post #97:
> On Mon May 13 05:58:07 2002 Litho wrote post #96:
> > Do you think TOL does'nt benefit casters? it sucks for figs pretty much.
> I second that TOL doesn't do jack for fighters.
I disagree.  It enables them to get a bigger solo kill.
Yeah, OK, that's not much.
It's slightly useful in that a soloing fig can chain an attack skill
during a ToL, as long as they don't get stunned.
Not quite jack.  Not exactly an exp button, but not useless.

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

poster: Tahnval
subject: >>A thought...
date: Mon May 13 23:48:14 2002

On Mon May 13 23:37:58 2002 Chewba wrote post #112:
> On Mon May 13 23:36:34 2002 Fox wrote post #111:
> > Since there is a nice reward of twenty task points for exploring the
> > mud for every two-thousand rooms. Would it be any inconveince to
> > have a small reward for the amount of kills you get? Say, roughly
> > every five-thousand kills you would get some sort of reward. Whether
> > it would be gold, task points, or experience. We have practically a
> > reward for everything except kills.
> > 
> >    Feel free to flame away...
> A reward for cold blooded killing.... goes against my moral fibre...
> 
> I like ot
> 
> 
> err it.
I have many, many kills.  I like it a lot 8-)

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

poster: Arkangyle
subject: >A thought...
date: Mon May 13 23:49:57 2002

On Mon May 13 23:36:34 2002 Fox wrote post #111:
> Since there is a nice reward of twenty task points for exploring the
> mud for every two-thousand rooms. Would it be any inconveince to
> have a small reward for the amount of kills you get? Say, roughly
> every five-thousand kills you would get some sort of reward. Whether
> it would be gold, task points, or experience. We have practically a
> reward for everything except kills.
> 
>    Feel free to flame away...

I'm only in favor if this is put in retroactively :P

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

poster: Zyz
subject: >>A thought...
date: Tue May 14 00:31:23 2002

On Mon May 13 23:49:57 2002 Arkangyle wrote post #115:
> On Mon May 13 23:36:34 2002 Fox wrote post #111:
> > Since there is a nice reward of twenty task points for exploring the
> > mud for every two-thousand rooms. Would it be any inconveince to
> > have a small reward for the amount of kills you get? Say, roughly
> > every five-thousand kills you would get some sort of reward. Whether
> > it would be gold, task points, or experience. We have practically a
> > reward for everything except kills.
> > 
> >    Feel free to flame away...
> 
> I'm only in favor if this is put in retroactively :P
The reward for kills is exp and gold... I don't see providing even
more incentive for highbies to sweep newbie areas as a good thing.
-Zyz

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

poster: Draco
subject: >>>A thought...
date: Tue May 14 02:18:49 2002

On Tue May 14 00:31:23 2002 Zyz wrote post #116:
> On Mon May 13 23:49:57 2002 Arkangyle wrote post #115:
> > On Mon May 13 23:36:34 2002 Fox wrote post #111:
> > > Since there is a nice reward of twenty task points for exploring the
> > > mud for every two-thousand rooms. Would it be any inconveince to
> > > have a small reward for the amount of kills you get? Say, roughly
> > > every five-thousand kills you would get some sort of reward. Whether
> > > it would be gold, task points, or experience. We have practically a
> > > reward for everything except kills.
> > > 
> > >    Feel free to flame away...
> > 
> > I'm only in favor if this is put in retroactively :P
> The reward for kills is exp and gold... I don't see providing even
> more incentive for highbies to sweep newbie areas as a good thing.
> -Zyz
ok at first i thought the idea was pretty cool, but im going to have
to retract that thought after what zyz said. it is true that that
would happen a lot, and then newbies would have nothing to kill,
leaving highbies to contnue killing bigger mobs. i dont think we
need yet another thing to gear rd towards the highbies.

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

poster: Wildchild
subject: >>>>Monsters
date: Tue May 14 02:35:42 2002

On Mon May 13 21:55:53 2002 Daran wrote post #108:
> On Mon May 13 21:54:47 2002 Tektor wrote post #107:
> > On Mon May 13 21:53:44 2002 Daran wrote post #106:
> > > On Mon May 13 21:53:08 2002 Tektor wrote post #105:
> > > > With monsters like Sidhes and some others wandering and tracking
> > > > now, would be neat if you could move your cauldron.
> > > No it wouldn't
> > Actualy it would, I used to kill sidhes when i was a bigger
> > cauldron, with stuff like that moving its near impossible as a
> > cauldron, not to mention sidhes are some of the few monsters that
> > size.
> Then the problem is with available monsters, not the guild itself

Umm, actually Daran, if there were more areas that contained the
same size monsters, odds are they would also be tracking and
assisting.
This does harm cauldron in that you need to be able to kill monsters
around this size at Tektor's worth to make doing any exp
worthwhile.

-WC

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

poster: Litho
subject: Gold
date: Tue May 14 09:45:33 2002

I agree with fox, when i attempt to gold most days, all the areas i
kill at are clear (10-20 areas).
If gold was put back at full, ppl would have to gold less and be
happy, i for one a for it, even though i am not in debt, it costs me
roughly 900-1.3m to max one MA skill from 5% to 115%.

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

poster: Celine
subject: Emotes..
date: Tue May 14 09:49:45 2002

Me and my clan recently were talking that we wished we could color
emotes, or capture them or something.
Emotes are a big part of the game here, socially, and it would be
cool if we could not miss them in combat and what not.
Dont know what would be required but it would be cool.
-Thanks, Celine

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

poster: Chrono
subject: hmm
date: Tue May 14 12:08:34 2002

could there be added in the help file, or on the sign in the 'hall
of the clans', somethin about the costs of creating a clan, and/or
they syntax of creating one

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

poster: Celine
subject: Targeting..
date: Tue May 14 12:31:41 2002

Was in a party today and was trying to vuln the next monster before
the first was dead. Tried doing second as target but often the
monster would die seconds before the spell goes off making second
something different, if it existed at all.
Was wondering if last could be implemented as a targeting system.

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

poster: Khosan
subject: >Targeting..
date: Tue May 14 14:07:20 2002

On Tue May 14 12:31:41 2002 Celine wrote post #122:
> Was in a party today and was trying to vuln the next monster before
> the first was dead. Tried doing second as target but often the
> monster would die seconds before the spell goes off making second
> something different, if it existed at all.
> Was wondering if last could be implemented as a targeting system.

That is a driver issue, not much we can do about that.

Khosan

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

poster: Draco
subject: >hmm
date: Tue May 14 16:27:12 2002

On Tue May 14 12:08:34 2002 Chrono wrote post #121:
> could there be added in the help file, or on the sign in the 'hall
> of the clans', somethin about the costs of creating a clan, and/or
> they syntax of creating one
there  is not a thing saying how much it costs...which might be a
good thing, but it does say the syntax for creating a clan in 'help
clan'/
-draco

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

poster: Tranquil
subject: >>hmm
date: Tue May 14 16:29:48 2002

On Tue May 14 16:27:12 2002 Draco wrote post #124:
> On Tue May 14 12:08:34 2002 Chrono wrote post #121:
> > could there be added in the help file, or on the sign in the 'hall
> > of the clans', somethin about the costs of creating a clan, and/or
> > they syntax of creating one
> there  is not a thing saying how much it costs...which might be a
> good thing, but it does say the syntax for creating a clan in 'help
> clan'/
> -draco

There is a very good reason why it doesn't tell you how much it
costs. If you think about it really hard, you might understand why,
and if you do, you'll know how to find out the price. It might just
take a little *gasp* effort *faint* on the player's part.


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

poster: Draco
subject: a thought i had
date: Tue May 14 17:06:30 2002

alright, i wanted to try sqashing something thats been bugging me
because i just really dont understand it imho. many people when
trying to 'fix' things as they call it use the arguement such as
'other muds are like this, why cant we' or something to that nature.
i am just trying to remind everyone that useing that explination is
totally worthless as this is not other muds. i have seen some of the
more popular ones out there, this is truly a one of a kind mud, and
frankly i love that it is.
so i would ask all of you who do use it as a reason, to rethink that
reasoning because personally, ive seen it offend enough people as it
is.
-draco

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

poster: Chewba
subject: Cruelty to animals
date: Tue May 14 22:18:21 2002

Hows about this......
If you animal gets stunned there could be small chance that your
animal gets confused and attacks you?
Got no long spam to back this up. Other than I started so hoover
near my old cat that was asleep. It freaked out for about 10 mins
cos it was startled and wouldn't let me near it.

Soo  feel free to ignore / slag me off. flame or just donate gold
into my bank acc

Chewba

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

poster: Trigon
subject: Familiar names
date: Tue May 14 23:21:45 2002

Can there be some sort of clause that if someone makes a character
that is like under a day old and hasn't been on for a while, that
you can name a familiar with the same name?
Pretty please?
Trigon

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

poster: Chewba
subject: disarm
date: Tue May 14 23:23:24 2002

I maybe mistaken but afaik there is no message to say when u can
rearm. I want... do it.

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

poster: Litho
subject: Gold
date: Wed May 15 01:40:40 2002

ok, here is how i see it, i need to gold for 3-4 hours to have
enuogh gold to train one ma skill, now, 80% of the time when i try
to gold, all the areas are clear, if more gold areas were
implemented or the gold was restored, then it would be fne imho, i
much rather exp then gold, so i doubt ppl would spend more time
golding, i just want enough to get buy..and to buy aphro a 4runner.
-Litho

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

poster: Litho
subject: Fox's Gold.
date: Wed May 15 01:50:40 2002

Mix, thats what i am saying, they are always clear, i do monks,
dryads, elves, (both isles), beavers, bugeabrs, beholders, brutes,
coramondes, earthfast guards, thugs, patrons, scopions,dvild hounds,
any other gold area, i do it.
But what i am saying is they are LWAYS clear, except for 1 few times
when its like 4 am here..

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

poster: Mixer
subject: >Fox's Gold.
date: Wed May 15 01:52:32 2002

On Wed May 15 01:50:40 2002 Litho wrote post #131:
> Mix, thats what i am saying, they are always clear, i do monks,
> dryads, elves, (both isles), beavers, bugeabrs, beholders, brutes,
> coramondes, earthfast guards, thugs, patrons, scopions,dvild hounds,
> any other gold area, i do it.
> But what i am saying is they are LWAYS clear, except for 1 few times
> when its like 4 am here..
My play time is +3-4 hours from yours, adn I don't have a problem dude

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

poster: Celine
subject: channels list
date: Wed May 15 03:21:24 2002

Would be cool if their were an option to remove all those ichans
from the list. i know its nothing big but i hate sifting through all
those channels i will never turn on just to see if i forgot to turn
on a channel i do listen to.

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

poster: Arkangyle
subject: >a thought i had
date: Wed May 15 04:40:31 2002

On Tue May 14 17:06:30 2002 Draco wrote post #126:
> alright, i wanted to try sqashing something thats been bugging me
> because i just really dont understand it imho. many people when
> trying to 'fix' things as they call it use the arguement such as
> 'other muds are like this, why cant we' or something to that nature.
> i am just trying to remind everyone that useing that explination is
> totally worthless as this is not other muds. i have seen some of the
> more popular ones out there, this is truly a one of a kind mud, and
> frankly i love that it is.
> so i would ask all of you who do use it as a reason, to rethink that
> reasoning because personally, ive seen it offend enough people as it
> is.
> -draco

Reddragon, while unique, is hardly completely original.  We share a
common ancestory of sorts with Zombie, Batmud, Gate, Retroactive,
and a few others.

Aside from the path over time in the creation of these muds from the
parent, many of the players (and wizzes/admins) have and may still
currently play on these other related muds.  By this exchange, we
have a large base of material "borrowed" ... or rather copied in
idea ... from these other muds.

As an example, I will sight the spell "aura detection".  This spell,
identical in effect but not actual code, was originally written on
Batmud between March-May of 1993.  I won the "name the new spell
contest".  Later when Zombie was founded a spell of the effectively
the same idea was produced on Zombie, and much later, here.

To say that comparisons between muds of a role-playing nature are
not valid is not logically sound.  We share a great many things.

Red Dragon has many good features going for it, some resulting from
the newer coding styles/methodology that the older muds didn't have
access to.  We also have many areas that could use improvement

- Arkangyle / Aurik / Claire

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

poster: Arkangyle
subject: quests
date: Wed May 15 06:32:49 2002

Could the new quests have a little more descriptive sense? 
Actually, could some of the older ones also.  I think one good
addition would be to note which of RDs islands a quest revolves
around at least.

For example:

Quest #13 Peace in the Dig ... I've played here for a while, and yet
based on the name/description, I honestly don't know what this one
is about or even where (in general) to start.

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

poster: Draco
subject: clock
date: Wed May 15 06:46:42 2002

ok withthe growing number of people, ive noticed that the clock
seems to be heading at warp speed toward the next million. now the
bonus from the clock is supposed to be a special thing, so what i
think is that maybe it should be changed to every 2m or possible
every 5m to make it more of a special event.

feel free to flame away
-draco

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

poster: Litho
subject: dryads
date: Wed May 15 11:57:45 2002

Can you possible make the blocking dryad guards id to dryad?, only
id to guard atm.

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

poster: Nightfall
subject: Voting booth
date: Wed May 15 19:30:20 2002


    How bout tossing (yet another) room in the adv-guild for
voting on issues.  These issues could come from players (if 
there is enough 'spam' or whatnot about it, player reps (in 
case the position is officially filled again), the eq tune 
group (although I think this leads towards that elitism crap), 
and of course our staff of wizzes.
    Then players just vote.  Be it yes, no, maybe, a, b, fill 
in the blank, short essay, 20 pages, etc.  No newbies (under 
level 15, ie at least a smattering of knowledge about the mud), 
and of course ONLY primary characters, never secondaries.
    I think this would provide a decent forum for how the 
general mud population feels about certian issues, and would 
definitly let the wizards know where we as players stand, *
(that whole out of touch with playing thing too).  Wizards
of course would have to make it undeniably clear to much of
the thick headed player base that this is a GUIDELINE not 
something like a democracy.

  -NF


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

poster: Litho
subject: Player rep
date: Wed May 15 19:48:16 2002

As mixer stated a few posts back, we used to have a player reb, with
phire being idle and all (no offense, your still a cool guy), maybe
we should vote for another rep?.
I remember voting for athena, phire as hexus when i was still
here..so it wouldnt be to hard..Shrug..just an idea
-Litho

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

poster: Chewba
subject: >quests
date: Wed May 15 21:32:53 2002

c'mon i thought that was easy.. prolly cos its not a big xp area!?

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

poster: Nefardec
subject: Another spontaneous idea
date: Thu May 16 00:43:10 2002

disembark
I was just thinking, that with all the posts from concerned players
and spam on various channels at misc. times it might be a cool idea
to have players elect and elected 'Voice of the MUD' (highbie worth
reqired) that could bring up issues, discuss them, and and enforce
them by being closer to the wizes.

disembark
Hrm... this is probably a worthless idea...
'Clock Heal!
disembark
I am just throwing it out though, because I like to hear what others
would like to say about these stupid ideas of mine.  It would be
cool to vote on your favorite highbie and campaining wood be fun to
experience on the mud.
*prepares to be shot down horribly*

-Nef

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

poster: Draco
subject: >Another spontaneous idea
date: Thu May 16 00:47:44 2002

On Thu May 16 00:43:10 2002 Nefardec wrote post #141:
> disembark
> I was just thinking, that with all the posts from concerned players
> and spam on various channels at misc. times it might be a cool idea
> to have players elect and elected 'Voice of the MUD' (highbie worth
> reqired) that could bring up issues, discuss them, and and enforce
> them by being closer to the wizes.
> 
> disembark
> Hrm... this is probably a worthless idea...
> 'Clock Heal!
> disembark
> I am just throwing it out though, because I like to hear what others
> would like to say about these stupid ideas of mine.  It would be
> cool to vote on your favorite highbie and campaining wood be fun to
> experience on the mud.
> *prepares to be shot down horribly*
> 
> -Nef
oh boy where do i even start...first of all if they ignore you, you
wouldnt have a voice on the mud anymore, which, except for some
people *hint hint*, would be really bad cause they do come up with
good ideas. limiting who can speak and who cant imo is rediculous.
anyway, that is my flame for today (im tired, cant think of anymore
things to flame about)

-draco

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

poster: Celine
subject: Triggers in posts!
date: Thu May 16 00:54:29 2002

ACK!

It is not that hard to stop this from happening. Simply put a !
before your posts or click on the little gun picture if you use
zmud. I do not know about portal but i am sure their is something
similar.
If you are so lazy that you cannot do this then mail me your trigs
and I will do it for you.

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

poster: Draco
subject: >Triggers in posts!
date: Thu May 16 01:26:49 2002

On Thu May 16 00:54:29 2002 Celine wrote post #143:
> ACK!
> 
> It is not that hard to stop this from happening. Simply put a !
> before your posts or click on the little gun picture if you use
> zmud. I do not know about portal but i am sure their is something
> similar.
> If you are so lazy that you cannot do this then mail me your trigs
> and I will do it for you.
on portal there is a little box you can check in events, iirc it is
the third box from the left it is called filter, PLEASE US IT!!   
thank you bye

-draco

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

poster: Litho
subject: Mebbe
date: Thu May 16 01:35:53 2002

mebbe aguild plaque on rd webpage?

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

poster: Wildchild
subject: >quests
date: Thu May 16 01:37:53 2002

On Wed May 15 06:32:49 2002 Arkangyle wrote post #135:
> Could the new quests have a little more descriptive sense? 
> Actually, could some of the older ones also.  I think one good
> addition would be to note which of RDs islands a quest revolves
> around at least.
> 
> For example:
> 
> Quest #13 Peace in the Dig ... I've played here for a while, and yet
> based on the name/description, I honestly don't know what this one
> is about or even where (in general) to start.

Silly Arkangyle, I figured that one out the first time I read it.

Some of them could use better descriptions, but some of them should
be a bit of a challenge to figure out, especially for party quests
(which are pretty much exclusively highbie).

-WC

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

poster: Durin
subject: Polls
date: Thu May 16 08:12:40 2002

Two things it needs badly.

1. Poll topics - to list all the poll topics, im really not
interested to type poll list 1...n to go through all the crap out
there
2. Poll creator/initiator - too see who has come up with which
idotic, spamming or otherway useless or upsetting poll

-Durin

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

poster: Baer
subject: >Polls
date: Thu May 16 08:14:01 2002

On Thu May 16 08:12:40 2002 Durin wrote post #147:
> Two things it needs badly.
> 
> 1. Poll topics - to list all the poll topics, im really not
> interested to type poll list 1...n to go through all the crap out
> there
> 2. Poll creator/initiator - too see who has come up with which
> idotic, spamming or otherway useless or upsetting poll
> 
> -Durin
3. Poll remove # (If we store the creator).

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

poster: Nightfall
subject: Poll
date: Fri May 17 08:39:06 2002


    My ideas for this are:
    1)Make it a place, not a command.  Making something of this nature
into a place within the game keeps characters 'doing things', and 
almost interacting instead of silly commands.  (ie the orginal idea
behind verbs vs commands).
    2)Topics can only be added by wizzez, player reps.  The can of 
course be suggested, but 'someone' should have the final say.  Look 
at the crap currently in.
    3)A few interface changes.  Make use of menus.  Provide a listing 
of all topics, and if you voted on it or not.  Brief one line summary
of the topic would be helpful, and then of course a verbose of the same.
Changing your vote should be possible.  Reports listing the totals.
Perhaps some results should be hidden from players?   Or maybe certain
topics are just for certain players (newbies?, a guild?)  So some 
sort of restriction system would be nice.

    Just a few things off the top of my head, back to work.

  -NF


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

poster: Sleet
subject: eq 
date: Fri May 17 19:35:41 2002

i was thinkign while waiting for bifur to hand me back my back
biter, we should have anotehr blacksmith that will work on eq for
us, could permenty change wc or weight, or maybe change the damage
it gives. 

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

poster: Prophet
subject: Lottery
date: Fri May 17 22:54:23 2002

Because the lottery is usually won by a highbie, with tons of xp to
throw away, perhaps they should either A: have a lottery strictly
for those under level 15.. or B: have it so that the price of the
ticket is changed from 100000 xp, to 1% of your worth.  That way,
people whom are worth 100000 xp, will only have to pay 1000 xp,
rather than all of their worth, and highbies will have to pay
millions, for a single ticket.. and overall, the chance of winning
is more fair. 
/Tim

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

poster: Litho
subject: lotto
date: Fri May 17 22:55:06 2002

ive seen many noobs win, if u cant afford it, dont enter.

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

poster: Lostego
subject: >Lottery
date: Fri May 17 22:56:03 2002

On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> Because the lottery is usually won by a highbie, with tons of xp to
> throw away, perhaps they should either A: have a lottery strictly
> for those under level 15.. or B: have it so that the price of the
> ticket is changed from 100000 xp, to 1% of your worth.  That way,
> people whom are worth 100000 xp, will only have to pay 1000 xp,
> rather than all of their worth, and highbies will have to pay
> millions, for a single ticket.. and overall, the chance of winning
> is more fair. 
> /Tim
And the lotteries would be huge and just assume a 100k person won...
that wouldn't be very fair would it?

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

poster: Arkangyle
subject: >Lottery
date: Fri May 17 23:24:35 2002

On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> Because the lottery is usually won by a highbie, with tons of xp to
> throw away, perhaps they should either A: have a lottery strictly
> for those under level 15.. or B: have it so that the price of the
> ticket is changed from 100000 xp, to 1% of your worth.  That way,
> people whom are worth 100000 xp, will only have to pay 1000 xp,
> rather than all of their worth, and highbies will have to pay
> millions, for a single ticket.. and overall, the chance of winning
> is more fair. 
> /Tim

the benefits for a newbie winning are greater also.  consider a
newbie winning a 10m lottery, and being able to advance 20,30 or 40
levels at once ... now consider me winning, and still having to do
20m more exp to earn but a single guild level.  it would be unfair
for different ticket prices, as the benefit is equivalent to the
risk in the current case and wouldn't be otherwise.

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

poster: Zyz
subject: >Lottery
date: Sat May 18 01:10:35 2002

On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> Because the lottery is usually won by a highbie, with tons of xp to
> throw away, perhaps they should either A: have a lottery strictly
> for those under level 15.. or B: have it so that the price of the
> ticket is changed from 100000 xp, to 1% of your worth.  That way,
> people whom are worth 100000 xp, will only have to pay 1000 xp,
> rather than all of their worth, and highbies will have to pay
> millions, for a single ticket.. and overall, the chance of winning
> is more fair. 
> /Tim
I wouldn't mind a newbie lotto. But then the level 5 players would
complain that the level 15 players could afford more 1k tickets.
As it is now, people who have trouble making 100k exp also have
trouble winning 20 million.
The jackpot is financed by the amount put in. The chances of winning
are commensurate with the amount invested.
The system can't get much fairer. -Zyz

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

poster: Khosan
subject: >Lottery
date: Sat May 18 01:16:51 2002

On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> Because the lottery is usually won by a highbie, with tons of xp to
> throw away, perhaps they should either A: have a lottery strictly
> for those under level 15.. or B: have it so that the price of the
> ticket is changed from 100000 xp, to 1% of your worth.  That way,
> people whom are worth 100000 xp, will only have to pay 1000 xp,
> rather than all of their worth, and highbies will have to pay
> millions, for a single ticket.. and overall, the chance of winning
> is more fair. 
> /Tim

This comes up every now and then. Why is it that you people are so
bad at math?

It is TOTALLY fair as it is.

We could make a lottery for those under level 15, but guess what? You
wouldn't bother entering it, because the prize would be jack. You need
all the highbies to buy all those tickets so there is something to be
won.

Khosan

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

poster: Oz
subject: >>Lottery
date: Sat May 18 02:36:52 2002

On Fri May 17 23:24:35 2002 Arkangyle wrote post #154:
> On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> > Because the lottery is usually won by a highbie, with tons of xp to
> > throw away, perhaps they should either A: have a lottery strictly
> > for those under level 15.. or B: have it so that the price of the
> > ticket is changed from 100000 xp, to 1% of your worth.  That way,
> > people whom are worth 100000 xp, will only have to pay 1000 xp,
> > rather than all of their worth, and highbies will have to pay
> > millions, for a single ticket.. and overall, the chance of winning
> > is more fair. 
> > /Tim
> 
> the benefits for a newbie winning are greater also.  consider a
> newbie winning a 10m lottery, and being able to advance 20,30 or 40
> levels at once ... now consider me winning, and still having to do
> 20m more exp to earn but a single guild level.  it would be unfair
> for different ticket prices, as the benefit is equivalent to the
> risk in the current case and wouldn't be otherwise.
you are talking bullshit. the lottery isnt won by a highbie
everytime. it is won randomly. a person with more tickets has a
higher chance of winning. if someone with more worth is willing to
risk more xp to win, thats his buisness. if someone with a low worth
will buy more tickets then someone with a high worth, he has a
higher chance of winning. its a lottory. thats how those things
work. dont like it, dont fucking play. newbie have a waaaay too easy
time here as it is. stop crying and whimpering on everything. its
sickening.


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

poster: Sleet
subject: >>>Lottery
date: Sat May 18 13:23:19 2002

i rember back when i was a newbie we didnt even have a lottery, i
had to make exp on my own solo uphill both ways in hail and snow.
Back then we couldnt even save eq or get ticks in combat, you
neewbies got it easy, you even have a cool java to paly with and
that damn newbie valley, that newbie valey never used to be there.
Yall get sooo hooked up these days. 

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

poster: Tahnval
subject: >lotto
date: Sat May 18 14:49:55 2002

On Fri May 17 22:55:06 2002 Litho wrote post #152:
> ive seen many noobs win, if u cant afford it, dont enter.
As for the 1% of worth idea, that's a great way to kill the lottery.
Why would I pay 6M for the same chance to win ~10M as a person
who paid 1K for their ticket?  I'm only ranked 93rd - for many people,
the cost of a single lottery ticket would be more than the prize.
Either that, or the prize would be insanely large and multiply a newbie's
worth by a thousand times or so.

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

poster: Draco
subject: >>>>Lottery
date: Sat May 18 17:40:13 2002

On Sat May 18 13:23:19 2002 Sleet wrote post #158:
> i rember back when i was a newbie we didnt even have a lottery, i
> had to make exp on my own solo uphill both ways in hail and snow.
> Back then we couldnt even save eq or get ticks in combat, you
> neewbies got it easy, you even have a cool java to paly with and
> that damn newbie valley, that newbie valey never used to be there.
> Yall get sooo hooked up these days. 
comeon sleet, be nice...you sound like my grandpa (81 fyi). stop
sounding like an old man, newbies have what they have plain and
simple. you made it to where you are without that stuff, so feel a
little better about yourself, and let these people whine all they
want about this stuff, it aint ever going to change anyway.

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

poster: Tahnval
subject: >>>>>Lottery
date: Sat May 18 19:39:56 2002

On Sat May 18 17:40:13 2002 Draco wrote post #160:
> On Sat May 18 13:23:19 2002 Sleet wrote post #158:
> > i rember back when i was a newbie we didnt even have a lottery, i
> > had to make exp on my own solo uphill both ways in hail and snow.
> > Back then we couldnt even save eq or get ticks in combat, you
> > neewbies got it easy, you even have a cool java to paly with and
> > that damn newbie valley, that newbie valey never used to be there.
> > Yall get sooo hooked up these days. 
> comeon sleet, be nice...you sound like my grandpa (81 fyi). stop
> sounding like an old man, newbies have what they have plain and
> simple. you made it to where you are without that stuff, so feel a
> little better about yourself, and let these people whine all they
> want about this stuff, it aint ever going to change anyway.
I think Sleet was joking.  The "uphill both ways" bit is a giveaway,
don't you think?

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

poster: Mixer
subject: >Lottery
date: Sun May 19 02:32:05 2002

On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> Because the lottery is usually won by a highbie, with tons of xp to
> throw away, perhaps they should either A: have a lottery strictly
> for those under level 15.. or B: have it so that the price of the
> ticket is changed from 100000 xp, to 1% of your worth.  That way,
> people whom are worth 100000 xp, will only have to pay 1000 xp,
> rather than all of their worth, and highbies will have to pay
> millions, for a single ticket.. and overall, the chance of winning
> is more fair. 
> /Tim
I personally think you should only be able to buy 1 ticket.

How about it Marv?

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

poster: Lu
subject: >>Lottery
date: Sun May 19 02:36:08 2002

thats ALOT of tickets, mix

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

poster: Malifix
subject: >>Lottery
date: Sun May 19 04:25:00 2002

On Sun May 19 02:32:05 2002 Mixer wrote post #162:
> On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> > Because the lottery is usually won by a highbie, with tons of xp to
> > throw away, perhaps they should either A: have a lottery strictly
> > for those under level 15.. or B: have it so that the price of the
> > ticket is changed from 100000 xp, to 1% of your worth.  That way,
> > people whom are worth 100000 xp, will only have to pay 1000 xp,
> > rather than all of their worth, and highbies will have to pay
> > millions, for a single ticket.. and overall, the chance of winning
> > is more fair. 
> > /Tim
> I personally think you should only be able to buy 1 ticket.
> 
> How about it Marv?
What is unfair about those with higher worth being able to buy more
tickets?  I think we earned it.  :)
What is unfair about those with higher worth being able to buy more
tickets?  I think we earned it.  :)
q
Oops, sorry
Anyway, when a lowbie wins, they might even double their worth or
close to it.  Can we have a lottery where I could stand to win 3.3
gig?  (Not a serious suggestion)

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

poster: Chewba
subject: >>Lottery
date: Sun May 19 11:45:34 2002

On Sun May 19 02:32:05 2002 Mixer wrote post #162:
> On Fri May 17 22:54:23 2002 Prophet wrote post #151:
> > Because the lottery is usually won by a highbie, with tons of xp to
> > throw away, perhaps they should either A: have a lottery strictly
> > for those under level 15.. or B: have it so that the price of the
> > ticket is changed from 100000 xp, to 1% of your worth.  That way,
> > people whom are worth 100000 xp, will only have to pay 1000 xp,
> > rather than all of their worth, and highbies will have to pay
> > millions, for a single ticket.. and overall, the chance of winning
> > is more fair. 
> > /Tim
> I personally think you should only be able to buy 1 ticket.
> 
> How about it Marv?
nope the lottery is fine as it is . Please don't change it.

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

poster: Jaguar
subject: race lead
date: Mon May 20 12:05:26 2002

Why not make the person who can race lead the person who is higher
in the weekly plaque, rather than higher on the total worth plaque?
It just seems fairer, and it would solve the problem of not having
to wait 2 weeks to fall off the plaque before there can be a new
race leader. 

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

poster: Jaguar
subject: guild items
date: Mon May 20 12:17:51 2002

Could it be possible that the fee for identifying guild items be
reduced, or removed? We players get no benefit from learning that
our guild cloak gives +5 or +6 dex, as we are stuck with it no
matter what, and cannot sell it or give it away or anything. So make
this information available for free?

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

poster: Balinor
subject: >guild items
date: Mon May 20 12:51:13 2002

Also they cannot be identified with identify spell , which works on
everything else.
Agreed. Or lower the cost to 10k, that would be appropriate

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

poster: Arkangyle
subject: >guild items
date: Mon May 20 16:28:42 2002

On Mon May 20 12:17:51 2002 Jaguar wrote post #168:
> Could it be possible that the fee for identifying guild items be
> reduced, or removed? We players get no benefit from learning that
> our guild cloak gives +5 or +6 dex, as we are stuck with it no
> matter what, and cannot sell it or give it away or anything. So make
> this information available for free?

if you get no benefit from doing so, DON'T DO IT

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

poster: Daneel
subject: >guild items
date: Mon May 20 17:14:17 2002

On Mon May 20 12:17:51 2002 Jaguar wrote post #168:
> ... We players get no benefit from learning that
> our guild cloak gives +5 or +6 dex, as we are stuck with it no
> matter what....

Knowledge is _always_ a benefit.

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

poster: Kaos
subject: assisting monsters
date: Mon May 20 17:48:43 2002

some time ago, aggressive monsters were given a xp boost, since
they are harder. how about giving the same boost to assisting
monsters, since they in effect are aggressive when you attack
one of them?

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

poster: Litho
subject: Race lead
date: Mon May 20 19:52:03 2002

It seems there is some sort of bug whenever the current leader of a
race passes the first, 2nd,3rd increment of a gig, ie, 1G,2G,3G.
I has the race leadership, and shiranai took it from me..Now, i am
currently worth 700m or a little more, more then him.Yet it says i
need to have made 50k on the plaque this week, and that i need to be
on the plaque.
I am on the weekly xp plaque every week, yesterday alone i did 67M,
so why am i unable to lead? I know Lu, Fraziw had the same problem
for a little while.Could the code, or whatever is causing this
please be looked at?

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

poster: Midnight
subject: >>Lottery
date: Mon May 20 20:30:43 2002

i think that if the change of paying % of worth in xp as to how many
tickets you can buy then the lottery price also ought to be in % of
own worth, that way you'd have a fair distribution of the amount of
xp you use and the amount of xp you can gain from 

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

poster: Bluemoon
subject: Lottery
date: Mon May 20 20:43:13 2002

THe lotto is fine.
If you dont wnana risk losing the xp dont enter.
When I was worth a meg, I bought one ticket, and lost 1/10th my
worth..Tough break but later on I bought 2 tickets, and won
14m....so Id say its just fine the way it is
Nuggs

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

poster: Lurch
subject: memory
date: Tue May 21 07:11:05 2002

Disclaimer: this entire post operates on the assumption that all monsters
have memory... since I haven't met one yet that doesn't.

How about making monsters that don't have memory? (ie when you flee, and
come back into the room, they attack you)
You might think, 'if someone attacked you and fled, and came back, I'd kick
his ass!' Well, perhaps. There would obviously be some things that see you
and go "Hey, you attacked me bitch, die!"
However, there may be others who do not. Such as nice guys, or
really cocky ones.
You walk back in, they would go "Hahaha, chicken, back for more? I will whoop
you again... just try it bitch!" And wait there for you to do something.
So saying, just for flavor, have something not re-attack you.
Would especially be nice in rooms with wandering and assisting monsters...
that way only things in the room would attack you, and if you left,
you wouldn't
run into something that you hit 10 minutes ago and get whooped by it.
just a though - Lurch
thought... whatever

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

poster: Celine
subject: >memory
date: Tue May 21 23:43:07 2002

"wandering and assisting monsters" -- basically refering, i assume,
to dragons and sidhes.
dragons should toast you just for being in their caves. it was nice
of the person who coded that to not make them all aggro.
sidhes are the high ranking powerful rulers of the fae, at least as
i know of them, and would take great offense (unforgiveable offense)
at being attacked and would likely hunt you down and eat your spleen
for the fun of it.
*shrug*

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

poster: Nyx
subject: >>memory
date: Wed May 22 19:30:35 2002

On Tue May 21 23:43:07 2002 Celine wrote post #178:
> "wandering and assisting monsters" -- basically refering, i assume,
> to dragons and sidhes.
> dragons should toast you just for being in their caves. it was nice
> of the person who coded that to not make them all aggro.
> sidhes are the high ranking powerful rulers of the fae, at least as
> i know of them, and would take great offense (unforgiveable offense)
> at being attacked and would likely hunt you down and eat your spleen
> for the fun of it.
> *shrug*
They don't eat spleens.

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

poster: Lizzie
subject: score
date: Sun May 26 15:42:00 2002

um... why don't we clear out the 'pk status' and 'pk areas' from
the score... since neither of those does anything at this point.

liz

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

poster: Litho
subject: Vinni leadership
date: Mon May 27 02:12:07 2002

mebbe make vinnipier leadership have infra, kind of annoying when i
have to repair my woo mask and cant see him to pass him the mask, or
just make bifur a light room.

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

poster: Sigwald
subject: >gem blaster
date: Mon May 27 13:29:56 2002

On Sun May  5 05:21:10 2002 Drost wrote post #47:
> Not sure where to ask this...any idea why the area spell gem flash
> gets the HEF messages but gem blast does not?
> Just trained the areas spell and noticed this.
> 
> Any input would be appreciated.
> 
> -Drost

Actually HEF works for both but in silent mode it used not to be hidden
for area spells, just for attack spells.

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

poster: Sigwald
subject: >guild portal
date: Mon May 27 13:36:11 2002

On Sun May  5 12:10:32 2002 Lurch wrote post #54:
> I'm gonna make this short and to the point.
> Why does guild portal wear off so fast? IMO there is no reason for
> it to go away, it does nothing to hinder the use of the spell, and
> it does everything to annoy the hell out of people who use it.
> my idea, is to make it last longer than 2 seconds. (and no, I'm not
> exaggerating)
Actually there's no way it could be 2 seconds so you ARE exaggerating.
Anyway some bug in the portal made the duration non dependant of 
spell percent as it was meant to. This has been fixed.

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

poster: Midnight
subject: hunger
date: Mon May 27 16:10:06 2002

disembark
i think it would be cool to have your hunger as a possible prompt
possibility so you can see when you are hungry

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

poster: Draco
subject: >hunger
date: Mon May 27 16:10:57 2002

On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> disembark
> i think it would be cool to have your hunger as a possible prompt
> possibility so you can see when you are hungry
just type health every now and then

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

poster: Celine
subject: >>hunger
date: Mon May 27 21:21:51 2002

On Mon May 27 16:10:57 2002 Draco wrote post #185:
> On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> > disembark
> > i think it would be cool to have your hunger as a possible prompt
> > possibility so you can see when you are hungry
> just type health every now and then
Ok draco.. so i am assuming you have some sort of prompt that looks
like this ">" and you type score whenever you type score/health
whenever you want to see your gold onhand and in bank, your
hp/sp/ep, xp earned, xp till level, rooms explored etc..?


I agree with mid.. would be cool to have that option.

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

poster: Kaos
subject: >>>hunger
date: Mon May 27 21:59:41 2002

On Mon May 27 21:21:51 2002 Celine wrote post #187:
> On Mon May 27 16:10:57 2002 Draco wrote post #185:
> > On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> > > disembark
> > > i think it would be cool to have your hunger as a possible prompt
> > > possibility so you can see when you are hungry
> > just type health every now and then
> Ok draco.. so i am assuming you have some sort of prompt that looks
> like this ">" and you type score whenever you type score/health
> whenever you want to see your gold onhand and in bank, your
> hp/sp/ep, xp earned, xp till level, rooms explored etc..?
> 
> 
> I agree with mid.. would be cool to have that option.
The prompt is used to display things you need to see every round,
like your hps. You can always set up your client to show your
hungry status whenever you want to, putting things in the prompt
uses quite some cpu since it's showed so often.

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

poster: Celine
subject: >>>>hunger
date: Tue May 28 00:17:44 2002

On Mon May 27 21:59:41 2002 Kaos wrote post #188:
> On Mon May 27 21:21:51 2002 Celine wrote post #187:
> > On Mon May 27 16:10:57 2002 Draco wrote post #185:
> > > On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> > > > disembark
> > > > i think it would be cool to have your hunger as a possible prompt
> > > > possibility so you can see when you are hungry
> > > just type health every now and then
> > Ok draco.. so i am assuming you have some sort of prompt that looks
> > like this ">" and you type score whenever you type score/health
> > whenever you want to see your gold onhand and in bank, your
> > hp/sp/ep, xp earned, xp till level, rooms explored etc..?
> > 
> > 
> > I agree with mid.. would be cool to have that option.
> The prompt is used to display things you need to see every round,
> like your hps. You can always set up your client to show your
> hungry status whenever you want to, putting things in the prompt
> uses quite some cpu since it's showed so often.
You need to see your gold and rooms explored every round? plus the
time of day and other things?

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

poster: Daran
subject: >>>>>hunger
date: Tue May 28 00:18:50 2002

On Tue May 28 00:17:44 2002 Celine wrote post #189:
> On Mon May 27 21:59:41 2002 Kaos wrote post #188:
> > On Mon May 27 21:21:51 2002 Celine wrote post #187:
> > > On Mon May 27 16:10:57 2002 Draco wrote post #185:
> > > > On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> > > > > disembark
> > > > > i think it would be cool to have your hunger as a possible prompt
> > > > > possibility so you can see when you are hungry
> > > > just type health every now and then
> > > Ok draco.. so i am assuming you have some sort of prompt that looks
> > > like this ">" and you type score whenever you type score/health
> > > whenever you want to see your gold onhand and in bank, your
> > > hp/sp/ep, xp earned, xp till level, rooms explored etc..?
> > > 
> > > 
> > > I agree with mid.. would be cool to have that option.
> > The prompt is used to display things you need to see every round,
> > like your hps. You can always set up your client to show your
> > hungry status whenever you want to, putting things in the prompt
> > uses quite some cpu since it's showed so often.
> You need to see your gold and rooms explored every round? plus the
> time of day and other things?
Its already been said several times that the prompt code needs to be
reworked, but its not a priority and until the code gets redone
nothing will be added

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

poster: Celine
subject: >>>>>>hunger
date: Tue May 28 00:19:44 2002

thank you oh great and mighty daran the /wiz/. daran has spoken. no
more need be said. *bows*

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

poster: Ixtlilton
subject: >>>>>>>hunger
date: Tue May 28 00:32:36 2002

you don't have to be an allmighty wiz to read news, and it's been
said several times that adding a lot of things to prompt is bad
*/Ixtlilton the mighty wizard

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

poster: Sleet
subject: >>>>>>>>hunger
date: Tue May 28 06:55:42 2002

i like popcorn when im hungry

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

poster: Arkangyle
subject: >>>>>>hunger
date: Tue May 28 07:05:04 2002

On Tue May 28 00:18:50 2002 Daran wrote post #190:
> On Tue May 28 00:17:44 2002 Celine wrote post #189:
> > On Mon May 27 21:59:41 2002 Kaos wrote post #188:
> > > On Mon May 27 21:21:51 2002 Celine wrote post #187:
> > > > On Mon May 27 16:10:57 2002 Draco wrote post #185:
> > > > > On Mon May 27 16:10:06 2002 Midnight wrote post #184:
> > > > > > disembark
> > > > > > i think it would be cool to have your hunger as a possible prompt
> > > > > > possibility so you can see when you are hungry
> > > > > just type health every now and then
> > > > Ok draco.. so i am assuming you have some sort of prompt that looks
> > > > like this ">" and you type score whenever you type score/health
> > > > whenever you want to see your gold onhand and in bank, your
> > > > hp/sp/ep, xp earned, xp till level, rooms explored etc..?
> > > > 
> > > > 
> > > > I agree with mid.. would be cool to have that option.
> > > The prompt is used to display things you need to see every round,
> > > like your hps. You can always set up your client to show your
> > > hungry status whenever you want to, putting things in the prompt
> > > uses quite some cpu since it's showed so often.
> > You need to see your gold and rooms explored every round? plus the
> > time of day and other things?
> Its already been said several times that the prompt code needs to be
> reworked, but its not a priority and until the code gets redone
> nothing will be added

Actually, the PROMPT code does NOT need reworking.  For a
faster/more efficient prompt see my book entitled "Pre-calculated
variables".

However, the argument is still rather mute ... you really don't (and
shouldn't) have all that garbage in your prompt anyway.  I believe
the statement about how the purpose of the prompt is to display the
most important material to you ... is go figure ... dead on.

Now, if you said ... hey, wouldn't it be nice if we got messages
when our hunger status changed ... like to famished to hungry to the
point you can't regen ... I would say yeah.

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

poster: Celine
subject: >>>>>>>hunger
date: Tue May 28 09:35:34 2002

Oooerz, thatd be sweet.

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

poster: Hierokliff
subject: nag
date: Tue May 28 14:17:27 2002

Just me nagging about "tell last", i still want it too show my own
tells in it and not just the ones i get...its alot easier to keep
track on the conversation then...and while talking about it,
increase the history amount in it...

//Hierokliff

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

poster: Jaguar
subject: >nag
date: Tue May 28 14:20:33 2002

On Tue May 28 14:17:27 2002 Hierokliff wrote post #196:
> Just me nagging about "tell last", i still want it too show my own
> tells in it and not just the ones i get...its alot easier to keep
> track on the conversation then...and while talking about it,
> increase the history amount in it...
> 
> //Hierokliff
I like this too. And while we're talking about it, can we have an
emote last? its easy to miss a hi in spam :)

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

poster: Fezzick
subject: >nag
date: Tue May 28 14:35:42 2002

On Tue May 28 14:17:27 2002 Hierokliff wrote post #196:
> Just me nagging about "tell last", i still want it too show my own
> tells in it and not just the ones i get...its alot easier to keep
> track on the conversation then...and while talking about it,
> increase the history amount in it...
> 
> //Hierokliff
 
I'd second that...tho perhaps this only applies for us old farts who
also have trouble remembering much of anything, such as 'when did I
shower last?' or 'how many midgets can I juggle?'
 
Either way - I'd love to see that implemented
 
- Fezzifart

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

poster: Koma
subject: added emotes to tells
date: Wed May 29 10:26:02 2002

Adding tell history to show emotes is awesome, thanks. However the
10 tell buffer gets easily filled with humps and rides, could it
perhaps be upped to like 20 last tells?

Thanks, Koma

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

poster: Zoox
subject: Area spells and cs
date: Thu May 30 13:02:58 2002

Would be nice if event monsters would not use area attack spells,
its not quite nice to not be able to go to cs for the rest of the
boot if you happen to be idle there when someone has a bright idea
and attacks the monster, in this case Allie the alien.

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

poster: Appalacia
subject: inv
date: Thu May 30 16:37:02 2002

would be conveinent if worn eq did not show in inventory.  would
make it easier to organize,sell,drop etc

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

poster: Ant
subject: >Area spells and cs
date: Thu May 30 18:18:13 2002

On Thu May 30 13:02:58 2002 Zoox wrote post #200:
> Would be nice if event monsters would not use area attack spells,
> its not quite nice to not be able to go to cs for the rest of the
> boot if you happen to be idle there when someone has a bright idea
> and attacks the monster, in this case Allie the alien.

Who told you to idle in CS? Go idle in adv. Problem solved.

- Ant the impatient

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

poster: Sleet
subject: >>Area spells and cs
date: Thu May 30 20:30:47 2002

On Thu May 30 18:18:13 2002 Ant wrote post #202:
> On Thu May 30 13:02:58 2002 Zoox wrote post #200:
> > Would be nice if event monsters would not use area attack spells,
> > its not quite nice to not be able to go to cs for the rest of the
> > boot if you happen to be idle there when someone has a bright idea
> > and attacks the monster, in this case Allie the alien.
> 
> Who told you to idle in CS? Go idle in adv. Problem solved.
> 
> - Ant the impatient
nah i heard from someoen your supposed to idle there with large sums
of gold in ya pockets.... could just be a rumor though

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

poster: Litho
subject: Party names
date: Fri May 31 07:19:25 2002

Maybe put a length on party names? atm i dont think it has one, made
like a 15line party name to test..

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

poster: Chrono
subject: shrug
date: Sun Jun  2 03:02:32 2002

not complaining or anything but would be cool (my opinion) if there
was some type of message for trackers, yes we know sidhe's track,
etc. etc..but still would be cool and worth having for newbs or
explorers that don't know about consider, etc..anyway got off track,
why i'm posting is i think it'd be cool to have a message for
tracking mobs that tells you they're are now after you or lookin for
you..(yes got this from another mud, i have played) but i still
think it's a cool idea.

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

poster: Nefardec
subject: summary
date: Sun Jun  2 05:22:47 2002

maybe the number of kills that you get in a day should be in the
summary, would be useful to find avg xp, criticals, and whatnot

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

poster: Tranquil
subject: >shrug
date: Sun Jun  2 13:13:13 2002


I would like to pose two questions. First, if you're fleeing, how
would you know he was tracking unless he was right up your anal
passage (in which case he would be hitting you, as they already do),
and secondly, if you're far enough ahead to not have their Giant
Club shoved up your ass 5 times a round, how the heck would you
-know- whether theyre tracking or not?

- Me


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

poster: Sleet
subject: thief skills
date: Sun Jun  2 21:10:42 2002

i noticed that thief has weapon skill slashing, was wondering if
there was a point to this, was also wondering if there wasnt a
reason for it, if it could be switched with the skill that is the
basic mastery for unarmed combat, think its called offhand attack,
that might not be right though.
my reasoning behind this is not only that a thief has no use for a
slashing weapon but there completly useless when disarmed. Not only
can they not stab and they lose whatever stas are on the dagger,
which makes sense i dont have a problem with, but the melee damage
it puts out is cut in half sometiems more depending on what your
used to puttign out. I think that if the unarmed skill was put in,
it would remove a skill no one trains, and would not automaticaly
deem a guild useless for 3 minutes or more. This would still make
disarm a bad thing to happen, since thieves have two piercing
masterys, and would only have one unarmed skill, plus they still
wouldnt be able to stab, which removes there main damage output. I
could be wrong but i think this would be a fair change.
thanks
sleet

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

poster: Sleet
subject: >thief skills
date: Sun Jun  2 21:12:45 2002

On Sun Jun  2 21:10:42 2002 Sleet wrote post #208:
> i noticed that thief has weapon skill slashing, was wondering if
> there was a point to this, was also wondering if there wasnt a
> reason for it, if it could be switched with the skill that is the
> basic mastery for unarmed combat, think its called offhand attack,
> that might not be right though.
> my reasoning behind this is not only that a thief has no use for a
> slashing weapon but there completly useless when disarmed. Not only
> can they not stab and they lose whatever stas are on the dagger,
> which makes sense i dont have a problem with, but the melee damage
> it puts out is cut in half sometiems more depending on what your
> used to puttign out. I think that if the unarmed skill was put in,
> it would remove a skill no one trains, and would not automaticaly
> deem a guild useless for 3 minutes or more. This would still make
> disarm a bad thing to happen, since thieves have two piercing
> masterys, and would only have one unarmed skill, plus they still
> wouldnt be able to stab, which removes there main damage output. I
> could be wrong but i think this would be a fair change.
> thanks
> sleet
someone was nice enough to point out to me that the skill im
refferign to is unarmed combat

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

poster: Mixer
subject: >thief skills
date: Mon Jun  3 13:21:30 2002

On Sun Jun  2 21:10:42 2002 Sleet wrote post #208:
> i noticed that thief has weapon skill slashing, was wondering if
> there was a point to this, was also wondering if there wasnt a
> reason for it, if it could be switched with the skill that is the
> basic mastery for unarmed combat, think its called offhand attack,
> that might not be right though.
> my reasoning behind this is not only that a thief has no use for a
> slashing weapon but there completly useless when disarmed. Not only
> can they not stab and they lose whatever stas are on the dagger,
> which makes sense i dont have a problem with, but the melee damage
> it puts out is cut in half sometiems more depending on what your
> used to puttign out. I think that if the unarmed skill was put in,
> it would remove a skill no one trains, and would not automaticaly
> deem a guild useless for 3 minutes or more. This would still make
> disarm a bad thing to happen, since thieves have two piercing
> masterys, and would only have one unarmed skill, plus they still
> wouldnt be able to stab, which removes there main damage output. I
> could be wrong but i think this would be a fair change.
> thanks
> sleet
Why necessarily would a thief be any more likely to be experienced
with unarmed combat than with a sword?

I think swords and knives are very closely related and therefore
relevant to have in a rogue or thief setting.

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

poster: Vor
subject: masteries
date: Mon Jun  3 17:47:04 2002

i was thinking today, and while i can understand why
masteries go under skills a lot of times, i can also
see them as being extremely mentally involved.  So now i wonder,
why not make masteries a category unto themselves?  skills, spells
and masteries.  each race would have a learning time of each.
it would make more sense.  why shoud a grorrark be able to 
learn the masteries of being a mage as quickly as those of a fighter
or rogue?  why shouldn't a mindflayer be able to learn how to
best use a spell?   i dunno... just an idea

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

poster: Tektor
subject: Guild Items
date: Mon Jun  3 19:49:57 2002

Would be cool when you check you guild item if it would also say
something like First Rank, Second Rank ect the titles are cool but
hard to remember which one is which rank.

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

poster: Zyz
subject: dragons
date: Mon Jun  3 23:21:50 2002

Tested the tuned first blockers.  Was pretty rough for me solo,
whereas the whites hardly touch me.
The original complaint/idea was that white dragons were not worth
killing anymore since the blockers are so much harder than the
whites.
Despite the tune, the blockers are still much much harder than the whites.
Perhaps if the first dragon blockers were decreased to two instead
of four, and reset time halved,
the lowbie parties would be able to experience assisting blockers
but still be able to access the area for exp.
As it is now, it seems like the area is simply closed off for the
midrange/low parties that 40k monsters are intended to serve.
Thanks -Zyz

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

poster: Celine
subject: >>shrug
date: Tue Jun  4 05:59:02 2002

On Sun Jun  2 13:13:13 2002 Tranquil wrote post #207:
> I would like to pose two questions. First, if you're fleeing, how
> would you know he was tracking unless he was right up your anal
> passage (in which case he would be hitting you, as they already do),
> and secondly, if you're far enough ahead to not have their Giant
> Club shoved up your ass 5 times a round, how the heck would you
> -know- whether theyre tracking or not?
> 
> - Me
> 
Because when you walk five feet away from an "area/room" you can
still see behind you as you run like a little pansy man.
*8

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

poster: Sleet
subject: >>>shrug
date: Tue Jun  4 06:22:27 2002

On Tue Jun  4 05:59:02 2002 Celine wrote post #214:
> On Sun Jun  2 13:13:13 2002 Tranquil wrote post #207:
> > I would like to pose two questions. First, if you're fleeing, how
> > would you know he was tracking unless he was right up your anal
> > passage (in which case he would be hitting you, as they already do),
> > and secondly, if you're far enough ahead to not have their Giant
> > Club shoved up your ass 5 times a round, how the heck would you
> > -know- whether theyre tracking or not?
> > 
> > - Me
> > 
> Because when you walk five feet away from an "area/room" you can
> still see behind you as you run like a little pansy man.
> *8
i dont agree with this, i dotn think youd be able to see someone if
you were actualy scared and runnign away liek that.
Now if you ran away and stopped, youd see them enter the room, which
means you should have entry hits and not them.
I can argue that they having the element of surprise but so would a
person wanderign into an aggro room from another exit that they
didnt leave from...
proably too hard to deal with but when ya get into the finer points
of it all none of it makes sense, just to think that alot of these
badass monsters arent aggro to begin with
like that thign with dragons, probaly best in player intrests that
they arent, but in my mind when i think dragons den im thinking
pretty much like wwyverns are, except smaller. The same goes for
anythign that looks scary or doesnt have a friendly desc. not sure
kinda rambling, think the chasing is a good thing though, just think
players should either see them ebfore they enter or get entry hits
or somthing. Maybe make more monsters that way. Except guards...
thatd get too easy, attack um run away run through tunnel, would be
kidna realistic though, i know alot of people if they got say a
spell blasted at um or sliced with a big as sword or stabbed in the
back that they fly after that person, assumign they werent mained or
mangled.
Maybe add that as an option, if monster is hurt to an extent it wont
be aggro or a tracker.
Think of this way, if someone chopped off your leg or if you were on
ya last pint of blood, would you chase after soemone... or would you
sit there casting heal spells at ya self.
that might wanna be thought of when we wanna make monsters smarter,
i think were kinda going along those lines with skill and spell use,
maybe we should expand it to when a monster should track or be
aggro. 
just a few ideas... nothign more
thanks 
sleet

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

poster: Inkor
subject: guild?
date: Tue Jun  4 08:51:22 2002

yeah ummmmm, this is just an idea probably a really bad one 
but since warriors don't get spells.....ever....i think there should
be a guild
where our type might get a spell or two...maybe kinda like
dark knights or evil crapwankers....something...kinda more focused on the 
.... their spell points, still fig skills but maybe a spell or 2 in
there for damage or something..
i don't know...probably a stupid idea 
-jonny bojengo

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

poster: Tranquil
subject: >guild?
date: Tue Jun  4 15:03:02 2002

On Tue Jun  4 08:51:22 2002 Inkor wrote post #216:
> yeah ummmmm, this is just an idea probably a really bad one 
> but since warriors don't get spells.....ever....i think there should
> be a guild
> where our type might get a spell or two...maybe kinda like
> dark knights or evil crapwankers....something...kinda more focused on the 
> .... their spell points, still fig skills but maybe a spell or 2 in
> there for damage or something..
> i don't know...probably a stupid idea 
> -jonny bojengo
hmm, yea, this sounds like a good idea.. maybe you should post a
mail to siggy and see if he wants to code a guild.. I think
'woodsman' would be a good name for it ;)

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

poster: Koma
subject: guild items with idlebonuses
date: Tue Jun  4 15:45:55 2002

I think the guild items used to be quite distracting with the added
idlebonus in ranks (= time in guild). Could there perhaps be two
messages in guild items when you check them, other stating your rank
(mastery points + idlebonus) and other stating your real advancement
in the guild (mastery points only)? Of course I am not referring to
real numbers but a message stating your advancement.

for example,
Your current rank is [Master of Expart Thingies]
You feel that you have made [almost no] progression in the guild.

A suggestion for adverbs:
[almost no | average | decent | good | remarkable | excellent | incredible]

This would give the plkayer a clearer sense of his real progression
in the guild. Or is the idlebonus in guild items really necessary?

Thanks, Komapee

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

poster: Tektor
subject: Ideas
date: Tue Jun  4 17:27:29 2002

people lvl 15 and under shouldn't be able to pick up food or
lodestones its a pain when people make food for those who need it
and then newbies come in and pick everything up when they
don't/can't need/use it.

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

poster: Draco
subject: wimpy
date: Tue Jun  4 18:04:55 2002

i jsut had a thought today, dunno if it even sounds interesting or
whatnot, but i thought it might be cool if mobs were givin a chance
to wimpy during combat as well. i figure if this was implimented,
maybe it would make combat a bit more fresh by making the player
track for once, instead of the mob. just a though.

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

poster: Chrono
subject: finger stuff
date: Tue Jun  4 23:46:57 2002

i think it'd be cool to also have "guild leaders" in finger
info...finger foo -> foo leads the fooguild

oh well just an idea.

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

poster: Tahnval
subject: >guild?
date: Wed Jun  5 00:11:18 2002

On Tue Jun  4 08:51:22 2002 Inkor wrote post #216:
> yeah ummmmm, this is just an idea probably a really bad one 
> but since warriors don't get spells.....ever....i think there should
> be a guild
> where our type might get a spell or two...maybe kinda like
> dark knights or evil crapwankers....something...kinda more focused on the 
> .... their spell points, still fig skills but maybe a spell or 2 in
> there for damage or something..
> i don't know...probably a stupid idea 
> -jonny bojengo
Not all that stupid, but two things;
a) Warriors are meant to be non-magical here, as in most places.
b) Look at the Thruster skill "sharpen weapon".  Yes, a warrior-subtree
player finally gets a use for their sps!

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

poster: Malifix
subject: >finger stuff
date: Wed Jun  5 02:05:57 2002

On Tue Jun  4 23:46:57 2002 Chrono wrote post #221:
> i think it'd be cool to also have "guild leaders" in finger
> info...finger foo -> foo leads the fooguild
> 
> oh well just an idea.
Already been suggested at least once

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

poster: Celine
subject: >Ideas
date: Wed Jun  5 02:53:34 2002

On Tue Jun  4 17:27:29 2002 Tektor wrote post #219:
> people lvl 15 and under shouldn't be able to pick up food or
> lodestones its a pain when people make food for those who need it
> and then newbies come in and pick everything up when they
> don't/can't need/use it.
Mayhap ppl just need to learn more courtesy, I know their have been
times when I gave a friend level 15< some gold and asked them to run
to town and buy me food. Also, anything other than adv lodes are of
use to newbies also. But I do agree that njuubs taking food and adv
lodes is quite bothersome.

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

poster: Inkor
subject: guilds? (again)
date: Wed Jun  5 06:25:54 2002

yeah ummm woodsman are kinda no....their spells are about the
"woods" and stuff
i was thinking a spell like "flaming blade of doom" or whatever
that might be cool
but i guess it doesn't really matter :)
-johnny

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

poster: Fox
subject: Druid's staff...
date: Wed Jun  5 07:41:30 2002

Maybe change the name of the staff from "druidic staff" to something
that doesn't sound so childish...I dunno...maybe it's just me...
"druidic" just sounds weird to say it out loud...
My thought of change ... "Staff of the Druids" ... ? 
Just a thought...
Fox

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

poster: Tranquil
subject: >Druid's staff...
date: Wed Jun  5 10:48:30 2002

On Wed Jun  5 07:41:30 2002 Fox wrote post #226:
> Maybe change the name of the staff from "druidic staff" to something
> that doesn't sound so childish...I dunno...maybe it's just me...
> "druidic" just sounds weird to say it out loud...
> My thought of change ... "Staff of the Druids" ... ? 
> Just a thought...
> Fox

I know a real life druid who might be inclined to disagree with you
on this one. She refers to her rituals as bieng 'druidic' in nature,
simply because she is a druid. But that's just her.


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

poster: Sigwald
subject: >guild items with idlebonuses
date: Wed Jun  5 14:21:47 2002

On Tue Jun  4 15:45:55 2002 Koma wrote post #218:
> I think the guild items used to be quite distracting with the added
> idlebonus in ranks (= time in guild). Could there perhaps be two
> messages in guild items when you check them, other stating your rank
> (mastery points + idlebonus) and other stating your real advancement
> in the guild (mastery points only)? Of course I am not referring to
> real numbers but a message stating your advancement.
> 
> for example,
> Your current rank is [Master of Expart Thingies]
> You feel that you have made [almost no] progression in the guild.
> 
> A suggestion for adverbs:
> [almost no | average | decent | good | remarkable | excellent | incredible]
> 
> This would give the plkayer a clearer sense of his real progression
> in the guild. Or is the idlebonus in guild items really necessary?
> 
> Thanks, Komapee

In fact guild age does not count all that much except for first couple
ranks, after that really the amount of points is far above what
guild age can add (apart for people idle over a year in same guild).
Therefore I don't really see a need to do this, I may however indicate
the rank number when you check the item.

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

poster: Mixer
subject: >guilds? (again)
date: Wed Jun  5 15:15:06 2002

On Wed Jun  5 06:25:54 2002 Inkor wrote post #225:
> yeah ummm woodsman are kinda no....their spells are about the
> "woods" and stuff
> i was thinking a spell like "flaming blade of doom" or whatever
> that might be cool
> but i guess it doesn't really matter :)
> -johnny
Correct me if I am wrong but "Singing Blade" uses sps... So this is
a form of magic...

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

poster: Draco
subject: >>guilds? (again)
date: Wed Jun  5 15:26:58 2002

On Wed Jun  5 15:15:06 2002 Mixer wrote post #229:
> On Wed Jun  5 06:25:54 2002 Inkor wrote post #225:
> > yeah ummm woodsman are kinda no....their spells are about the
> > "woods" and stuff
> > i was thinking a spell like "flaming blade of doom" or whatever
> > that might be cool
> > but i guess it doesn't really matter :)
> > -johnny
> Correct me if I am wrong but "Singing Blade" uses sps... So this is
> a form of magic...
iirc, a warrior mage guild was attemped here before, i may be wrong.
anyway, i dont know why it may have been removed, if it did in fact
exist, but the plain nature of warriors is that they only used one
type of magic, holy magic, aka the crusaders and paladins. since the
healer branch does offer a templar guild which allows you to train
defferant attack skills and such, i would suggest that they are good
enough for a warrior/caster combo. just my thought on this subject.


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

poster: Jsardy
subject: builder+plaque
date: Thu Jun  6 00:00:50 2002

Ok, i would like to pose a point, basically we were told we can
apply builder when we get 15meg, and now you guys say you have to be
on the plaque, but i noticed that ussually the smallest person on
the plaque is 28meg, so mb is there a way to have the plaque go back
to having a min exp, but set much higher then the iirc 200k it was
before to like 15 meg or some such=/
ok.

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

poster: Davaris
subject: inquisitor robes
date: Thu Jun  6 00:49:10 2002

shouldn't the robes go into the robes slot?

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

poster: Draco
subject: >inquisitor robes
date: Thu Jun  6 00:49:49 2002

On Thu Jun  6 00:49:10 2002 Davaris wrote post #232:
> shouldn't the robes go into the robes slot?
it should yes, but there is no robes slot, only torso and cloak :)

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

poster: Davaris
subject: inquisitor robes
date: Thu Jun  6 00:51:07 2002

my bad, was thinking of cloak slot.
you can all beat me now, sorry
-dav

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

poster: Tiden
subject: Prompt
date: Thu Jun  6 02:05:10 2002

Know that prompt changes have been shot down a lot lately, but math
functions would be nice (for cases such as subtraction to find how
many rooms you are away from next explore reward, etc)

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

poster: Wildchild
subject: >Prompt
date: Thu Jun  6 02:31:54 2002

On Thu Jun  6 02:05:10 2002 Tiden wrote post #235:
> Know that prompt changes have been shot down a lot lately, but math
> functions would be nice (for cases such as subtraction to find how
> many rooms you are away from next explore reward, etc)

Well, your number of rooms explored can be added to prompt. So all
you'd have to do is figured out the next multiple of 2000 and
subtract from that.
Most clients should have math functions, but, altho I don't really
know how easy they would be to add here, the purpose for such
functions would be rather limited.

-WC

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

poster: Nyx
subject: >>Druid's staff...
date: Thu Jun  6 03:58:16 2002

On Wed Jun  5 10:48:30 2002 Tranquil wrote post #227:
> On Wed Jun  5 07:41:30 2002 Fox wrote post #226:
> > Maybe change the name of the staff from "druidic staff" to something
> > that doesn't sound so childish...I dunno...maybe it's just me...
> > "druidic" just sounds weird to say it out loud...
> > My thought of change ... "Staff of the Druids" ... ? 
> > Just a thought...
> > Fox
> 
> I know a real life druid who might be inclined to disagree with you
> on this one. She refers to her rituals as bieng 'druidic' in nature,
> simply because she is a druid. But that's just her.
> 
I will wholey agree with this. Just because it sounds funny does not
mean it should be changed. Thats liek saying, I think Christianity
sounds weird, change it to Christion Practices. And being part of a
reliegion that embraces alot of druidism, I would be sorely
disappointed to see something that does follow an actual religion
and name changed because it sounds weird to those who do not use the
world regularly.
Nyx

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

poster: Coal
subject: Everrest/shops
date: Thu Jun  6 07:58:30 2002

Hmm I was once again tooling around Everrest, my favorite stomping
grounds, when I realized that this isle has no shop in which to sell
things in. This generally would bother me so much but the majority
of mobs on this isle drop copiuos amounts of loots that un
witchs/tamers/dsell book holders, can't adequetly sell without alot
of ferry work or nav powers. Also would like to point out that the
Docks of Everrest are supposed to be a trading post with nomads of
some sort, so I think the addition of the Magical Sam mystery shop
franchise might want to setup in this location. And if not well...
-Coalpants is obsessed with gold.

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

poster: Trigon
subject: Arena and hide
date: Fri Jun  7 00:23:09 2002

I was just thinking about pk and such, and I think it would be cool
if you were hidden it didn't broadcast over the arena channel that
you enter it, that was backstab could still be used and such.
Trigon

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

poster: Jaguar
subject: a plea
date: Fri Jun  7 17:49:15 2002

to the powers: pleease cram the spell "vengeance of gaia" back
somewhere into the woodsman guild...it was the coolest spell ever
Jaggy

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

poster: Litho
subject: Artifact collector
date: Sat Jun  8 07:25:50 2002

After u give em an item on the list, make it remove it from list?,
or say its already been givin?

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

poster: Mixer
subject: >builder+plaque
date: Sat Jun  8 17:09:59 2002

On Thu Jun  6 00:00:50 2002 Jsardy wrote post #231:
> Ok, i would like to pose a point, basically we were told we can
> apply builder when we get 15meg, and now you guys say you have to be
> on the plaque, but i noticed that ussually the smallest person on
> the plaque is 28meg, so mb is there a way to have the plaque go back
> to having a min exp, but set much higher then the iirc 200k it was
> before to like 15 meg or some such=/
> ok.
Problem with this: we can't really tell how much worth you have
apart from the plaque if you are not online.

Even 30m is really not that hard to get, I don't think its a big deal.

The worth issue is just to make sure you know the game before
you become a builder.

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

poster: Mixer
subject: >Prompt
date: Sat Jun  8 17:10:56 2002

On Thu Jun  6 02:05:10 2002 Tiden wrote post #235:
> Know that prompt changes have been shot down a lot lately, but math
> functions would be nice (for cases such as subtraction to find how
> many rooms you are away from next explore reward, etc)
You can already display how many rooms you have in your prompt.

TP awards come at 2000, 4000, 6000 etc.

How bloody hard is it?  Every extra prompt item chews CPU, so
why do something so blatantly pointless?

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

poster: Draco
subject: gargoyles
date: Sat Jun  8 17:39:45 2002

i was just thinking of this, but the gargoyle race really should
varry between day and night. during nighttime, they are thought of
as flesh just like a human, so should have reduced phys res and
better casting ptential, while during the day they are thought of as
stone, so should have increased phys res and str, but reduced
casting potential and dex. just a thought, feel free to
agree/disagree/flame/ect.
-draco\

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

poster: Wildchild
subject: >gargoyles
date: Sat Jun  8 19:40:15 2002

On Sat Jun  8 17:39:45 2002 Draco wrote post #244:
> i was just thinking of this, but the gargoyle race really should
> varry between day and night. during nighttime, they are thought of
> as flesh just like a human, so should have reduced phys res and
> better casting ptential, while during the day they are thought of as
> stone, so should have increased phys res and str, but reduced
> casting potential and dex. just a thought, feel free to
> agree/disagree/flame/ect.
> -draco\

This is a neat idea, but something along these lines should not be
limited to one race (vampires in particular spring to mind).
I've always liked the idea of each race having perhaps some natural
skills/spells (stuff independent from guilds), but again it comes
down to finding stuff for all races to keep it balanced.

-WC

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

poster: Fox
subject: death
date: Sat Jun  8 21:07:27 2002

summary should subtract the xp you lose on a death...

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

poster: Litho
subject: >death
date: Sat Jun  8 21:07:43 2002

On Sat Jun  8 21:07:27 2002 Fox wrote post #246:
> summary should subtract the xp you lose on a death...
afaik, it does..

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

poster: Draco
subject: >>death
date: Sat Jun  8 21:08:19 2002

On Sat Jun  8 21:07:43 2002 Litho wrote post #247:
> On Sat Jun  8 21:07:27 2002 Fox wrote post #246:
> > summary should subtract the xp you lose on a death...
> afaik, it does..
it doesnt, but i think it would be too buggy if you tried that, i
think the same thing happened with gold.

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

poster: Tak
subject: kill all
date: Sat Jun  8 22:37:11 2002

when you attack multiple enemies, the one you hit seems to switch. 
To me it seems like it makes more sense for you to alwaqys attack
the same one.  I was wondering if it would be possible to change it
to always attack the same one.
tak

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

poster: Celine
subject: >gargoyles
date: Sat Jun  8 22:38:17 2002

Heh, I loved the show Gargoyles, that was a cool cartoon.

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

poster: Tak
subject: >>gargoyles
date: Sat Jun  8 22:39:53 2002

one of the better ones that i have ever seen, though i haven't seen
it in a very long time

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

poster: Nyx
subject: >gargoyles
date: Sat Jun  8 23:54:45 2002

On Sat Jun  8 17:39:45 2002 Draco wrote post #244:
> i was just thinking of this, but the gargoyle race really should
> varry between day and night. during nighttime, they are thought of
> as flesh just like a human, so should have reduced phys res and
> better casting ptential, while during the day they are thought of as
> stone, so should have increased phys res and str, but reduced
> casting potential and dex. just a thought, feel free to
> agree/disagree/flame/ect.
> -draco\
That is actualyl a very cool idea since that is the gargoyle mythos
in some well...myths. I think it would have charismatic overtures as
well. Being human and flesh I imagine they would be slighty less
replusive.
Nyx

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

poster: Lurch
subject: skill
date: Sat Jun  8 23:58:36 2002

How about a fighter skill to 'switch' opponents?
Like, it would take 1 round to use, and you could start attacking
a new target. Could also have options to switch to a target that
was attacking a person in the party, or the target that the other
person is attacking.
If you want an argument for why we should be able to do this,
it's simple... How hard can it be to change what you are attacking
from one thing to another? In real life you don't even need
a skill to do it.

-my $0.02 for the day, Lurch

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

poster: Tranquil
subject: >skill
date: Sun Jun  9 15:10:38 2002

On Sat Jun  8 23:58:36 2002 Lurch wrote post #253:
> How about a fighter skill to 'switch' opponents?
> Like, it would take 1 round to use, and you could start attacking
> a new target. Could also have options to switch to a target that
> was attacking a person in the party, or the target that the other
> person is attacking.
> If you want an argument for why we should be able to do this,
> it's simple... How hard can it be to change what you are attacking
> from one thing to another? In real life you don't even need
> a skill to do it.
> 
> -my $0.02 for the day, Lurch
In theroy its pretty easy. In rd's code however, what I have been
told by people whom are considered to be 'in the know', is that the
way rd's combat system is currently coded, it's not possible, unless
combat were to be at least a little modified.

that said, I personally think it would rule.


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

poster: Litho
subject: Beacon
date: Mon Jun 10 01:03:05 2002

Maybe have the call beacon/create beacon spell work so if u cast it
again at another place, it removes the old one and creates a new
one?
Sometimes it sucks waitin 40 mins to make another one..
Just an idea, shrug
-litho

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

poster: Litho
subject: Heh
date: Mon Jun 10 01:05:48 2002

Also, maybe consider the same thing for death ritual.

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

poster: Valkon
subject: affects
date: Mon Jun 10 08:27:20 2002

I think a list should be added where you can type something like
"affects" or something and you can see what skill or spells are
affecting you
This would be really helpful for if you dont notice if a skill/spell
fell off you can check it.
Sorry this kind of doesn't make sense, words arent coming to me
right now hehe.

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

poster: Warchief
subject: >affects
date: Mon Jun 10 14:09:58 2002

On Mon Jun 10 08:27:20 2002 Valkon wrote post #257:
> I think a list should be added where you can type something like
> "affects" or something and you can see what skill or spells are
> affecting you
> This would be really helpful for if you dont notice if a skill/spell
> fell off you can check it.
> Sorry this kind of doesn't make sense, words arent coming to me
> right now hehe.

think !FULL EP! 
There is a spell that does this currently, in the Protector of the
Earth guild, called aura detection.

-Warchief

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

poster: Mixer
subject: >affects
date: Mon Jun 10 15:01:08 2002

On Mon Jun 10 08:27:20 2002 Valkon wrote post #257:
> I think a list should be added where you can type something like
> "affects" or something and you can see what skill or spells are
> affecting you
> This would be really helpful for if you dont notice if a skill/spell
> fell off you can check it.
> Sorry this kind of doesn't make sense, words arent coming to me
> right now hehe.
Jeez, make some client trigs, it aint that hard.  You can even
use javatriggers to set aliases for your prots and whatever.

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

poster: Lu
subject: light/dark bug
date: Mon Jun 10 18:50:45 2002

we all know we have a bug with light and darkness, and i think a
quick hack/fix might be to make dark overide light instead of vice
versa.  currently, if you have an inventory full of +dark eq, and 1
eq with light, you still wont regen, either this or just disable the
regenin only in dark

just an idea, flame away
-lu

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

poster: Sleet
subject: >>affects
date: Mon Jun 10 23:15:50 2002

On Mon Jun 10 14:09:58 2002 Warchief wrote post #258:
> On Mon Jun 10 08:27:20 2002 Valkon wrote post #257:
> > I think a list should be added where you can type something like
> > "affects" or something and you can see what skill or spells are
> > affecting you
> > This would be really helpful for if you dont notice if a skill/spell
> > fell off you can check it.
> > Sorry this kind of doesn't make sense, words arent coming to me
> > right now hehe.
> 
> think !FULL EP! 
> There is a spell that does this currently, in the Protector of the
> Earth guild, called aura detection.
> 
> -Warchief
that spell is in abj too

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

poster: Tektor
subject: Healer Qc
date: Mon Jun 10 23:44:03 2002

Would be cool if qc was progressive you could get it in healer and
train it up to like 50% of skill max, then like 100% in avatar

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

poster: Lurch
subject: >>affects
date: Tue Jun 11 01:09:01 2002

Make some client trigs? What if your client doesn't have trigs?
Your character on the mud would notice whether a spell fell or not,
for whatever reason a person may miss it on the screen.
All clients I've used with triggers just suck, or the shareware expires.
(And NO, I will not pay the shareware fee, I don't have a job)
If everyone else can make excuses, so can I.

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

poster: Daran
subject: >>>affects
date: Tue Jun 11 01:34:31 2002

IMHO there shouldn't be a command avail for this, for several
reasons.  One being while you're in combat, casting other spells you
aren't paying attention to your "aura" you are fighting for you
life.

Maybe have a few more spells, maybe skills,  available for this tho
in some other guilds.  I'm not sure if every guild, maybe not even
every caster guild, but I would think if you can learn the magics to
create a protection shield that you might be able to learn how to
cast a detection spell.

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

poster: Mixer
subject: >>>affects
date: Tue Jun 11 11:20:58 2002

On Tue Jun 11 01:09:01 2002 Lurch wrote post #263:
> Make some client trigs? What if your client doesn't have trigs?
> Your character on the mud would notice whether a spell fell or not,
> for whatever reason a person may miss it on the screen.
> All clients I've used with triggers just suck, or the shareware expires.
> (And NO, I will not pay the shareware fee, I don't have a job)
> If everyone else can make excuses, so can I.
Obviously you are too lazy to read too.  Our own lovely java client
has support for triggers.  It is free.

You can make a trigger to set aliases for each spell, and then
use a command to display them, simple.

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

poster: Sleet
subject: >>>>affects
date: Tue Jun 11 14:48:25 2002

On Tue Jun 11 11:20:58 2002 Mixer wrote post #265:
> On Tue Jun 11 01:09:01 2002 Lurch wrote post #263:
> > Make some client trigs? What if your client doesn't have trigs?
> > Your character on the mud would notice whether a spell fell or not,
> > for whatever reason a person may miss it on the screen.
> > All clients I've used with triggers just suck, or the shareware expires.
> > (And NO, I will not pay the shareware fee, I don't have a job)
> > If everyone else can make excuses, so can I.
> Obviously you are too lazy to read too.  Our own lovely java client
> has support for triggers.  It is free.
> 
> You can make a trigger to set aliases for each spell, and then
> use a command to display them, simple.
While yall are on the subject of javatriggers, is there any kind of
help for them, ive been tryign to get them to work for a coupel
weeks now and with no success, i have them and there listed, and i
activated them but they dotn work. There not hard trigs just the
simple falls to the ground blah(wont do it cause i dont want
everyone who reads this post trigs to go nuts)/eat corpse trig. I
use autoloot so i dont mind if i dotn have a specific loot trig,
autoloot is cool, its just the javatriggers im having help with. 
thanks

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

poster: Tektor
subject: Pipe
date: Tue Jun 11 21:49:22 2002

dig grave
Would be nice if you could wield a pipe in each hand, not many
smallish caster left hand slots around.

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

poster: Litho
subject: Spray holy water
date: Wed Jun 12 12:50:01 2002

Maybe let high energy focus affect this blast spell? never see the
you feel the true power of a focused mind etc, and have 110% HEF

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

poster: Balinor
subject: Assess
date: Wed Jun 12 13:58:01 2002

This seemed to have left unnoticed, so i post again in proper newsgroup
We need npc, Veldran perhaps to cast assess person on players,
because no one trains it and it's very important to know what WC you
can wield.
10k fee for the spell should be quite good.

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

poster: Tektor
subject: Idea
date: Thu Jun 13 00:33:44 2002

Would be cool if there was a quest and you could customize your
favorite piece of eq with your name.

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

poster: Sleet
subject: >Idea
date: Thu Jun 13 05:07:47 2002

On Thu Jun 13 00:33:44 2002 Tektor wrote post #270:
> Would be cool if there was a quest and you could customize your
> favorite piece of eq with your name.
thatd be cool, but i think itd be pointless unless it changed in
some way or anotehr from the orignal.

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

poster: Arkangyle
subject: >Pipe
date: Thu Jun 13 06:18:07 2002

On Tue Jun 11 21:49:22 2002 Tektor wrote post #267:
> dig grave
> Would be nice if you could wield a pipe in each hand, not many
> smallish caster left hand slots around.

actually, I found a left hand slot caster piece the other day (for
newbie/lowbie) that is probably equivalent to a pipe.

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

poster: Tektor
subject: Pipe
date: Thu Jun 13 06:18:40 2002

Noone will sell me one.

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

poster: Tektor
subject: New Age
date: Thu Jun 13 06:39:57 2002

Ok So RD has been stuck in the same age here, with all the new
inventor's out there I think its time technology advance. RD should
advance to the era of Magic and steam powered machines. Could have a
new domain called Ancient Isle that floats due to a machine that
runs on magic, and lots of spiffy new monsters. Just an idea from
the bottomless pit I have. :)

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

poster: Gen
subject: >New Age
date: Thu Jun 13 07:14:57 2002

On Thu Jun 13 06:39:57 2002 Tektor wrote post #274:
> Ok So RD has been stuck in the same age here, with all the new
> inventor's out there I think its time technology advance. RD should
> advance to the era of Magic and steam powered machines. Could have a
> new domain called Ancient Isle that floats due to a machine that
> runs on magic, and lots of spiffy new monsters. Just an idea from
> the bottomless pit I have. :)
I'
m sorry but to me he gun is rd being medieval based, shrug, keep it
the way it is.

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

poster: Smee
subject: >New Age
date: Thu Jun 13 16:55:51 2002

On Thu Jun 13 06:39:57 2002 Tektor wrote post #274:
> Ok So RD has been stuck in the same age here, with all the new
> inventor's out there I think its time technology advance. RD should
> advance to the era of Magic and steam powered machines. Could have a
> new domain called Ancient Isle that floats due to a machine that
> runs on magic, and lots of spiffy new monsters. Just an idea from
> the bottomless pit I have. :)

Hello

Which video game did this come from? Or book or anime novel?

Lavos is japanese

Fewt

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

poster: Nefardec
subject: cool eq
date: Thu Jun 13 17:12:37 2002

I don't know if this has been discussed before, but since we have
some new shops on the MUD, i decided to post my idea:
scream Full SPS
A cool idea for a shop would be a blacksmith/magical forger that has
a menu (rather than the usual list/buy/sell/try/value) that allows
you to choose the stats for a customizable piece of eq (which cost
more as you imbue more on), name the eq, and write a desc.  The
total price would be written in an estimate for the player, and then
the player could choose to redo his configuration, or buy his eq
-Nef

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

poster: Draco
subject: >cool eq
date: Thu Jun 13 17:15:07 2002

On Thu Jun 13 17:12:37 2002 Nefardec wrote post #277:
> I don't know if this has been discussed before, but since we have
> some new shops on the MUD, i decided to post my idea:
> scream Full SPS
> A cool idea for a shop would be a blacksmith/magical forger that has
> a menu (rather than the usual list/buy/sell/try/value) that allows
> you to choose the stats for a customizable piece of eq (which cost
> more as you imbue more on), name the eq, and write a desc.  The
> total price would be written in an estimate for the player, and then
> the player could choose to redo his configuration, or buy his eq
> -Nef
first off, use a ! before trigs so they dont go off in news!!
second, it could be an interesting idea, but i think that coding
something like that would be damn near impossible, and if this was
implimented, there would be no need for any of the eq that is out
now, everyone would just make it. good idea, but then not.

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

poster: Uno
subject: >>New Age
date: Thu Jun 13 17:21:38 2002

there's a whole genre for D&D called steampunk. Dragon magazine
did a feature on it last year. It's victorian era Sherlock Holmesy
Jack the Rippery feel with elves and wizards and etc.
all in all I think if you want that feel it's better to go for a 
straight period era ala Gurps Horror (think 'From Hell' as RPG)
but i guess enough people think it's cool that Dragon
would do a feature on it.
In any case, the bibliography for the articles list several
references for the steampunk genre. i don't think it's genesis can be
credited to any 1 author

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

poster: Smee
subject: >>>New Age
date: Thu Jun 13 17:23:38 2002

Kind of like the book by martha wells "Death of the Necromancer"


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

poster: Wimwam
subject: >>cool eq
date: Thu Jun 13 17:29:41 2002

What if you could only make 1 piece of eq? Or it was a "special"
slot, ot if it was in some way connected to your guild Item.
Just an idea.

Wimwam

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

poster: Sinister
subject: Affects
date: Thu Jun 13 22:59:13 2002

How about a command called Affects.
type Affects ....You are under the spell Mist Form.
d
You are under the spell Greater Cold Invulnerability.
Etc etc
would make it simple to see what prots you have on and simple for
tanks to report affects to party.

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

poster: Draco
subject: >Affects
date: Thu Jun 13 23:00:31 2002

On Thu Jun 13 22:59:13 2002 Sinister wrote post #282:
> How about a command called Affects.
> type Affects ....You are under the spell Mist Form.
> d
> You are under the spell Greater Cold Invulnerability.
> Etc etc
> would make it simple to see what prots you have on and simple for
> tanks to report affects to party.
there are already two ways to do this, one of them is to look at
yourself, as many affects are listed there, otherwise you can use an
abjurer spell to see what is on you at the time.

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

poster: Kaos
subject: >Affects
date: Fri Jun 14 09:28:06 2002

On Thu Jun 13 22:59:13 2002 Sinister wrote post #282:
> How about a command called Affects.
> type Affects ....You are under the spell Mist Form.
> d
> You are under the spell Greater Cold Invulnerability.
> Etc etc
> would make it simple to see what prots you have on and simple for
> tanks to report affects to party.
Here's an idea: how about not suggesting these things 1000 times
after it has already been said that a spell for this exists
and it will thus not be made a command for it.

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

poster: Arkangyle
subject: >>Affects
date: Sat Jun 15 01:41:12 2002

On Fri Jun 14 09:28:06 2002 Kaos wrote post #284:
> On Thu Jun 13 22:59:13 2002 Sinister wrote post #282:
> > How about a command called Affects.
> > type Affects ....You are under the spell Mist Form.
> > d
> > You are under the spell Greater Cold Invulnerability.
> > Etc etc
> > would make it simple to see what prots you have on and simple for
> > tanks to report affects to party.
> Here's an idea: how about not suggesting these things 1000 times
> after it has already been said that a spell for this exists
> and it will thus not be made a command for it.

Many of the abjurations also are viewable if you look at the
affected person, ie they have "auras" viewable on them.

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

poster: Vor
subject: level cap
date: Sun Jun 16 10:39:48 2002

In my opinion, the area east of curly's in on blackavar should have a level
cap on it of level 15.  The area is full of newbie mobs, and conveniently 
located between the newbie zoo / temple of talben area and the blackavar
tower, another good newbie area.  It is... annoying to find such areas
cleared by players in a hurry to regen who have corpse eating.  My 
proposition, while obviously not getting rid of the problem in total, would
limit the slowing of newbie exping.
Anyway, there's my 2 cents.

Vor, the swede wannabe

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

poster: Tranquil
subject: >level cap
date: Sun Jun 16 15:18:44 2002

On Sun Jun 16 10:39:48 2002 Vor wrote post #286:
> In my opinion, the area east of curly's in on blackavar should have a level
> cap on it of level 15.  The area is full of newbie mobs, and conveniently 
> located between the newbie zoo / temple of talben area and the blackavar
> tower, another good newbie area.  It is... annoying to find such areas
> cleared by players in a hurry to regen who have corpse eating.  My 
> proposition, while obviously not getting rid of the problem in total, would
> limit the slowing of newbie exping.
> Anyway, there's my 2 cents.
> 
> Vor, the swede wannabe

Perhaps you should try something new, something out of the ordinary
for a newbie. Something that will teach both yourself and other
newbies how the best advancement at Red dragon is done above newbie
level.

- Parties, the other white meat


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

poster: Grasfer
subject: Bifur
date: Sun Jun 16 15:41:22 2002

Make the blacksmith emits light, pain in the ass to repair eq as a
non infravision race...

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

poster: Draco
subject: >level cap
date: Sun Jun 16 22:22:44 2002

On Sun Jun 16 10:39:48 2002 Vor wrote post #286:
> In my opinion, the area east of curly's in on blackavar should have a level
> cap on it of level 15.  The area is full of newbie mobs, and conveniently 
> located between the newbie zoo / temple of talben area and the blackavar
> tower, another good newbie area.  It is... annoying to find such areas
> cleared by players in a hurry to regen who have corpse eating.  My 
> proposition, while obviously not getting rid of the problem in total, would
> limit the slowing of newbie exping.
> Anyway, there's my 2 cents.
> 
> Vor, the swede wannabe
i just want to express one thing. all of us were newbies once. i
myself was a newbie last year wen the game was still pretty
populated. since then weve gained about 10 for an average, thats not
many. i made the increase to where i am just fine because i explored
and found many areas still good for newbies. you need to stop your
whining and get exploring and find those areas.
-draco

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

poster: Vor
subject: prompt
date: Mon Jun 17 16:06:26 2002

maybe have a prompt option that tells you how close you are
to max capacity, like inventory does?

vor, the swede wannabe

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

poster: Draco
subject: >prompt
date: Mon Jun 17 16:26:36 2002

On Mon Jun 17 16:06:26 2002 Vor wrote post #290:
> maybe have a prompt option that tells you how close you are
> to max capacity, like inventory does?
> 
> vor, the swede wannabe
is it really THAT hard to press "i" every now and then and look?
comeon, your getting too lazy with this prompt stuff. next someones
going to suggest that your party shares can be seen on it. its fine
how it is, just leave it at that.
-draco

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

poster: Tahnval
subject: >>prompt
date: Mon Jun 17 23:30:22 2002

On Mon Jun 17 16:26:36 2002 Draco wrote post #291:
> On Mon Jun 17 16:06:26 2002 Vor wrote post #290:
> > maybe have a prompt option that tells you how close you are
> > to max capacity, like inventory does?
> > 
> > vor, the swede wannabe
> is it really THAT hard to press "i" every now and then and look?
> comeon, your getting too lazy with this prompt stuff. next someones
> going to suggest that your party shares can be seen on it. its fine
> how it is, just leave it at that.
> -draco
I think your name should be in prompt, in case you forget.  Oh, and all
your guilds.  And skills/spells.

Right, that's the silly suggestions done with.
Prompt calculation is a drain on the host's resources.  Frivolous stuff that
you do not need to know every couple of seconds is a waste.

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

poster: Trigon
subject: Java client
date: Tue Jun 18 19:39:46 2002

would it be possible that things you type in the java client wouldn't stay?
It's kind of annoying to type news and then have to delete the word
news to read on.  Maybe if what you typed stayed for a little bit,
but went away?
Thanks
Trigon

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

poster: Bluemoon
subject: Yellow Mist
date: Tue Jun 18 20:03:08 2002

Not sure if this has been said before, but maybe there should be a
dispell mist spell...like the dispell prots...

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

poster: Durin
subject: 2 of them
date: Wed Jun 19 11:20:03 2002

1) I think some might find useful to have a choice like freeze ip
with what you could restrict your characters logins from different
ip addresses. Ie I could freeze/ban my work ip so I wouldnt idle
here all day, (this is all highly hypothetical btw, I would never do
that, would I?) which would have a negative effect on my working
possibly.

2) Maybe guilds could have training rooms in them, so you could
train skills/spells from that guild against dummies there, for those
adventurers who don't feel confident about themselves but would
rather develop masteries and such with training before possibly (if
ever) going out against the evil monsters? :)

-Durin(tin tin)

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

poster: Tektor
subject: Hi
date: Thu Jun 20 05:46:00 2002

With more and more lower worth areas being restricted, and the only
blast spell until  exor (whis is usualy taken after avatar cause
avatar stuff is mainly what you need) is an alpha 4rnd spell. Would
be nice if qc were gettable in a gamma lvl guild and made
progressive. Its hard being to big to be small healer and too small
to be a decent healer. I tock better than i ever did and i still tap
like a fruit in sidhes ect. Not to mention it takes while to lvl
through avatar to get stuff you need.

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

poster: Draco
subject: everrest elves
date: Thu Jun 20 21:44:42 2002

maybe make it so both of the guards in the front have a key to the
place, cuase more than once my party has gone there to do exp/gold
there and couldnt get in becuase only the thin guard was
there...just an idea.

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

poster: Artea
subject: floating disc
date: Fri Jun 21 01:36:42 2002

would be cool if they ID'd to " disc".  Can get
cluttered when there are multiple discs in a room.
art

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

poster: Nightfall
subject: monsters
date: Fri Jun 21 01:42:03 2002

     I have always thought that larger players clearing newbie areas 
was kinda silly.  But it does pay off, little to no dam, for a 
little payoff.  Not that exciting but with no risk, well...
    On the other hand I don't think restricing an entire area is
the way to go either.  We do have that whole explore thing here on
RD and who wants to miss out on free tps.  Well reinc and do the are
irr area as a lower level, well thats silly to imo, of course I'm
not a reinc bunny like many here.
    What I propose is somethign along the lines of classifing the
players into groups based on levels or worth and reduce monster rewards
ie exp and gold accordly.
    By levels, this would be say 1-15, 16-30, 31-60, and 61+ would work.
And then if a player in catagory 2 (16-30), killed a monster that was
catagorized as a newbie monster or catagory 1 (1-15) reduce the gold and
exp by 25%.  This would also be 50% for 31-60, and 75% for the 61 and over.
Granted this doesn't take into account eq, and these numbers are examples.
Also monster levels might need a translator or something to adjust to 
classifing them as newbie, lowbie, average, highbie monsters or whatnot.
I think it would be a step in the right direction.

  -NF

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

poster: Tranquil
subject: >monsters
date: Fri Jun 21 12:08:39 2002


A sound suggestion, Nightfall. Unfortunately, it has been mentioned
a number of times in the past (at least 3 by myself, and more times
by some others), with no favorable response from those who control
the mudlib, so chances are, unless admin have done a complete
about-face with their intentions for rd's future (unlikely), then we
will not see this feature added to this mud.

When the whole situation is looked at properly, it's probably a good
thing. All fighter guilds would be seriously disadvantaged by such a
change, since the only way for fighters to solo here is to kill
ridiculously tiny monsters, or kill larger monsters and spend 10
minutes+ to regen after each one. A further downtune would not be a
good thing for those who, for any arbitrary reason, prefer fighter
guilds over caster guilds.

- Tranquil


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

poster: Wagro
subject: Everrest city
date: Sat Jun 22 01:49:17 2002

Since Everrest now has a city, could it be added to allow start
location in its adv? =)

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

poster: Wildchild
subject: >Everrest city
date: Sat Jun 22 20:13:57 2002

On Sat Jun 22 01:49:17 2002 Wagro wrote post #304:
> Since Everrest now has a city, could it be added to allow start
> location in its adv? =)

Only if movement was more restrictive would this even be necessary :P

-WC

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

poster: Tektor
subject: Charisma
date: Sat Jun 22 20:45:40 2002

Would be cool if you got charisma stat like you do other stats. #1
because its a bard's main stat and theres not alot of bardy stuff
out there. #2 It makes stuff tiny bit cheaper to buy.

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

poster: Rockman
subject: prayer for protection
date: Sun Jun 23 17:56:14 2002

maybe with distance prots like this, the caster can get the fail
massages when the prot goes, like *You feel that the holy glow
around Eponine fails.

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

poster: Rizzly
subject: Emotes
date: Mon Jun 24 04:50:23 2002

The "kirk2" and "scotty" emotes are almost identical.  Could kirk2
be removed (since I think the scotty emote better phrases the idea)?
 Could possibly save a tiny amount of space or somesuch.

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

poster: Ant
subject: >prayer for protection
date: Mon Jun 24 17:42:47 2002

On Sun Jun 23 17:56:14 2002 Rockman wrote post #309:
> maybe with distance prots like this, the caster can get the fail
> massages when the prot goes, like *You feel that the holy glow
> around Eponine fails.
And make it easier to trigger a re-cast to the message?

Chain dhealing is illegal, and I think this falls into the same
category.

- A

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

poster: Ant
subject: >>prayer for protection
date: Mon Jun 24 17:45:11 2002

On Mon Jun 24 17:42:47 2002 Ant wrote post #311:
> On Sun Jun 23 17:56:14 2002 Rockman wrote post #309:
> > maybe with distance prots like this, the caster can get the fail
> > massages when the prot goes, like *You feel that the holy glow
> > around Eponine fails.
> And make it easier to trigger a re-cast to the message?
> 
> Chain dhealing is illegal, and I think this falls into the same
> category.
> 
> - A

Arr... My bad.

"* Casting distant heal automatically when a friend sends a tell is illegal."

no talk about chaining dheals there.


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

poster: Tektor
subject: Magical Statue
date: Mon Jun 24 19:10:14 2002

Would be nice if it picked 1 person from each guild that it has an
item for that way more people have a chance of winning. Seen it run
some times and no winners.

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

poster: Jordali
subject: wc idea
date: Mon Jun 24 22:13:30 2002

The subject of how no one uses weapons without a wc clase of 50+
came up today, and it reminded me of an idea I proposed around the time
- Have a bonus to number of swings based on lower WC.
Whether this was done by offhand weapons, doublehit, etc skill having
greater chance of firing or a small chance of an extra hit on
each successful swing, is a subject for further discussion, but
it seems that this basic premise would offer an added dimension
that would allow lower wc to be more useful, especially weapons
with specials.  Would at the very least make things more interesting
and require more thought in weapon selection, and vary the types
of weapons people could create that would be more widely used.

-J

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

poster: Wimwam
subject: Unique eq
date: Mon Jun 24 22:38:32 2002

What if there were eq that was unique, there were only one in the
game it bonded to the first person to wear it and would autoload
with them but would take dmg like a normal piece of eq, and could
not be repaired by any means.
After it was broken it would be gettable again but the same person
who wore it last could not wear it again for a certain ammount of
time or something.
After it was broken it would be gettable again but the same person
who wore it last could not wear it again for a certain ammount of
time or something.

(sorry about the repeat)

Wimwam

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

poster: Koma
subject: >wc idea
date: Tue Jun 25 13:38:38 2002

On Mon Jun 24 22:13:30 2002 Jordali wrote post #316:
> The subject of how no one uses weapons without a wc clase of 50+
> came up today, and it reminded me of an idea I proposed around the time
> - Have a bonus to number of swings based on lower WC.
> Whether this was done by offhand weapons, doublehit, etc skill having
> greater chance of firing or a small chance of an extra hit on
> each successful swing, is a subject for further discussion, but
> it seems that this basic premise would offer an added dimension
> that would allow lower wc to be more useful, especially weapons
> with specials.  Would at the very least make things more interesting
> and require more thought in weapon selection, and vary the types
> of weapons people could create that would be more widely used.
> 
> -J

I think this idea is worth further discussion and thought. Currently
most WC 20-50 weapons are considered as crap, every fighter type is
going for the max WC weapons since most people can wield them in one
hand easily.
Would make things really interesting.


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

poster: Lu
subject: evokers
date: Tue Jun 25 17:13:11 2002

i think evokers should get a stun shield studyable in either of the gammas

-lu

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

poster: Uno
subject: >>wc idea
date: Tue Jun 25 19:10:22 2002

On Tue Jun 25 13:38:38 2002 Koma wrote post #318:
> On Mon Jun 24 22:13:30 2002 Jordali wrote post #316:
> > The subject of how no one uses weapons without a wc clase of 50+
> > came up today, and it reminded me of an idea I proposed around the time
> > - Have a bonus to number of swings based on lower WC.
> > Whether this was done by offhand weapons, doublehit, etc skill having
> > greater chance of firing or a small chance of an extra hit on
> > each successful swing, is a subject for further discussion, but
> > it seems that this basic premise would offer an added dimension
> > that would allow lower wc to be more useful, especially weapons
> > with specials.  Would at the very least make things more interesting
> > and require more thought in weapon selection, and vary the types
> > of weapons people could create that would be more widely used.
> > 
> > -J
> 
> I think this idea is worth further discussion and thought. Currently
> most WC 20-50 weapons are considered as crap, every fighter type is
> going for the max WC weapons since most people can wield them in one
> hand easily.
> Would make things really interesting.
> 
what if maybe instead we rescaled the weapons to fit what people are
actually capable of wielding? it seems silly that WC maxxes at 60
when appraise shows that a highbie fighter could wield like 210 orso
(i'm guesstimating on that but i know it's some outrageous # like that)
seems to me a highbie fighter should JUST be able to wield the max wc, 
and fill out the bell curve from there
whether the adjustment is made so highbie fighters are 60 or 210 is
rather arbitrary for purposes of my suggestion...
i'm NOT suggesting that big fighters get a huge boost to damage
merely that in terms of scale they be the top of the pyramid
..as is i've seen characters lvl 20 and smaller wielding rhls,
which is extreaMLY SILly

love, 
uno

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

poster: Kaos
subject: race tunes
date: Tue Jun 25 23:28:55 2002

1. would be interesting to make humans have 105 or maybe 110
skillmax, and still have average stats. there is absolutely no 
reason to play the human race as it is now.

2. hobbit should have better charisma. i mean, seriously, they
are small and cute.

k thx

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

poster: Sigwald
subject: >>>wc idea
date: Wed Jun 26 08:55:35 2002

On Tue Jun 25 19:10:22 2002 Uno wrote post #320:
> On Tue Jun 25 13:38:38 2002 Koma wrote post #318:
> > On Mon Jun 24 22:13:30 2002 Jordali wrote post #316:
> > > The subject of how no one uses weapons without a wc clase of 50+
> > > came up today, and it reminded me of an idea I proposed around the time
> > > - Have a bonus to number of swings based on lower WC.
> > > Whether this was done by offhand weapons, doublehit, etc skill having
> > > greater chance of firing or a small chance of an extra hit on
> > > each successful swing, is a subject for further discussion, but
> > > it seems that this basic premise would offer an added dimension
> > > that would allow lower wc to be more useful, especially weapons
> > > with specials.  Would at the very least make things more interesting
> > > and require more thought in weapon selection, and vary the types
> > > of weapons people could create that would be more widely used.
> > > 
> > > -J
> > 
> > I think this idea is worth further discussion and thought. Currently
> > most WC 20-50 weapons are considered as crap, every fighter type is
> > going for the max WC weapons since most people can wield them in one
> > hand easily.
> > Would make things really interesting.
> > 
> what if maybe instead we rescaled the weapons to fit what people are
> actually capable of wielding? it seems silly that WC maxxes at 60
> when appraise shows that a highbie fighter could wield like 210 orso
> (i'm guesstimating on that but i know it's some outrageous # like that)
> seems to me a highbie fighter should JUST be able to wield the max wc, 
> and fill out the bell curve from there
> whether the adjustment is made so highbie fighters are 60 or 210 is
> rather arbitrary for purposes of my suggestion...
> i'm NOT suggesting that big fighters get a huge boost to damage
> merely that in terms of scale they be the top of the pyramid
> ..as is i've seen characters lvl 20 and smaller wielding rhls,
> which is extreaMLY SILly
> 
> love, 
> uno
Well I guess you got a point here. However let's assume I change the 
formula so that you need to be quite high str/size to wield WC 60 in
one hand, people are going to whine like hell they cant use their
weapons any longer...
I admit the formula is a bit out of range though, people can
definitly one-handed wield wc 150... I'll have a look on how to change 
that one. WC suggestion to have number of hits vary a bit with weapon
class is not bad either, but it would actually be quite a complex 
formula to take into account. I mean let's think logically, a giant
with tons of str should not be penalized for wielding a wc 60 weapon,
because he's so big it does not really matter. Therefore you'd need
to take into account the difference between the max you can wield and the
effective weapon class of the weapon.... That would probably prove messy.

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

poster: Jordali
subject: J-SPAM! Re: wc idea
date: Wed Jun 26 20:14:17 2002

>Well I guess you got a point here. However let's assume I change the 
>formula so that you need to be quite high str/size to wield WC 60 in
>one hand, people are going to whine like hell they cant use their
>weapons any longer...
>I admit the formula is a bit out of range though, people can
>definitly one-handed wield wc 150... I'll have a look on how to change 
>that one. WC suggestion to have number of hits vary a bit with weapon
>class is not bad either, but it would actually be quite a complex 
>formula to take into account. I mean let's think logically, a giant
>with tons of str should not be penalized for wielding a wc 60 weapon,
>because he's so big it does not really matter. Therefore you'd need
>to take into account the difference between the max you can wield and the
>effective weapon class of the weapon.... That would probably prove messy.

Well, my idea was for a bonus only for wielding a lesser WC than you were
capable, so a giant wouldn't be penalized.  Though perhaps you were
indicating that he wouldn't NOT get the bonus because he is capable of
wielding a weapon class that is so much larger.  

My new thoughts based on this concern will result in a penalty after all,
whereas my post was only concerned with a bonus for wielding lower WC
initially.  It seems to address the concern and shouldn't be too messy.

My understanding is that whirlwind and doublehit, etc, have a chance
based on the % trained, but never reaching 100%, of "firing".  It seems
to me that this chance could be adjusted based on WC, perhaps in a +/-
5% range (you tuned the code, right?  so you could come up with the 
right figure if there is one), perhaps different ranges for the
different skills.

This scale would adjust so that whatever scale you come up with for the 
maximum WC a player could wield (you seem to indicate that this needs 
adjustment from the "150" case you mention) would be evaluated against 
WC wielded.  Not by straight division...perhaps logarithmically, or even
simply something akin to subtracting WC from wieldable WC and scaling 
the 10% range of my example to the full range of possible "wieldable WC"
values (modified by the % weapon skill for what is being wielded...so, 
for example, a giant warrior won't have insane swings if he unwields his
weapon) if the "150" case is going to stay in.  This could even be used
to tune MAs in a related fashion, assuming their damage bare handed is
based on a WC equivalent calculation somewhere...and thematically it
could be related to how much they commit themselves to the swing...but
I'd guess MAs have their own unique balancing anyways, so I won't go any
further.

This would provide some tuning and possibly undesirability for someone
to wield a high WC as soon as they barely can wield it, and provide a
new balancing point for weapon specials and bonuses even on weapons
that don't deal the most damage, both at the very top of the player
"exp chain", and at the bottom.  I.e., less reason for "lowbies" to
wield WC 60 weapons, but getting similar damage as they do now from
them from weapons with lower WC.  And, incidentally, more reason to code
a non-super WC weapon while desiring it to be used be people.  This
would also make race selection perhaps more interesting for melee
classes.

I don't know how often these factors are computed during melee, but if
the formula was too complex for calculating at every round of combat, 
I'd guess that the weapon wielding/unwielding code already provides a 
place for calculations as intense as necessary, though if it doesn't 
happen at round starts it seems stat boosting/prot code would have to 
have a routine for it as well.

Yes, I realize that actual working of the code is likely vastly 
different than the simplified vision above, atleast in the actual 
computation end, if not the abstract as well, but whatever inaccuracies
and inconsistencies exist compared to the actual implementation, you
atleast have more information and detail about what I'm suggesting.

-J

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

poster: Sigwald
subject: >J-SPAM! Re: wc idea
date: Thu Jun 27 08:25:39 2002

Yeah well the problem is to avoid something too intensive
calculation wise because our combat code is not the smartest
piece of software on earth and is largely inefficient ;).

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

poster: Eomer
subject: newbie exp lottery
date: Thu Jun 27 19:08:28 2002

i think there should be an exp lottery for players lvl 15 and under,
tickets should cost only 1,000 exp and the prize should always be
1,000,000 exp.  this way the newbies wouldnt spend all their exp on
the larger tickets.

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

poster: Uno
subject: humble request
date: Thu Jun 27 20:14:39 2002

i know i've asked for this before and i've never been definitively told no
(that i can remember... (beer))
but i think it would be cool if we could have either extra plaques
or elements of the kills plaques where we could see leaders for the
other info in summary: crits, stuns, crits taken, stuns taken, dodges, deaths
and reincs...
not sure if this would stress out the CPU or not but i could spend
hours staring at plaques like that. they would complete me.

//u
p.s. i love you mini-me

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

poster: Grasfer
subject: trivia
date: Thu Jun 27 20:15:00 2002

A Trivia NPC that tells everyone(when it's time) there is a trivia
coming up somewhere on REd Dragon.
You have to sign up to him and he ask questions and you tell him
answers and he gives point and such..
Maybe let mortals make questions to so Wizards not have to do it all the time.

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

poster: Vor
subject: gnosis area 15
date: Fri Jun 28 01:48:25 2002

ok... i'm glad to have a BEST ac... i enjoy havin 
huge ac, and i understand that it is time consuming to get
the pieces to make all this eq... but there needs to be a tune.
i mean... ac 40 on a ring is just... wrong.  i have made three 
armors by teaming up with a cleric and giving him spr/wis stuff.
this is a ridiculous ammount of power in a small area.  too much
... i'd like to see a downtune (or a fix really).
thanks

vor, the swede wannabe

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

poster: Tranquil
subject: >humble request
date: Fri Jun 28 01:57:23 2002

On Thu Jun 27 20:14:39 2002 Uno wrote post #329:
> i know i've asked for this before and i've never been definitively told no
> (that i can remember... (beer))
> but i think it would be cool if we could have either extra plaques
> or elements of the kills plaques where we could see leaders for the
> other info in summary: crits, stuns, crits taken, stuns taken, dodges,
deaths
> and reincs...
> not sure if this would stress out the CPU or not but i could spend
> hours staring at plaques like that. they would complete me.
> 
> //u
> p.s. i love you mini-me

Ooh ooh ooh! And a plaque for most disconnects/reconnects, and a
plaque for number of messages said on each channel, and a plaque for
mails sent/recieved, and a plaque for all current and past
skill/spell trainings, and a plaque for how many times we have eaten
food!

Seriously, what is the point of any of these plaques, other than to
have something else to read when we get bored? As it is we already
have too many plaques (guild, xp, weekly xp, and kills are all that
are required for remotely relevant rankings) that do SFA, and each
of them will have an associated lag spike. Of course, that lag spike
may be small, and may be infrequent, but imho there is no reason to
aggravate that situation.

- Tranq


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

poster: Lu
subject: koma
date: Fri Jun 28 07:20:22 2002

he should be banned form marvins games

-lu

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

poster: Uno
subject: >>humble request
date: Fri Jun 28 15:29:05 2002

On Fri Jun 28 01:57:23 2002 Tranquil wrote post #332:
> On Thu Jun 27 20:14:39 2002 Uno wrote post #329:
> > i know i've asked for this before and i've never been definitively told no
> > (that i can remember... (beer))
> > but i think it would be cool if we could have either extra plaques
> > or elements of the kills plaques where we could see leaders for the
> > other info in summary: crits, stuns, crits taken, stuns taken, dodges,
> deaths
> > and reincs...
> > not sure if this would stress out the CPU or not but i could spend
> > hours staring at plaques like that. they would complete me.
> > 
> > //u
> > p.s. i love you mini-me
> 
> Ooh ooh ooh! And a plaque for most disconnects/reconnects, and a
> plaque for number of messages said on each channel, and a plaque for
> mails sent/recieved, and a plaque for all current and past
> skill/spell trainings, and a plaque for how many times we have eaten
> food!
> 
> Seriously, what is the point of any of these plaques, other than to
> have something else to read when we get bored? As it is we already
> have too many plaques (guild, xp, weekly xp, and kills are all that
> are required for remotely relevant rankings) that do SFA, and each
> of them will have an associated lag spike. Of course, that lag spike
> may be small, and may be infrequent, but imho there is no reason to
> aggravate that situation.
> 
> - Tranq
> 
that's why i included the disclaimer: not sure if this will stress out
the CPU or not...
the implication was: don't worry about it if that's the case...

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

poster: Marvin
subject: >>>humble request
date: Fri Jun 28 15:57:03 2002

On Fri Jun 28 15:29:05 2002 Uno wrote post #334:
> On Fri Jun 28 01:57:23 2002 Tranquil wrote post #332:
> > On Thu Jun 27 20:14:39 2002 Uno wrote post #329:
> > > i know i've asked for this before and i've never been definitively
told no
> > > (that i can remember... (beer))
> > > but i think it would be cool if we could have either extra plaques
> > > or elements of the kills plaques where we could see leaders for the
> > > other info in summary: crits, stuns, crits taken, stuns taken, dodges,
> > deaths
> > > and reincs...
> > > not sure if this would stress out the CPU or not but i could spend
> > > hours staring at plaques like that. they would complete me.
> > > 
> > > //u
> > > p.s. i love you mini-me
> > 
> > Ooh ooh ooh! And a plaque for most disconnects/reconnects, and a
> > plaque for number of messages said on each channel, and a plaque for
> > mails sent/recieved, and a plaque for all current and past
> > skill/spell trainings, and a plaque for how many times we have eaten
> > food!
> > 
> > Seriously, what is the point of any of these plaques, other than to
> > have something else to read when we get bored? As it is we already
> > have too many plaques (guild, xp, weekly xp, and kills are all that
> > are required for remotely relevant rankings) that do SFA, and each
> > of them will have an associated lag spike. Of course, that lag spike
> > may be small, and may be infrequent, but imho there is no reason to
> > aggravate that situation.
> > 
> > - Tranq
> > 
> that's why i included the disclaimer: not sure if this will stress out
> the CPU or not...
> the implication was: don't worry about it if that's the case...

Heh, one round of combat would stress the CPU more.

Please dont use the CPU or, my personal favorite, 'hard to code',
unless well, you are the one coding it.
If you don't think its necessary fine, just pick a different reason.

--<

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

poster: Tranquil
subject: >>>>humble request
date: Fri Jun 28 16:04:47 2002

>
Heh, one round of combat would stress the CPU more.
>
>Please dont use the CPU or, my personal favorite, 'hard to code',
>unless well, you are the one coding it.
>If you don't think its necessary fine, just pick a different reason.
>
>--<

I think you missed something, Marvin:

> > Seriously, what is the point of any of these plaques, other than to
> > have something else to read when we get bored? As it is we already
> > have too many plaques (guild, xp, weekly xp, and kills are all that
> > are required for remotely relevant rankings) that do SFA

- Tranq


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

poster: Zyz
subject: humble request
date: Fri Jun 28 16:46:43 2002

Looking at stats other than exp may encourage players to do
activities other than pure exp.
Something to look at while bored _defines_ this game. We should
strive for more of such things.
If it isn't too much bother, it would add to the game.
-Zyz

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

poster: Malifix
subject: Possible new islands
date: Sat Jun 29 03:37:45 2002

An island in the sky that you get to via a cloud 'ferry'
An island on the sea floor that you get to by entering a large sea creature.

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

poster: Wildchild
subject: charisma msg
date: Sat Jun 29 19:55:33 2002

Any chance the message for charisma could be combined with teh
message when the shopkeeper hands you the item?
Otherwise, I'm getting double msgs every time.

Or maybe something where we can just buy muliple of an item and
it'll tell us the costs and such.
Like I could enter 'buy 5 of 5' or something.

-WC

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

poster: Evicta
subject: time to remove
date: Sat Jun 29 23:36:04 2002

You are honored with a blessing from Darkstaff. You feel more refreshed!
must be about time to clear away this msg:-)

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

poster: Eponine
subject: kaboom
date: Sun Jun 30 00:24:05 2002

idea for a new emote:
Where's the kaboom? There's supposed to be an earth-shattering kaboom!

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

poster: Xerious
subject: Name Ideas...
date: Sun Jun 30 06:38:36 2002

Dragon Realms
Realms of the Dragon
Realm of Red Dragon

I just like "Realm" as it goes with the mideval theme of the mud. 
Ok, I don't have a complete listing from MudConnector, so flame
away.  I may come up with other ideas later...

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

poster: Draco
subject: a thought i had
date: Sun Jun 30 06:47:19 2002

now i know that the idea has been brought up that all the changes to
the 200k+ mob areas are to liven up xp and such, and that is fine
and dandy, but one thing that _could_ be done is this:
first off, make the areas so you can spend a limited amount of time
in an area. say 1 hour per boot, and you cant enter anymore until
the next boot. then after that, make more areas, includeing a,
*gasp*, 1m mob xp area, as well as some areas that wa
der,assist,track,ect. i think that would liven up xp a lot more,
cause you would have to search many areas, and tackle many things
that you have not done before.
now im just saying this as hypothetical, i have no idea IF you could
even do this, but hell, its been on my mind so i decided i would
throw it out to you. feel free to flame away.

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

poster: Nefardec
subject: summary
date: Sun Jun 30 06:52:02 2002

maybe add kills to next to exp earned?
I think its just as useful as anything else in the summary, save exp earned
-nef

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

poster: Xerious
subject: New Weapon
date: Sun Jun 30 06:56:11 2002

How about a new sword - Darkstaff's Foil.  WC=0, Cursed, with -100
hps, no regen, charisma = 0, and you can't let go of it unless you
reinc?  Then hack his mud and insert it...

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

poster: Lu
subject: >New Weapon
date: Sun Jun 30 07:05:30 2002

that is probably the stupidest thing i have ever wasted my time
reading, except maybe for the geneologies in the bible

-lu

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

poster: Nyx
subject: >New Weapon
date: Sun Jun 30 10:22:04 2002

On Sun Jun 30 06:56:11 2002 Xerious wrote post #345:
> How about a new sword - Darkstaff's Foil.  WC=0, Cursed, with -100
> hps, no regen, charisma = 0, and you can't let go of it unless you
> reinc?  Then hack his mud and insert it...
Thats retarded. And if it was aj oke, it;s really not all that funny
and it is in the wrong news group.
Nyx

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

poster: Pedron
subject: >New Weapon
date: Sun Jun 30 16:41:26 2002

On Sun Jun 30 06:56:11 2002 Xerious wrote post #345:
> How about a new sword - Darkstaff's Foil.  WC=0, Cursed, with -100
> hps, no regen, charisma = 0, and you can't let go of it unless you
> reinc?  Then hack his mud and insert it...
I know this was a joke post, but a way to make weapons unremovable 
for a timewould be interesting.
Some dnd computer games I've played had cursed armor/weapon 
that would have some crumby stats or penalties and you 
couldn't remove it without using an uncurse spell or 
getting it destroyed somehow(attack acid monsters 
with your cursed sword of suckiness till it corrodes 
and falls apart, jump in water traps to rust up the 
cursed fubar helm till it falls off. ;)

Could make some fancy item with neat stats, 
but a double/triple decay rate and unremovable/unsellable/undroppable 
as a negative.. I'd start with that ac40 newbie armor. ;)

-pedron

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

poster: Bluemoon
subject: >>New Weapon
date: Mon Jul  1 05:00:38 2002

Thats great pedron, I personally like how you took that post and
turned it into something useful.
Bluemoon

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

poster: Rizzly
subject: Evoker Spells
date: Tue Jul  2 04:06:38 2002

It'd be cool if there was some sort of skill that allowed evokers to
decide whether they wanted more HUGE blasts or more of their spells'
special effects to go off.  Maybe put it into the sorcerer guild
somewhere.  Don't know what the skill could be called, but it'd be
cool..... I'll get back to you on that one.

Rizzly

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

poster: Grasfer
subject: look and other stuff
date: Tue Jul  2 16:25:56 2002

ok.. look dragon 2, look dragon 3, and stuff like that.. much better
then look at 3rd dragon

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

poster: Zifnab
subject: >look and other stuff
date: Tue Jul  2 16:27:14 2002

On Tue Jul  2 16:25:56 2002 Grasfer wrote post #352:
> ok.. look dragon 2, look dragon 3, and stuff like that.. much better
> then look at 3rd dragon
this will not happen.

The only way to do that is to write the parser in lpc, and
not use the one in the driver.  sorry I like the one in the driver, 

It is a little awkward to get used to, but once you do its not
much differant than any other way.

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

poster: Tigran
subject: >>look and other stuff
date: Wed Jul  3 07:39:33 2002

On Tue Jul  2 16:27:14 2002 Zifnab wrote post #353:
> On Tue Jul  2 16:25:56 2002 Grasfer wrote post #352:
> > ok.. look dragon 2, look dragon 3, and stuff like that.. much better
> > then look at 3rd dragon
> this will not happen.
> 
> The only way to do that is to write the parser in lpc, and
> not use the one in the driver.  sorry I like the one in the driver, 
> 
> It is a little awkward to get used to, but once you do its not
> much differant than any other way.
I actually disagree that this takes getting used to.  God forbid
that typing sentances in reasonably good english is 'awkward' on an
english language game.  We don't even make you use punctuation. 



T

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

poster: Chewba
subject: >>>look and other stuff
date: Wed Jul  3 09:52:54 2002

On Wed Jul  3 07:39:33 2002 Tigran wrote post #354:
> On Tue Jul  2 16:27:14 2002 Zifnab wrote post #353:
> > On Tue Jul  2 16:25:56 2002 Grasfer wrote post #352:
> > > ok.. look dragon 2, look dragon 3, and stuff like that.. much better
> > > then look at 3rd dragon
> > this will not happen.
> > 
> > The only way to do that is to write the parser in lpc, and
> > not use the one in the driver.  sorry I like the one in the driver, 
> > 
> > It is a little awkward to get used to, but once you do its not
> > much differant than any other way.
> I actually disagree that this takes getting used to.  God forbid
> that typing sentances in reasonably good english is 'awkward' on an
> english language game.  We don't even make you use punctuation. 
> 
> 
> 
> T
Heh did a double take then thought it was Tahnval replying  but yup
Tigran is right its not that hard to use English most of the swedes
do it better than me here.

Hrm That was a useless post... may remve later :/

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

poster: Tahnval
subject: >>>look and other stuff
date: Wed Jul  3 14:50:05 2002

On Wed Jul  3 07:39:33 2002 Tigran wrote post #354:
> On Tue Jul  2 16:27:14 2002 Zifnab wrote post #353:
> > On Tue Jul  2 16:25:56 2002 Grasfer wrote post #352:
> > > ok.. look dragon 2, look dragon 3, and stuff like that.. much better
> > > then look at 3rd dragon
> > this will not happen.
> > 
> > The only way to do that is to write the parser in lpc, and
> > not use the one in the driver.  sorry I like the one in the driver, 
> > 
> > It is a little awkward to get used to, but once you do its not
> > much differant than any other way.
> I actually disagree that this takes getting used to.  God forbid
> that typing sentances in reasonably good english is 'awkward' on an
> english language game.  We don't even make you use punctuation. 
> 
> 
> 
> T
Thank goodness for that!  I was going to make a similar comment
myself. 

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

poster: Xerious
subject: How hard would it be to put the total number of known rooms in your jscore?  It would be good for those of us who don't have a fancy prompt on...
date: Wed Jul  3 18:46:36 2002

Just an idea.  Flame away...

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

poster: Nefardec
subject: >How hard would it be to put the total number of known rooms in your jscore?  It would be good for those of us who don't have a fancy prompt on...
date: Wed Jul  3 18:49:46 2002

On Wed Jul  3 18:46:36 2002 Xerious wrote post #357:
> Just an idea.  Flame away...
Put the number of rooms explored on your prompt and divide that by
the total % of the MUD that you have explored and you get an
aproximate answer

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

poster: Draco
subject: regen
date: Wed Jul  3 22:18:44 2002

now that you regen per heartbeat, maybe a good idea would be that
during combat, the formula gets changed from 1/20 to 1/40 of your
tock, because lets face it, your fighting for your life, and we
should have something reflect the old tick/tock system (being that
now we should tick in combat/tock out of combat).
just an idea, flame away

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

poster: Kaos
subject: >regen
date: Wed Jul  3 23:16:32 2002

On Wed Jul  3 22:18:44 2002 Draco wrote post #359:
> now that you regen per heartbeat, maybe a good idea would be that
> during combat, the formula gets changed from 1/20 to 1/40 of your
> tock, because lets face it, your fighting for your life, and we
> should have something reflect the old tick/tock system (being that
> now we should tick in combat/tock out of combat).
> just an idea, flame away
I think you should regen faster while in combat, since you usually
have a faster heartbeat while fighting for your life.

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

poster: Draco
subject: >>regen
date: Wed Jul  3 23:18:35 2002

well that WOULD be the senseable thing to happen, but then you
gotta think, when has anything in this mud made sense toward
reallife things?

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

poster: Chewba
subject: >regen
date: Wed Jul  3 23:25:20 2002

On Wed Jul  3 22:18:44 2002 Draco wrote post #359:
> now that you regen per heartbeat, maybe a good idea would be that
> during combat, the formula gets changed from 1/20 to 1/40 of your
> tock, because lets face it, your fighting for your life, and we
> should have something reflect the old tick/tock system (being that
> now we should tick in combat/tock out of combat).
> just an idea, flame away
Mebbe i have understood the maths wrong but aslo when you get to
last 10% poerhaps you super regen cos ur adrenaline is pumping...
could even increase you stats with a penalty for after fight of
slower regen or what ever

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

poster: Draco
subject: >>regen
date: Wed Jul  3 23:26:59 2002

oooo i like that idea of an adreniline rush...give you an increase
on all stats when you get to 255 hps with a penalty of 2-3mins of
half regen maybe?
just another thought :)

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

poster: Rancor
subject: Emerald pendant
date: Wed Jul  3 23:54:57 2002

MAybe change the pendant as we have now made our regen do the same
thing that the pendant once did.  Maybe make it have stats similar
to equipment that comes of mosies of the same size.  Within the
rules of course.  Just an idea.  Sorry if it had been brought up
already.
Ranc

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

poster: Sleet
subject: >regen
date: Thu Jul  4 00:02:12 2002

i got a simplar solution, you tick in combat, tock out, or the
equilvant in heartbeat form

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

poster: Rizzly
subject: Terse
date: Thu Jul  4 01:31:32 2002

Terse shouts: Izabella is a pussy who lacks the guts to challenge me!

This is a little obscene for being shouted out publicly, I think. 
Perhaps this line could be removed from Terse's vocabulary?

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

poster: Rockman
subject: >Emerald pendant
date: Thu Jul  4 03:04:51 2002

On Wed Jul  3 23:54:57 2002 Rancor wrote post #364:
> MAybe change the pendant as we have now made our regen do the same
> thing that the pendant once did.  Maybe make it have stats similar
> to equipment that comes of mosies of the same size.  Within the
> rules of course.  Just an idea.  Sorry if it had been brought up
> already.
> Ranc
what since people like grasfer seem against this constant regen,
that the pendant makes you tick/tock the regular way?
If the wizards haven't taken the code completly out.

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

poster: Wildchild
subject: >How hard would it be to put the total number of known rooms in your jscore?  It would be good for those of us who don't have a fancy prompt on...
date: Thu Jul  4 04:34:55 2002

On Wed Jul  3 18:46:36 2002 Xerious wrote post #357:
> Just an idea.  Flame away...

your rooms / total % of mud explored (exactly as it is shown in
score), then multiply that by 100
8031 / 88.41 * 100 = 9084

-WC

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

poster: Zifnab
subject: >>How hard would it be to put the total number of known rooms in your jscore?  It would be good for those of us who don't have a fancy prompt on...
date: Thu Jul  4 05:20:36 2002

On Thu Jul  4 04:34:55 2002 Wildchild wrote post #368:
> On Wed Jul  3 18:46:36 2002 Xerious wrote post #357:
> > Just an idea.  Flame away...
> 
> your rooms / total % of mud explored (exactly as it is shown in
> score), then multiply that by 100
> 8031 / 88.41 * 100 = 9084
> 
> -WC
just for the record
@EXPLORE_D->query_total_rooms()
9084


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

poster: Wildchild
subject: >>>How hard would it be to put the total number of known rooms in your jscore?  It would be good for those of us who don't have a fancy prompt on...
date: Thu Jul  4 05:21:47 2002

On Thu Jul  4 05:20:36 2002 Zifnab wrote post #369:
> On Thu Jul  4 04:34:55 2002 Wildchild wrote post #368:
> > On Wed Jul  3 18:46:36 2002 Xerious wrote post #357:
> > > Just an idea.  Flame away...
> > 
> > your rooms / total % of mud explored (exactly as it is shown in
> > score), then multiply that by 100
> > 8031 / 88.41 * 100 = 9084
> > 
> > -WC
> just for the record
> @EXPLORE_D->query_total_rooms()
> 9084
> 

Damn I'm smooth :)

-WC

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

poster: Lu
subject: food
date: Thu Jul  4 07:22:12 2002

should save

with the new changes, food being nosave seems poopy

-lu

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

poster: Tak
subject: new area
date: Thu Jul  4 08:05:16 2002

first off i want to say the new area is truly awesome!
Next i have an idea that would make it easier to use.
In my opinion it would be nice to have an option to give all of the
animal parts to the guy, similar to sell all or deposit all.
just my opinion
tak

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

poster: Chewba
subject: >Terse
date: Thu Jul  4 09:58:42 2002

On Thu Jul  4 01:31:32 2002 Rizzly wrote post #366:
> Terse shouts: Izabella is a pussy who lacks the guts to challenge me!
> 
> This is a little obscene for being shouted out publicly, I think. 
> Perhaps this line could be removed from Terse's vocabulary?
Is it.......? Pussy = pussy cat guts = stomach / intestines unless
Izabella is obscene I can't see a prbolem ./

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

poster: Zifnab
subject: >new area
date: Thu Jul  4 12:51:57 2002

On Thu Jul  4 08:05:16 2002 Tak wrote post #372:
> first off i want to say the new area is truly awesome!
> Next i have an idea that would make it easier to use.
> In my opinion it would be nice to have an option to give all of the
> animal parts to the guy, similar to sell all or deposit all.
> just my opinion
> tak

give all to grynzf

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

poster: Pedron
subject: >Emerald pendant
date: Thu Jul  4 13:07:51 2002

On Wed Jul  3 23:54:57 2002 Rancor wrote post #364:
> MAybe change the pendant as we have now made our regen do the same
> thing that the pendant once did.  Maybe make it have stats similar
> to equipment that comes of mosies of the same size.  Within the
> rules of course.  Just an idea.  Sorry if it had been brought up
> already.
> Ranc
Pendant is a regen every 3 seconds at your tock rate.
The change to regen will be every 3 seconds at 50-100% your 
tock rate(or 60-110, whatever sigwald said)
Pendant still gives you more.

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

poster: Gamut
subject: regen
date: Thu Jul  4 18:51:10 2002

I just thought that since ticks/tocks are gone maybe all regen stats
could be added  
to the score command...just a thought

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

poster: Tektor
subject: Guild item stuff
date: Thu Jul  4 19:17:23 2002

Would be nice if reincing back into the same guild didn't kill your
rank. I lost like 60% of my second rank, would also be cool if it
didn't reset number of days in guild since its same guild.

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

poster: Chewba
subject: >Guild item stuff
date: Thu Jul  4 20:29:51 2002

On Thu Jul  4 19:17:23 2002 Tektor wrote post #377:
> Would be nice if reincing back into the same guild didn't kill your
> rank. I lost like 60% of my second rank, would also be cool if it
> didn't reset number of days in guild since its same guild.
Nods i like the idea especially when you are forced to reinc.

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

poster: Genesis
subject: coolest person in the mud
date: Thu Jul  4 23:54:58 2002

I think Athena should have a cool entrance message like the wizes.
Something like "You feel graced by the coolest person in the mud."

Genesis

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

poster: Chrono
subject: everrest city..
date: Fri Jul  5 03:00:16 2002

i think there should be a map there? like other cities, shrug.

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

poster: Warchief
subject: >everrest city..
date: Fri Jul  5 04:08:22 2002

On Fri Jul  5 03:00:16 2002 Chrono wrote post #380:
> i think there should be a map there? like other cities, shrug.
Not all cities have maps

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

poster: Celine
subject: >coolest person in the mud
date: Fri Jul  5 05:35:59 2002

On Thu Jul  4 23:54:58 2002 Genesis wrote post #379:
> I think Athena should have a cool entrance message like the wizes.
> Something like "You feel graced by the coolest person in the mud."
> 
> Genesis
I second this idea. It would be cool. Seeing as how she is player
rep and is the coolest player in the game.

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

poster: Tranquil
subject: Hunger change
date: Fri Jul  5 05:54:31 2002

Kudos to Daneel for making hunger work more realistically. However,
there is one thing that I would like to suggest:

perhaps, for those races that eat corpses for regen, corpses should
have their hunger replenisment reduced, possibly removed totally. It
makes sense for corpses to replenish a little, but it stops corpse
eating races from eating every corpse as they used to, as they lose
regular regeneration when 'stuffed' now.

Alternatively, the eats_corpses ability could be lowered in stat
rules, which may then require the races with corpse_eating also to
be changed to fit with those rules. But the way hunger now works
(and I am all for the change), corpse eating is less useful than it
used to be, especially for players with the ability who are in
fighter type guilds.

- Tranquil


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

poster: Sleet
subject: >Hunger change
date: Fri Jul  5 07:36:49 2002

On Fri Jul  5 05:54:31 2002 Tranquil wrote post #383:
> Kudos to Daneel for making hunger work more realistically. However,
> there is one thing that I would like to suggest:
> 
> perhaps, for those races that eat corpses for regen, corpses should
> have their hunger replenisment reduced, possibly removed totally. It
> makes sense for corpses to replenish a little, but it stops corpse
> eating races from eating every corpse as they used to, as they lose
> regular regeneration when 'stuffed' now.
> 
> Alternatively, the eats_corpses ability could be lowered in stat
> rules, which may then require the races with corpse_eating also to
> be changed to fit with those rules. But the way hunger now works
> (and I am all for the change), corpse eating is less useful than it
> used to be, especially for players with the ability who are in
> fighter type guilds.
> 
> - Tranquil
> 
if you type eat all and there is a corpse on the ground and your
full you cant eat it, if you type eat a corpse you can.

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

poster: Litho
subject: Arena
date: Fri Jul  5 09:26:41 2002

I think dheals/haims should not affect arena players, i dont know
how hard it would be to code, but it would make the fights a lot
more fair.
-litho

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

poster: Balinor
subject: skilluse
date: Fri Jul  5 11:49:36 2002

Just thought that it would look better if using a skill would look like this
skill resist pain ex.
You start concentrating to resist pain.
when skill finishes it says you now resist pain etc...
So it would use the skill name when starting the skill

-Bal

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

poster: Balinor
subject: >skilluse
date: Fri Jul  5 11:50:21 2002

same with spells perhaps

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

poster: Sigwald
subject: >>skilluse
date: Fri Jul  5 15:11:23 2002

On Fri Jul  5 11:50:21 2002 Balinor wrote post #388:
> same with spells perhaps
Actually that would certainly not work fine since basically
other players could guess what you are using/casting
which is not really logical...

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

poster: Balinor
subject: >>>skilluse
date: Fri Jul  5 15:12:41 2002

Well, the harm of knowing what skill/spell other is using would be
bad if we had PK. This was just an idea that might look nice, you
could see if someone wants to heal you or prot you or something.

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

poster: Uno
subject: hunger
date: Fri Jul  5 15:37:14 2002

Add hunger % to RDMP? =)

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

poster: Rockman
subject: >>>>skilluse
date: Fri Jul  5 16:18:12 2002

On Fri Jul  5 15:12:41 2002 Balinor wrote post #390:
> Well, the harm of knowing what skill/spell other is using would be
> bad if we had PK. This was just an idea that might look nice, you
> could see if someone wants to heal you or prot you or something.
well, it would make sense in the fact ussually you chant words as
you cast, and when you start you cast, maybe do the words then?

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

poster: Sleet
subject: >>>>>skilluse
date: Sat Jul  6 00:17:31 2002

On Fri Jul  5 16:18:12 2002 Rockman wrote post #392:
> On Fri Jul  5 15:12:41 2002 Balinor wrote post #390:
> > Well, the harm of knowing what skill/spell other is using would be
> > bad if we had PK. This was just an idea that might look nice, you
> > could see if someone wants to heal you or prot you or something.
> well, it would make sense in the fact ussually you chant words as
> you cast, and when you start you cast, maybe do the words then?
i always thought it was funny that you only saw the spell chantign
at the end of a spell, mayeb instead of saying what skill or spell
is actualy occuring give the chantign words or somthing.

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

poster: Chrono
subject: >skilluse
date: Sat Jul  6 03:46:50 2002

i think having spell words while/before you chant, would mess up a
lot of ppls re-cast trigs.
shrug

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

poster: Debacle
subject: directional commands
date: Sat Jul  6 09:23:59 2002

it would be nice to have "U" and "D" go up and down all the way
until you can't, sort of the way "W" "E" "N" and "S" work..

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

poster: Zifnab
subject: >directional commands
date: Sat Jul  6 12:24:53 2002

On Sat Jul  6 09:23:59 2002 Debacle wrote post #395:
> it would be nice to have "U" and "D" go up and down all the way
> until you can't, sort of the way "W" "E" "N" and "S" work..

look at the commands for W, E, N, S you can do the same
for up and down.

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

poster: Litho
subject: Create holy water
date: Sat Jul  6 13:18:49 2002

Maybe have it when your align is not good enough to use the spell,
that it does not take the sps.

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

poster: Trigon
subject: determine effectiveness
date: Sat Jul  6 18:40:23 2002

I was wondering if it would be possible to put determine
effectiveness in all guilds, not just the caster guilds.  It's fun
to see how effectiven an attack skills is(notice my plan).
Trigon

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

poster: Switchblade
subject: castle ownership
date: Sat Jul  6 20:31:00 2002


   I'm sure that this idea has been expressed before, and i don't
know much about
the plans for clan strongholds, but anyway -

   I think it would be great if one could transfer ownership of a
castle to another
player - makes more sense then to invest in a castle, as like with
other things (eq, gold) it is fully giveable
so if you happen to take a break, or leave the game, your "estate"
can live on, as it were, 
and continue to be modified to suit the needs of that player (or
your clan)..  probably
the strongholds are intended to fulfill this purpose, but it also
seems like a person
who is not a member of a clan should have the ability to fully
bequeath his castle
to another player :)  

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

poster: Jimerson
subject: FInger info
date: Sat Jul  6 23:06:11 2002

Was wondering if it was possible to make it so when you finger
someone you can see what can they are in. Just an idea, flame away.

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

poster: Jimerson
subject: Finger info
date: Sat Jul  6 23:17:00 2002

Sorry for the mess up. I was wondering if it was possible to make it
so when you finger someone, it shows what clan they are in?

Just an idea, flame away

Jim

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

poster: Wildchild
subject: geek group
date: Sun Jul  7 00:42:48 2002

We need a geek news group to go along with the geek channel :)

-WC

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

poster: Pedron
subject: holy/unholy res messages
date: Sun Jul  7 02:23:45 2002

Per sigwald's suggestion in bug board..

Holy Resistance messages:
You feel strong in the Shadow.
You feel weaker in the Shadow.

Unholy res messages:
You feel stronger in the Light.
You feel weaker in the Light.

Other Holy res messages could be:
You feel more/less corrupt.
Unholy res messages could be:
You feel more/less devout/pious.

That holy/unholy bit is a bit confusing.  Armors you can assume
you're gaining 
a holy or unholy res, but some spells and effects might be hitting you with 
holy/unholy penalties and giving you messages for unholy/holy bonuses..
Can't think of any examples offhand though, but good to clear 
up before there are any examples to be cited. ;)

-pedron

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

poster: Rizzly
subject: Floating Disc
date: Sun Jul  7 16:09:51 2002

Think it would be neat if we could sell stuff directly from the
disc, instead of having to deal with 100% encumbrance and such.

Rizzly

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

poster: Draco
subject: newbie area
date: Mon Jul  8 22:51:11 2002

maybe remove the no summon/lode restriction on it since it is just a
mob kill level restrict area, 400 room areas are easy to get lost
in.

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

poster: Draco
subject: portals
date: Tue Jul  9 00:22:47 2002

maybe make a new ite that Slint offers be an add-on to castle
portals that allow you to go to the everrest adv-guild as well...an
idea anyway,flame away

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

poster: Switchblade
subject: thieves', hobbits, and goblins
date: Tue Jul  9 10:07:12 2002


An issue near and dear to my heart..  I started as a hobbit rogue,
but upon acquiring a decent
weapon, i found i couldn't wield it!!  what a strange mud i thought,
a hobbit can't
be a good stabber i thought, so hey, i reinced to grorrark upon some
advice from friends
MUCH better, i can wield the best weapons in the game now, so it's
all good.  but
i miss the idea of a hobbit thief, and want to make a couple
suggestions, talked to sleet about this too
so he can back me up maybe
1.  Redesign the race poster into two versions, a "newbie" version
and another version,
     hobbits and goblins are good for XP and such, but can't wield
good weapons which
is a MAJOR drawback in this game afaik..  
2.  this isn't gonna happen, but i just thought i would say that WC
wieldability should be tied to levels/worth
more than size/strength, cuz frankly, it is ridiculous that Celine,
who just reinced hobbit rogue at Level 30
can't wield a wererat dagger one handed, that is just wrong imo :)  
he said he chose
hobbit based on the race poster and some website info....  

so there ya go, flame away, i think i said enough.  i don't know the
original intent
of doing WC this way, but i don't think it was meant to keep L.30
rogues from wielding
a good WC weapon.

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

poster: Switchblade
subject: one more thing regarding hobbits and goblins
date: Tue Jul  9 10:12:31 2002


  last thing- everyone probably saw the new Star wars movie, and
just think if Yoda couldn't wield his
lightsaber, and had to use like pocket knife in that
last fight scene..  I can totally picture a small
thief who can rock the house like that, but ya got to
have a decent weapon :)  and goblins kind of look like
yoda, right?!  right?!! :)


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

poster: Panza
subject: witch stuns
date: Tue Jul  9 19:04:37 2002

when a witch waves its broom and caused a stun, but the stun never
resloved due to stun resistance, you still recieve a message after
the stun res message that says ' is stunned by a searing
blast of raw magic' just thought maybe that could be changed w/out
much trouble 
thanks, panza

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

poster: Litho
subject: red/myth
date: Wed Jul 10 01:04:54 2002

When ppl enter, stil says Blah has entered red dragon, chance it to
islands of myth..

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

poster: Litho
subject: >red/myth
date: Wed Jul 10 01:05:03 2002

On Wed Jul 10 01:04:54 2002 Litho wrote post #411:
> When ppl enter, stil says Blah has entered red dragon, chance it to
> islands of myth..
On inform channel..

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

poster: Zifnab
subject: >>red/myth
date: Wed Jul 10 01:28:40 2002

On Wed Jul 10 01:05:03 2002 Litho wrote post #412:
> On Wed Jul 10 01:04:54 2002 Litho wrote post #411:
> > When ppl enter, stil says Blah has entered red dragon, chance it to
> > islands of myth..
> On inform channel..
please look at last inform.

Half are changed and half are not. When the mud reboots all
should be changed.

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

poster: Rockman
subject: castle objects
date: Wed Jul 10 01:59:06 2002

I dunno if this is already possible and I just overlooked it, but
maybe have whats his name also sell stuff like signs, so we can have
directions to people's rooms without eating into length we can make
the long desc and also then we can easily move the signs around as
its needed, just an idea...
-Rocky

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

poster: Pedron
subject: >thieves', hobbits, and goblins
date: Wed Jul 10 03:33:49 2002

Giant Size wish, strength training.. stats/strength wishes?
Mountain of strength armors, wield, change armors..
Nosuck, wield, and never fight monks..
Shrink Shrink Shrink Shrink Shrink.. (Welltrained enchanters can 
stack shrink/enlarge 10 times and turn the biggest 
trees into toothpicks or visa versa. ;)


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

poster: Monkey
subject: My idea...=P
date: Wed Jul 10 04:10:29 2002

Ok I was wondering if we could possibly put a way to show people the
entire contents of your inventory? I don't think you can already and
it would be alot easier than just showing individual items one at a
time or something to the sort


Thanks ---> Monkey (V)

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

poster: Celine
subject: >>thieves', hobbits, and goblins
date: Wed Jul 10 06:17:20 2002

On Wed Jul 10 03:33:49 2002 Pedron wrote post #415:
> Giant Size wish, strength training.. stats/strength wishes?
> Mountain of strength armors, wield, change armors..
> Nosuck, wield, and never fight monks..
> Shrink Shrink Shrink Shrink Shrink.. (Welltrained enchanters can 
> stack shrink/enlarge 10 times and turn the biggest 
> trees into toothpicks or visa versa. ;)
> 
This chain of posting/thinking was brought up because I was unable
to wield two piercing weapons i was to purchase from Sleet. Only one
of those options you list is even remotely reasonable for me. Maybe
I am just unlucky and/or dumb in choosing what otherwise seems to be
a nice race to play. Hobbit apparently just isn't made for a lowbie
like myself.

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

poster: Uno
subject: suggestion
date: Wed Jul 10 15:28:18 2002

If the purpose of the change to regen in regards to stamina
was to make that statistic a little less useless I applaud the notion,
but it seems maybe that caster races should be looked at in
general in regards to their stamina. There isn't a single caster
race with better than 'below average' stamina, which, correct
me if i'm wrong, would amount to essentially a bigger a downtune
to casters than fighters, which i doubt was intended.
I think it's quite possible that there are a couple of caster
races that, while being week in constitution and strength, would
have a great deal of actual 'stamina' to handle the exertion
of casting their spells.

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

poster: Daneel
subject: >suggestion
date: Wed Jul 10 17:48:51 2002

On Wed Jul 10 15:28:18 2002 Uno wrote post #419:
> If the purpose of the change to regen in regards to stamina
> was to make that statistic a little less useless I applaud the notion,
> but it seems maybe that caster races should be looked at in
> general in regards to their stamina. There isn't a single caster
> race with better than 'below average' stamina, which, correct
> me if i'm wrong, would amount to essentially a bigger a downtune
> to casters than fighters, which i doubt was intended.
> I think it's quite possible that there are a couple of caster
> races that, while being week in constitution and strength, would
> have a great deal of actual 'stamina' to handle the exertion
> of casting their spells.
It was and it wasn't.

Stamina always affected your chance to Tock, and was the primary
stat in doing so.  This is not a change.

What is a change is that the other stats that affected tock
chance (con int and wis) no longer do, for basically the 
reason you cite - they were relatively far to important.

That being said, the formula for how sta. affected regen was 
taking into account current sta. values I saw across the mud,
so if we raised caster sta. values significantly, it would
be an uptune for them in terms of regeneration.

That all being said, it wouldn't be a huge one - the 
difference between a 70 and a 100 stamina is somewhere
around a whopping 3%, so don't get too concerned about
this.

               -daneel

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

poster: Lu
subject: regen/darkness
date: Wed Jul 10 18:40:00 2002

since the races that regen in darkness regen less in light, maybe
they should regen more when in total darkness

-lu

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

poster: Daneel
subject: >regen/darkness
date: Wed Jul 10 19:09:40 2002

On Wed Jul 10 18:40:00 2002 Lu wrote post #421:
> since the races that regen in darkness regen less in light, maybe
> they should regen more when in total darkness
> 
> -lu
It's supposed to be a detrimental aspect of the race, not an
overall wash, nor something you can use to your advantage to
make the race an overall win.  You get xp rate in compensation,
that's enough.

        -Daneel

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

poster: Tektor
subject: >>regen/darkness
date: Wed Jul 10 19:13:55 2002

On Wed Jul 10 19:09:40 2002 Daneel wrote post #422:
> On Wed Jul 10 18:40:00 2002 Lu wrote post #421:
> > since the races that regen in darkness regen less in light, maybe
> > they should regen more when in total darkness
> > 
> > -lu
> It's supposed to be a detrimental aspect of the race, not an
> overall wash, nor something you can use to your advantage to
> make the race an overall win.  You get xp rate in compensation,
> that's enough.
> 
>         -Daneel
Vampires have about the lowest xp rate there is, just a thought to that.

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

poster: Switchblade
subject: new maps
date: Wed Jul 10 22:32:10 2002


Hmm, although i like some aspects of the new maps, there is one
thing that bugs me

for tarantia and RDC, the maps used to be one "page" in length, so i
could just type 
"map" and enter a new command quite quickly :)  okay, i am a lazy
bastard, cuz now
i have to type "map" and then "enter" and then type in my next
command... but the map 
for tarantia seemed quite close to one page so maybe a trim isn't
impossible there.
yes i still suck for being a lazy bastard., laf, i will probably
just change my "map" using habits

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

poster: Zifnab
subject: >new maps
date: Wed Jul 10 22:34:13 2002

On Wed Jul 10 22:32:10 2002 Switchblade wrote post #424:
> Hmm, although i like some aspects of the new maps, there is one
> thing that bugs me
> 
> for tarantia and RDC, the maps used to be one "page" in length, so i
> could just type 
> "map" and enter a new command quite quickly :)  okay, i am a lazy
> bastard, cuz now
> i have to type "map" and then "enter" and then type in my next
> command... but the map 
> for tarantia seemed quite close to one page so maybe a trim isn't
> impossible there.
> yes i still suck for being a lazy bastard., laf, i will probably
> just change my "map" using habits

Yes that was a nice feature, but you can up your 'rows' count 
if it bothers you that much. I dont expect people to be firing
off commands one after another while looking at the map, hitting a 
q isnt that big of a deal.

this also will allow wizards to map their areas if they so choose
to do so, and will allow for much bigger maps which may not fit on the
screen all at one time.

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

poster: Sigwald
subject: >>>regen/darkness
date: Thu Jul 11 08:07:39 2002

On Wed Jul 10 19:13:55 2002 Tektor wrote post #423:
> On Wed Jul 10 19:09:40 2002 Daneel wrote post #422:
> > On Wed Jul 10 18:40:00 2002 Lu wrote post #421:
> > > since the races that regen in darkness regen less in light, maybe
> > > they should regen more when in total darkness
> > > 
> > > -lu
> > It's supposed to be a detrimental aspect of the race, not an
> > overall wash, nor something you can use to your advantage to
> > make the race an overall win.  You get xp rate in compensation,
> > that's enough.
> > 
> >         -Daneel
> Vampires have about the lowest xp rate there is, just a thought to that.
And they also have some of the best stats of the game, so what?

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

poster: Monkey
subject: I think that you shouldn't be able to steal at altar. It just doesn't seem right to steal in such a holy place...
date: Thu Jul 11 21:58:42 2002

I think that you shouldn't be able to steal at altar. It just
doesn't seem right to steal in such a holy place...
heh flame away...

-V

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

poster: Tektor
subject: Party Report
date: Fri Jul 12 01:30:32 2002

Make party report report to all members of the party. Helps outside healers.

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

poster: Arkangyle
subject: >I think that you shouldn't be able to steal at altar. It just doesn't seem right to steal in such a holy place...
date: Fri Jul 12 01:42:44 2002

On Thu Jul 11 21:58:42 2002 Monkey wrote post #427:
> I think that you shouldn't be able to steal at altar. It just
> doesn't seem right to steal in such a holy place...
> heh flame away...
> 
> -V

Odd, I thought priests stole all the time ... maybe you "shouldn't"
steal in such a location ... but that doesn't necessarily mean you
can't if you have ... "different morals".

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

poster: Arkangyle
subject: >Party Report
date: Fri Jul 12 01:44:36 2002

On Fri Jul 12 01:30:32 2002 Tektor wrote post #428:
> Make party report report to all members of the party. Helps outside healers.

If you are going to suggest this, I recommend you instead allow for
a flagged set of reports, rather than blankly sending it to
everyone.  I can't begin to touch on how this mud spams too much
compared to others.  In that statement, I am not knocking our mud,
but requesting that we don't add more wood to the fire.

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

poster: Tranquil
subject: >suggestion
date: Fri Jul 12 03:30:55 2002

On Wed Jul 10 15:28:18 2002 Uno wrote post #419:
> If the purpose of the change to regen in regards to stamina
> was to make that statistic a little less useless I applaud the notion,
> but it seems maybe that caster races should be looked at in
> general in regards to their stamina. There isn't a single caster
> race with better than 'below average' stamina, which, correct
> me if i'm wrong, would amount to essentially a bigger a downtune
> to casters than fighters, which i doubt was intended.
> I think it's quite possible that there are a couple of caster
> races that, while being week in constitution and strength, would
> have a great deal of actual 'stamina' to handle the exertion
> of casting their spells.

Two things that should also be mentioned:


1) Caster's already are advantaged over fighters, and have -always-
been at this mud, so a change (I will not use the word tune, as this
change covers everyone and not just a few people) that gives
fighters a little more than casters would be rather fair,

and 2) fighter types don't have much stamina anyway. at level 57, I
have 118 stamina, as a woodsman. as fighter, it was under 150 even
at my highest level of 66. as caster, it was generally lower,
however not by any great amount.

That said, I believe that stamina itself should be raised
considerably, particularly for fighters, but also for casters, and
stamina made to have an affect of how much a player can carry. any
affected formulas could then be modified accordingly, and everyone
would likely benefit, even if for no other reason than for
customisation.


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

poster: Tranquil
subject: >regen/darkness
date: Fri Jul 12 03:33:31 2002

On Wed Jul 10 18:40:00 2002 Lu wrote post #421:
> since the races that regen in darkness regen less in light, maybe
> they should regen more when in total darkness
> 
> -lu

what would be more effective, would be to recode the way
light/darkness works so that one has no need to cart 5x globes of
darkness around just to regen.


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

poster: Rockman
subject: >>Party Report
date: Fri Jul 12 05:04:13 2002

well, if you use a client like portal or zmud, you can use RDMP with
party watch on and set up status bars with the current person in
party place 1 and gag all the rdmp messages, or just gag all the
rdmp messages other than the watch for place 1, the status bars are
nice without any added spam and doesnt realy kill that much memory
at all

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

poster: Tranquil
subject: >>>Party Report
date: Fri Jul 12 05:27:57 2002

On Fri Jul 12 05:04:13 2002 Rockman wrote post #433:
> well, if you use a client like portal or zmud, you can use RDMP with
> party watch on and set up status bars with the current person in
> party place 1 and gag all the rdmp messages, or just gag all the
> rdmp messages other than the watch for place 1, the status bars are
> nice without any added spam and doesnt realy kill that much memory
> at all

note: 'not much' is dependant upon each persons computer. On my
pissy little 32m ram system and all it runs, another 10k ram being
used would likely cause my pc to dump everything and crawl off to
punch a cone somewhere solitary, resulting in a complete loss of
mudding ability.


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

poster: Sleet
subject: >>I think that you shouldn't be able to steal at altar. It just doesn't seem right to steal in such a holy place...
date: Fri Jul 12 08:40:18 2002

On Fri Jul 12 01:42:44 2002 Arkangyle wrote post #429:
> On Thu Jul 11 21:58:42 2002 Monkey wrote post #427:
> > I think that you shouldn't be able to steal at altar. It just
> > doesn't seem right to steal in such a holy place...
> > heh flame away...
> > 
> > -V
> 
> Odd, I thought priests stole all the time ... maybe you "shouldn't"
> steal in such a location ... but that doesn't necessarily mean you
> can't if you have ... "different morals".
heh thats a great place to steal, even in rl, so easy to pick
pockets when people go to kneel

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

poster: Sleet
subject: >>suggestion
date: Fri Jul 12 08:41:24 2002

On Fri Jul 12 03:30:55 2002 Tranquil wrote post #431:
> On Wed Jul 10 15:28:18 2002 Uno wrote post #419:
> > If the purpose of the change to regen in regards to stamina
> > was to make that statistic a little less useless I applaud the notion,
> > but it seems maybe that caster races should be looked at in
> > general in regards to their stamina. There isn't a single caster
> > race with better than 'below average' stamina, which, correct
> > me if i'm wrong, would amount to essentially a bigger a downtune
> > to casters than fighters, which i doubt was intended.
> > I think it's quite possible that there are a couple of caster
> > races that, while being week in constitution and strength, would
> > have a great deal of actual 'stamina' to handle the exertion
> > of casting their spells.
> 
> Two things that should also be mentioned:
> 
> 
> 1) Caster's already are advantaged over fighters, and have -always-
> been at this mud, so a change (I will not use the word tune, as this
> change covers everyone and not just a few people) that gives
> fighters a little more than casters would be rather fair,
> 
> and 2) fighter types don't have much stamina anyway. at level 57, I
> have 118 stamina, as a woodsman. as fighter, it was under 150 even
> at my highest level of 66. as caster, it was generally lower,
> however not by any great amount.
> 
> That said, I believe that stamina itself should be raised
> considerably, particularly for fighters, but also for casters, and
> stamina made to have an affect of how much a player can carry. any
> affected formulas could then be modified accordingly, and everyone
> would likely benefit, even if for no other reason than for
> customisation.
> 
this is great for any ep user though, as a thief i train sta so i
have mroe eps so i can solo without tapign through half a monsies,
this now improves my regan, i can dig that

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

poster: Mixer
subject: >>regen/darkness
date: Fri Jul 12 10:25:53 2002

On Fri Jul 12 03:33:31 2002 Tranquil wrote post #432:
> On Wed Jul 10 18:40:00 2002 Lu wrote post #421:
> > since the races that regen in darkness regen less in light, maybe
> > they should regen more when in total darkness
> > 
> > -lu
> 
> what would be more effective, would be to recode the way
> light/darkness works so that one has no need to cart 5x globes of
> darkness around just to regen.
> 
Or maybe, JUST maybe, they should do stuff at night, and hide all day!

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

poster: Litho
subject: Call for beacon
date: Fri Jul 12 14:05:02 2002

Maybe have this spell replace your beacon in the room your casting
it in? Kind of pointless waiting 45 mins for a beacon to
dissappear.

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

poster: Rockman
subject: >>>regen/darkness
date: Fri Jul 12 15:31:25 2002

Isn't that what must of us do anyhow? ;)

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

poster: Pedron
subject: New Event: Slam
date: Sat Jul 13 05:24:47 2002

Duration 10 seconds, everyone gets the slam spell 
during this event.

Muahahaa..

-Pedron

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

poster: Litho
subject: >New Event: Slam
date: Sat Jul 13 06:06:59 2002

On Sat Jul 13 05:24:47 2002 Pedron wrote post #440:
> Duration 10 seconds, everyone gets the slam spell 
> during this event.
> 
> Muahahaa..
> 
> -Pedron
yea, while we're on the topic of idiotic events, howa about an event
that bring pk back for 10 mins?

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

poster: Sleet
subject: >>New Event: Slam
date: Sat Jul 13 15:49:56 2002

On Sat Jul 13 06:06:59 2002 Litho wrote post #441:
> On Sat Jul 13 05:24:47 2002 Pedron wrote post #440:
> > Duration 10 seconds, everyone gets the slam spell 
> > during this event.
> > 
> > Muahahaa..
> > 
> > -Pedron
> yea, while we're on the topic of idiotic events, howa about an event
> that bring pk back for 10 mins?
i like it, i think thatd be fun

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

poster: Ronan
subject: new emote
date: Sun Jul 14 00:43:40 2002

old2
You Babble "I'm Old Gimme Gimme Gimme!"
foo babbles "I'm Old Gimme Gimme Gimme!"
old2 LIV
foo babbles "I'm Old Gimme Gimme Gimme!" at you.
you babble "I'm Old Gimme Gimme Gimme!" at foo.
hmm ya

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

poster: Pedron
subject: New Event: Meteor Shower!
date: Sun Jul 14 08:45:53 2002

Meteors crashing out of the sky bombard 
one of the isles of myth!  Players 
walking about between areas on the island 
ought to lookout for falling rocks 
lest they get hit!

(Meteor rocks rain down in random half the vgrid rooms on one of 
the islands causing great damage to any players there or 
nearby.  Gems inside- the bigger/more dangerous 
the meteor, the bigger the gem. :)

-<---Pedron-----

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

poster: Monkey
subject: Arena Event
date: Sun Jul 14 09:11:11 2002

I think that during the event, Arena, that dheals and drefs shouldn't be used.
It just seems to be unfair. It is like having a person in the arena
with you, reffing you while you are fighting.
Thanks for your time...
Monkey =)


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

poster: Pedron
subject: >Arena Event
date: Sun Jul 14 09:14:03 2002

On Sun Jul 14 09:11:11 2002 Monkey wrote post #445:
> I think that during the event, Arena, that dheals and drefs shouldn't be
used.
> It just seems to be unfair. It is like having a person in the arena
> with you, reffing you while you are fighting.
> Thanks for your time...
> Monkey =)
> 
I agree. :P  Stupid level 31 assassin 
about to die to my super aol and boom 
he's back up to good.


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

poster: Litho
subject: >>Arena Event
date: Sun Jul 14 09:15:18 2002

On Sun Jul 14 09:14:03 2002 Pedron wrote post #446:
> On Sun Jul 14 09:11:11 2002 Monkey wrote post #445:
> > I think that during the event, Arena, that dheals and drefs shouldn't be
> used.
> > It just seems to be unfair. It is like having a person in the arena
> > with you, reffing you while you are fighting.
> > Thanks for your time...
> > Monkey =)
> > 
> I agree. :P  Stupid level 31 assassin 
> about to die to my super aol and boom 
> he's back up to good.
> 
I mentioned this a while back, no one said anything.

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

poster: Switchblade
subject: >>>Arena Event
date: Sun Jul 14 09:37:51 2002


Yes, dheals/drefs/potions should all be illegal and punishable by
disqualification,
and possibly an XP loss for the dhealer/dreffer :)  

and thieves should  not be able to be attacked while hidden.. come
on, let us get
a backstab in pleez!!   

that is all

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

poster: Pedron
subject: >>>>Arena Event
date: Sun Jul 14 09:39:58 2002

On Sun Jul 14 09:37:51 2002 Switchblade wrote post #448:
> Yes, dheals/drefs/potions should all be illegal and punishable by
> disqualification,
> and possibly an XP loss for the dhealer/dreffer :)  
> 
> and thieves should  not be able to be attacked while hidden.. come
> on, let us get
> a backstab in pleez!!   
> 
> that is all
Nah, potions are valid.  Figure they're 1500 coins each 
and anyone can get them.  Only the slackers and 
poor newbies need be without them. :)

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

poster: Switchblade
subject: kicked from party
date: Sun Jul 14 10:47:54 2002


Hey, just noticed that if you are kicked from a party, all you see is
"You are now not following 

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

poster: Celine
subject: Theiving
date: Sun Jul 14 12:05:40 2002

Perhaps make pickpocket make your align go bad.. shrug. seems an
evil thing to be doing.

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

poster: Zifnab
subject: >>>Arena Event
date: Sun Jul 14 13:08:57 2002

On Sun Jul 14 09:15:18 2002 Litho wrote post #447:
> On Sun Jul 14 09:14:03 2002 Pedron wrote post #446:
> > On Sun Jul 14 09:11:11 2002 Monkey wrote post #445:
> > > I think that during the event, Arena, that dheals and drefs shouldn't be
> > used.
> > > It just seems to be unfair. It is like having a person in the arena
> > > with you, reffing you while you are fighting.
> > > Thanks for your time...
> > > Monkey =)
> > > 
> > I agree. :P  Stupid level 31 assassin 
> > about to die to my super aol and boom 
> > he's back up to good.
> > 
> I mentioned this a while back, no one said anything.
that it because I do not feel like adding another flag to rooms
to stop healing for only one event.

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

poster: Pedron
subject: >Theiving
date: Sun Jul 14 18:54:03 2002

On Sun Jul 14 12:05:40 2002 Celine wrote post #451:
> Perhaps make pickpocket make your align go bad.. shrug. seems an
> evil thing to be doing.
reviving, haiming, dhealing, dreffing and dprotting too should 
make you gooder too!

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

poster: Jaws
subject: emote
date: Sun Jul 14 19:15:03 2002

this may be an ego trip - but with the parties I run, and how I run them

Jaws emote
TFM

Jaws cracks his whip and drives his slaves onward towards victory!

and alternately jaws 

Jaws cracks his whip at  to make them pick up the pace!

J

Jaws

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

poster: Lorric
subject: lor GOOD DRAIN
date: Sun Jul 14 20:45:13 2002

vamp
a vampire is allergic to sunlight, not torch light etc. eq that
gives off light should not effect regen or the lights from torches
etc.

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

poster: Lorric
subject: nvrmd
date: Sun Jul 14 20:47:31 2002

ignore that last post, i just noticed that vampires here are
allergic to "all light"

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

poster: Patato
subject: newbie forest eq
date: Sun Jul 14 23:01:43 2002

ok, i was wondering:
how come when i look at my new eq from the newbie forest, it says it
was designed for my hands
but i cant wield it because its too big?
could we make it so that you can always wield a weapon that was
designed especially for you?
thanks for listening to me...

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

poster: Switchblade
subject: >>>>Arena Event
date: Mon Jul 15 01:20:03 2002


Regarding arena "flags" stopping dheals/drefs and the like

I can totally see it being a pain to do something for only one event,
  and i know this isn't a PK mud, but seeing as how the arena and
the arena event
are the only opportunity for PK, maybe that makes that one event a
little special,
it does in my eyes anyway..  my FINAL two cents, thanks for listening..


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

poster: Rockman
subject: >>>>Arena Event
date: Mon Jul 15 01:21:40 2002

On Sun Jul 14 09:37:51 2002 Switchblade wrote post #448:
> Yes, dheals/drefs/potions should all be illegal and punishable by
> disqualification,
> and possibly an XP loss for the dhealer/dreffer :)  
> 
> and thieves should  not be able to be attacked while hidden.. come
> on, let us get
> a backstab in pleez!!   
> 
> that is all
Can I make the point that some healers dont know who is in the arena
at all times, and when someone asks for a dheal or dref, thy
ussually dont point out, 
"btw, I am in the arena, so help me cheat"

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

poster: Rockman
subject: castles
date: Tue Jul 16 10:40:18 2002

How hard would it be to add in the option for doors and torphy cases
and such to dest? Annoying trying to rearrange a castle being stuck
with door and trophy cases that i dont need

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

poster: Rockman
subject: >castles
date: Tue Jul 16 10:57:53 2002

On Tue Jul 16 10:40:18 2002 Rockman wrote post #460:
> How hard would it be to add in the option for doors and torphy cases
> and such to dest? Annoying trying to rearrange a castle being stuck
> with door and trophy cases that i dont need
Or at least be able to move the doors to a different room....

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

poster: Nefardec
subject: psychics
date: Tue Jul 16 20:54:00 2002

I'm not too familiar with the psychics guild tree, so this might
exist beyond my knowledge...
I think a good psychics spell would be to 'convince' assisting
monsters to attack their comrades.  (The assisting mob would work
like an animist's animals, ie. the caster would receive the xp from
the assisting mob.  As soon as the assistng mob was dead, the
controlled monster would become agro to the caster or his party. 
This would be good for use in assisting mob areas, or like an area
spell.  Again, I'm not sure if this exists or is possible.
-nef


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

poster: Pedron
subject: >psychics
date: Wed Jul 17 01:22:09 2002

On Tue Jul 16 20:54:00 2002 Nefardec wrote post #462:
> I'm not too familiar with the psychics guild tree, so this might
> exist beyond my knowledge...
> I think a good psychics spell would be to 'convince' assisting
> monsters to attack their comrades.  (The assisting mob would work
> like an animist's animals, ie. the caster would receive the xp from
> the assisting mob.  As soon as the assistng mob was dead, the
> controlled monster would become agro to the caster or his party. 
> This would be good for use in assisting mob areas, or like an area
> spell.  Again, I'm not sure if this exists or is possible.
> -nef
> 
Afaik, if an animist animal gets the kill, the animist 
gets no exp. ;)  This would be a neat 
high level ability for dispatching blockers, 
but I don't know any way to balance it.
I can see some psychic ordering one monster to fight another, then 
leap in and blast whichever got to vb shape first.
Maybe balance with chance of failure causing all the monsters in the room 
to turn on the psychic..

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

poster: Rockman
subject: >>psychics
date: Wed Jul 17 02:18:38 2002

On Wed Jul 17 01:22:09 2002 Pedron wrote post #463:
> On Tue Jul 16 20:54:00 2002 Nefardec wrote post #462:
> > I'm not too familiar with the psychics guild tree, so this might
> > exist beyond my knowledge...
> > I think a good psychics spell would be to 'convince' assisting
> > monsters to attack their comrades.  (The assisting mob would work
> > like an animist's animals, ie. the caster would receive the xp from
> > the assisting mob.  As soon as the assistng mob was dead, the
> > controlled monster would become agro to the caster or his party. 
> > This would be good for use in assisting mob areas, or like an area
> > spell.  Again, I'm not sure if this exists or is possible.
> > -nef
> > 
> Afaik, if an animist animal gets the kill, the animist 
> gets no exp. ;)  This would be a neat 
> high level ability for dispatching blockers, 
> but I don't know any way to balance it.
> I can see some psychic ordering one monster to fight another, then 
> leap in and blast whichever got to vb shape first.
> Maybe balance with chance of failure causing all the monsters in the room 
> to turn on the psychic..
And then, automatically stun the psychic, so to make it extremly
dangeous, balancing it...

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

poster: Tranquil
subject: >>>psychics
date: Wed Jul 17 02:26:50 2002

On Wed Jul 17 02:18:38 2002 Rockman wrote post #464:
> On Wed Jul 17 01:22:09 2002 Pedron wrote post #463:
> > On Tue Jul 16 20:54:00 2002 Nefardec wrote post #462:
> > > I'm not too familiar with the psychics guild tree, so this might
> > > exist beyond my knowledge...
> > > I think a good psychics spell would be to 'convince' assisting
> > > monsters to attack their comrades.  (The assisting mob would work
> > > like an animist's animals, ie. the caster would receive the xp from
> > > the assisting mob.  As soon as the assistng mob was dead, the
> > > controlled monster would become agro to the caster or his party. 
> > > This would be good for use in assisting mob areas, or like an area
> > > spell.  Again, I'm not sure if this exists or is possible.
> > > -nef
> > > 
> > Afaik, if an animist animal gets the kill, the animist 
> > gets no exp. ;)  This would be a neat 
> > high level ability for dispatching blockers, 
> > but I don't know any way to balance it.
> > I can see some psychic ordering one monster to fight another, then 
> > leap in and blast whichever got to vb shape first.
> > Maybe balance with chance of failure causing all the monsters in the room 
> > to turn on the psychic..
> And then, automatically stun the psychic, so to make it extremly
> dangeous, balancing it...

If an animist's familiar gets a kill, the animist gets the xp from
it. The only exception to this that I am aware of is when the
animist is not in the same room as the familiar that got the killing
blow, at the instant that the mob dies.

How this could be worked into mob stuff though.. I am not sure..
Perhaps, with such a change, if the 'assisting' mob gets the kill,
he also should get the xp. firstly because he got the kill, but more
importantly, because such a spell would need to have some kind of
drawback to balance the potential advantages it would provide.

*

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

poster: Genesis
subject: double xp day
date: Wed Jul 17 08:01:53 2002

Dunno if the wizzies have this covered already or not but possibly
make the mob repop time faster since an insane amount of people are
going to be loged on that day.

Gen

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

poster: Celine
subject: >double xp day
date: Wed Jul 17 20:22:34 2002

Ooerz. Nodnod. Don't know if any other little tricks or treats are
planned but I do think that would be good. For balance though, and i
realize this may be hard to code, but maybe the places that have to
repop quicker get tuned quicker whereas the things that arent
getting killed become worth more and more xp as the day progresses
along.

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

poster: Pedron
subject: corpse eating idea
date: Thu Jul 18 04:07:22 2002

In a game I play called ADOM, when your character 
eats some monster corpse, there are sometimes 
side effects good/bad.

Was wondering if we could put that into monster 
code here?  I'd guess it could 
go into races or just be an 
eat corpse effect thing the 
builder could add into their monsters.

The effects of eating weird normal size monsters might 
range from nothing, to getting poisoned(ate spidranox), 
to being flame resistant awhile(ate a fire creature?), 
to become hungrier(ate bugs/vomitted?).

If you ate the corpse of some eq monster, maybe you'd 
get a small stat or resistance boost that 
lasts until your next reinc.

In the game, different player races handle corpses they ate 
in different ways- like trolls can eat whatever the hell 
they want and never get sick from it, elves and good kinds of 
races lose alignment, evil races become more evil, dwarves 
can't eat orcs and the like.

Special kinds of monsters like crystal people might be made to 
leave piles of broken crystal instead of corpses.  Shadows and 
ghosts would be reduced to wisps of smoke 
on being killed.

I dunno, but I think eating corpses could be 
made into something more interesting.  Doesn't feel right 
having any old raw corpse of some funky monster you just killed 
make you feel more stiated or feel better.  

Just my nickel,
Pedron Healer

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

poster: Nefardec
subject: >corpse eating idea
date: Thu Jul 18 04:11:17 2002

this would be cool but it would be unfair for those who cannot eat
corpses.  Besides, the main reason for corpse eating is to regen
faster and eat, so these races already have advantages like this. 
Maybe instead of eat corpse - manifestation spell/skill that allows
the caster to inherit something from a monster for a short time?  
gah nevermind me
-nef

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

poster: Celine
subject: Plans..
date: Thu Jul 18 06:26:29 2002

These are great and amazing things. Wonderously hilarious in some
cases. Deeply introspective in others.
I would love the ability to be able to edit what I already have
instead of copy/pasting 30+ lines of text. Mayhap an edit command
could be added? If not for memory or difficulty to code reasons then
its all G, because I have another idea...

Contests. A small prize at the end of each week for well done plans.
Maybe even have categories like:
Funniest. Geekiest. Best in mud quote. Best out of mud quote.
Oddest. Most Disturbing.
shrug.. could inspire people to think instead of just slam monsters
all day as an alternative way to make some gold.

-Cel

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

poster: Koma
subject: corpse eating
date: Thu Jul 18 07:38:22 2002

I think healing from corpse eating should be removed. Currently it
gives around +30 hp/sp/ep per eating a corpse, which is quite silly
and quite an advantage. It's food, they're eating it, you don't get
healed from eating a carrot either. Eating corpses should provide
sustenance, nothing more.

Sincerely, Koma


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

poster: Litho
subject: >corpse eating
date: Thu Jul 18 09:29:27 2002

On Thu Jul 18 07:38:22 2002 Koma wrote post #472:
> I think healing from corpse eating should be removed. Currently it
> gives around +30 hp/sp/ep per eating a corpse, which is quite silly
> and quite an advantage. It's food, they're eating it, you don't get
> healed from eating a carrot either. Eating corpses should provide
> sustenance, nothing more.
> 
> Sincerely, Koma
> 
some races have lower stats because of the eat corpse ability,
right? I'd be fine with that, say if mindflayer had an extra 5%
skill max..

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

poster: Arkangyle
subject: >>corpse eating
date: Thu Jul 18 11:16:29 2002

On Thu Jul 18 09:29:27 2002 Litho wrote post #473:
> On Thu Jul 18 07:38:22 2002 Koma wrote post #472:
> > I think healing from corpse eating should be removed. Currently it
> > gives around +30 hp/sp/ep per eating a corpse, which is quite silly
> > and quite an advantage. It's food, they're eating it, you don't get
> > healed from eating a carrot either. Eating corpses should provide
> > sustenance, nothing more.
> > 
> > Sincerely, Koma
> > 
> some races have lower stats because of the eat corpse ability,
> right? I'd be fine with that, say if mindflayer had an extra 5%
> skill max..

I believe the primary penalty to a race for corpse eating is in
exprate, not in lower stats, but either could be bartered for in an
alteration.

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

poster: Arkangyle
subject: >Plans..
date: Thu Jul 18 11:17:41 2002

On Thu Jul 18 06:26:29 2002 Celine wrote post #471:
> These are great and amazing things. Wonderously hilarious in some
> cases. Deeply introspective in others.
> I would love the ability to be able to edit what I already have
> instead of copy/pasting 30+ lines of text. Mayhap an edit command
> could be added? If not for memory or difficulty to code reasons then
> its all G, because I have another idea...
> 
> Contests. A small prize at the end of each week for well done plans.
> Maybe even have categories like:
> Funniest. Geekiest. Best in mud quote. Best out of mud quote.
> Oddest. Most Disturbing.
> shrug.. could inspire people to think instead of just slam monsters
> all day as an alternative way to make some gold.
> 
> -Cel

One way to get around this would simply be to write your plan in a
text file on your computer, and cut/paste it after making slight
alterations.

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

poster: Litho
subject: Blood Storm
date: Thu Jul 18 12:31:56 2002

This spell, Blood storm, found in the omicron guild, of high priest
says that it is a very powerful spell.
I have all 105%+masteries, and still only do very high dmg with it,
it costs a substantial amount of blood, and does not so great dmg.
Anyway, possibly lower the blood amount taken, or up the spell
damage, it would atleast add some balance to the guild imo, thanks.

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

poster: Coal
subject: Blood Storm
date: Thu Jul 18 12:39:54 2002

I have to agree with litho here. Blood storm and in fact most harmer
spells are under powered. Blood storm seems to get the short end of
the stick, especially since it's an omnicron spell. Maybe upping the
damage a bit, adding a few more rounds to the casting time would be
an adequate tune. fear...I said tune...
-Coalpants the sometimes harmer who loves it.

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

poster: Trax
subject: 2 things
date: Thu Jul 18 16:45:02 2002

1. Gem bags are great...how but a similar item for herbs?  They would
gofish
really help in reducing spam when looking at your inv.

2. Is it really necessary that the find herbs skill take forever to
perform?  This is a non combat prep skill and speeding it up would not
serve to bolster exp rate or whatever, but it would surely cut down on
boring prep time...sucks to have to sit there waiting and waiting just to
get started playing.

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

poster: Vor
subject: commune with nature
date: Thu Jul 18 17:22:35 2002

how about a message for when the mastery affects poison dart?

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

poster: Celine
subject: >>Plans..
date: Thu Jul 18 20:30:58 2002

On Thu Jul 18 11:17:41 2002 Arkangyle wrote post #475:
> On Thu Jul 18 06:26:29 2002 Celine wrote post #471:
> > These are great and amazing things. Wonderously hilarious in some
> > cases. Deeply introspective in others.
> > I would love the ability to be able to edit what I already have
> > instead of copy/pasting 30+ lines of text. Mayhap an edit command
> > could be added? If not for memory or difficulty to code reasons then
> > its all G, because I have another idea...
> > 
> > Contests. A small prize at the end of each week for well done plans.
> > Maybe even have categories like:
> > Funniest. Geekiest. Best in mud quote. Best out of mud quote.
> > Oddest. Most Disturbing.
> > shrug.. could inspire people to think instead of just slam monsters
> > all day as an alternative way to make some gold.
> > 
> > -Cel
> 
> One way to get around this would simply be to write your plan in a
> text file on your computer, and cut/paste it after making slight
> alterations.
Nod. That woould work. Assuming my computer did. I always have
problems with runons getting cutoff and what not when i do that.
Have tried just about everything. Like i said though its ok if not
because i can get along. Aint nuttin you cant do with condoms duct
tape and a rubber band.

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

poster: Pedron
subject: >corpse eating
date: Fri Jul 19 01:02:42 2002

On Thu Jul 18 07:38:22 2002 Koma wrote post #472:
> I think healing from corpse eating should be removed. Currently it
> gives around +30 hp/sp/ep per eating a corpse, which is quite silly
> and quite an advantage. It's food, they're eating it, you don't get
> healed from eating a carrot either. Eating corpses should provide
> sustenance, nothing more.
> 
> Sincerely, Koma
> 
It ought to make you sick sometimes, feeel great or get high other 
times, or be impossible some other times.
I agree it makes little sense for eating a corpse to heal 
wounds unless it was some neat magical creature like 
elves or unicorns or something.
And it's only +30 hp/sp/ep for killing 200k monsies or 
something.  Rest of us gotta nuke a heap of small ones 
to scrape up very much. :)
(Evoker area attacking in minotaurs was great..)

-pedron

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

poster: Jaws
subject: corpses
date: Fri Jul 19 01:45:23 2002

I think party of the gist was, make modifications
and allow a wider vareity of races to eat
but they would have different consequences

for some races, say they would 90% f the time get poisoned etc

GCH
but also maybe make some say in traveller guild to butcher the meat then
say cook it - then make it a food item - or variable depending how
spiffy we wanna get

also some of the ideas of special mobs empassing strange effects would be cool

I can just c a dice for who gets to eat

lotsa room for improvement as is now what is setup is not really
that spiffy.

Jaws

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

poster: Sleet
subject: >corpses
date: Fri Jul 19 02:23:07 2002

On Fri Jul 19 01:45:23 2002 Jaws wrote post #482:
> I think party of the gist was, make modifications
> and allow a wider vareity of races to eat
> but they would have different consequences
> 
> for some races, say they would 90% f the time get poisoned etc
> 
> GCH
> but also maybe make some say in traveller guild to butcher the meat then
> say cook it - then make it a food item - or variable depending how
> spiffy we wanna get
> 
> also some of the ideas of special mobs empassing strange effects would be
cool
> 
> I can just c a dice for who gets to eat
> 
> lotsa room for improvement as is now what is setup is not really
> that spiffy.
> 
> Jaws
i suggested a skill earlier about somthign liek that,
so you would know what parts of the animal to eat to get the greatest benifet,
like you wouldnt eat a whoel cow, but what part would you eat...
would ya eat its shoulder or its colon?

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

poster: Sleet
subject: rufrin
date: Sat Jul 20 02:25:21 2002

it would would be really chill if rufrin could give stats on the eq
he sells...
or maybe at the minimal what level eq it is and whether its caster
or fighter or what...
ive found eq on here a couple of times that isnt on any of the eq
pages and no one seems to know what the stats are.'
i was thinkign maybe he could tell you the stats of an item for
maybe liek 10k or somthing, just a regular id. Thanks.

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

poster: Pedron
subject: >rufrin
date: Sat Jul 20 02:45:04 2002

On Sat Jul 20 02:25:21 2002 Sleet wrote post #484:
> it would would be really chill if rufrin could give stats on the eq
> he sells...
> or maybe at the minimal what level eq it is and whether its caster
> or fighter or what...
> ive found eq on here a couple of times that isnt on any of the eq
> pages and no one seems to know what the stats are.'
> i was thinkign maybe he could tell you the stats of an item for
> maybe liek 10k or somthing, just a regular id. Thanks.
He ought to tell you for free.  Lord knows 
his prices are all well over 
ordinary kinds of market prices.  At higher end, 
25k variance would be negligable.

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

poster: Apathy
subject: entock
date: Sat Jul 20 07:52:56 2002

Since it's possible to tick/tock again with the emerald pendant,
would it be possible to get entock back in the game?

-Apathy

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

poster: Pedron
subject: >entock
date: Sat Jul 20 07:54:24 2002

On Sat Jul 20 07:52:56 2002 Apathy wrote post #486:
> Since it's possible to tick/tock again with the emerald pendant,
> would it be possible to get entock back in the game?
> 
> -Apathy
If the pendant merely totals up 
all the regen you'd have gotten over the 20 heartbeats, 
eregen ought to give it a bigger tick/tock.
(Re: the tick/tocks pendant gives are variable from minute 
to minute.)

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

poster: Daneel
subject: >>corpse eating
date: Sat Jul 20 08:12:37 2002

On Fri Jul 19 01:02:42 2002 Pedron wrote post #481:
> It ought to make you sick sometimes, feeel great or get high other 
> times, or be impossible some other times.

This is already possible, if a little painful.  The onus is,
however, on the builder.  Builders can make monsters that 
have corpses that do whatever they want.

(hm... sounds like the basis of an interesting ... No! (slap) 
I have too many projects already! :-)

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

poster: Pedron
subject: >>>corpse eating
date: Sat Jul 20 08:13:37 2002

On Sat Jul 20 08:12:37 2002 Daneel wrote post #488:
> On Fri Jul 19 01:02:42 2002 Pedron wrote post #481:
> > It ought to make you sick sometimes, feeel great or get high other 
> > times, or be impossible some other times.
> 
> This is already possible, if a little painful.  The onus is,
> however, on the builder.  Builders can make monsters that 
> have corpses that do whatever they want.
> 
> (hm... sounds like the basis of an interesting ... No! (slap) 
> I have too many projects already! :-)
Quit your job and move in with mom I say!!

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

poster: Switchblade
subject: wandering mobs
date: Sat Jul 20 09:53:38 2002


[Well, i don't exactly know the reasons for this, but i'm probably
not the only one wondering, so i'll go ahead and make this
suggestion and see what happens]

    I've noticed that a mob that wanders into a room becomes the
first mob in the room (the top one, which IDs as first mob).. so if
there is any time-discrepancy within the party for initiating
skill/spell attacks on a mob, there is the chance that another mob
will wander in during the gap and me mistakenly targeted as well.
   
   Really i'm just wondering why a mob that wanders in becomes the
first mob in the room - and if it would be possible to change that
so a mob that wanders in becomes the last mob?  It is probably too
complicated to change that feature, but thought i'd ask anyway - i
think it would make sense if you think about what a fictional group
of adventurers would do - a blaster who is slow isn't going to see
some 2nd mob wander in and think "hey, i'm gonna be a rebel and
attack THAT one instead"..  if it is a game balance issue then you
could just up the chance of an assist, i don't know, that seems more
realistic anyway than what i would label "unrealistic targeting
confusion". thanks for listening

-switchblade


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

poster: Coal
subject: stuff 
date: Sat Jul 20 12:39:02 2002

1. (Pedron, Rufrin buys low, and sells at low/average prices... Some
items he buys high and sells higher, but that is mostly on items
that have stats that no-one wants... This is just an observation
based on the last 6 months of eq prices and parties.) I agree that
he should tell stats just like most players should too, mostly since
i can't say "Hey Rufrin what are the stats, slots, mb, weight,
monster eq was taken from, worth of monster, and location?" I think
that this would be a wonderful idea specially for items that are not
on eq pages.
2. In regards to Druids and the Find Herbs skill, why not just give
them motion control that will cut down the time spent idly gathering
herbs. Since alot of times not all the herbs can be found on one
isle it takes a while to move around, and speed can sometimes be of
the essence, when you are setting up. (unless you sit in a city and
gather herbs...which i think is kinda bunk...) And its not like
motion control affects combat so you won't see druids running around
pulling off 1 round staff bashes... not sure that made sense...oh
well...
-Coalpants...who is now confused ...

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

poster: Coal
subject: stuff2
date: Sat Jul 20 12:40:51 2002

Switchblades idea about the wandering mobs was good. I like it, and
it makes sense to me...
-Coal the unconfused.

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

poster: Zifnab
subject: >stuff2
date: Sat Jul 20 12:50:37 2002

On Sat Jul 20 12:40:51 2002 Coal wrote post #492:
> Switchblades idea about the wandering mobs was good. I like it, and
> it makes sense to me...
> -Coal the unconfused.
we have no control over that, it is handled by the driver.

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

poster: Marvin
subject: >entock
date: Sat Jul 20 14:05:12 2002

On Sat Jul 20 07:52:56 2002 Apathy wrote post #486:
> Since it's possible to tick/tock again with the emerald pendant,
> would it be possible to get entock back in the game?
> 
> -Apathy
no =P

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

poster: Daneel
subject: >stuff 
date: Sat Jul 20 16:31:33 2002

Coal asked:
>... why not just give them [druids] motion control...?
They may take a while, but woodsmen do have motion control, and find
herbs - perhaps more druids should buy their herbs off woodsmen :-)

          -Daneel

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

poster: Malifix
subject: >stuff2
date: Sat Jul 20 17:24:54 2002

This has been brought up before

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

poster: Warchief
subject: >wandering mobs
date: Sat Jul 20 17:32:51 2002

On Sat Jul 20 09:53:38 2002 Switchblade wrote post #490:
> [Well, i don't exactly know the reasons for this, but i'm probably
> not the only one wondering, so i'll go ahead and make this
> suggestion and see what happens]
> 
>     I've noticed that a mob that wanders into a room becomes the
> first mob in the room (the top one, which IDs as first mob).. so if
> there is any time-discrepancy within the party for initiating
> skill/spell attacks on a mob, there is the chance that another mob
> will wander in during the gap and me mistakenly targeted as well.
>    
>    Really i'm just wondering why a mob that wanders in becomes the
> first mob in the room - and if it would be possible to change that
> so a mob that wanders in becomes the last mob?  It is probably too
> complicated to change that feature, but thought i'd ask anyway - i
> think it would make sense if you think about what a fictional group
> of adventurers would do - a blaster who is slow isn't going to see
> some 2nd mob wander in and think "hey, i'm gonna be a rebel and
> attack THAT one instead"..  if it is a game balance issue then you
> could just up the chance of an assist, i don't know, that seems more
> realistic anyway than what i would label "unrealistic targeting
> confusion". thanks for listening
> 
> -switchblade
> 

Tell the slower blasters to not use the syntax " cast  at a
 ".  Tell them to use instead " cast  ".  Offensive
spells default their target to the monster that is in combat with
the caster and since the entire party is pulled into combat when one
member of the party goes into combat, this proves to be a safe and
effective manner of partying.

-Chief

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

poster: Tranquil
subject: >stuff 
date: Mon Jul 22 02:28:52 2002

On Sat Jul 20 12:39:02 2002 Coal wrote post #491:
> 1. (Pedron, Rufrin buys low, and sells at low/average prices... Some
> items he buys high and sells higher, but that is mostly on items
> that have stats that no-one wants... This is just an observation
> based on the last 6 months of eq prices and parties.) I agree that
> he should tell stats just like most players should too, mostly since
> i can't say "Hey Rufrin what are the stats, slots, mb, weight,
> monster eq was taken from, worth of monster, and location?" I think
> that this would be a wonderful idea specially for items that are not
> on eq pages.
> 2. In regards to Druids and the Find Herbs skill, why not just give
> them motion control that will cut down the time spent idly gathering
> herbs. Since alot of times not all the herbs can be found on one
> isle it takes a while to move around, and speed can sometimes be of
> the essence, when you are setting up. (unless you sit in a city and
> gather herbs...which i think is kinda bunk...) And its not like
> motion control affects combat so you won't see druids running around
> pulling off 1 round staff bashes... not sure that made sense...oh
> well...
> -Coalpants...who is now confused ...

This would be fair, assuming that you were to give woodsmen Quick
chant, since effectively, while not used often, spells do play a
large part of woodsman playability. (speaking of which, quick chant
should also be modified to be similar to motion control in that
being in combat negates the mastery, all skills and spells should
have a measure of randomness in their using/casting time, and a
general mastery similar to HEF should be coded for skills; These
changes would all be to rectify the complete lack of balance between
fighter types and caster types that currently exists.)

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

poster: Sigwald
subject: >entock
date: Mon Jul 22 08:57:12 2002

On Sat Jul 20 07:52:56 2002 Apathy wrote post #486:
> Since it's possible to tick/tock again with the emerald pendant,
> would it be possible to get entock back in the game?
> 
> -Apathy
Nope, would be totally pointless to have a spell that affects
a single item.

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

poster: Pedron
subject: >>stuff 
date: Mon Jul 22 09:32:03 2002

On Mon Jul 22 02:28:52 2002 Tranquil wrote post #498:
> On Sat Jul 20 12:39:02 2002 Coal wrote post #491:
> > 1. (Pedron, Rufrin buys low, and sells at low/average prices... Some
> > items he buys high and sells higher, but that is mostly on items
> > that have stats that no-one wants... This is just an observation
> > based on the last 6 months of eq prices and parties.) I agree that
> > he should tell stats just like most players should too, mostly since
> > i can't say "Hey Rufrin what are the stats, slots, mb, weight,
> > monster eq was taken from, worth of monster, and location?" I think
> > that this would be a wonderful idea specially for items that are not
> > on eq pages.
> > 2. In regards to Druids and the Find Herbs skill, why not just give
> > them motion control that will cut down the time spent idly gathering
> > herbs. Since alot of times not all the herbs can be found on one
> > isle it takes a while to move around, and speed can sometimes be of
> > the essence, when you are setting up. (unless you sit in a city and
> > gather herbs...which i think is kinda bunk...) And its not like
> > motion control affects combat so you won't see druids running around
> > pulling off 1 round staff bashes... not sure that made sense...oh
> > well...
> > -Coalpants...who is now confused ...
> 
> This would be fair, assuming that you were to give woodsmen Quick
> chant, since effectively, while not used often, spells do play a
> large part of woodsman playability. (speaking of which, quick chant
> should also be modified to be similar to motion control in that
> being in combat negates the mastery, all skills and spells should
> have a measure of randomness in their using/casting time, and a
> general mastery similar to HEF should be coded for skills; These
> changes would all be to rectify the complete lack of balance between
> fighter types and caster types that currently exists.)

Maybe some general protection type skill to speed up 
targetted combat skills and make em fail less.
(similar to blademasters assuming the Void in wheel of time 
series if anyone cares. :)

-Pedron

ps>disregard if such a skill already exosts.

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

poster: Skillz
subject: calc
date: Mon Jul 22 13:47:58 2002

Maybe there's way to make 'calc' command based on some OS calculator.
Also maybe cool options for this command: skill and spell. 
So '>calc spell identify 90' checks your spell rate and base spell
cost, then shows total exp/gold to train to lvl 90.

all skillz

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

poster: Celine
subject: Hunger
date: Mon Jul 22 18:14:45 2002

Perhaps a small help file? Especially for new people or old people
coming back that dont know it is more important now.

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

poster: Afkaserious
subject: eq monsies
date: Mon Jul 22 18:23:21 2002

eat a corpse
pick up all
put gems in gem bag
' Stunned !!
eat a corpse
pick up all
put gems in gem bag
' Stunned !!
About the fact that EQ decay and there should be more EQ parties,
maybe make some weaker eq monsters. So newbies and such can get some
too. without having to join highbies in parties..
' Stunned !!
' Stunned !!
' Stunned !!
eat a corpse
pick up all
put gems in gem bag
' Stunned !!
news

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

poster: Afkaserious
subject: Hmm. that worked.
date: Mon Jul 22 18:24:54 2002

Hint to self. turn off trigger when posting something. Sorry guys.

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

poster: Magneto
subject: >Hmm. that worked.
date: Mon Jul 22 22:47:38 2002

you know you can delete and repost it w/o that crap

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

poster: Pedron
subject: >eq monsies
date: Tue Jul 23 01:36:27 2002

Checkout the wicked witch in the church area, 
squid in the depths of the ocean, find quirk the ice demon 
in the pales, the strongman at the circus, perhaps others.
None of their equipment is a patch to what you'd find on 
things like the tyranosaurus and things, but they're there..
Hagworth's castle.. red eagle guards.. 
blue black white red monk leaders for a more challenging 
newbie/lowbie eq fight.. some guys in the lizardman swamp on hyboria.. 
a rat king somewhere under turantia.. green brown yellow priests 
of mitra.. a ninja named banin.. 
goblin chief.. nethergoblin chief.. 
goodwhin castle bee king queen.. stuff..
Newbie eq is out there.  You just gotta find it. ;)
If a monster in a newbie area kills you inside a round, odds 
are you can make a newbie eq party to take it out..
earthfast guards.. some princess bride folks.. crystal beasts..

-<--Pedron--- Supernewbie

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

poster: Prophet
subject: 'zombies' event =)
date: Tue Jul 23 02:56:07 2002

How about an event where you cannot eat corpse, or dig grave.. for a
period of 1hr or something.. and the zombies/ghasts/etc are realllly
tough.. (but with some xp).. ran by some evil dewd who sits in CS
and spams? =) 

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

poster: Rancor
subject: Rufrin's prices
date: Tue Jul 23 04:09:54 2002

Dunno if it has been suggested,  But what if rufrin were to slowly
drop his prices as time went on and noone bought the eq?  Kinda like
the reinc tax.  Dunno just a thought.
Rancor

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

poster: Rizzly
subject: >Rufrin's prices
date: Tue Jul 23 04:11:21 2002

On Tue Jul 23 04:09:54 2002 Rancor wrote post #508:
> Dunno if it has been suggested,  But what if rufrin were to slowly
> drop his prices as time went on and noone bought the eq?  Kinda like
> the reinc tax.  Dunno just a thought.
> Rancor

afaik, he already does that.  I've noticed prices dropping on
various items he sells over time.

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

poster: Rancor
subject: prices
date: Tue Jul 23 04:12:04 2002

ignore me :)

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

poster: Litho
subject: >Rufrin's prices
date: Tue Jul 23 04:30:36 2002

On Tue Jul 23 04:09:54 2002 Rancor wrote post #508:
> Dunno if it has been suggested,  But what if rufrin were to slowly
> drop his prices as time went on and noone bought the eq?  Kinda like
> the reinc tax.  Dunno just a thought.
> Rancor
he does.

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

poster: Arkangyle
subject: >>Rufrin's prices
date: Tue Jul 23 07:25:22 2002

On Tue Jul 23 04:30:36 2002 Litho wrote post #511:
> On Tue Jul 23 04:09:54 2002 Rancor wrote post #508:
> > Dunno if it has been suggested,  But what if rufrin were to slowly
> > drop his prices as time went on and noone bought the eq?  Kinda like
> > the reinc tax.  Dunno just a thought.
> > Rancor
> he does.

does that mean items which sell fast are increased in price the next
time he attempts to sell them?

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

poster: Arkangyle
subject: command stacks
date: Tue Jul 23 08:15:49 2002

I will start to say I am glad to see that we are no longer severely
limited in the # of commands we can issue through "15 e" and such. 
I do think, however, that it would be in our best interest to
delimit this to some reasonable number, in the event that a player
typos a large number and ends up in a massive sequence.

My recommendation is a top limit of 99.  There really shouldn't be
much, if any, need for a value higher than this.

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

poster: Debacle
subject: plaques
date: Tue Jul 23 11:20:00 2002

perhaps a plaque for the most number of deaths.. like we usta have..
regardless if pk system still exists =P
plus perhaps a plaque with the most number of tps 

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

poster: Litho
subject: >plaques
date: Tue Jul 23 12:32:00 2002

On Tue Jul 23 11:20:00 2002 Debacle wrote post #514:
> perhaps a plaque for the most number of deaths.. like we usta have..
> regardless if pk system still exists =P
> plus perhaps a plaque with the most number of tps 
deaths -p

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

poster: Zifnab
subject: >command stacks
date: Tue Jul 23 12:37:19 2002

On Tue Jul 23 08:15:49 2002 Arkangyle wrote post #513:
> I will start to say I am glad to see that we are no longer severely
> limited in the # of commands we can issue through "15 e" and such. 
> I do think, however, that it would be in our best interest to
> delimit this to some reasonable number, in the event that a player
> typos a large number and ends up in a massive sequence.
> 
> My recommendation is a top limit of 99.  There really shouldn't be
> much, if any, need for a value higher than this.

What is your thinking on why a limit is necessary?
if the player does some huge sequence he only hurts 
himself. I have experiemented with 25000 X and the rest of the mud
never noticed.

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

poster: Patato
subject: newbie eq
date: Tue Jul 23 15:47:10 2002

ok, the eq at the newbie forest is great and all (and congats to the
designers), but, say you reinc to a different race that cant wield
it or a different guild that doesnt need those stats, since no one
else can wield it theres no point in it anymore
none of the shopkeepers buy it and well... you get it
i was just thinking (and im not sure if somone said this already)
what if we could "dismantle" them? we could get the parts back, or
if you wisses dont like that, we could get back some of them and say
the others were damaged beyond use in the  dismantleing of it
thx and flame away:
Patato

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

poster: Genesis
subject: bank
date: Tue Jul 23 22:45:36 2002

how about making it so that you can type withdraw all or withdraw
all gold instead of withdraw x amount of gold to get all of your
gold out of the bank. i know you can use deposit all and deposit all
on hand gold so it seems kinda silly to not be able to do the same
with withdraw.

gen

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

poster: Arkangyle
subject: >>command stacks
date: Tue Jul 23 23:49:46 2002

On Tue Jul 23 12:37:19 2002 Zifnab wrote post #516:
> On Tue Jul 23 08:15:49 2002 Arkangyle wrote post #513:
> > I will start to say I am glad to see that we are no longer severely
> > limited in the # of commands we can issue through "15 e" and such. 
> > I do think, however, that it would be in our best interest to
> > delimit this to some reasonable number, in the event that a player
> > typos a large number and ends up in a massive sequence.
> > 
> > My recommendation is a top limit of 99.  There really shouldn't be
> > much, if any, need for a value higher than this.
> 
> What is your thinking on why a limit is necessary?
> if the player does some huge sequence he only hurts 
> himself. I have experiemented with 25000 X and the rest of the mud
> never noticed.

My consideration on this is not to protect the mud, but the player. 
I have no need to do something 25,000 times ... nor does anyone
else.  Why should the mud waste processor time (even if it only
affects that one player) performing a routine thousands of times,
that the player DOESN'T want to do anyway?

The personal thought that came to me in this was ... what if I typo
and do something that spams me out and causes me to die that I
didn't intend to do.

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

poster: Tektor
subject: Hi Again no trigger spam now.
date: Thu Jul 25 00:07:00 2002

Theres a large lack of eq being done mostly because there are no
abjs. Maybe lower the cost of vulns a bit? So atleast we can have
vulners disrupts could still be costly ect. But its really silly
that only reason eq isnt being done is because of a lack of 1
guild.

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

poster: Litho
subject: >Hi Again no trigger spam now.
date: Thu Jul 25 00:17:29 2002

On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> Theres a large lack of eq being done mostly because there are no
> abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> vulners disrupts could still be costly ect. But its really silly
> that only reason eq isnt being done is because of a lack of 1
> guild.
I offered to go abj, but no one seems to like me and would not party
with me afaik, atleast the only bigeq tanks said that.

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

poster: Pedron
subject: >>Hi Again no trigger spam now.
date: Thu Jul 25 00:20:59 2002

On Thu Jul 25 00:17:29 2002 Litho wrote post #522:
> On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> > Theres a large lack of eq being done mostly because there are no
> > abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> > vulners disrupts could still be costly ect. But its really silly
> > that only reason eq isnt being done is because of a lack of 1
> > guild.
> I offered to go abj, but no one seems to like me and would not party
> with me afaik, atleast the only bigeq tanks said that.
I think tektor's point can't be 
made from his 85m worth soap box..
Tertiary healer and maybe 3 gamma dtype evoker 
are the only things not impossible to train for fighting 
1m+ worth eq monsies afaik,,
,

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

poster: Tahnval
subject: >>Hi Again no trigger spam now.
date: Thu Jul 25 00:45:53 2002

On Thu Jul 25 00:17:29 2002 Litho wrote post #522:
> On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> > Theres a large lack of eq being done mostly because there are no
> > abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> > vulners disrupts could still be costly ect. But its really silly
> > that only reason eq isnt being done is because of a lack of 1
> > guild.
> I offered to go abj, but no one seems to like me and would not party
> with me afaik, atleast the only bigeq tanks said that.
I didn't say that.  I think you are funny, especially when you
MUD drunk.

Tahnval the quite big EQ tank (3Khps without rack, songs and stuff)

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

poster: Pedron
subject: reinc tax wish
date: Thu Jul 25 02:25:18 2002

Ought to be some wish to double/triple the 
rate at which your reinc tax goes down.

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

poster: Myrddin
subject: >Hi Again no trigger spam now.
date: Thu Jul 25 03:16:49 2002

On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> Theres a large lack of eq being done mostly because there are no
> abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> vulners disrupts could still be costly ect. But its really silly
> that only reason eq isnt being done is because of a lack of 1
> guild.
Hi, Im an abj. I do eq. I believe it was two nights ago we did
chara, lavos, ghazi, gangreal, aquaria and typhoon. 
Pretty good imho.
I also know of 2-3 other abjs capable of doing eq.
The main lack Ive seen lately has been healer/tanks but the tank
problem seems to have been fixed by some recent reincs.
I also have found a few new healers, so i expect more eq to be done
in the near future.
Myrddin abj-h00r

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

poster: Tamuli
subject: >>>abj
date: Thu Jul 25 03:31:02 2002

i know a solution to the problem of lack of abjurers. im an abj and
im on alot,
but im not quite big enough. sooooo get me lots of exps and i can be
eq abj for ya :)

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

poster: Eponine
subject: >>>>abj
date: Thu Jul 25 03:32:35 2002

On Thu Jul 25 03:31:02 2002 Tamuli wrote post #527:
> i know a solution to the problem of lack of abjurers. im an abj and
> im on alot,
> but im not quite big enough. sooooo get me lots of exps and i can be
> eq abj for ya :)
Advertising an abjuwhore bigger than Tamuli...available for duty
whenever I'm on, just holler

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

poster: Tahnval
subject: >>Hi Again no trigger spam now.
date: Thu Jul 25 04:12:55 2002

On Thu Jul 25 03:16:49 2002 Myrddin wrote post #526:
> On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> > Theres a large lack of eq being done mostly because there are no
> > abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> > vulners disrupts could still be costly ect. But its really silly
> > that only reason eq isnt being done is because of a lack of 1
> > guild.
> Hi, Im an abj. I do eq. I believe it was two nights ago we did
> chara, lavos, ghazi, gangreal, aquaria and typhoon. 
> Pretty good imho.
> I also know of 2-3 other abjs capable of doing eq.
> The main lack Ive seen lately has been healer/tanks but the tank
> problem seems to have been fixed by some recent reincs.
> I also have found a few new healers, so i expect more eq to be done
> in the near future.
> Myrddin abj-h00r
I have a great suggestion to solve one of the biggest problems.
The world should use a single time zone.  I mean, who really cares
if it is dark during the day and light at night?  It would be worth
that to get people on at the same time.  EQ parties seem to start
at six in the morning my time, and this eminently sensible 
suggestion would solve that problem.

Tahnval the caffeine-deprived.

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

poster: Trax
subject: inventory
date: Thu Jul 25 04:18:34 2002

I don't know if this would pose any difficulties,
but it would be really nice if we could have an
inventory screen similar to the format of the score
screen.  It might enable us to see all of our inv on
one screen without having to scroll up and down.
Maybe you could fit four or five columns in the box,
each column for each item group.

Just a suggestion, I think it would remove an annoyance
3 think YOU BIG SOFTIE!
we deal with everyday.  This new format wouldn't necessarily
have to replace the current format, rather, it could be
another option just as jscore is to score.

Thanks,
Trax

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

poster: Darc
subject: Call Lightning
date: Thu Jul 25 20:21:02 2002

Call Lightning
the weather watcher spell call lightning would rock if you could cast
it indoors, so i say it should be tune to where if you have call clouds
high enough, call lightning should work indoors with a cloud.

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

poster: Tranquil
subject: >>>Hi Again no trigger spam now.
date: Fri Jul 26 02:14:21 2002

On Thu Jul 25 04:12:55 2002 Tahnval wrote post #529:
> On Thu Jul 25 03:16:49 2002 Myrddin wrote post #526:
> > On Thu Jul 25 00:07:00 2002 Tektor wrote post #521:
> > > Theres a large lack of eq being done mostly because there are no
> > > abjs. Maybe lower the cost of vulns a bit? So atleast we can have
> > > vulners disrupts could still be costly ect. But its really silly
> > > that only reason eq isnt being done is because of a lack of 1
> > > guild.
> > Hi, Im an abj. I do eq. I believe it was two nights ago we did
> > chara, lavos, ghazi, gangreal, aquaria and typhoon. 
> > Pretty good imho.
> > I also know of 2-3 other abjs capable of doing eq.
> > The main lack Ive seen lately has been healer/tanks but the tank
> > problem seems to have been fixed by some recent reincs.
> > I also have found a few new healers, so i expect more eq to be done
> > in the near future.
> > Myrddin abj-h00r
> I have a great suggestion to solve one of the biggest problems.
> The world should use a single time zone.  I mean, who really cares
> if it is dark during the day and light at night?  It would be worth
> that to get people on at the same time.  EQ parties seem to start
> at six in the morning my time, and this eminently sensible 
> suggestion would solve that problem.
> 
> Tahnval the caffeine-deprived.

Wasn't there something about the net having it's own unique version
of counting time? I seem to remember something about 1000 'minutes'
in a r/t 24 hour period.. Perhaps we should bring this back into
play ;)


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

poster: Pedron
subject: >Call Lightning
date: Fri Jul 26 05:30:57 2002

On Thu Jul 25 20:21:02 2002 Darc wrote post #531:
> Call Lightning
> the weather watcher spell call lightning would rock if you could cast
> it indoors, so i say it should be tune to where if you have call clouds
> high enough, call lightning should work indoors with a cloud.
Maybe a mastery for you guys to 
pull the potential for lightning bolts from 
charged particles in the air if your indoors for a 
lower power 'lightning bolt.'

-Pedron shuffles around on the carpet in preparation 
for this new spell.. ;)

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

poster: Pedron
subject: variable eq decay speed as a racial bonus?
date: Fri Jul 26 06:13:26 2002

Say maybe no eq decay for gnomish tinkerer types, 
extra eq decay for fiery phoenixes, roudy trolls, 
trash kobolds, avg decay for others, 
lower decay for dainty faeries.. stuff

Just a notion,
Pedron

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

poster: Switchblade
subject: pigeon hunt event
date: Sat Jul 27 03:17:57 2002


I recall winning the event, and the armor, tho nice, was useless to
me as (iirc)
it is caster eq, although the AC was good.  Considering that the
suit of feathers
is only sellable to shops really (since it only fits the winner of the event),
maybe there could be some check as to the guild of the wearer, and if 
mage/cleric/druid give spr and caster stuffs, if figh
er/rogue/woodsman give tankish stuff, epr, etc..

-switchblade

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

poster: Moi
subject: Name change
date: Sat Jul 27 04:08:19 2002

It would be cool if you we could change our name. Because sometimes
you get stuck with a name you may suddenly not like and you can't
commit suicide cuz its too late, and you can't just start another
because your worth too much, I'm not saying we should be able to do
this anytime but it would be nice if we could do it. 
                                    ~Moi~

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

poster: Zifnab
subject: >Name change
date: Sat Jul 27 04:12:55 2002

On Sat Jul 27 04:08:19 2002 Moi wrote post #536:
> It would be cool if you we could change our name. Because sometimes
> you get stuck with a name you may suddenly not like and you can't
> commit suicide cuz its too late, and you can't just start another
> because your worth too much, I'm not saying we should be able to do
> this anytime but it would be nice if we could do it. 
>                                     ~Moi~
It is a pain in the ass to do.  I started to do it once, and
the number of places your name is stored is far to many to
even attempt to do it correctly.

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

poster: Mixer
subject: >Name change
date: Sat Jul 27 12:33:27 2002

On Sat Jul 27 04:08:19 2002 Moi wrote post #536:
> It would be cool if you we could change our name. Because sometimes
> you get stuck with a name you may suddenly not like and you can't
> commit suicide cuz its too late, and you can't just start another
> because your worth too much, I'm not saying we should be able to do
> this anytime but it would be nice if we could do it. 
>                                     ~Moi~
No!  Its too difficult.  Live with your names!

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

poster: Pedron
subject: harmer/healer altars
date: Sun Jul 28 12:11:19 2002

Ought to be some altars where we can sacrifice food and gold 
and gems to our respective gods.  Harmers gain more evil alignment 
the more they offer, healers gain more good alignment.
Could make the demand quite high so redemption and such 
are still useful, say 10k coins/alignment rank change 
or that much infood or gems..

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

poster: Litho
subject: >harmer/healer altars
date: Sun Jul 28 12:41:22 2002

On Sun Jul 28 12:11:19 2002 Pedron wrote post #539:
> Ought to be some altars where we can sacrifice food and gold 
> and gems to our respective gods.  Harmers gain more evil alignment 
> the more they offer, healers gain more good alignment.
> Could make the demand quite high so redemption and such 
> are still useful, say 10k coins/alignment rank change 
> or that much infood or gems..
mm yea

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

poster: Querulo
subject: SUMMARY
date: Sun Jul 28 19:55:45 2002

Summary could count xp rate (xps per minute).
Just an idea...

Querulo

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

poster: Celine
subject: >SUMMARY
date: Sun Jul 28 20:08:28 2002

it did used to do this right? or something similar that my tired
brain confuses it with? i loved it...

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

poster: Wildchild
subject: >>SUMMARY
date: Sun Jul 28 22:55:04 2002

On Sun Jul 28 20:08:28 2002 Celine wrote post #542:
> it did used to do this right? or something similar that my tired
> brain confuses it with? i loved it...

Yes, it used to. The player can create a one-man party if they
really want to to see their exp/min right now.

-WC

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

poster: Apathy
subject: >>>SUMMARY
date: Mon Jul 29 00:48:50 2002

On Sun Jul 28 22:55:04 2002 Wildchild wrote post #543:
> On Sun Jul 28 20:08:28 2002 Celine wrote post #542:
> > it did used to do this right? or something similar that my tired
> > brain confuses it with? i loved it...
> 
> Yes, it used to. The player can create a one-man party if they
> really want to to see their exp/min right now.
> 
> -WC

Or they can *gasp* get a calculator and do the division themselves!

-Apathy

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

poster: Quillz
subject: city lamps
date: Mon Jul 29 06:29:32 2002

Cmon, I know ya'll are trying to get rid of the whole "dragon"
theme, but the old message when little dragons lit the lamps in
town, that was friggin cool
havin some old man light the lamps is boring :-)
Q

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

poster: Sleet
subject: >>>>SUMMARY
date: Mon Jul 29 13:14:23 2002

On Mon Jul 29 00:48:50 2002 Apathy wrote post #544:
> On Sun Jul 28 22:55:04 2002 Wildchild wrote post #543:
> > On Sun Jul 28 20:08:28 2002 Celine wrote post #542:
> > > it did used to do this right? or something similar that my tired
> > > brain confuses it with? i loved it...
> > 
> > Yes, it used to. The player can create a one-man party if they
> > really want to to see their exp/min right now.
> > 
> > -WC
> 
> Or they can *gasp* get a calculator and do the division themselves!
> 
> -Apathy
get an abicusus

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

poster: Kasma
subject: Tatra
date: Mon Jul 29 21:10:53 2002

Tatra tells you: i do nothing in any of my parties
Tatra tells you: i sit and gain xp
Tatra tells you: i push the x key to blast if you call that work

I would just like to praise tatra for the wonderful things he has
done to help us all gain xp
Thank you tatra

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

poster: Kasma
subject: oop
date: Mon Jul 29 21:12:26 2002

that last message belongs in praise, my bad

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

poster: Darc
subject: Half Harm
date: Mon Jul 29 23:31:21 2002

Ok, the beginning might sound dumb, but in pokemon there is a skill called
leech life. Now i think half harm should work like that.
then half harm would suck life (as in the spell it says after it
works) and then give it too you
and make it so that if it fails, SOMETIMES it takes life from you.
another idea for it is that clw could be tuned down if you join harmer

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

poster: Draco
subject: >oop
date: Mon Jul 29 23:45:53 2002

On Mon Jul 29 21:12:26 2002 Kasma wrote post #548:
> that last message belongs in praise, my bad
iirc kasma, you are able to move your own posts to a diff group

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

poster: Litho
subject: >Half Harm
date: Tue Jul 30 02:44:52 2002

On Mon Jul 29 23:31:21 2002 Darc wrote post #549:
> Ok, the beginning might sound dumb, but in pokemon there is a skill called
> leech life. Now i think half harm should work like that.
> then half harm would suck life (as in the spell it says after it
> works) and then give it too you
> and make it so that if it fails, SOMETIMES it takes life from you.
> another idea for it is that clw could be tuned down if you join harmer
Evil priest has the life leech spell.

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

poster: Tranquil
subject: >Half Harm
date: Tue Jul 30 03:51:34 2002

On Mon Jul 29 23:31:21 2002 Darc wrote post #549:
> Ok, the beginning might sound dumb, but in pokemon there is a skill called
> leech life. Now i think half harm should work like that.
> then half harm would suck life (as in the spell it says after it
> works) and then give it too you
> and make it so that if it fails, SOMETIMES it takes life from you.
> another idea for it is that clw could be tuned down if you join harmer

1) help spell life leech
2) this, thank god, is not pokemon.

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

poster: Tak
subject: Enchanter
date: Tue Jul 30 06:04:27 2002

i was wondering if it would be difficult to make the enchanter in
the newbie forest let people know of the transfer, kind of like what
the bank does.
If it is not difficult, it would be much apreciated by people who use him.
the way it is now causes confusion among people trading parts.
Though i dont think it has happened to me, it also opens up the
possibility of people cheating others.
if it is difficult ignore my post, but i was just putting my two
cents in, because i have not seen a post about it.
Great job with the area for whoever coded it, thanks.
tak

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

poster: Querulo
subject: XP RATE in SUMMARY
date: Tue Jul 30 09:06:02 2002

Sorry to talk about it here again, but i would vote for xp rate
in summary. 
a] i know i can create party and thus solve it, but it means
there will be too many parties open and partiers will have more
problems to find info in all parties list.
b] i can count it myself, i know, but why? server can do it 
much better than me and if i try to do it myself, i will have
to convert 4h17m to minutes which complicates things (i know 
how to do it, but i'm lazy :])
c] i think it wouldn't complicate things 'cause server already
has everything it needs to do division (at least if i can 
imagine in as a programmer)

sorry for my continuing whining and sorry for maybe not so
clear reasons (it's difficult to think in english :])
Querulo

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

poster: Querulo
subject: NEWBIE FOREST
date: Tue Jul 30 09:40:27 2002

First i'd like to thank for newbie forest, it's really nice
place and nice piece of programming.

Second i'd like to suggest this change:
Grynzf should not spam so much when i give him all of my things
(give all to grynzf) - at least he should not talk about kept, 
dressed and wielded items (just like shopkeepers).

Last thing that comes to my mind is compacting this spam 
when i have more than one thing of one kind by commenting
it only once ('You give 10 rabbit furs to Grynzf.')

Querulo

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

poster: Javier
subject: Name Changing
date: Tue Jul 30 11:32:38 2002

I recall another issue with this idea from the past is that soeme
one could quite easily cause shite, and then change their name
without having to restart a character...etc...etc...
*appologises for typos and mumbles something about telnet*

Javi

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

poster: Javier
subject: Finger info
date: Tue Jul 30 11:35:48 2002

Just a request for the finger info on the ilsands of myth web
page....could it possibly contain the players web page address?
Unfortunatly I have to use telnet right now and sometimes the
address spams off the page before I cdan see it :(
THanks
Javi

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

poster: Ant
subject: >Finger info
date: Tue Jul 30 12:15:56 2002

On Tue Jul 30 11:35:48 2002 Javier wrote post #557:
> Just a request for the finger info on the ilsands of myth web
> page....could it possibly contain the players web page address?
> Unfortunatly I have to use telnet right now and sometimes the
> address spams off the page before I cdan see it :(
> THanks
> Javi
I'm gonna put up the autogenerated list of players' websites
in a day or two.

- Ant

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

poster: Warchief
subject: >XP RATE in SUMMARY
date: Tue Jul 30 14:01:00 2002

On Tue Jul 30 09:06:02 2002 Querulo wrote post #554:
> Sorry to talk about it here again, but i would vote for xp rate
> in summary. 
> a] i know i can create party and thus solve it, but it means
> there will be too many parties open and partiers will have more
> problems to find info in all parties list.
> b] i can count it myself, i know, but why? server can do it 
> much better than me and if i try to do it myself, i will have
> to convert 4h17m to minutes which complicates things (i know 
> how to do it, but i'm lazy :])
> c] i think it wouldn't complicate things 'cause server already
> has everything it needs to do division (at least if i can 
> imagine in as a programmer)
> 
> sorry for my continuing whining and sorry for maybe not so
> clear reasons (it's difficult to think in english :])
> Querulo

The exp rate used to be in the summary, however, it was taken out
because it made no sense at all and was not even accurately usable. 
This exp would be taking the total time of your login into affect
rather then just the time that you fight the monsters, which
includes all kinds of idle time, thus creating a very inaccurate exp
rate.  This number would be totally useless, create a party.

-Chief

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

poster: Lu
subject: lesser wishers
date: Tue Jul 30 20:44:19 2002

err, thats lesser wishes...anyway, i think we should have lesser
stat wishes, the wish gives +20 to the stat of your choice

the end
-lu

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

poster: Celine
subject: >lesser wishers
date: Tue Jul 30 21:35:01 2002

while we are wishing for wishes... i think it would toss things up a
wee bit if we could get spell/skill speed wishes back. i am sure
their is some great reason we dont have them anymore, im not aware
of it so thats my request.

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

poster: Pedron
subject: >>lesser wishers
date: Wed Jul 31 01:38:04 2002

On Tue Jul 30 21:35:01 2002 Celine wrote post #561:
> while we are wishing for wishes... i think it would toss things up a
> wee bit if we could get spell/skill speed wishes back. i am sure
> their is some great reason we dont have them anymore, im not aware
> of it so thats my request.
Something about it making characters too powerful.  Pretty sure 
loss of the wishes only kicked the crap out of woodsman/traveler 
and fighter guilds though. (As evoker, I could 
still shoot 1-round vir strikes and knockout 
100k+ worth monsies by myself.  As healer, I have a 99.9999999% 
chance of a 1-round 800 hp heal.  Thief stabbing any faster 
might be nice power, but he'd tap in 3 seconds 
with skill speed so no real harm there- 
fighter 1-2 round biofeedbacks surviving 
against all odds, and woodsman heaping up tons 
of herbs much faster to never tap are the only 
unbalancing kinds of things I could think of..)

Harmer faster drain and cauldron faster potions than what 
qc already gives might be a little over the top too.

I say they should've made skill/spell speed into greater wishes 
rather than flat remove em.  Woodsman had me banging my head 
on walls searching for firewood and herbs while I 
fought rather than mess with the active combat skills 
so I could have the herbs when I needed them. ;)  Tanking large exp
parties got 
alot harder when I couldn't biofeedback myself superfast 
in a pinch when healers slacked off as well. ;)

Ah well, think I'm done ranting.  Maybe give fighter/rogues a 
mastery or protection spell to speed up 
their active combat skills if not give back 
the skill/spell speed wishes..

-pedron

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

poster: Litho
subject: >>>lesser wishers
date: Wed Jul 31 03:47:11 2002

On Wed Jul 31 01:38:04 2002 Pedron wrote post #562:
> On Tue Jul 30 21:35:01 2002 Celine wrote post #561:
> > while we are wishing for wishes... i think it would toss things up a
> > wee bit if we could get spell/skill speed wishes back. i am sure
> > their is some great reason we dont have them anymore, im not aware
> > of it so thats my request.
> Something about it making characters too powerful.  Pretty sure 
> loss of the wishes only kicked the crap out of woodsman/traveler 
> and fighter guilds though. (As evoker, I could 
> still shoot 1-round vir strikes and knockout 
> 100k+ worth monsies by myself.  As healer, I have a 99.9999999% 
> chance of a 1-round 800 hp heal.  Thief stabbing any faster 
> might be nice power, but he'd tap in 3 seconds 
> with skill speed so no real harm there- 
> fighter 1-2 round biofeedbacks surviving 
> against all odds, and woodsman heaping up tons 
> of herbs much faster to never tap are the only 
> unbalancing kinds of things I could think of..)
> 
> Harmer faster drain and cauldron faster potions than what 
> qc already gives might be a little over the top too.
> 
> I say they should've made skill/spell speed into greater wishes 
> rather than flat remove em.  Woodsman had me banging my head 
> on walls searching for firewood and herbs while I 
> fought rather than mess with the active combat skills 
> so I could have the herbs when I needed them. ;)  Tanking large exp
> parties got 
> alot harder when I couldn't biofeedback myself superfast 
> in a pinch when healers slacked off as well. ;)
> 
> Ah well, think I'm done ranting.  Maybe give fighter/rogues a 
> mastery or protection spell to speed up 
> their active combat skills if not give back 
> the skill/spell speed wishes..
> 
> -pedron
fear i am agreeing with pedron. :)

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

poster: Warchief
subject: >>>>lesser wishers
date: Wed Jul 31 05:33:55 2002

Umm, all skills and spells using/casting speed was reduced by 1
round with the removal of those wishes.

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

poster: Kiliana
subject: open guild
date: Wed Jul 31 06:41:26 2002

maybe who open guild blah could be modified to not include those who
have been idle for awhile? say 30 minutes.. 15 maybe? i only suggest
this because its kind of rude to ask someone to party and get the
idle message for like 15 mins, so you ask somebody else, accept the
party, and then the idle person comes on 5 minutes later and you
dont need them anymore. its no huge deal, but it'd be nice imho.

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

poster: Daneel
subject: >>>>lesser wishers
date: Wed Jul 31 06:51:16 2002

Not that motion control has been added since those wishes went 
away.  It costs xps, but woodsmen et al have been compensated.

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

poster: Sleet
subject: >>>>>lesser wishers
date: Wed Jul 31 07:23:38 2002

On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> Not that motion control has been added since those wishes went 
> away.  It costs xps, but woodsmen et al have been compensated.
motion control sucks, it only works on out of combat skills.
take me for example i do 1 backstab and then 25 stabs on avg per
monsie, that 1 loss of round in the bstab means nothing in
comparasion to what would happen if it is in combat.
If it worked like quick chant i think it would be alot better.

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

poster: Tranquil
subject: >>>>>lesser wishers
date: Wed Jul 31 08:49:38 2002

On Wed Jul 31 05:33:55 2002 Warchief wrote post #564:
> Umm, all skills and spells using/casting speed was reduced by 1
> round with the removal of those wishes.
Not all, only some.

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

poster: Tranquil
subject: >>>>>lesser wishers
date: Wed Jul 31 08:53:21 2002

On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> Not that motion control has been added since those wishes went 
> away.  It costs xps, but woodsmen et al have been compensated.

Motion control was a half-effort. It works only while out of combat,
and with the exception of bard, all fighter guilds are all designed
around being in combat for melee/special attacks to work, therefore
making this skill either useless, or forcing the player out of
combat to make use of the mastery, therefore making 90% of his other
abilities useless.


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

poster: Mixer
subject: >>>>>>lesser wishers
date: Wed Jul 31 09:56:11 2002

On Wed Jul 31 08:53:21 2002 Tranquil wrote post #569:
> On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> > Not that motion control has been added since those wishes went 
> > away.  It costs xps, but woodsmen et al have been compensated.
> 
> Motion control was a half-effort. It works only while out of combat,
> and with the exception of bard, all fighter guilds are all designed
> around being in combat for melee/special attacks to work, therefore
> making this skill either useless, or forcing the player out of
> combat to make use of the mastery, therefore making 90% of his other
> abilities useless.
> 
Guys,

The skill/spell speed wishes were removed for a REASON.

They made it impossible to tune things, so they won't be making
a return any time soon.

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

poster: Celine
subject: >open guild
date: Wed Jul 31 10:02:02 2002

really? i too have a problem with typing idle foo and seeing someone
is idle.. and those little dots next to their names that signify
that they are idle.. just makes no sense to me.

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

poster: Tahnval
subject: >>>>>lesser wishers
date: Wed Jul 31 14:38:20 2002

On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> Not that motion control has been added since those wishes went 
> away.  It costs xps, but woodsmen et al have been compensated.
It only works outside combat, which makes it useless for warrior-subtree
figs.  Anything they do outside combat isn't urgent.  So what if
it takes a few more seconds to put Resist Pain up?  You only have
to do it once every 10 minutes or so.
A faster biofeedback skill would be nice, but it wouldn't
really matter that much.  If you need faster biofeedback, you're
fighting something too big anyway.  As for attack skills, we
already tap in less than two minutes when chaining attack skills.

IOW, I don't think skillspeed wishes would affect warriors
(and following guilds) anyway.

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

poster: Midnight
subject: who
date: Wed Jul 31 16:03:27 2002

looking at the who gives you the option of choosing which guild and
open players to display.
as the who is set to the short display by default, could we have the
same option whti the who long version, thus giving us info on who is
idle and so on?
just my two cents
Midnight

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

poster: Draco
subject: >who
date: Wed Jul 31 18:13:00 2002

umm, you might want to clarify that a bit better, i for one cant
really tell what your asking for here.

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

poster: Draco
subject: >>who
date: Wed Jul 31 18:20:15 2002

ok, vor kinda helped me figure out what you wanted, and from trying
every command who long open guild blah, who long open, who long
guild blah works just fine for me, so i _really_ dont know why your
asking for this now :)

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

poster: Midnight
subject: >who
date: Wed Jul 31 18:26:09 2002

Ignorance is bliss, in my case anyway.
asked for the who long to be able to do what the who short was able
to do before checking if it could do it
i.e. who long open guild foo.
my request was triggered by another note i read saying something
about idle notice after the who (who short).
being lazy i just asked before checking.
mid-lazy.

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

poster: Xerious
subject: >open guild
date: Wed Jul 31 18:33:58 2002

On Wed Jul 31 06:41:26 2002 Kiliana wrote post #565:
> maybe who open guild blah could be modified to not include those who
> have been idle for awhile? say 30 minutes.. 15 maybe? i only suggest
> this because its kind of rude to ask someone to party and get the
> idle message for like 15 mins, so you ask somebody else, accept the
> party, and then the idle person comes on 5 minutes later and you
> dont need them anymore. its no huge deal, but it'd be nice imho.
I agree.  That would help alleviate some hard feelings I have
noticed lately.  But then again, if you are going to be idle, put an
away message on.  I understand it is customary to finger someone
before an invite anyway.  This would tell people that you are idle
and they will move on to the next available player.  And don't
expect the game to go on *pause* mode just because you are idle. 
The game goes on, killing goes on, and I know Jaws wouldn't wait for
you...  Quit griping.  (*waits for falmes to appear*)

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

poster: Zifnab
subject: >>open guild
date: Wed Jul 31 18:35:43 2002

> away message on.  I understand it is customary to finger someone
> before an invite anyway.  This would tell people that you are idle
> and they will move on to the next available player.  And don't
> expect the game to go on *pause* mode just because you are idle. 
> The game goes on, killing goes on, and I know Jaws wouldn't wait for
> you...  Quit griping.  (*waits for falmes to appear*)

who tells you who is idle as well.

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

poster: Goroharahad
subject: >>open guild
date: Wed Jul 31 18:36:46 2002

Since you mentioned Jaws, we need another option in who :
who [party] [guild ]

Would help locate who's who when spam becomes unbearable :)

Goro

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

poster: Sleet
subject: >>>>>>lesser wishers
date: Wed Jul 31 19:28:45 2002

On Wed Jul 31 14:38:20 2002 Tahnval wrote post #572:
> On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> > Not that motion control has been added since those wishes went 
> > away.  It costs xps, but woodsmen et al have been compensated.
> It only works outside combat, which makes it useless for warrior-subtree
> figs.  Anything they do outside combat isn't urgent.  So what if
> it takes a few more seconds to put Resist Pain up?  You only have
> to do it once every 10 minutes or so.
> A faster biofeedback skill would be nice, but it wouldn't
> really matter that much.  If you need faster biofeedback, you're
> fighting something too big anyway.  As for attack skills, we
> already tap in less than two minutes when chaining attack skills.
> 
> IOW, I don't think skillspeed wishes would affect warriors
> (and following guilds) anyway.
it does with skill reliant guilds like rogue, espically now that we
go into autocombat. If say the time on stab went from 2 rounds to 1
i could almost double my rate with a healer

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

poster: Warchief
subject: >>>>>>>lesser wishers
date: Wed Jul 31 23:15:41 2002

On Wed Jul 31 19:28:45 2002 Sleet wrote post #580:
> On Wed Jul 31 14:38:20 2002 Tahnval wrote post #572:
> > On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> > > Not that motion control has been added since those wishes went 
> > > away.  It costs xps, but woodsmen et al have been compensated.
> > It only works outside combat, which makes it useless for warrior-subtree
> > figs.  Anything they do outside combat isn't urgent.  So what if
> > it takes a few more seconds to put Resist Pain up?  You only have
> > to do it once every 10 minutes or so.
> > A faster biofeedback skill would be nice, but it wouldn't
> > really matter that much.  If you need faster biofeedback, you're
> > fighting something too big anyway.  As for attack skills, we
> > already tap in less than two minutes when chaining attack skills.
> > 
> > IOW, I don't think skillspeed wishes would affect warriors
> > (and following guilds) anyway.
> it does with skill reliant guilds like rogue, espically now that we
> go into autocombat. If say the time on stab went from 2 rounds to 1
> i could almost double my rate with a healer
2 rounds is plenty fast enough to be using a skill dood, 1 round
skill would be insanely powerful, especially with all the friggin
masteries on that skill

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

poster: Litho
subject: >>>>>>>>lesser wishers
date: Wed Jul 31 23:37:30 2002

On Wed Jul 31 23:15:41 2002 Warchief wrote post #581:
> On Wed Jul 31 19:28:45 2002 Sleet wrote post #580:
> > On Wed Jul 31 14:38:20 2002 Tahnval wrote post #572:
> > > On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> > > > Not that motion control has been added since those wishes went 
> > > > away.  It costs xps, but woodsmen et al have been compensated.
> > > It only works outside combat, which makes it useless for warrior-subtree
> > > figs.  Anything they do outside combat isn't urgent.  So what if
> > > it takes a few more seconds to put Resist Pain up?  You only have
> > > to do it once every 10 minutes or so.
> > > A faster biofeedback skill would be nice, but it wouldn't
> > > really matter that much.  If you need faster biofeedback, you're
> > > fighting something too big anyway.  As for attack skills, we
> > > already tap in less than two minutes when chaining attack skills.
> > > 
> > > IOW, I don't think skillspeed wishes would affect warriors
> > > (and following guilds) anyway.
> > it does with skill reliant guilds like rogue, espically now that we
> > go into autocombat. If say the time on stab went from 2 rounds to 1
> > i could almost double my rate with a healer
> 2 rounds is plenty fast enough to be using a skill dood, 1 round
> skill would be insanely powerful, especially with all the friggin
> masteries on that skill
Nods, almost like..the 1 round peel fleshes/magical brands/harm
bodies i do, that do more dmg then sleet's stabs, and are
faster..right?
,

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

poster: Pedron
subject: >>>>>>>>lesser wishers
date: Thu Aug  1 02:05:26 2002

On Wed Jul 31 23:15:41 2002 Warchief wrote post #581:
> On Wed Jul 31 19:28:45 2002 Sleet wrote post #580:
> > On Wed Jul 31 14:38:20 2002 Tahnval wrote post #572:
> > > On Wed Jul 31 06:51:16 2002 Daneel wrote post #566:
> > > > Not that motion control has been added since those wishes went 
> > > > away.  It costs xps, but woodsmen et al have been compensated.
> > > It only works outside combat, which makes it useless for warrior-subtree
> > > figs.  Anything they do outside combat isn't urgent.  So what if
> > > it takes a few more seconds to put Resist Pain up?  You only have
> > > to do it once every 10 minutes or so.
> > > A faster biofeedback skill would be nice, but it wouldn't
> > > really matter that much.  If you need faster biofeedback, you're
> > > fighting something too big anyway.  As for attack skills, we
> > > already tap in less than two minutes when chaining attack skills.
> > > 
> > > IOW, I don't think skillspeed wishes would affect warriors
> > > (and following guilds) anyway.
> > it does with skill reliant guilds like rogue, espically now that we
> > go into autocombat. If say the time on stab went from 2 rounds to 1
> > i could almost double my rate with a healer
> 2 rounds is plenty fast enough to be using a skill dood, 1 round
> skill would be insanely powerful, especially with all the friggin
> masteries on that skill
Should have seen me tromping around 
with 1-round virulent strikes. ;)  Rogue couldn't touch it.
As for tapping in 3 seconds problem- corpse eating pretty well 
wiped that out for me as nav/evoker.  I'd go vaporize 
a big room full of minotaurs or something to regenerate and keep on smoking 
stuff with my 1-round virulent strike.  Afaik, vir strike is at least 
as powerful as the best stab/throw a rogue can do excepting maybe an 
instakill from heart throw.  Better the 2 round blasting for less 
tappiness, but there are plenty of times where 
speed matters more than tapping.. 
there were more reasons in pk, but still a few 
reasons hanging around right now. :)

-Pedron

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

poster: Warchief
subject: >>>>>>>>>lesser wishers
date: Thu Aug  1 02:11:29 2002

Of course blasters can do more damage with spells, they're meant to,
thieves also have some mediocre fighting skills and can't discount
instant kills and bleeds.  Of course thieves need to be redone, just
no one has gotten a way to do them yet, they are obviously not
inline with other guilds.  Though I wouldn't put a blaster across an
MA in overall dmg output.  The point is that we are getting off the
topic of the discussion.  Skillspeed and spellspeed wishes would
create a great deal more power in the players that have them and
would cause the wizards to tune the crap out of some spells and
skills simply because of players having those wishes.

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

poster: Pedron
subject: >>>>>>>>>>lesser wishers
date: Thu Aug  1 02:27:30 2002

On Thu Aug  1 02:11:29 2002 Warchief wrote post #585:
> Of course blasters can do more damage with spells, they're meant to,
> thieves also have some mediocre fighting skills and can't discount
> instant kills and bleeds.  Of course thieves need to be redone, just
> no one has gotten a way to do them yet, they are obviously not
> inline with other guilds.  Though I wouldn't put a blaster across an
> MA in overall dmg output.  The point is that we are getting off the
> topic of the discussion.  Skillspeed and spellspeed wishes would
> create a great deal more power in the players that have them and
> would cause the wizards to tune the crap out of some spells and
> skills simply because of players having those wishes.
Ah well, I'm done arguing.
500m omicron well trained and skilled in each of the guild 
trees could probably match any other in 
overall exp rate and recovery speeds unassisted.
Thief just needs all it's pk stuff refitted to work on normal 
monsters and the omicron to bring it all to a head.

-pedron spam

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

poster: Kiliana
subject: retireing with honor
date: Thu Aug  1 04:57:09 2002

due to the previous events, i figured i would suggest something.
Sometimes people just want to quit the game, permanently to remove
the desire to play. but undoubtedly, time will pass, and they will
want to play again. Perhaps i have a plausible suggestion.. maybe
make a 10 room area, each room filled with a blocker. a hard
blocker, but not an impossible one, but one it would take a highbie
to kill. 0 gold on these monsters, and make them worth 1 or
something to avoid any use of this place as an xp place. the last
monster should be something only a highbie could kill. upon killing
it, they could be promoted to "Legend" or "myth" or something, and
recorded in a book. but their character would be unplayable. maybe
put a statue of them in a statue room. this would let people retire
with respect. then, if they wanted to come back later, make them
solve some quest or something. something that would take awhile..
and alot of work. or maybe make them build an area or something like
that, to discourage people doing it on a whim, just to have a
statue. it just seems that something like this would really let
people that wanted to retire, retire with respect due to the many
hours they spent. Of course, this would only be a benefit to
highbies, who would deserve something like that.. the lowbies would
just have to freeze as usual, but hey, when you read about history,
its the generals and kings you read about, not the farmers. just my
opinion, what do you think?

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

poster: Draco
subject: >retireing with honor
date: Thu Aug  1 04:59:37 2002

On Thu Aug  1 04:57:09 2002 Kiliana wrote post #587:
> due to the previous events, i figured i would suggest something.
> Sometimes people just want to quit the game, permanently to remove
> the desire to play. but undoubtedly, time will pass, and they will
> want to play again. Perhaps i have a plausible suggestion.. maybe
> make a 10 room area, each room filled with a blocker. a hard
> blocker, but not an impossible one, but one it would take a highbie
> to kill. 0 gold on these monsters, and make them worth 1 or
> something to avoid any use of this place as an xp place. the last
> monster should be something only a highbie could kill. upon killing
> it, they could be promoted to "Legend" or "myth" or something, and
> recorded in a book. but their character would be unplayable. maybe
> put a statue of them in a statue room. this would let people retire
> with respect. then, if they wanted to come back later, make them
> solve some quest or something. something that would take awhile..
> and alot of work. or maybe make them build an area or something like
> that, to discourage people doing it on a whim, just to have a
> statue. it just seems that something like this would really let
> people that wanted to retire, retire with respect due to the many
> hours they spent. Of course, this would only be a benefit to
> highbies, who would deserve something like that.. the lowbies would
> just have to freeze as usual, but hey, when you read about history,
> its the generals and kings you read about, not the farmers. just my
> opinion, what do you think?
i like the thought, but i think you should throw in compleation of
every quest along with that as well

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

poster: Celine
subject: >retireing with honor
date: Thu Aug  1 05:01:15 2002

I really like the idea of this and as a builder i would do whatever
i can to code or help with descs of anything for such a project.

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

poster: Pedron
subject: >retireing with honor
date: Thu Aug  1 06:34:13 2002

I want the gauntlet back. :)

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

poster: Mixer
subject: >>>>>>>>>>>lesser wishers
date: Thu Aug  1 09:26:30 2002

On Thu Aug  1 02:27:30 2002 Pedron wrote post #586:
> On Thu Aug  1 02:11:29 2002 Warchief wrote post #585:
> > Of course blasters can do more damage with spells, they're meant to,
> > thieves also have some mediocre fighting skills and can't discount
> > instant kills and bleeds.  Of course thieves need to be redone, just
> > no one has gotten a way to do them yet, they are obviously not
> > inline with other guilds.  Though I wouldn't put a blaster across an
> > MA in overall dmg output.  The point is that we are getting off the
> > topic of the discussion.  Skillspeed and spellspeed wishes would
> > create a great deal more power in the players that have them and
> > would cause the wizards to tune the crap out of some spells and
> > skills simply because of players having those wishes.
> Ah well, I'm done arguing.
> 500m omicron well trained and skilled in each of the guild 
> trees could probably match any other in 
> overall exp rate and recovery speeds unassisted.
> Thief just needs all it's pk stuff refitted to work on normal 
> monsters and the omicron to bring it all to a head.
> 
> -pedron spam
I'll get right on to that for you Pedron, right after I feed the entire
third world, and bring peace to the Middle East.

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

poster: Celine
subject: Diagnose spell
date: Thu Aug  1 10:04:26 2002

Perhaps come up with a slightly more useless spell? Sorry to be
negative but this spell compares in usefullness and accuracy to the
consider command. the only diff is it has more descriptive (and
vulgar) terms its comes up with and it also shows the targets sp.

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

poster: Chewba
subject: >>retireing with honor
date: Thu Aug  1 10:20:05 2002

On Thu Aug  1 06:34:13 2002 Pedron wrote post #590:
> I want the gauntlet back. :)
ME too!

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

poster: Litho
subject: >>>retireing with honor
date: Thu Aug  1 10:35:57 2002

On Thu Aug  1 10:20:05 2002 Chewba wrote post #594:
> On Thu Aug  1 06:34:13 2002 Pedron wrote post #590:
> > I want the gauntlet back. :)
> ME too!
i want dfalt, hes cool

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

poster: Litho
subject: Mind sponge
date: Thu Aug  1 10:37:39 2002

Possibly lower the casting cost a round or 2, since its an alpha
spell and has a 5 round casting cost, or up the duration/effects
some?
-Litho

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

poster: Tranquil
subject: >>>>>>>>>>>>lesser wishers
date: Thu Aug  1 11:05:00 2002

>I'll get right on to that for you Pedron, right after I feed the entire
>third world, and bring peace to the Middle East.

Just don't feed them any of that rancid Red Rooter stuff you have
experimented with =j

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

poster: Zifnab
subject: >>retireing with honor
date: Thu Aug  1 13:16:20 2002

On Thu Aug  1 06:34:13 2002 Pedron wrote post #590:
> I want the gauntlet back. :)
need someone to fix it. Wagro was supposed to, but he retired too

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

poster: Sleet
subject: >>>>>>>>>>>>lesser wishers
date: Thu Aug  1 21:25:20 2002

On Thu Aug  1 09:26:30 2002 Mixer wrote post #592:
> On Thu Aug  1 02:27:30 2002 Pedron wrote post #586:
> > On Thu Aug  1 02:11:29 2002 Warchief wrote post #585:
> > > Of course blasters can do more damage with spells, they're meant to,
> > > thieves also have some mediocre fighting skills and can't discount
> > > instant kills and bleeds.  Of course thieves need to be redone, just
> > > no one has gotten a way to do them yet, they are obviously not
> > > inline with other guilds.  Though I wouldn't put a blaster across an
> > > MA in overall dmg output.  The point is that we are getting off the
> > > topic of the discussion.  Skillspeed and spellspeed wishes would
> > > create a great deal more power in the players that have them and
> > > would cause the wizards to tune the crap out of some spells and
> > > skills simply because of players having those wishes.
> > Ah well, I'm done arguing.
> > 500m omicron well trained and skilled in each of the guild 
> > trees could probably match any other in 
> > overall exp rate and recovery speeds unassisted.
> > Thief just needs all it's pk stuff refitted to work on normal 
> > monsters and the omicron to bring it all to a head.
> > 
> > -pedron spam
> I'll get right on to that for you Pedron, right after I feed the entire
> third world, and bring peace to the Middle East.
i always knew you could do it mixer, just last week i was like that
man is gonna bring peace to the middle east and feed that poor
little somalian kid that sally struthers keeps molestin

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

poster: Patato
subject: my 3 cents
date: Fri Aug  2 23:52:25 2002

ok, i got 2 things i wanna say:
first:
i thought i would be cool if we could make secret passages and rooms
in our castles that dont show with "[exits:]" but you can still go
there...( ie: the assassins guild and beholder passage).
it would make for some interesting castles...
second:
i was thinking that as a prompt option maybe we could add lagtime...
you know, just for fun... thankyou

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

poster: Monkey
subject: Hmm...
date: Sat Aug  3 05:20:49 2002

We should have an item that could double the gold we get from a monster...
Just a thought, flame away...
-Monkey

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

poster: Mixer
subject: >Hmm...
date: Sat Aug  3 07:42:42 2002

On Sat Aug  3 05:20:49 2002 Monkey wrote post #601:
> We should have an item that could double the gold we get from a monster...
> Just a thought, flame away...
> -Monkey
Thanks for the ideas Monkey but for sure something like this is
just too powerful and will never be allowed into the game.

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

poster: Trax
subject: weight
date: Sat Aug  3 17:51:31 2002

I don't mean to come off as a whiner or anything, but I think
it is really silly that a gem, an herb or a piece of bread each
weigh a pound.  I understand that it is difficult to code items
to weigh less than a pound, but I was wondering if a way around
this would be to make a full herb pouch weigh 1 pound, a full gem
bag weigh 3 pounds, and a full food canvas bag weigh 5 pounds or
something to that effect.  As it stands now...carrying 40 herbs,
40 gems, and 5 pieces of food adds 85 pounds and that is just too
silly.  Forty herbs should not weigh more than my blackmon platemail made
of steel which only weighs 7 pounds :)

Just my 2 cents,
Trax

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

poster: Litho
subject: Psychos
date: Mon Aug  5 09:43:43 2002

Pls let the damn key repop, its annoying when one tank hogs the key
so the exp area is restricted to his party.
-Litho

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

poster: Litho
subject: Redemption
date: Mon Aug  5 10:15:47 2002

Mebbe let it be used on yourself? Afterall priests can do self confession..

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

poster: Tigran
subject: >Psychos
date: Mon Aug  5 10:33:16 2002

On Mon Aug  5 09:43:43 2002 Litho wrote post #604:
> Pls let the damn key repop, its annoying when one tank hogs the key
> so the exp area is restricted to his party.
> -Litho
This is part of the reason that we have lots of areas.   So that you
can look elsewhere.  

Regardless of whether this is an issue or not, this post seems to be
little more than a whine to me.  IoM has lots of areas, look around
a bit.

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

poster: Tahnval
subject: >>Hmm...
date: Mon Aug  5 16:49:06 2002

On Sat Aug  3 07:42:42 2002 Mixer wrote post #602:
> On Sat Aug  3 05:20:49 2002 Monkey wrote post #601:
> > We should have an item that could double the gold we get from a monster...
> > Just a thought, flame away...
> > -Monkey
> Thanks for the ideas Monkey but for sure something like this is
> just too powerful and will never be allowed into the game.
Perhaps a skill for a reworked thief guild?  Detect Valuable Items or
something like that, increases the amount looted from a corpse (though
not doubled).

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

poster: Darc
subject: Pimp guild
date: Mon Aug  5 23:52:41 2002

Ok, this would be cool...Have a pimp guild
it could be a thief gamma or something
have the guild item be pimp's feahtered hat
spells/skills include summon ho,jack for money summon cane,bitchslap,
and other pimpish stuff. that would be sweet.

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

poster: Sleet
subject: >Pimp guild
date: Tue Aug  6 09:02:28 2002

On Mon Aug  5 23:52:41 2002 Darc wrote post #608:
> Ok, this would be cool...Have a pimp guild
> it could be a thief gamma or something
> have the guild item be pimp's feahtered hat
> spells/skills include summon ho,jack for money summon cane,bitchslap,
> and other pimpish stuff. that would be sweet.
i second this idea, itd be fun.
And its not like there arent any hos in the undercity, or in the
rest of the mud.
I can think of several areas right now off the top of my head

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

poster: Jaws
subject: events
date: Wed Aug  7 03:12:47 2002

can we mabye add a newsgroup that reports significant mud events

IE the escape of tiamat today

Jaws

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

poster: Chrono
subject: >events
date: Wed Aug  7 03:20:02 2002

i disagree, i think it's better to not know, it makes the game much
more interesting, when you try and figure out whats going on, or
wonder wtf. heh
anyway i just disagree, cuz i think it makes things interesting

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

poster: Zifnab
subject: >>events
date: Wed Aug  7 04:14:55 2002

On Wed Aug  7 03:20:02 2002 Chrono wrote post #611:
> i disagree, i think it's better to not know, it makes the game much
> more interesting, when you try and figure out whats going on, or
> wonder wtf. heh
> anyway i just disagree, cuz i think it makes things interesting
there is more tahn enough in game information around to 
figure out what is happening.

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

poster: Sleet
subject: GODS
date: Wed Aug  7 07:25:17 2002

ok i flipped through the help gods thjingy, and i must say very very
cool, but i was wodnering one thing
why arent there any nuetral chaotic gods,
ya know the ones that just liek to stir shit up, not for good, not
for evil, just for the hell of it.
I think i could realte more to this god,
shrug

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

poster: Ant
subject: >GODS
date: Wed Aug  7 10:28:02 2002

On Wed Aug  7 07:25:17 2002 Sleet wrote post #613:
> ok i flipped through the help gods thjingy, and i must say very very
> cool, but i was wodnering one thing
> why arent there any nuetral chaotic gods,
> ya know the ones that just liek to stir shit up, not for good, not
> for evil, just for the hell of it.
> I think i could realte more to this god,
> shrug
Make me a god. Then you'd have one ;)

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

poster: Ixtlilton
subject: >>GODS
date: Wed Aug  7 16:07:39 2002

On Wed Aug  7 10:28:02 2002 Ant wrote post #614:
> On Wed Aug  7 07:25:17 2002 Sleet wrote post #613:
> > ok i flipped through the help gods thjingy, and i must say very very
> > cool, but i was wodnering one thing
> > why arent there any nuetral chaotic gods,
> > ya know the ones that just liek to stir shit up, not for good, not
> > for evil, just for the hell of it.
> > I think i could realte more to this god,
> > shrug
> Make me a god. Then you'd have one ;)
You're evil, so that wouldn't work. Besides, no one would be so
stupid as to make a finnish god.
*/Ix

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

poster: Nyx
subject: >GODS
date: Wed Aug  7 19:19:48 2002

On Wed Aug  7 07:25:17 2002 Sleet wrote post #613:
> ok i flipped through the help gods thjingy, and i must say very very
> cool, but i was wodnering one thing
> why arent there any nuetral chaotic gods,
> ya know the ones that just liek to stir shit up, not for good, not
> for evil, just for the hell of it.
> I think i could realte more to this god,
> shrug
Perhaps you did not read enough of it. IF you look, there is in fact
a neutral/chaotic god and has been for a long time. Smaug, Tiamats
hubby. 
So I blah at you. I blah!
Nyx

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

poster: Draco
subject: >>GODS
date: Wed Aug  7 19:20:45 2002

On Wed Aug  7 19:19:48 2002 Nyx wrote post #616:
> > why arent there any nuetral chaotic gods,
> > ya know the ones that just liek to stir shit up, not for good, not
> > for evil, just for the hell of it.
> > I think i could realte more to this god,
> > shrug
> Perhaps you did not read enough of it. IF you look, there is in fact
> a neutral/chaotic god and has been for a long time. Smaug, Tiamats
> hubby. 
> So I blah at you. I blah!
> Nyx
ok you know its bad when wiz's start spamming news ;)

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

poster: Trigon
subject: Gods
date: Wed Aug  7 19:22:06 2002

Since we are talking about Gods I'd like to point out in the newbie
church there is a painting of gods, and the one that has Zifnab in
it reads "This is Zifnab the newest of the Gods."
:)
Trigon

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

poster: Zifnab
subject: >Gods
date: Wed Aug  7 19:25:09 2002

On Wed Aug  7 19:22:06 2002 Trigon wrote post #618:
> Since we are talking about Gods I'd like to point out in the newbie
> church there is a painting of gods, and the one that has Zifnab in
> it reads "This is Zifnab the newest of the Gods."
> :)
> Trigon
yes that has to be removed

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

poster: Xerious
subject: >>Gods
date: Wed Aug  7 19:35:46 2002

On Wed Aug  7 19:25:09 2002 Zifnab wrote post #619:
> On Wed Aug  7 19:22:06 2002 Trigon wrote post #618:
> > Since we are talking about Gods I'd like to point out in the newbie
> > church there is a painting of gods, and the one that has Zifnab in
> > it reads "This is Zifnab the newest of the Gods."
> > :)
> > Trigon
> yes that has to be removed
Remove Zifnab?  Perish the thought!

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

poster: Sleet
subject: >>GODS
date: Wed Aug  7 21:55:03 2002

On Wed Aug  7 10:28:02 2002 Ant wrote post #614:
> On Wed Aug  7 07:25:17 2002 Sleet wrote post #613:
> > ok i flipped through the help gods thjingy, and i must say very very
> > cool, but i was wodnering one thing
> > why arent there any nuetral chaotic gods,
> > ya know the ones that just liek to stir shit up, not for good, not
> > for evil, just for the hell of it.
> > I think i could realte more to this god,
> > shrug
> Make me a god. Then you'd have one ;)
DONE!

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

poster: Sleet
subject: >>>Gods
date: Wed Aug  7 21:56:39 2002

On Wed Aug  7 19:35:46 2002 Xerious wrote post #620:
> On Wed Aug  7 19:25:09 2002 Zifnab wrote post #619:
> > On Wed Aug  7 19:22:06 2002 Trigon wrote post #618:
> > > Since we are talking about Gods I'd like to point out in the newbie
> > > church there is a painting of gods, and the one that has Zifnab in
> > > it reads "This is Zifnab the newest of the Gods."
> > > :)
> > > Trigon
> > yes that has to be removed
> Remove Zifnab?  Perish the thought!
NUKE NUKE NUKE
oh ya and response to previous post... i cant.. re..ad

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

poster: Litho
subject: Spray holy water
date: Thu Aug  8 10:19:49 2002

Maybe make this spell do more dmg? currently i have it maxxed with
760 wis, does vhigh dmg, qwhite flame does the same and its a bravo
spell..shrug..might wanna look into it
oh, and white flame is cheaper

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

poster: Querulo
subject: Newbie forest armor
date: Thu Aug  8 10:47:56 2002

Maybe we could do more armor by creating left and right leg
armor pieces. At least I would be glad :)
The same with arms, hands, etc.

Querulo

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

poster: Baer
subject: >Spray holy water
date: Thu Aug  8 12:12:38 2002

On Thu Aug  8 10:19:49 2002 Litho wrote post #623:
> Maybe make this spell do more dmg? currently i have it maxxed with
> 760 wis, does vhigh dmg, qwhite flame does the same and its a bravo
> spell..shrug..might wanna look into it
> oh, and white flame is cheaper
I guess it is worth pointing out for the newer players
that the damage you see in the help file is only a guide
to exactly how much damage you make.

For the players who are not new, and merely enjoy posting
requests for tunes to suit their personal circumstance and
take the opportunity to tell everyone their stats, well
they can ignore this post.

Baer

ps.
Litho [sales]: amulet of destruction is thief neck eq
Litho [sales]: baer is lame


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

poster: Stormchaser
subject: new weapons/armor/equipment
date: Fri Aug  9 01:52:41 2002

Since I haven't done mudding in about 5 years, you'll have to bear
with me.  So there. :P   I've thought about proposing ideas for new
weapons/equipment/armor, and run it by the rest of you spodders for
your input. 

Weapons:
Arbequs - your basic long rifle, circa late 1600s or so.  Slow-
burning fuse, takes about 5 or 6 rds to load and fire, but can
cause medium to heavy damage to an opponent.  Bonus attack/dmg
against heavily-armored opponents.
Braveheart's Claymore - 2-handed sword, can be held in one hand
by fighters.  Can cause 2-3 times damage on critical hits.
Excalibur - need I say more? :)

Armor: 
Dragonhide armor - strong armor, highly resistant to physical and
magical attacks.  
Enchanted Elven Mithril shield - grants additional defense against
physical attacks.
Helm of Reflection - automatic reflection of gaze/magical/psionic attacks

Any questions/comments/additions/retractions/subtractions are welcome...

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

poster: Evan
subject: wishes
date: Fri Aug  9 06:01:43 2002

can there be a wish to up your gold rate that would be cool
considering as you get bigger you get more exp then gold in the
kills just idea flame a way.
Evan

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

poster: Daran
subject: >wishes
date: Fri Aug  9 06:03:31 2002

On Fri Aug  9 06:01:43 2002 Evan wrote post #628:
> can there be a wish to up your gold rate that would be cool
> considering as you get bigger you get more exp then gold in the
> kills just idea flame a way.
> Evan
IMHO this is a stupid idea.

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

poster: Uno
subject: >>wishes
date: Fri Aug  9 06:42:50 2002

On Fri Aug  9 06:03:31 2002 Daran wrote post #629:
> On Fri Aug  9 06:01:43 2002 Evan wrote post #628:
> > can there be a wish to up your gold rate that would be cool
> > considering as you get bigger you get more exp then gold in the
> > kills just idea flame a way.
> > Evan
> IMHO this is a stupid idea.
imho it's not that bad... good way to spend tp

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

poster: Koma
subject: >new weapons/armor/equipment
date: Fri Aug  9 06:50:15 2002

On Fri Aug  9 01:52:41 2002 Stormchaser wrote post #627:
> Excalibur - need I say more? :)
> 
> Armor: 
> Dragonhide armor - strong armor, highly resistant to physical and
> magical attacks.  
> Enchanted Elven Mithril shield - grants additional defense against
> physical attacks.
> Helm of Reflection - automatic reflection of gaze/magical/psionic attacks
> 
> Any questions/comments/additions/retractions/subtractions are welcome...

I suggest you take some time and find out what stuff is already in
the game. The game is quite full of weird and nice stuff. The
problem with extraordinary good stuff is that they tend to be
unbalancing. For example Excalibur exists, but for good reasons it
is not saveable.

Ps, 'help theme'


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

poster: Litho
subject: heh
date: Fri Aug  9 09:00:15 2002

I was saying, until you had to go on an ego trip, baer, that i have
both spells maxxed, and was using my affecting stat (wis) as a
guideline, perhaps an omicron spell should do more dmg then a bravo,
have all affecting masteries 105%+ and it still says very high, as
does white flame.
Perhaps someone can look into it (other then Baer), because its
obvious that you rather be rude then make a statement/help.

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

poster: Rancor
subject: This dragon thing
date: Sat Aug 10 00:23:19 2002

Would have been nice if all guild would be included into the event. 
Woodsmen get left out as there is no way to make weapons in rdc and
no way to get outside th city.  Really don't care I can idle though
the event but I don't think that was the purpose of the thing.
Rancor

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

poster: Chrono
subject: sweetness
date: Sat Aug 10 01:51:21 2002

hey, praise the wizzes and such that helped with the tia attackin
city, etc etc, i think it would be cool if it would be all recorded
in detail on the time line, or maybe had its own link on the web
page, it was fun reading all the stuff the gods were shouting,
etc...and would be a cool thing to look back on, or for the ppl
don't know what had really happend, could read though.

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

poster: Zifnab
subject: >sweetness
date: Sat Aug 10 01:52:15 2002

On Sat Aug 10 01:51:21 2002 Chrono wrote post #634:
> hey, praise the wizzes and such that helped with the tia attackin
> city, etc etc, i think it would be cool if it would be all recorded
> in detail on the time line, or maybe had its own link on the web
> page, it was fun reading all the stuff the gods were shouting,
> etc...and would be a cool thing to look back on, or for the ppl
> don't know what had really happend, could read though.

It will be made into a history of RD (rise and fall) and
will be put in the library.  Waz wrote the original history
when we changed names, and we took it and ran from there 
(expanded on it a bit).

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

poster: Monkey
subject: Vor's Idea...
date: Sat Aug 10 04:35:13 2002

Vor had and idea, amazing huh? The idea was a song for bards in
memory of Gnosis, it would give charisma.
More ideas on this subject to be added later...
-Monkey (Standing in for Vor)

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

poster: Lu
subject: listing fall of RDC as quest
date: Sat Aug 10 08:10:28 2002

imho 1 time only events should NOT be listed in the quests menu.
for me personally, its bad enough that i had to miss what seems like
the most badass event this mud has ever seen, but now there is a
quest that i can never complete just because i was at work??
to me, the quests are there for us to aspire to try and figure them
out, surving an event just cause you happened to be logged on at the
right time doest seem liek a quest to me.

-lu, slightly peeved

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

poster: Daneel
subject: >listing fall of RDC as quest
date: Sat Aug 10 08:17:25 2002

On Sat Aug 10 08:10:28 2002 Lu wrote post #637:
> imho 1 time only events should NOT be listed in the quests menu.
> for me personally, its bad enough that i had to miss what seems like
> the most badass event this mud has ever seen, but now there is a
> quest that i can never complete just because i was at work??
> to me, the quests are there for us to aspire to try and figure them
> out, surving an event just cause you happened to be logged on at the
> right time doest seem liek a quest to me.
> 
> -lu, slightly peeved
chill.  It's there as an easy way to get something else done, it 
should be gone from the menu within a few days.

-Daneel

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

poster: Goroharahad
subject: >sweetness
date: Sat Aug 10 08:58:11 2002

On Sat Aug 10 01:51:21 2002 Chrono wrote post #634:
> hey, praise the wizzes and such that helped with the tia attackin
> city, etc etc, i think it would be cool if it would be all recorded
> in detail on the time line, or maybe had its own link on the web
> page, it was fun reading all the stuff the gods were shouting,
> etc...and would be a cool thing to look back on, or for the ppl
> don't know what had really happend, could read though.
I agree, I was not on when all this happened and I kinda regret it !
For sure some historian escaped the ruins and wrote some chronicles ? :)

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

poster: Evermore
subject: recent events
date: Sat Aug 10 12:35:24 2002

i missed the destruction of rdc! is there a log available in order to see
what went on? sounds like it was fun :)

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

poster: Midnight
subject: RDC destruction
date: Sat Aug 10 12:41:37 2002

I suggest that the event runs as a once-per-year event to let the
rest gain the task point and the thrill of experiencing the titanic
battles.
I DON'T think that the unique eq dropped should be available on the
reruns as that would only make them common items instead of the
truly memorable almost legendary items they are at the moment.
the event (Destruction of RDC) could perhaps run once per year,
where RDC would re-appear as a ghost-city say on the Mud's B-day and
perhaps combine it with a double-xp time.
feel free to flame away at the ideas :)
Midnight.

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

poster: Zifnab
subject: >listing fall of RDC as quest
date: Sat Aug 10 12:43:01 2002

On Sat Aug 10 08:10:28 2002 Lu wrote post #637:
> imho 1 time only events should NOT be listed in the quests menu.
> for me personally, its bad enough that i had to miss what seems like
> the most badass event this mud has ever seen, but now there is a
> quest that i can never complete just because i was at work??
> to me, the quests are there for us to aspire to try and figure them
> out, surving an event just cause you happened to be logged on at the
> right time doest seem liek a quest to me.
> 
> -lu, slightly peeved
can you give me time to delete, it will not be listed for lon

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

poster: Siffar
subject: Recent events
date: Sat Aug 10 12:55:52 2002

First of all, it's nice that things are changing on the
mud - parts that are taken for granted are suddenly no
more and new elements are introduced. This keeps the
game alive and lets you enjoy it for longer.
Nevertheless, I regret a bit, that the recent major
event could not be enjoyed by everyone. I see, however,
that it does not fit well into the storyline to announce 
what would have happened.
Therefore, this could maybe be forged into some kind of
seldomly run event (or maybe even quest), so that more 
people could go through it. Unfortunately, I don't know 
everything of what happened, but I could picture it like 
this...
To commemorate these gruesome, past events, mighty wizards 
of Islands of Myth could create a time travel portal - 
this can of course be done only very few times, due to the 
constellation of the stars/moons. Players could enter the 
portal and arrive in RDC shortly before the incidents. Of 
course, they can not leave the old city during that event. 
Furthermore, during the event, once you entered the portal, 
there is no way back to the current time - so dying will
take you back into the old city. I am not sure, how long
it should be run and if you can recreate the atmosphere
that was present then, but maybe having a short glimpse
at these historical incidents might be a nice things for
those that were not present...

Comment are welcome...

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

poster: Zifnab
subject: >Recent events
date: Sat Aug 10 13:04:29 2002

On Sat Aug 10 12:55:52 2002 Siffar wrote post #643:
> First of all, it's nice that things are changing on the
> mud - parts that are taken for granted are suddenly no
> more and new elements are introduced. This keeps the
> game alive and lets you enjoy it for longer.
> Nevertheless, I regret a bit, that the recent major
> event could not be enjoyed by everyone. I see, however,
> that it does not fit well into the storyline to announce 
> what would have happened.

For the record I would like to say, that there was a ranger in the
sanctuary that told a good deal what happened.

Lucifer has been counting down the time to he expected 
'crowds' of peopel in hell for 5 days, yesterday he got 
exact to the hour it was going to happen.

It was mentioned on many channels about lucifer counting
down to 'something'.

Sadly very few people connected the dots in this. 

So players did have the information neded to know exactly
when this was going to happen.

The tiem travel idea is not a bad though, however there
was a reason behind the city getting destroyed not just
'because'.  We are no longer Red Dragon, Darkstaff has
the mud named Red Dragon, so Red Dragon City, 
and Red Dragon Island hardly made sense anymore, and
a simple name change while accomplishing the same
goal was not as much fun. Not to mention it allowed
us to create a bigger city (which most of us always thought
the major city on the mud was too small).

We did rush the city getting done a bit, so there are still
some missing rooms and the like, but it will continue to
be worked on.

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

poster: Sleet
subject: >>Recent events
date: Sat Aug 10 13:06:08 2002

On Sat Aug 10 13:04:29 2002 Zifnab wrote post #644:
> On Sat Aug 10 12:55:52 2002 Siffar wrote post #643:
> > First of all, it's nice that things are changing on the
> > mud - parts that are taken for granted are suddenly no
> > more and new elements are introduced. This keeps the
> > game alive and lets you enjoy it for longer.
> > Nevertheless, I regret a bit, that the recent major
> > event could not be enjoyed by everyone. I see, however,
> > that it does not fit well into the storyline to announce 
> > what would have happened.
> 
> For the record I would like to say, that there was a ranger in the
> sanctuary that told a good deal what happened.
> 
> Lucifer has been counting down the time to he expected 
> 'crowds' of peopel in hell for 5 days, yesterday he got 
> exact to the hour it was going to happen.
> 
> It was mentioned on many channels about lucifer counting
> down to 'something'.
> 
> Sadly very few people connected the dots in this. 
> 
> So players did have the information neded to know exactly
> when this was going to happen.
> 
> The tiem travel idea is not a bad though, however there
> was a reason behind the city getting destroyed not just
> 'because'.  We are no longer Red Dragon, Darkstaff has
> the mud named Red Dragon, so Red Dragon City, 
> and Red Dragon Island hardly made sense anymore, and
> a simple name change while accomplishing the same
> goal was not as much fun. Not to mention it allowed
> us to create a bigger city (which most of us always thought
> the major city on the mud was too small).
> 
> We did rush the city getting done a bit, so there are still
> some missing rooms and the like, but it will continue to
> be worked on.
i called it.... i said them damn dragons were gonan eat us all...
just forgot to tell most of yall. told clanbies to get the hell out
thoyugh cause im smrt like that... the defender at the nunnery
tipped me off to though

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

poster: Kalma
subject: The Sack of RDC. 
date: Sat Aug 10 16:18:04 2002

I was going to do a separate praise, but I'll just include 
it in here anyway. To the wizards and designers of the Sack
of RDC, you really outdid yourselves. It was an amazing ride 
full of plot, intrigue and lots of xp. :) I am astonished you 
were able to come up with such a great idea and put it into 
practice in such a relatively short time. Y'all deserve a huge 
pat on the back, not the sour grapes you've been receiving. 

To those of you that missed it, I'm very sorry. You missed a 
truly amazing event/quest/party. I don't, however, think your 
ideas of asking the wizards to re-run the event is a good one. 
To repeat the event would make it "just" another cool event. 
Most of it's shock value would be gone. Instead of huddling 
around trying to avoid all the scary dragons in RDC, reading 
the announcements, and trying to figure out what in the hell 
is going on, you'd just be thinking 'Hey! Free XP and I finally 
get that damned task point!' 

The mystery and uniqueness of the event would be gone. Everyone 
knows what happened and what would happen. I realize I'm one of 
those ones that always teases about an xp button, but I'd hate 
to see the wizards cave in and run it again just so those that 
missed it can do it. You wouldn't be 'doing it'. You'd just be 
given a free xp event to play in. 

Again, I'm sorry you missed it, but re-running it isn't the answer. 

K

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

poster: Zifnab
subject: >The Sack of RDC. 
date: Sat Aug 10 16:33:12 2002

On Sat Aug 10 16:18:04 2002 Kalma wrote post #646:
> I was going to do a separate praise, but I'll just include 
> it in here anyway. To the wizards and designers of the Sack
> of RDC, you really outdid yourselves. It was an amazing ride 
> full of plot, intrigue and lots of xp. :) I am astonished you 
> were able to come up with such a great idea and put it into 
> practice in such a relatively short time. Y'all deserve a huge 
> pat on the back, not the sour grapes you've been receiving. 
> 
> K

Just in case you guys didnt know..

It is really 4 people that did 90% of the work if not 
more.

Daneel wrote a new event driver for us, that entire event was 
automated and had no wiz intervention (other than me
destroying the dragons, we slightly mis calculated
how many there would end up being, and the lag that would cause.
It really wasnt lag, but if you wnat the boring details
of how the driver works you can ask me privately. )

Daneel also wrote 5 or 6 new events (the gods helping)
plus the main event driver, the wandering gnosis, lucifer, 
the generals and all the dragons.


Nyx, Friski, daneel -- rewrote the ruined city, while at the 
same tIme creating illium.

Waz - Wrote the original 'history' for the fall of RDC, 
      and I think it was Daneel that said hey lets turn
      it into a major attack/event.

  for the record Waz has also written histories for the
  other islands (at least a couple of them). I think that 
  will become a new requirement for areas to have a 'story' that 
 goes with them int he library.


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

poster: Siffar
subject: >The Sack of RDC. 
date: Sat Aug 10 16:44:38 2002

On Sat Aug 10 16:18:04 2002 Kalma wrote post #646:
> I was going to do a separate praise, but I'll just include 
> it in here anyway. To the wizards and designers of the Sack
> of RDC, you really outdid yourselves. It was an amazing ride 
> full of plot, intrigue and lots of xp. :) I am astonished you 
> were able to come up with such a great idea and put it into 
> practice in such a relatively short time. Y'all deserve a huge 
> pat on the back, not the sour grapes you've been receiving. 
> 
> To those of you that missed it, I'm very sorry. You missed a 
> truly amazing event/quest/party. I don't, however, think your 
> ideas of asking the wizards to re-run the event is a good one. 
> To repeat the event would make it "just" another cool event. 
> Most of it's shock value would be gone. Instead of huddling 
> around trying to avoid all the scary dragons in RDC, reading 
> the announcements, and trying to figure out what in the hell 
> is going on, you'd just be thinking 'Hey! Free XP and I finally 
> get that damned task point!' 
> 
> The mystery and uniqueness of the event would be gone. Everyone 
> knows what happened and what would happen. I realize I'm one of 
> those ones that always teases about an xp button, but I'd hate 
> to see the wizards cave in and run it again just so those that 
> missed it can do it. You wouldn't be 'doing it'. You'd just be 
> given a free xp event to play in. 
> 
> Again, I'm sorry you missed it, but re-running it isn't the answer. 
> 
> K

Sorry, but I think you are getting some things wrong. The reason
why I asked for being able to experience the event again is not
for stupid tps or exp, I don't care about that at all. It's more
about also living through this unique event. It would also honor
the work the wizards had creating it. Even if there might have
benn signs on when it would happen, some players might have had 
other issues, been on holiday or whatever. Why do you want to 
withhold this unique event from the people that were not there? 
You had the luck to be online at that time, but probably a lot of
others have missed it. If you are only concerned about tps or exp - 
remove that from the event or reduce it. But from my point of view,
it's about something different - experiencing an marvelous incidident 
in the game...

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

poster: Zifnab
subject: >>The Sack of RDC. 
date: Sat Aug 10 16:49:41 2002

> 
> Sorry, but I think you are getting some things wrong. The reason
> why I asked for being able to experience the event again is not
> for stupid tps or exp, I don't care about that at all. It's more
> about also living through this unique event. It would also honor
> the work the wizards had creating it. Even if there might have
> benn signs on when it would happen, some players might have had 
> other issues, been on holiday or whatever. Why do you want to 
> withhold this unique event from the people that were not there? 
> You had the luck to be online at that time, but probably a lot of
> others have missed it. If you are only concerned about tps or exp - 
> remove that from the event or reduce it. But from my point of view,
> it's about something different - experiencing an marvelous incidident 
> in the game...

I will put this to rest.  The actual event with players interacting 
with it was a one time deal. It will not be replayed.

However at this point I ( I have not checked with the others)
am thinking of other ways to potentially relive the event
(not participate though, kind of a fly on the wall type of thing).
This may just turn out to be histories/chronicles of the event in 
the library, or may be more, much is up in the air.

But I promise you its a 1 time event for players to 
actually do it.

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

poster: Kalma
subject: >>The Sack of RDC. 
date: Sat Aug 10 17:28:40 2002

> It's more about also living through this unique event.
Unique - being the only one, being without a like or equal. 
You yourself call it a unique event. What part of unique 
means it should be repeated and played over? If you are truly 
the saint that you say, and only want to relive the history 
part, Zif and others have stated there will be logs/books in 
the library feel free to relive it as many times as you like, 
just through the power of your imagination.

> It would also honor the work the wizards had creating it. 
Wouldn't it honor them more by simply praising them for their 
work, rather than whining that you missed it? I would think 
all the whining would simply tell them it's not worth doing 
anything spectacular because there will be too many complaints 
afterwards. 

> Why do you want to withhold this unique event from the people 
Again you with the unique. I'm not withholding it, I'm simply 
saying that you relive nothing if the event is played again. 
You only gain the xp/tp. Seriously, how often do you read the 
introduction to a NoSuck? Do you hang on the introduction with 
baited breath to find out what comes next? Or do you just sit 
there, glancing at the words just to see how much longer until 
you get the super stats? The first time I saw a Nosuck, I did 
just that. I read it, I thought it was way funny, I couldn't 
wait to see what happened next, and blamo! I got hit with tons 
of spammy goodies. I can pretty much guarantee you that I don't 
feel the same kind of rush. Now it's more like 'damn why'd they 
have to put such a long introduction into it'. 

Yes, I was very lucky to be online and unidle. I'm sure there 
were lots of people that missed it. In fact I know of a couple 
people that actually logged off while it was running because 
they didn't want to die. *shrug* You win some, you lose some. 
Last time I checked this wasn't a socialist mud. Everyone does 
not get an equal share of xp, tps, or events. 

Be contented with the logs/histories that will be written for 
the library. One of the great things about history is that once 
it's over, only the best survives. The bugs and errors are over 
looked. I can almost promise that if the event were run again 
those bugs and errors would be blindly obvious, and everyone 
would be complaining about the crappy coding of the event rather 
than how spectacular it was. Read the logs, use your imagination. 
After all, isn't that why we all play this text based game anyway? :)


K

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

poster: Daneel
subject: >> RDC Sack
date: Sat Aug 10 17:55:57 2002

Perhaps I can put this to rest (I'd think Zif's post would have, 
but... *shrug*).

The event _can't_ be rerun.  I know of at least one file that, 
barring a lucky backup, is just gone.  The event made permanent 
file changes in the mud.

That being said, the event driver is there, and I hope to make 
the code for this thing publicly available on 10k - I hope some 
builders will take advantage of it to write things like little 
mini-events for the opening of their areas.  And if someone 
wanted to run a complex recurring event using it, I would be 
far from averse.

           -Daneel

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

poster: Tektor
subject: Day of the Dragons
date: Sat Aug 10 18:14:37 2002

I Think even if it can't be rerun it would still be neat to see
maybe once a year ghosts of the generals come back to the old rdc
and haunt it.

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

poster: Artea
subject: rdc ruins
date: Sat Aug 10 19:23:45 2002

Why not populate it with dracolichs and make it an xp area? It would
be kinda neat I think.

art

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

poster: Litho
subject: >listing fall of RDC as quest
date: Sat Aug 10 20:40:03 2002

On Sat Aug 10 08:10:28 2002 Lu wrote post #637:
> imho 1 time only events should NOT be listed in the quests menu.
> for me personally, its bad enough that i had to miss what seems like
> the most badass event this mud has ever seen, but now there is a
> quest that i can never complete just because i was at work??
> to me, the quests are there for us to aspire to try and figure them
> out, surving an event just cause you happened to be logged on at the
> right time doest seem liek a quest to me.
> 
> -lu, slightly peeved
Can someone please explain to me what happended during the
"destruction of red dragon city" event wise..

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

poster: Draco
subject: >rdc ruins
date: Sat Aug 10 20:41:07 2002

On Sat Aug 10 19:23:45 2002 Artea wrote post #653:
> Why not populate it with dracolichs and make it an xp area? It would
> be kinda neat I think.
> 
> art
hmm, yeah, its about some bad ass area has mobs names after me ;)

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

poster: Smee
subject: Secondary vs: alpha
date: Sun Aug 11 00:07:11 2002

I'm going to use cleric as an example, because its my post.
1) Someone with a primary alpha in cle should be better (the term
'better' in this case means 'more effective') than someone with a
secondary alpha in cle. 
2) This means, that, they should have to do less work (ie, spend
less time/effort) to accomplish essentially the same thing (the job
of a cleric in a party).
3) A healers job primarily, is to heal the tank, refresh the tank,
cast party prots (like entock and martyric presence), and to blast,
and to revive people if they die, and to occasionally prot the tank
or cast information-gathering spells like estimate worth
4) On this mud, we measure progress by experience. Some, choose to
measure progress by amount of gold in the bank, or amount of eq
acquired and hoarded, or who has the most dicksize (excuse the
expression), but, the main plaque measures things by EXPERIENCE.
This means that, time = experience.
5) Hence, the point, 

I'm going to make things up here, PLAYER A is a primary cle, with
350m worth. PLAYER B is a level 71 anything, with joining cleric as
his second alpha, per the option to do so at level 70. He also has
an extra 350m because he is big, and has spent considerably more
work gaining exp at this point.

6) Player A, upon spending 350m in the cle guild, is capable of
doing all kinds of things. Starting levelcost is 9 or something now.
9 exp out of 350. So he gets up to level whatever, lets say level 60
because I didn't clarify skillmax/spellmax/etc. He has 60 glevels
worth of cleric shit, he has refresh, he has revive, he has entock,
he has hef, he has pfe, he has allll sorts of cleric abilities, and
he is a decent level, so his regen isn't too bad, and his masteries
are all up there. He is a good fucking cleric.

7) Player B, who spent 350m in the cle guild after he was level 71,
ONLY was able to get to a level 89 ish total, or a level 19 ish
cleric. This means, that for the same WORK cost (EXP = WORK), he is
going to be a level 19 cleric, nothing more than a njuubie cleric,
having only small alpha and beta spells/skills. He fucking sucks as
a cleric. The fact that he has 89 regular levels will make up for
this, and player A will be a considerably better cleric, even though
the amount of WORK/EXP spent in the guild was the same. However,
since there are no penalties to the second alpha other than the huge
exponential exp cost for low-level spells/skills.

Player A bought low level spells/skills at a low level cost and high
level spells/skills at a higher cost

Player B bought his normal 70 levels, and then 19 ish levels of low
level skills for a highass cost

This seems fair, right?

Oh wait. The secondary cle (player B) is further penalized by having
roughly a 1.5x increase in EVERY ASPECT OF COST on his secondary
spells/skills. This means 150% of the spcost, 150% of the training
cost (to further penalize his exp value) and 150% of the epcost if
he uses skills. This is penalizing him for using the skills, after
already setting a formidible barrier to him even acquiring them in
the first place. 

Player A has no such penalty, instead, he can train his masteries.
Player B, has a penalty, it is difficult to GAIN his stuff, and it
is difficult to USE his stuff. Instead, it should only be difficult
to gain his cle stuff, and he should not have the further 150% cost
penalty after he has learned the spells.


If they were so hard to learn, how are they that hard to use?

Smee

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

poster: Tahnval
subject: Piety...
date: Sun Aug 11 03:04:01 2002

As the deities of Islands of Myth are becoming more prominents, I
suggest worship of them plays a role in the MUD...

A player may, if they wish, become a worshipper of a deity.
If they do so, their piety becomes an issue.  If they don't, 
their piety is zero.  Each deity provides benefits to theor
worshippers, of a form relevant to the deity's attributes.  Ona, for example,
would provide protection in battle, while Dhrugs would provide greater
ferocity in battle (more damage).  The degree of aid would depend on
the worshipper's piety.

This could possibly be implemented as an item, similar to race
leader EQ in that it does not take a standard slot and similar
to guild item eq in that it's power is variable, determined
by the wearer's piety in a similar way to how guild item power
is determined by the wearer's guild mastery.  The item of
a worshipper of Ona could provide phys_res, that of Dhrugs
could provide +damage or +strength, for example.  Whatever
is appropriate to the deity's nature.

Of course, there are negative aspects to worship, to maintain
a balance.  Piety would reduce over time and would start at
zero.  Worshippers must actively increase and maintain their
piety.  A few suggestions on this:

DEVOTION:  A worshipper spends some time in worshipful devotion.
This takes perhaps 10 minutes, perhaps implemented as a
skill of extremely long duration.  Messages could be made 
that would be relevant to the deity concerned.  For example,
a worshipper of Dhrugs could devote an intense combat training
session to their God.  To prevent this becoming merely something
to do while idling, it would only be effective perhaps twice
a day and a worshipper could not use emotes, channels, tells or#
speech during their devotion, because their full concentration
is on it.  Other players would need to know this, to prevent
the devotion being seen as rudeness.  Perhaps messages given
in response to tells and room-messages at regular intervals.

DEDICATION:  A worshipper dedicates the soul of a mob they are
fighting to their deity.  They recieve zero xps for killing it.
In a party, it only applies to the person(s) Dedicating the kill 
to their deity - others will get their normal share.  That doesn't
fit well with all the deities, though.

SACRIFICE:  Straight sacrifice of something of material value, usually
gold.

Alignment would become a key issue.  Being coaligned with your deity would
greatly reduce piety loss.  Being misaligned would greatly
increase it, depending on how badly misaligned you were.

Negative piety could be allowed, with penalties rather than
bonuses.  This would make it necessary to store a player's piety with
each deity, so they couldn't lose negative piety by switching from
one deity to another and back again, or to no worship and
back again.

I volunteer to write the messages for this if it is implemented.

I suspect that it would require major rewriting and may not
be practical, but I suggest it because it would bring the
deities of Islands of MUD into the game to a larger extent and
allow more roleplaying for those who wish it, without making
it necessary (people don't have to worship a deity and not doing so
will not be detrimental to a player, if the balance between benefits
and inconvenience is made properly).

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

poster: Celine
subject: help gods
date: Sun Aug 11 03:16:31 2002

have options/vars within the help.. ie help gods list (just for
names) help gods  (for the gods name).
would be cool
side note: praise to the gods and all this new stuff.. i love all
the creativity and goodness in it. muchos appreciated to the wizs
involved.

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

poster: Celine
subject: Gimme Ideas..
date: Sun Aug 11 06:27:43 2002

Any/all that care. Give me reinc ideas, have 78.4m. 1 lwish 1 gwish.
no gold. basically no eq.
-thanks all, celine

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

poster: Rancor
subject: Avenging fury
date: Mon Aug 12 00:34:00 2002

AS it is now woodsman have 3 choices in weaponry,  shield and blade,
staff, and 2 blades.  Shield and blade is most defensive, staff is
in the middle, and 2 blades is most offensive.  When a woodsman uses
the skill whirling branches he uses both blades in his attach but
when he uses avenging fury he only uses a single blade.  There
should be a damage bonus on avenging fury for the use of 2 blades. 
it appears to be one on whirling branches but that I am not sure of.
 Just don't quite understand why when wielding 2 blades a woodsman
would not use both orr get a damage bonus for having the 2 with
avenging fury.
Rancor

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

poster: Trigon
subject: >Avenging fury
date: Mon Aug 12 00:39:08 2002

On Mon Aug 12 00:34:00 2002 Rancor wrote post #661:
> AS it is now woodsman have 3 choices in weaponry,  shield and blade,
> staff, and 2 blades.  Shield and blade is most defensive, staff is
> in the middle, and 2 blades is most offensive.  When a woodsman uses
> the skill whirling branches he uses both blades in his attach but
> when he uses avenging fury he only uses a single blade.  There
> should be a damage bonus on avenging fury for the use of 2 blades. 
> it appears to be one on whirling branches but that I am not sure of.
>  Just don't quite understand why when wielding 2 blades a woodsman
> would not use both orr get a damage bonus for having the 2 with
> avenging fury.
> Rancor
When I first read this I honestly just thought "If I were a wiz I'd
change the message to say you use both blades just to make him
happy"
But I really don't think there needs to be added damage or anything.
You said yourself you are more offensive(therefore doing more damage
already) with the use of 2 blades, so why would a skill be changed. 
Plus(I don't know if this is relevent or whatnot as I am not
familiar with new woodsman) you are getting the offensive bonuses of
the 2 blades as it is, so I don't think there needs to be a change.
Also, any fig skills(barring strike, I think) focus on one weapon
being used.  When I use deathblow on things it would be cool to
beatdown with whatever is in each hand, but I'll live.
Trigon

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

poster: Lu
subject: hi my name is lu
date: Mon Aug 12 02:47:11 2002

hello sirs and not-so-sirs, i have 2 ideas, thats right, TWO!

idea numero uno(uno= 1 in spanish(spanish in spanish is espanol))
  Sloatinok should have a plaque that lists people and how many tps
sloat has given them, i think it would be cool and stuff.

Idearo(idea in espanol) number 2
  I've posted this idea before, but noone responded, so im reposting
  I think sloatihoor should sell a slip of paper(not cheap, but not
pocket emptying either) that lists all the eq your provided before


the end
-lubricant

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

poster: Kiliana
subject: checkeq
date: Mon Aug 12 09:16:38 2002

maybe there could be a command to check worn eq? its not a huge
deal, but sometimes i like to check eq when im full of loot, and get
like 2 pages of spam. itd be nice to type checkworneq and see the
status on only the eq im wearing

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

poster: Querulo
subject: do and walk
date: Mon Aug 12 10:20:57 2002

Would it be hard to add support to walk and do commands to be
able to get through gnosis/sisong ?
'do talk to sisong; 2; 15;' doesn't work and i'd like to use 
it from all clients (i use at least two of them and maintaining
macros is not easy).

Querulo

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

poster: Sleet
subject: >>Avenging fury
date: Mon Aug 12 11:57:59 2002

On Mon Aug 12 00:39:08 2002 Trigon wrote post #662:
> On Mon Aug 12 00:34:00 2002 Rancor wrote post #661:
> > AS it is now woodsman have 3 choices in weaponry,  shield and blade,
> > staff, and 2 blades.  Shield and blade is most defensive, staff is
> > in the middle, and 2 blades is most offensive.  When a woodsman uses
> > the skill whirling branches he uses both blades in his attach but
> > when he uses avenging fury he only uses a single blade.  There
> > should be a damage bonus on avenging fury for the use of 2 blades. 
> > it appears to be one on whirling branches but that I am not sure of.
> >  Just don't quite understand why when wielding 2 blades a woodsman
> > would not use both orr get a damage bonus for having the 2 with
> > avenging fury.
> > Rancor
> When I first read this I honestly just thought "If I were a wiz I'd
> change the message to say you use both blades just to make him
> happy"
> But I really don't think there needs to be added damage or anything.
> You said yourself you are more offensive(therefore doing more damage
> already) with the use of 2 blades, so why would a skill be changed. 
> Plus(I don't know if this is relevent or whatnot as I am not
> familiar with new woodsman) you are getting the offensive bonuses of
> the 2 blades as it is, so I don't think there needs to be a change.
> Also, any fig skills(barring strike, I think) focus on one weapon
> being used.  When I use deathblow on things it would be cool to
> beatdown with whatever is in each hand, but I'll live.
> Trigon
stab stab two two weapones weapons nice yaaaaaaaaaay stab stab stab stab

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

poster: Zifnab
subject: >do and walk
date: Mon Aug 12 14:34:27 2002

On Mon Aug 12 10:20:57 2002 Querulo wrote post #665:
> Would it be hard to add support to walk and do commands to be
> able to get through gnosis/sisong ?
> 'do talk to sisong; 2; 15;' doesn't work and i'd like to use 
> it from all clients (i use at least two of them and maintaining
> macros is not easy).
> 
> Querulo
yes it would actually be difficult due to the way the input
handled on the mud works.

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

poster: Afkaserious
subject: Kiliana
date: Mon Aug 12 15:06:53 2002

myslots. check worn eq.
-Afka

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

poster: Draco
subject: >Kiliana
date: Mon Aug 12 17:17:31 2002

On Mon Aug 12 15:06:53 2002 Afkaserious wrote post #668:
> myslots. check worn eq.
> -Afka
puuuh afk afk afk, she wants a command to check the _condition_ of
her eq when full of loot, myslots shows nothing about condition.
..


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

poster: Afkaserious
subject: condition I never read anything about condition. 
date: Mon Aug 12 19:25:17 2002

well. i never read anything about condition.
i was also hung over at the time of my post.
maybe i should be lazy and let others do the posting. blah.
-afka



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

poster: Rockman
subject: plaques
date: Tue Aug 13 01:19:14 2002

maybe have the kills, age, and weekly plaques show you yourself when
you just look at them like the explore and exp plaques instead of
having to type la rockman on age

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

poster: Kiliana
subject: lotr
date: Tue Aug 13 11:09:03 2002

i just got this idea after watching lord of the rings:) how about
putting the one ring in the game. like topslot something.. caster,
fig, whatever. make it good beyond what eq should be, BUT, make it
so that you cant "keep" it.. youd always have to make sure you dont
sell it in other words, and make it so that it has a nasty habit of
removing it self from being worn:) anyway, just a silly idea. what
do you guys think?
-kili

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

poster: Afkaserious
subject: lodes
date: Tue Aug 13 18:51:53 2002

Twosome of ideas.

Anyway. consider what you want. ignore the rest. 
-Afka

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

poster: Afkaserious
subject: gah
date: Tue Aug 13 18:52:11 2002

wtf? nothing posted?
err?

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

poster: Moose
subject: Arena
date: Wed Aug 14 15:26:12 2002

Why is arena at blackaver??
I just came up with an idea.. why not place it in new rdc ? It would
be more eazier to fight then, walking and take the ferry over to
blackaver.. is taking time. etc.
plz move the arena to Nrdc =DDD

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

poster: Zifnab
subject: >Arena
date: Wed Aug 14 15:27:42 2002

On Wed Aug 14 15:26:12 2002 Moose wrote post #675:
> Why is arena at blackaver??
> I just came up with an idea.. why not place it in new rdc ? It would
> be more eazier to fight then, walking and take the ferry over to
> blackaver.. is taking time. etc.
> plz move the arena to Nrdc =DDD

based on this theory that its too far.  

All areas should have an exit from CS, to them.  Better yet
lets just summon all the monsters to the player.

The reason its in blackavar is because there was an arena there
when Swashbuckler originally did the city.

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

poster: Tamuli
subject: clan max
date: Wed Aug 14 19:28:29 2002

can we have a greater player max in clans? lots of people want in
but we can only let in one :P. just thought it would be cool the
stretch it by a bit. thanks
-Tam

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

poster: Lu
subject: hi
date: Wed Aug 14 21:20:57 2002

this is an idea about best party/solo kill

sometimes you have a low worth xp mob solo or party, but the kill is
so much cooler then that

so i suggest we add a command to make us 'freeze' the kill command,
so you cant get a new best solo/party until you 'unfreeze' your
kills or reinc
-lu

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

poster: Jaws
subject: >hi
date: Thu Aug 15 00:54:29 2002

On Wed Aug 14 21:20:57 2002 Lu wrote post #678:
> this is an idea about best party/solo kill
> 
> sometimes you have a low worth xp mob solo or party, but the kill is
> so much cooler then that
> 
> so i suggest we add a command to make us 'freeze' the kill command,
> so you cant get a new best solo/party until you 'unfreeze' your
> kills or reinc
> -lu
here here - I second this idea

Jaws

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

poster: Trigon
subject: Adv guild
date: Thu Aug 15 05:42:45 2002

Was just thinking about the posts a while ago stating that Adv guild
really doesn't need to be nocast room, and I think it would be nice
if there was a room stuck in there that was, so if maybe someone had
a large amount of gold onhand they could just idle there without
being pickpocketed?
Trigon

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

poster: Litho
subject: terse
date: Thu Aug 15 06:41:17 2002

You look intensely at Terse and sense that his alignment is Neutral.
seeing as terse steals everyone's sps and calls them bitches etc, i
think he should have a bad align not neutral..shrug feel free to
flame

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

poster: Tranquil
subject: >Adv guild
date: Thu Aug 15 06:56:39 2002

On Thu Aug 15 05:42:45 2002 Trigon wrote post #680:
> Was just thinking about the posts a while ago stating that Adv guild
> really doesn't need to be nocast room, and I think it would be nice
> if there was a room stuck in there that was, so if maybe someone had
> a large amount of gold onhand they could just idle there without
> being pickpocketed?
> Trigon

Was this not what the bank was intended for?


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

poster: Midnight
subject: whine emote
date: Thu Aug 15 09:14:39 2002

you note (name) whines too much and promptly takes a chainsaw to
(name) just to reduce the spam.

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

poster: Sleet
subject: >>Arena
date: Thu Aug 15 14:05:46 2002

On Wed Aug 14 15:27:42 2002 Zifnab wrote post #676:
> On Wed Aug 14 15:26:12 2002 Moose wrote post #675:
> > Why is arena at blackaver??
> > I just came up with an idea.. why not place it in new rdc ? It would
> > be more eazier to fight then, walking and take the ferry over to
> > blackaver.. is taking time. etc.
> > plz move the arena to Nrdc =DDD
> 
> based on this theory that its too far.  
> 
> All areas should have an exit from CS, to them.  Better yet
> lets just summon all the monsters to the player.
> 
> The reason its in blackavar is because there was an arena there
> when Swashbuckler originally did the city.
there is an exit from cs to arena... its secret though, aint alot of
us that can use it... i can though, its not hard at all

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

poster: Daran
subject: >Adv guild
date: Thu Aug 15 22:30:09 2002

On Thu Aug 15 05:42:45 2002 Trigon wrote post #680:
> Was just thinking about the posts a while ago stating that Adv guild
> really doesn't need to be nocast room, and I think it would be nice
> if there was a room stuck in there that was, so if maybe someone had
> a large amount of gold onhand they could just idle there without
> being pickpocketed?
> Trigon
I agree, in the old city there was a sanctuary that i chose to idle
in to keep from seeing all the traffic spam of adv.

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

poster: Tak
subject: newbie forest
date: Thu Aug 15 23:30:38 2002

i think that the newbie forest is very cool.  However i think that
there should be a way to change the name of the eq we can make.  I
have had some problems recently, that would be averted if i could
change the name of my eq.  The problems are not a big deal, they
dont hurt me in any way, but it is strange, and it could be fixed. 
In addition, i would like to be able to change the name of my eq
because i have like 8 items that have very similar names.  It would
make things easier if they were named different things.  Just my
humble opinion.
tak

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

poster: Zifnab
subject: >newbie forest
date: Fri Aug 16 00:02:49 2002

On Thu Aug 15 23:30:38 2002 Tak wrote post #686:
> i think that the newbie forest is very cool.  However i think that
> there should be a way to change the name of the eq we can make.  I
> have had some problems recently, that would be averted if i could
> change the name of my eq.  The problems are not a big deal, they
> dont hurt me in any way, but it is strange, and it could be fixed. 
> In addition, i would like to be able to change the name of my eq
> because i have like 8 items that have very similar names.  It would
> make things easier if they were named different things.  Just my
> humble opinion.
> tak
what problems? does the cost of making it store a customizable
name outweigh the problem?

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

poster: Apathy
subject: >newbie forest
date: Fri Aug 16 00:09:41 2002

On Thu Aug 15 23:30:38 2002 Tak wrote post #686:
> i think that the newbie forest is very cool.  However i think that
> there should be a way to change the name of the eq we can make.  I
> have had some problems recently, that would be averted if i could
> change the name of my eq.  The problems are not a big deal, they
> dont hurt me in any way, but it is strange, and it could be fixed. 
> In addition, i would like to be able to change the name of my eq
> because i have like 8 items that have very similar names.  It would
> make things easier if they were named different things.  Just my
> humble opinion.
> tak

The reason I didn't do this in the first place was because I was
concerned about players spoofing other items of eq in order to sell
them. If you can come up with a good scheme for avoiding this or
convince me that it isn't a problem, it would be an easy change to
make.

-Apathy

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

poster: Wildchild
subject: >>newbie forest
date: Fri Aug 16 02:47:10 2002

On Fri Aug 16 00:09:41 2002 Apathy wrote post #689:
> On Thu Aug 15 23:30:38 2002 Tak wrote post #686:
> > i think that the newbie forest is very cool.  However i think that
> > there should be a way to change the name of the eq we can make.  I
> > have had some problems recently, that would be averted if i could
> > change the name of my eq.  The problems are not a big deal, they
> > dont hurt me in any way, but it is strange, and it could be fixed. 
> > In addition, i would like to be able to change the name of my eq
> > because i have like 8 items that have very similar names.  It would
> > make things easier if they were named different things.  Just my
> > humble opinion.
> > tak
> 
> The reason I didn't do this in the first place was because I was
> concerned about players spoofing other items of eq in order to sell
> them. If you can come up with a good scheme for avoiding this or
> convince me that it isn't a problem, it would be an easy change to
> make.
> 
> -Apathy

Maybe automatically add a tag to the eq they make? Like, if they
change the name it adds Newbie EQ or something to it?
All a player has to do then is have the item shown to them before
they pay for it.

-WildChild

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

poster: Zifnab
subject: >>>newbie forest
date: Fri Aug 16 03:54:57 2002

On Fri Aug 16 02:47:10 2002 Wildchild wrote post #690:
> On Fri Aug 16 00:09:41 2002 Apathy wrote post #689:
> > On Thu Aug 15 23:30:38 2002 Tak wrote post #686:
> > > i think that the newbie forest is very cool.  However i think that
> > > there should be a way to change the name of the eq we can make.  I
> > > have had some problems recently, that would be averted if i could
> > > change the name of my eq.  The problems are not a big deal, they
> > > dont hurt me in any way, but it is strange, and it could be fixed. 
> > > In addition, i would like to be able to change the name of my eq
> > > because i have like 8 items that have very similar names.  It would
> > > make things easier if they were named different things.  Just my
> > > humble opinion.
> > > tak
> > 
> > The reason I didn't do this in the first place was because I was
> > concerned about players spoofing other items of eq in order to sell
> > them. If you can come up with a good scheme for avoiding this or
> > convince me that it isn't a problem, it would be an easy change to
> > make.
> > 
> > -Apathy
> 
> Maybe automatically add a tag to the eq they make? Like, if they
> change the name it adds Newbie EQ or something to it?
> All a player has to do then is have the item shown to them before
> they pay for it.
> 
> -WildChild
the problem with doing this, is that it makes it harder 
for us to find items if a player loses it. Anything where we
have to search by a desc becoems invalid.

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

poster: Midnight
subject: post 686
date: Fri Aug 16 08:18:22 2002

the whole problem could be avoided by tagging tge player's name in
front and let the player give the eq a name to the eq so it would be
Tak's Hammer of Power for instance or whatever else they call it.
just a little idea

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

poster: Apathy
subject: >post 686
date: Fri Aug 16 08:22:44 2002

On Fri Aug 16 08:18:22 2002 Midnight wrote post #692:
> the whole problem could be avoided by tagging tge player's name in
> front and let the player give the eq a name to the eq so it would be
> Tak's Hammer of Power for instance or whatever else they call it.
> just a little idea

I thought about that, but what about players who name themselves Blackmon?

-Apathy

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

poster: Debacle
subject: >>post 686
date: Fri Aug 16 08:24:14 2002

On Fri Aug 16 08:22:44 2002 Apathy wrote post #693:
> On Fri Aug 16 08:18:22 2002 Midnight wrote post #692:
> > the whole problem could be avoided by tagging tge player's name in
> > front and let the player give the eq a name to the eq so it would be
> > Tak's Hammer of Power for instance or whatever else they call it.
> > just a little idea
> 
> I thought about that, but what about players who name themselves Blackmon?
> 
> -Apathy
make it in a certain colour
and at the end of it have another tag (NewbieEQ)
so even if its blackmon it will be
Blackmon's Platemail [NewbieEQ] (kept) (worn)


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

poster: Apathy
subject: >>>>newbie forest
date: Fri Aug 16 08:32:24 2002

On Fri Aug 16 03:54:57 2002 Zifnab wrote post #691:
> > 
> > Maybe automatically add a tag to the eq they make? Like, if they
> > change the name it adds Newbie EQ or something to it?
> > All a player has to do then is have the item shown to them before
> > they pay for it.
> > 
> > -WildChild
> the problem with doing this, is that it makes it harder 
> for us to find items if a player loses it. Anything where we
> have to search by a desc becoems invalid.

I don't follow what you're referring to here, Zif. The pieces
already have stored names, depending on their slot, power, and a
randomly assigned adjective, so I don't see how just storing an
arbitrarily assigned name would be any more difficult.

-Apathy

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

poster: Zifnab
subject: >>>>>newbie forest
date: Fri Aug 16 12:05:53 2002

On Fri Aug 16 08:32:24 2002 Apathy wrote post #695:
> On Fri Aug 16 03:54:57 2002 Zifnab wrote post #691:
> > > 
> > > Maybe automatically add a tag to the eq they make? Like, if they
> > > change the name it adds Newbie EQ or something to it?
> > > All a player has to do then is have the item shown to them before
> > > they pay for it.
> > > 
> > > -WildChild
> > the problem with doing this, is that it makes it harder 
> > for us to find items if a player loses it. Anything where we
> > have to search by a desc becoems invalid.
> 
> I don't follow what you're referring to here, Zif. The pieces
> already have stored names, depending on their slot, power, and a
> randomly assigned adjective, so I don't see how just storing an
> arbitrarily assigned name would be any more difficult.
> 
> -Apathy

Player A loses A's unique name here due to a crash.

He no longer remembers the _real name_ how do we reimburse it?

player A reports a bug with A's unique name here how do 
we find it (assuming they arent online)

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

poster: Khosan
subject: >>>>>>newbie forest
date: Fri Aug 16 14:53:28 2002

> Player A loses A's unique name here due to a crash.
> 
> He no longer remembers the _real name_ how do we reimburse it?
> 
> player A reports a bug with A's unique name here how do 
> we find it (assuming they arent online)

But aren't we screwed in any case, how do you know the stats of the unique
eq?

Khosan

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

poster: Litho
subject: Sloatinok
date: Fri Aug 16 15:30:40 2002

I think it would be very neat if you could appraise something to
show its tp value, maybe have the cost be relatively steep, since it
is telling you a lot, possible a few 100k steep..but it would help
ppl to figure what they need tp-wise.

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

poster: Thriss
subject: >>>>>>newbie forest
date: Fri Aug 16 20:22:55 2002

On Fri Aug 16 12:05:53 2002 Zifnab wrote post #696:
> On Fri Aug 16 08:32:24 2002 Apathy wrote post #695:
> > On Fri Aug 16 03:54:57 2002 Zifnab wrote post #691:
> > > > 
> > > > Maybe automatically add a tag to the eq they make? Like, if they
> > > > change the name it adds Newbie EQ or something to it?
> > > > All a player has to do then is have the item shown to them before
> > > > they pay for it.
> > > > 
> > > > -WildChild
> > > the problem with doing this, is that it makes it harder 
> > > for us to find items if a player loses it. Anything where we
> > > have to search by a desc becoems invalid.
> > 
> > I don't follow what you're referring to here, Zif. The pieces
> > already have stored names, depending on their slot, power, and a
> > randomly assigned adjective, so I don't see how just storing an
> > arbitrarily assigned name would be any more difficult.
> > 
> > -Apathy
> 
> Player A loses A's unique name here due to a crash.
> 
> He no longer remembers the _real name_ how do we reimburse it?
> 
> player A reports a bug with A's unique name here how do 
> we find it (assuming they arent online)
heres a thought what about a  just letting them add a name rather than
entirely renaming said item.
 renaming it would create a new item anyway but this way the old
names still work
they just have a shortcut to the item
also if this is done in a store then it would be not lost in a crash
as it would be saved 
immediately or the transaction wouldnt have gone thru and no losses
unless i have the absolutely wrong idea and this is a wish thing idea

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

poster: Tyreal
subject: colors
date: Sat Aug 17 08:35:05 2002

After reincing a few guilds recently I noticed, that the colors in
the combat text for Fighter and Woodsman, was there a reason for
this? since i thought the color in the text made it look quite good,
and of course stand out from other guilds, maybe this could be put
back in, unless there was a reason as to why it was removed.
(for colors concerning fighter, just the bold white when going beserk, etc)

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

poster: Mixer
subject: >>>>>>newbie forest
date: Sat Aug 17 10:38:40 2002

On Fri Aug 16 12:05:53 2002 Zifnab wrote post #696:
> On Fri Aug 16 08:32:24 2002 Apathy wrote post #695:
> > On Fri Aug 16 03:54:57 2002 Zifnab wrote post #691:
> > > > 
> > > > Maybe automatically add a tag to the eq they make? Like, if they
> > > > change the name it adds Newbie EQ or something to it?
> > > > All a player has to do then is have the item shown to them before
> > > > they pay for it.
> > > > 
> > > > -WildChild
> > > the problem with doing this, is that it makes it harder 
> > > for us to find items if a player loses it. Anything where we
> > > have to search by a desc becoems invalid.
> > 
> > I don't follow what you're referring to here, Zif. The pieces
> > already have stored names, depending on their slot, power, and a
> > randomly assigned adjective, so I don't see how just storing an
> > arbitrarily assigned name would be any more difficult.
> > 
> > -Apathy
> 
> Player A loses A's unique name here due to a crash.
> 
> He no longer remembers the _real name_ how do we reimburse it?
> 
> player A reports a bug with A's unique name here how do 
> we find it (assuming they arent online)
Easy fixed.  We just don't reimburse it!

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

poster: Moose
subject: charisma/healer
date: Sat Aug 17 12:14:34 2002

I think healers earn less gold then other guilds.
So im thinking of.. why not giving healers much more charisma so
they earn more gold selling items.
It's more fair I think =D.
/Moose

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

poster: Mixer
subject: >charisma/healer
date: Sat Aug 17 12:15:13 2002

On Sat Aug 17 12:14:34 2002 Moose wrote post #702:
> I think healers earn less gold then other guilds.
> So im thinking of.. why not giving healers much more charisma so
> they earn more gold selling items.
> It's more fair I think =D.
> /Moose
Hmm... Tithing anybody?  I know healers that make a relative
killing.  And if you want gold, party with people who will
split loot with the healer, after all its only fair.

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

poster: Celine
subject: >>charisma/healer
date: Sat Aug 17 21:24:10 2002

On Sat Aug 17 12:15:13 2002 Mixer wrote post #703:
> On Sat Aug 17 12:14:34 2002 Moose wrote post #702:
> > I think healers earn less gold then other guilds.
> > So im thinking of.. why not giving healers much more charisma so
> > they earn more gold selling items.
> > It's more fair I think =D.
> > /Moose
> Hmm... Tithing anybody?  I know healers that make a relative
> killing.  And if you want gold, party with people who will
> split loot with the healer, after all its only fair.
Not to stab myself in the back for gold or anything, but I find
Mixer generally yo be correct in this. I certainly dont win any
popularity contests on this mud yet i still am tithed what i
consider nice amounts when confessoring. And he is right, find a
party that will split loot and you are fine. Also, a increase in
healers cha for the selling of things would generally only help
highbie and newbie healers since arrow of light/hand of balance
aren't too realistic for midbie healers (who can do better haiming
and dhealing for gold) and white flame or whatever that highbie
blast spell is cant be reached for however many levels about
avapoo.
-Two cents mine

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

poster: Rockman
subject: >>charisma/healer 
date: Sun Aug 18 04:06:30 2002

No gold?? one word, beholders =) there are also lots of really nice
small golding areas that aol and white flame will kick ass in.
-Rocky

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

poster: Lu
subject: regen trance
date: Sun Aug 18 17:21:15 2002

would maybe be slightly cool if regen trance somewhow affected party
members spr just a little?

just throwing it out there
-lu

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

poster: Kiliana
subject: zifnab!
date: Tue Aug 20 03:19:16 2002

Zifnab mentioned something as a joke, but after vising a friends
house, and watching him play old nintendo games, the thing he said
about summoning monsters kind of gave me an idea. How about maybe in
the bard guild, adding a skill called something like "sirens
song.".. It would work in areas with wandering monsters only..sidhes
come to mind, and it would work like the old pied piper fable:) the
bard would use a flute item or something, and use the skill.. it
would have an average duration, and while it was on, the wandering
monsters would be inclined to wander to the room the bard was in. It
wouldnt really be a cheat skill.. in fact, it wouldnt really do
anything, but it sure would be cool to have a sidhe party, or
wherever there are wandering monsters, where you could sit in the
room, all prepped for battle, and just pick off the monsters as they
wandered in. Of course, i suppose you'd have to be careful if an eq
mob happened to be walking around. It might be scary to be sitting
in sidhes, whacking them, and then in walks slaine and hanessa:)
just a silly thought, what do you guys think?

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

poster: Apathy
subject: >zifnab!
date: Tue Aug 20 04:16:03 2002

On Tue Aug 20 03:19:16 2002 Kiliana wrote post #707:
> Zifnab mentioned something as a joke, but after vising a friends
> house, and watching him play old nintendo games, the thing he said
> about summoning monsters kind of gave me an idea. How about maybe in
> the bard guild, adding a skill called something like "sirens
> song.".. It would work in areas with wandering monsters only..sidhes
> come to mind, and it would work like the old pied piper fable:) the
> bard would use a flute item or something, and use the skill.. it
> would have an average duration, and while it was on, the wandering
> monsters would be inclined to wander to the room the bard was in. It
> wouldnt really be a cheat skill.. in fact, it wouldnt really do
> anything, but it sure would be cool to have a sidhe party, or
> wherever there are wandering monsters, where you could sit in the
> room, all prepped for battle, and just pick off the monsters as they
> wandered in. Of course, i suppose you'd have to be careful if an eq
> mob happened to be walking around. It might be scary to be sitting
> in sidhes, whacking them, and then in walks slaine and hanessa:)
> just a silly thought, what do you guys think?

At some point a long time ago, I suggested a fully fleshed-out
"herder's guild" as a joke.  I wonder if that's archived
anywhere...

-Apathy

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

poster: Balinor
subject: Axes high
date: Wed Aug 21 13:35:37 2002

Hi,
just as an idea for yet another warrior guild we could have a guild
that specializes on axes.
We have blunt weapons and swords for specific guilds, so axes would
make a nice addition.
Some special attack skill with axe only weapons etc.
-Bal

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

poster: Uno
subject: food
date: Wed Aug 21 18:17:20 2002

is there anyway we could make it so food drops to the ground if
you quit. i'm pretty sure right now if you quit for longer than
the default LD time, any food in your inventory just disappears.

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

poster: Zifnab
subject: >food
date: Wed Aug 21 20:28:28 2002

On Wed Aug 21 18:17:20 2002 Uno wrote post #710:
> is there anyway we could make it so food drops to the ground if
> you quit. i'm pretty sure right now if you quit for longer than
> the default LD time, any food in your inventory just disappears.
this is correct its not saveable.  so if you are carrying food
and due to a network hiccup you want us to drop all unsaveable
items? you come back 10 seconds later and player X has grabbed them?

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

poster: Draco
subject: wishes
date: Wed Aug 21 21:10:26 2002

maybe have wishes that could make you learn spells/skills faster
than whatyour race usually does...ive found on my experiances that
evokers are screwed when it comes to training all of their skills
due to the bad skill rtaining of races and how many there are.

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

poster: Apathy
subject: >Axes high
date: Wed Aug 21 22:34:03 2002

On Wed Aug 21 13:35:37 2002 Balinor wrote post #709:
> Hi,
> just as an idea for yet another warrior guild we could have a guild
> that specializes on axes.
> We have blunt weapons and swords for specific guilds, so axes would
> make a nice addition.
> Some special attack skill with axe only weapons etc.
> -Bal

afaik, the mud basically treats axes as swords

-Apathy

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

poster: Draco
subject: >>Axes high
date: Wed Aug 21 22:35:48 2002

On Wed Aug 21 22:34:03 2002 Apathy wrote post #713:
> > just as an idea for yet another warrior guild we could have a guild
> > that specializes on axes.
> > We have blunt weapons and swords for specific guilds, so axes would
> > make a nice addition.
> > Some special attack skill with axe only weapons etc.
> > -Bal
> 
> afaik, the mud basically treats axes as swords
> 
> -Apathy
this is true, in fact, i think warrior already has enough guilds...i
really personally see no need for another

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

poster: Lurch
subject: >>food
date: Thu Aug 22 01:06:09 2002

On Wed Aug 21 20:28:28 2002 Zifnab wrote post #711:
> On Wed Aug 21 18:17:20 2002 Uno wrote post #710:
> > is there anyway we could make it so food drops to the ground if
> > you quit. i'm pretty sure right now if you quit for longer than
> > the default LD time, any food in your inventory just disappears.
> this is correct its not saveable.  so if you are carrying food
> and due to a network hiccup you want us to drop all unsaveable
> items? you come back 10 seconds later and player X has grabbed them?
It seems to save what room you're in when you quit, so just have
it drop unsaveables when the 30 minutes or whatever it is is up...
it's be funny to see food and junk pop up in a room out of nowhere :)

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

poster: Litho
subject: >Axes high
date: Thu Aug 22 02:15:49 2002

On Wed Aug 21 13:35:37 2002 Balinor wrote post #709:
> Hi,
> just as an idea for yet another warrior guild we could have a guild
> that specializes on axes.
> We have blunt weapons and swords for specific guilds, so axes would
> make a nice addition.
> Some special attack skill with axe only weapons etc.
> -Bal
Axes are known to be slash weapons. Few have a sharp side and a
blunt side, hence blunt weapons..we have the weapon styles covered
as far as i know

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

poster: Tranquil
subject: >wishes
date: Thu Aug 22 02:28:29 2002

On Wed Aug 21 21:10:26 2002 Draco wrote post #712:
> maybe have wishes that could make you learn spells/skills faster
> than whatyour race usually does...ive found on my experiances that
> evokers are screwed when it comes to training all of their skills
> due to the bad skill rtaining of races and how many there are.

In a roundabout way, this is exactly what all_skills and all_spells
do. It saves you at least 5% training to max a skill or spell, which
if your race has expensive costs, a high ability maximum, or your
guild has lots of useful abilities which you would like to use, then
the experience you save by not having to spend any on that last 5%
at the top end of the training curve for each ability, will add up
to be a fair bit.


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

poster: Jaws
subject: re: wishes
date: Thu Aug 22 04:28:42 2002

I know I saved well over 100m in xp by utilizing all skills and all spells

made my small sorc reinc possible

Jaws

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

poster: Tahnval
subject: >Axes high
date: Thu Aug 22 04:33:25 2002

On Wed Aug 21 13:35:37 2002 Balinor wrote post #709:
> Hi,
> just as an idea for yet another warrior guild we could have a guild
> that specializes on axes.
> We have blunt weapons and swords for specific guilds, so axes would
> make a nice addition.
> Some special attack skill with axe only weapons etc.
> -Bal
We do not have guild that specialises in swords.  We have a guild
that specialises in slashing weapons.

Like axes, for example.

You could argue that axe-fighting is sufficiently different to
warrant splitting the "slashing" section into "axes" and "lighter
slashing weapons", but that's a different argument.

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

poster: Balinor
subject: >>Axes high
date: Thu Aug 22 08:35:31 2002

On Thu Aug 22 04:33:25 2002 Tahnval wrote post #719:
> On Wed Aug 21 13:35:37 2002 Balinor wrote post #709:
> > Hi,
> > just as an idea for yet another warrior guild we could have a guild
> > that specializes on axes.
> > We have blunt weapons and swords for specific guilds, so axes would
> > make a nice addition.
> > Some special attack skill with axe only weapons etc.
> > -Bal
> We do not have guild that specialises in swords.  We have a guild
> that specialises in slashing weapons.
> 
> Like axes, for example.
> 
> You could argue that axe-fighting is sufficiently different to
> warrant splitting the "slashing" section into "axes" and "lighter
> slashing weapons", but that's a different argument.
I thought having axes as their own weapon type would have been
obvious, but i'll make it clear now for you all :)
-Bal

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

poster: Mixer
subject: >wishes
date: Thu Aug 22 10:35:14 2002

On Wed Aug 21 21:10:26 2002 Draco wrote post #712:
> maybe have wishes that could make you learn spells/skills faster
> than whatyour race usually does...ive found on my experiances that
> evokers are screwed when it comes to training all of their skills
> due to the bad skill rtaining of races and how many there are.
xprate wish will make you train skills faster :)

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

poster: Rancor
subject: Woodie omicron
date: Sat Aug 24 08:17:14 2002

Why is it that the woodsman omicron is behind a closed and lokced
gate that someone can just take the key to and prevent you from
entering.  That is annoying and hindersome to anyone wanting to
train etc.
Rancor

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

poster: Bahgtru
subject: Shapeshifter
date: Sat Aug 24 12:41:51 2002

A command to see what forms you have aquired from Morpheus would be
nice - 'forms' or some such

- Bag

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

poster: Qrall
subject: Shapeshifting
date: Sun Aug 25 00:58:38 2002

When chaning shape dont make us drop eq. just make the eq invicible
and unuseable. much better

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

poster: Apathy
subject: >Shapeshifting
date: Sun Aug 25 01:07:09 2002

On Sun Aug 25 00:58:38 2002 Qrall wrote post #725:
> When chaning shape dont make us drop eq. just make the eq invicible
> and unuseable. much better

Then I want the same thing for mist form

-Apathy

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

poster: Draco
subject: >>Shapeshifting
date: Sun Aug 25 01:10:49 2002

On Sun Aug 25 01:07:09 2002 Apathy wrote post #726:
> On Sun Aug 25 00:58:38 2002 Qrall wrote post #725:
> > When chaning shape dont make us drop eq. just make the eq invicible
> > and unuseable. much better
> 
> Then I want the same thing for mist form
> 
> -Apathy
this is done for a reason, what the reason is i cat tell you, but if
you try differant levels of forms (beta/gamma/bravo) you will see
why this is

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

poster: Tektor
subject: Wish Idea
date: Sun Aug 25 01:45:43 2002

Would be neat if there was a lesser all spells/ all skills that gave
3% to all. that way with greater you could max skills that last 3%
instead of training it 5% more

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

poster: Zifnab
subject: >>Shapeshifting
date: Sun Aug 25 03:33:11 2002

On Sun Aug 25 01:07:09 2002 Apathy wrote post #726:
> On Sun Aug 25 00:58:38 2002 Qrall wrote post #725:
> > When chaning shape dont make us drop eq. just make the eq invicible
> > and unuseable. much better
> 
> Then I want the same thing for mist form
> 
> -Apathy
exactly the reason its not going to happen. Take
some responsibility for your equipment and do the right 
things with it.

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

poster: Draco
subject: clones event
date: Mon Aug 26 01:31:46 2002

im thinking maybe clones shouldnt be aggro to people that sign on
after the event starts, a clanmate of mine signed in and was
instantly dropped to 11hps by oz/s clone...not a death, but still
not really cool.

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

poster: Warchief
subject: >Woodie omicron
date: Mon Aug 26 03:51:42 2002

On Sat Aug 24 08:17:14 2002 Rancor wrote post #723:
> Why is it that the woodsman omicron is behind a closed and lokced
> gate that someone can just take the key to and prevent you from
> entering.  That is annoying and hindersome to anyone wanting to
> train etc.
> Rancor
Omicrons are very powerful guilds and as such are not supposed to be
easily gotten to.  Sylvan woodlord is probably one of the easier
guilds to get to even.  Try reincing MA and going through the Trials
of Destiny every time you want to train 5% in a skill.  I dunno,
take that last one back, I really enjoy going through the Trials of
Destiny, I usually just do it for fun when I'm in the neighborhood. 
One thing though about them though, please force the door to not
reset when someone is in that area, as if you complete part of it
and the door resets, you've lost half the items to complete it and
must wait until they also reset.

-Chief

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

poster: Rockman
subject: Woodie omicron  
date: Mon Aug 26 22:56:38 2002

Omicrons are supposed to be hard to get to, try high priest, you
just waltz right in at the cathedral =)

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

poster: Tahnval
subject: >Woodie omicron  
date: Tue Aug 27 03:06:31 2002

On Mon Aug 26 22:56:38 2002 Rockman wrote post #733:
> Omicrons are supposed to be hard to get to, try high priest, you
> just waltz right in at the cathedral =)
Try Champion of the Crown - from adv: enter portal, champ

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

poster: Quillz
subject: plaque rooms
date: Tue Aug 27 21:19:13 2002

could it be possible to make a room for eachg plaque?
so we dont have to specify each plaque, ect.  
Q

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

poster: Zifnab
subject: >plaque rooms
date: Tue Aug 27 21:22:46 2002

On Tue Aug 27 21:19:13 2002 Quillz wrote post #735:
> could it be possible to make a room for eachg plaque?
> so we dont have to specify each plaque, ect.  
> Q

la kills, la exp, la age, la explore, la kills is just as easy
as la plaque

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

poster: Quillz
subject: >>plaque rooms
date: Tue Aug 27 21:24:22 2002

On Tue Aug 27 21:22:46 2002 Zifnab wrote post #736:
> On Tue Aug 27 21:19:13 2002 Quillz wrote post #735:
> > could it be possible to make a room for eachg plaque?
> > so we dont have to specify each plaque, ect.  
> > Q
> 
> la kills, la exp, la age, la explore, la kills is just as easy
> as la plaque
Nuh uh, you have to type la exp and then type plaque, so la plaque is easier. 
ps. 
i hate t3telnet

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

poster: Rockman
subject: Woodie omicron  
date: Tue Aug 27 22:22:06 2002

On Mon Aug 26 22:56:38 2002 Rockman wrote post #733:
> Omicrons are supposed to be hard to get to, try high priest, you
> just waltz right in at the cathedral =)
Try Champion of the Crown - from adv: enter portal, champ


Tahn, hp was the same also till the new city came out =)

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

poster: Arkangyle
subject: omicron guilds
date: Wed Aug 28 04:42:21 2002

I am going to have to agree that some of the omicron guilds here are
being placed in areas/places that aren't the best suited for the
mud.  I have seen other muds that put highlevel guilds in hard to
reach places that require a powerful party to help reach and the
effect it typically that you are unable to work your way up through
guilds, but instead must reinc into them.

The Nether guild here is in a fairly traumatic area, and while this
may suit the guild well, players attempting to join it for the first
time without reincing are taking a huge risk with a significant
portion of their full exp worth.

Ark

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

poster: Draco
subject: >omicron guilds
date: Wed Aug 28 05:04:49 2002

On Wed Aug 28 04:42:21 2002 Arkangyle wrote post #739:
> I am going to have to agree that some of the omicron guilds here are
> being placed in areas/places that aren't the best suited for the
> mud.  I have seen other muds that put highlevel guilds in hard to
> reach places that require a powerful party to help reach and the
> effect it typically that you are unable to work your way up through
> guilds, but instead must reinc into them.
> 
> The Nether guild here is in a fairly traumatic area, and while this
> may suit the guild well, players attempting to join it for the first
> time without reincing are taking a huge risk with a significant
> portion of their full exp worth.
> 
> Ark
be that as it may, iirc all exp that you have after a reinc you
cannot lose, so there isnt a big risk there, BUT i do agree that
guilds should a a bot easier to get to, some of them are
rediculously hard imho

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

poster: Barkley
subject: >omicron guilds
date: Wed Aug 28 14:25:00 2002

On Wed Aug 28 04:42:21 2002 Arkangyle wrote post #739:
> I am going to have to agree that some of the omicron guilds here are
> being placed in areas/places that aren't the best suited for the
> mud.  I have seen other muds that put highlevel guilds in hard to
> reach places that require a powerful party to help reach and the
> effect it typically that you are unable to work your way up through
> guilds, but instead must reinc into them.
> 
> The Nether guild here is in a fairly traumatic area, and while this
> may suit the guild well, players attempting to join it for the first
> time without reincing are taking a huge risk with a significant
> portion of their full exp worth.
> 
> Ark
I think doing these challenges once to join a high level guild is
understandable/reasonable given their
power. However, I think it would be a cool idea if each omnicron had
a teleport to guild type skill on the first
level. That would save us from repeating a challenge we've already
accomplished.

Woodsman already sort of has this with pathfinding...But nether mage
and dragon master could probably use it...


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

poster: Spoof
subject: hostile ppl
date: Wed Aug 28 21:37:47 2002

It would be cool if hostile monsties had a level restriction to
them, so they wouldn't attack really weak ppl unless they attack
them
Just a thought!


-Spoof

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

poster: Draco
subject: new zoo area
date: Wed Aug 28 23:54:52 2002

maybe make the giraffes be not yellow, because this has the adverse
effect of making me think they are aggro and its kinda
annoying...just a thought

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

poster: Arkangyle
subject: omicron guilds/accessibility
date: Thu Aug 29 00:15:59 2002

The WHOLE point to my post is that you obviously are safe from
loosing the exp you carry to join/train during a reinc.  That in
itself tends to force players into reincing INTO these guilds rather
than working there way up through them.  How many nethers do you
know that worked into the guild rather than reinced into it?

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

poster: Wildchild
subject: >omicron guilds/accessibility
date: Thu Aug 29 06:10:07 2002

On Thu Aug 29 00:15:59 2002 Arkangyle wrote post #744:
> The WHOLE point to my post is that you obviously are safe from
> loosing the exp you carry to join/train during a reinc.  That in
> itself tends to force players into reincing INTO these guilds rather
> than working there way up through them.  How many nethers do you
> know that worked into the guild rather than reinced into it?

Well, is this more a fault of the players or the design of the guild?
Once you get into mist or lava mage, you don't really see any
advancement for another 30 levels, thus it's a helluva lot easier
for somebody to just reinc into it later.

-WC

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

poster: Sigwald
subject: >colors
date: Thu Aug 29 14:45:39 2002

On Sat Aug 17 08:35:05 2002 Tyreal wrote post #700:
> After reincing a few guilds recently I noticed, that the colors in
> the combat text for Fighter and Woodsman, was there a reason for
> this? since i thought the color in the text made it look quite good,
> and of course stand out from other guilds, maybe this could be put
> back in, unless there was a reason as to why it was removed.
> (for colors concerning fighter, just the bold white when going beserk, etc)

Hmm could you be a bit more precised about that ? Do you mean combat
messages for some special skills no longer are coloured? If so,
please list how they were before, it's entirely possible I've
erased those by using cut and paste in an editor that removes
colour codes...

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

poster: Bahgtru
subject: Guild plaque
date: Thu Aug 29 15:42:42 2002

Shapeshifter doesn't have a guild plaque. Would be nice if it did,
so we could check ourself.

- Bag

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

poster: Litho
subject: >Siggy
date: Thu Aug 29 19:45:33 2002

On Thu Aug 29 19:44:24 2002 Litho wrote post #748:
> He m.
Sorry kazaa froze up, in regards to the color messages, like You
whirl liee a madman!, and you go Berserk!, they are regular green as
opposed to bold, would be cool if you could also do the dragonmaster
one..youshow the prowess of a dragon!, etc.., mebbe this'll clear
things up

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

poster: Draco
subject: >Guild plaque
date: Fri Aug 30 01:53:01 2002

On Thu Aug 29 15:42:42 2002 Bahgtru wrote post #747:
> Shapeshifter doesn't have a guild plaque. Would be nice if it did,
> so we could check ourself.
> 
> - Bag
actually there is a reason for the plaque not being there: daneel
doesnt know if he wants one/one in that exact location

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

poster: Kiliana
subject: Parties
date: Fri Aug 30 02:56:10 2002

Is there any way to fix that thing in parties.. where, ok, lets say
im in a one person party, all proud of my party rate. then here
comes a disconnect, im gone for 5 seconds, and all of a sudden im
not in a party anymore. is there any way to keep you in the party
for a certain period of time, instead of instantly booting you as
soon as the mud hits a lag bump?

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

poster: Sleet
subject: >>>>Interest. 
date: Fri Aug 30 20:13:33 2002

On Thu May  2 08:43:58 2002 Arkangyle wrote post #18:
> On Thu May  2 01:15:21 2002 Onyx wrote post #13:
> > > 
> > > From now on it is going to cost a 1000 gold charge for a transaction,
> > > 25000 gold weekly charge for holding the account, a 100000 annual charge
> > > for applying the interrests. Checking your previous transactions is
> > > 5000 gold each time.
> > > 
> > > In return we are going to give you 0.125% annual interrest.
> > > 
> > > Regards,
> > > 
> > > The board of Reddragon city bank.
> > So Bank Of America is now managing the Red Dragon banks too?
> 
> laugh ... this is sooooooo true.  I had an account with "Nations
> Bank" back when I was in Texas.  They started screwing me over with
> things like ATM charges for using THEIR ATMs (among other stuff). 
> When I moved back to Florida, I got an account with a teachers
> credit union and EARN interest on my checking account with none of
> those other charges.
> 
> Arkangyle notes that you should just keep your money in a shoebox
> instead of Bank of America.
i get hit with crap with that all the time, if i have below 20
dolalrs in my acount at the end of the month ill be put 30 dolalrs
into the negative. 
Its like hey you dotn have enough money so were gonan take more money from you

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

poster: Sleet
subject: >>>xptuner solution
date: Fri Aug 30 20:19:49 2002

On Sat May  4 19:21:40 2002 Sumerion wrote post #40:
> On Sat May  4 16:36:03 2002 Kaos wrote post #39:
> > On Sat May  4 10:56:10 2002 Zax wrote post #37:
> > > Remove the xptuner and set the value of each mob to their current
> > > tune. Any supporters?!?
> > And the point would be?
> > 
> > I think people are too concerned about how much xp they get
> > from a monster.. So what if you get 68k instead of 70k from
> > a Sidhe.. You just kill 36 Sidhes instead of 35, and you have
> > earned just as much xp.. If you are that worried, you should
> > never stop 2 minutes to take a pee while mudding, cause that
> > would have just as big impact as a xp tune. Remove the
> > xp/min number from parties, and people will stop
> > complaining about tunes, about woodsmen who solo too good
> > about people who let them join big parties, etc etc.
> Kaos has gone CRAZY!!
no i agree, this probly is why im so small but i think that people
worry about numbers too much.
I think we should try to brign the game further away from all this math crap.
You shouldnt be able to turn an xp party into an equation.
the numebrs dont mean jack, there just points asserted to us to play
with in our heads. Too many math and computer majors on this damn
thing. 
I say if you can kill it and gain some exp without dying go for it.
Even half tuned monster is still more xp then ya had sittign around

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

poster: Sleet
subject: >>Hmm.
date: Sat Aug 31 09:21:50 2002

On Mon May 13 06:01:04 2002 Fox wrote post #97:
> On Mon May 13 05:58:07 2002 Litho wrote post #96:
> > Do you think TOL does'nt benefit casters? it sucks for figs pretty much.
> I second that TOL doesn't do jack for fighters.
its sick for theif and id imagine antyone with eps.
just gotta ill somthign big enough to kill you to refresh you

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

poster: Kiliana
subject: new event!
date: Sun Sep  1 11:13:08 2002

I just had an idea for a new event. I'd call it "Double xp event",
but something original. Basically, some mob similar to allie the
alien would come down.. some merchant or something, and he'd only be
around for a very short time. during which he'd hand out lists of
stuff he wants.. just a random list of stuff dropped by monsters.
maybe 10 random items (though theyre the same for every person)..
then you'd have 10 minutes to try and race around and get them, if
you even know what they are. If you get the most, his reward would
be that you'd get double xp for a set amount of time.. like maybe
half an hour. what do you guys think? flame away!

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

poster: Baer
subject: channels invite $variable channelname
date: Sun Sep  1 12:32:55 2002


If we could save a list of player names to a variable as an array
and then use that variable as an invitation list for a channel, it
would save having massive commands with repeated do channel invite
foo mychannel; channel invite bar mychannel

Eg,

set mychanlist foo bar zifnab baer
or
set mychanlist foo, bar, zifnab, baer

then 
channels add mychannel
channels invite mychanlist mychannel

Baer


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

poster: Celine
subject: pfc..
date: Sun Sep  1 21:37:20 2002

When i cast prayer for the crusader at someone i was wondering if it
could say who it was i had targeted.
Instead of the current: You kneel down and pray to the gods and
choruses of angels seem to answer.
Mayhap instead: You kneel down and pray to the gods for Ziffers and
choruses of angels seem to answer.

Gratzi\Celine

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

poster: Lu
subject: guilds
date: Mon Sep  2 19:43:22 2002

hello there, i have this idea that came to my head
each beta should get a channel, to talk with other peopl from the
beta, and it also notes sepcial things that the players do in that
guild(dunno how that woudl work) but maybe like a higherst spell dmg
for evokers/nethers/hareers, sepereate the so yo ucan see whose doin
well in what guild or somethinhg

anyway hjust an idea
-lu

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

poster: Ixtlilton
subject: >guilds
date: Mon Sep  2 19:44:10 2002

On Mon Sep  2 19:43:22 2002 Lu wrote post #758:
> hello there, i have this idea that came to my head
> each beta should get a channel, to talk with other peopl from the
> beta, and it also notes sepcial things that the players do in that
> guild(dunno how that woudl work) but maybe like a higherst spell dmg
> for evokers/nethers/hareers, sepereate the so yo ucan see whose doin
> well in what guild or somethinhg
> 
> anyway hjust an idea
> -lu
If you look at the time line, you'll see that guild channels used to
exist, but no one used them.

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

poster: Erec
subject: >>guilds
date: Mon Sep  2 19:46:31 2002

On Mon Sep  2 19:44:10 2002 Ixtlilton wrote post #759:
> On Mon Sep  2 19:43:22 2002 Lu wrote post #758:
> > hello there, i have this idea that came to my head
> > each beta should get a channel, to talk with other peopl from the
> > beta, and it also notes sepcial things that the players do in that
> > guild(dunno how that woudl work) but maybe like a higherst spell dmg
> > for evokers/nethers/hareers, sepereate the so yo ucan see whose doin
> > well in what guild or somethinhg
> > 
> > anyway hjust an idea
> > -lu
> If you look at the time line, you'll see that guild channels used to
> exist, but no one used them.
people seem to be using the shapeshifter channel plenty, though that 
might be because it's fairly new.


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

poster: Daneel
subject: >Woodsman
date: Tue Sep  3 22:14:35 2002

On Tue Sep  3 20:09:34 2002 Rancor wrote post #761:
> Why is woodsman being downtuned again?   As it stands this is the
> second downtune woodsman has recieved on its party ability.  So
> where does this leave woodsman?  This leaves woodsman as a small
> party(duo/trio) and solo guild, as woodsman can not tank bigger
> parties very effectively.  Solo in woodsman is lacking greatyly
> unless you have the worth to have a second alpha in cleric but
> moreover weaver, or healer for the ref spells.  So where does that
> leave a guild that can not tank big parties and can not solo very
> well except at high worth?  Small parties.  woodsman has been
> tuned/evolved into a small party guild(duo/trio's etc)/solo(for high
> worth) guild.  Now what I propose is we take herbalist out of the
> required guilds list for woodsman.  Make it in the tree but
> optional.  This will lower the exp curve required for woodsman and
> make accessable the possiblilty of solo for lower worth playeers and
> improve the area of small parties.  
> If woodsman gets I downtune in one of its more vital areas for exp
> then I think it should get an uptune in another.  This will allow
> for better solo/duo and still keep in effect the tune for large
> parties and the woodsman lack to tank them.  
> Just an I dea I had......
> Rancor
(a) This isn't exactly intended as a downtune, this is more a fix to a 
formula that was a little messed up.
(b) large parties != >3, the limit is significantly higher than that.

(c) Woodsmen tank xp better than fighters.  The intention of this is
partially to give each a range where they are better than the other.

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

poster: Xerious
subject: >hostile ppl
date: Wed Sep  4 01:32:40 2002

On Wed Aug 28 21:37:47 2002 Spoof wrote post #742:
> It would be cool if hostile monsties had a level restriction to
> them, so they wouldn't attack really weak ppl unless they attack
> them
> Just a thought!
> 
> 
> -Spoof
I think this would be a great idea.  Just as we avoid contact and
combat with mobs *way* bigger than we are, isn't is plausible to
imagine that a little butterfly would flee from a high level player?
 Even in nature this is the case, a squirrle will run from you, but
a bear just might invite you over for lunch!.

Anyway, the idea of having level be a determining factor in
beginning combat is a good idea.

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

poster: Wildchild
subject: >>hostile ppl
date: Wed Sep  4 02:51:27 2002

On Wed Sep  4 01:32:40 2002 Xerious wrote post #763:
> On Wed Aug 28 21:37:47 2002 Spoof wrote post #742:
> > It would be cool if hostile monsties had a level restriction to
> > them, so they wouldn't attack really weak ppl unless they attack
> > them
> > Just a thought!
> > 
> > 
> > -Spoof
> I think this would be a great idea.  Just as we avoid contact and
> combat with mobs *way* bigger than we are, isn't is plausible to
> imagine that a little butterfly would flee from a high level player?
>  Even in nature this is the case, a squirrle will run from you, but
> a bear just might invite you over for lunch!.
> 
> Anyway, the idea of having level be a determining factor in
> beginning combat is a good idea.

Well, the serious flaw in this argument is that many areas are
designed to have aggros to make it more difficult to get through for
players/parties.
In the end, this would make it even easier for newbies to explore
places that higher levelled players cannot. This doesn't seem like
the right way to go.

To a degree, I like the idea of having bigger monsies designed so
that if a newbie cannot attack them, but if it's an aggro, newbies
shouldn't get a free pass just cause they're little :)

-WC

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

poster: Warchief
subject: >Woodsmen
date: Wed Sep  4 03:43:22 2002

On Wed Sep  4 02:11:22 2002 Rancor wrote post #764:
> I would like to see a 650m fighter that can't tank more than me or
> better than me.  Figs win tanking any day of the week.  I can only
> tank about 150k mobs without a grap at my worth. show me a 650m fig
> that can not tank more than that.  Woodsmen get less parry skills,
> less hit points, but they do do more damage.  Damage however has
> nothing to do with tanking.  TAnking is being able to have parties
> and being a meatwall for large exp mobs of which woodsman can not do
> outright without graps etc. 
> 
> I was not flaming the tune, I was proposing an idea to take wodsman
> away from that high range of tank exp.  I don't think you understood
> what I was saying.  If you want tanks to tank and woodsman to party
> in small parties make it that way I am just saying don't do half and
> half make the guild good at something not mediocre all around.  Make
> them worth crap as tanks and solo/duo/trio better/ or leave it so
> they can tank and be halfways decent all around.  It is better to be
> good at something that just mediocre all around.
> Rancor

Woodsman are better at tanking than fighters.  Tanking may not have
to do with dealing dmg, but if the character can act as a meatwall
and still deal dmg, more power to him, that is what woodsman is all
about.  They are based around dodge, which is a good defense skill
up until the higher level monsies, where it starts to fade out and
parry is needed.  Woodsman dodge more than warriors, and a shield
and reduced offenses are not needed to dodge.  Therefore woodsman
can tank and deal dmg at the same time, and yes, it is significant.
-Chief

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

poster: Warchief
subject: >>Woodsmen
date: Wed Sep  4 03:44:28 2002

On Wed Sep  4 03:43:22 2002 Warchief wrote post #766:
> On Wed Sep  4 02:11:22 2002 Rancor wrote post #764:
> > I would like to see a 650m fighter that can't tank more than me or
> > better than me.  Figs win tanking any day of the week.  I can only
> > tank about 150k mobs without a grap at my worth. show me a 650m fig
> > that can not tank more than that.  Woodsmen get less parry skills,
> > less hit points, but they do do more damage.  Damage however has
> > nothing to do with tanking.  TAnking is being able to have parties
> > and being a meatwall for large exp mobs of which woodsman can not do
> > outright without graps etc. 
> > 
> > I was not flaming the tune, I was proposing an idea to take wodsman
> > away from that high range of tank exp.  I don't think you understood
> > what I was saying.  If you want tanks to tank and woodsman to party
> > in small parties make it that way I am just saying don't do half and
> > half make the guild good at something not mediocre all around.  Make
> > them worth crap as tanks and solo/duo/trio better/ or leave it so
> > they can tank and be halfways decent all around.  It is better to be
> > good at something that just mediocre all around.
> > Rancor
> 
> Woodsman are better at tanking than fighters.  Tanking may not have
> to do with dealing dmg, but if the character can act as a meatwall
> and still deal dmg, more power to him, that is what woodsman is all
> about.  They are based around dodge, which is a good defense skill
> up until the higher level monsies, where it starts to fade out and
> parry is needed.  Woodsman dodge more than warriors, and a shield
> and reduced offenses are not needed to dodge.  Therefore woodsman
> can tank and deal dmg at the same time, and yes, it is significant.
> -Chief

Meant the first sentence to end like "tanking lower-mid level exp
monsters than fighters." rather than how it sounded.

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

poster: Litho
subject: Wondering
date: Wed Sep  4 04:15:48 2002

I was just wondering why rufrin/the area is a no cast/skill zone?
just seems odd considering there is no danger here and u cant summon
ppl etc

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

poster: Uno
subject: >Woodsmen
date: Wed Sep  4 05:03:27 2002

On Wed Sep  4 02:11:22 2002 Rancor wrote post #764:
> 
> I was not flaming the tune, I was proposing an idea to take wodsman
> away from that high range of tank exp.  I don't think you understood
> what I was saying.  If you want tanks to tank and woodsman to party
> in small parties make it that way I am just saying don't do half and
> half make the guild good at something not mediocre all around.  Make
> them worth crap as tanks and solo/duo/trio better/ or leave it so
> they can tank and be halfways decent all around.  It is better to be
> good at something that just mediocre all around.
> Rancor
At your worth maybe you can't be expected to solo very well 
BUT you DO duo better than a fighter/cleric combo of comparable
worth. I also bet if you tried your solo rate would far exceed a fighters 
smaller mobs perhaps?) I've sen more than one woodsman in the
current configuration rocket their way from low 100ms to 1g doing 
strictly solo/duo stuff so I know it's not only possible but very 
productive. You personally can also look forward to very excellent
solo rates once you attain that cleric secondary. Until then I'd advise 
you to find a dependable healer and be grateful you found a guild 
that gives rocking duo rates even at moderate worth.
Corollary to that last point is that while it seems you are accusing 
Daneel of not understanding your post I think you are also guilty of 
not understanding hist post. This wasn't a 'downtune'. It was a 'fix'.
The party restriction for woodsman is intended to balance the fact
that you duo/trio so well now and solo so well at higher worth. The
fact that it was broken before and working now shouldn't be cause
for any sort of fuss. I'm trying to empathize with you here and see
your post as something other than a whine, but at the moment I'm
failing miserably.

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

poster: Panza
subject: level calc
date: Thu Sep  5 00:01:09 2002

it would be very cool if someone, such as achman, would have an
option where you type in a level number and achman would tell you
how much exp you would need to reach that level. It's just a pain to
go through his info and add it up. just a thought :)
Panza

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

poster: Kiliana
subject: mist mages
date: Thu Sep  5 11:01:05 2002

I dont know if this makes much sense, but mist mages lose TONS of
phys ress with even 1 person in their party. you know, to protect
those behind them. but if your in a party consisting of only 3 mist
mages, all in mist form, shouldnt they not lose that phys ress? i
mean, its 3 puffs of mist, not 1 puff protecting hard things. Im
just saying because parties are funner, and it'd be nice to have
little misty parties. thank you:)

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

poster: Kiliana
subject: Implausible/curious mist idea
date: Thu Sep  5 11:29:33 2002

This idea is rather vague, and hopefully im not to tired to get the
idea across. It would be neat to see team skills. Im using mist
mages because thats what i am, but other guilds could be just as
applicible. I dont have other ideas for other guilds, but if any of
it seems plausible, perhaps other ppl could spit some out. I would
like to see spells that take more than one person to cast. the spell
i was thinking of was linking mist bodies. For example, 2 mists are
partying. one could cast link form on the other, and their bodies
are enmeshed. The result would be basically one BIG misty. the only
practical way i see of doing it would be like to cut hps by 25
percent each, but divide damage over both forms. Now this idea is
silly, but hopefully i got the general idea of what i mean by team
spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
evokers summoning forth a blast that could kill a sidhe in 1 hit.
Hopefuly the general idea gets across through my vague typing.

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

poster: Litho
subject: >Implausible/curious mist idea
date: Thu Sep  5 19:30:49 2002

On Thu Sep  5 11:29:33 2002 Kiliana wrote post #773:
> This idea is rather vague, and hopefully im not to tired to get the
> idea across. It would be neat to see team skills. Im using mist
> mages because thats what i am, but other guilds could be just as
> applicible. I dont have other ideas for other guilds, but if any of
> it seems plausible, perhaps other ppl could spit some out. I would
> like to see spells that take more than one person to cast. the spell
> i was thinking of was linking mist bodies. For example, 2 mists are
> partying. one could cast link form on the other, and their bodies
> are enmeshed. The result would be basically one BIG misty. the only
> practical way i see of doing it would be like to cut hps by 25
> percent each, but divide damage over both forms. Now this idea is
> silly, but hopefully i got the general idea of what i mean by team
> spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> evokers summoning forth a blast that could kill a sidhe in 1 hit.
> Hopefuly the general idea gets across through my vague typing.
I like the idea, Kiliana, i also think a join hands skill for high
priest would be awesome, like how healer has, mebbe it'll up wis a
bit with healers or something neat.

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

poster: Litho
subject: >>Implausible/curious mist idea
date: Thu Sep  5 19:32:13 2002

On Thu Sep  5 19:30:49 2002 Litho wrote post #774:
> > are enmeshed. The result would be basically one BIG misty. the only
> > practical way i see of doing it would be like to cut hps by 25
> > percent each, but divide damage over both forms. Now this idea is
> > silly, but hopefully i got the general idea of what i mean by team
> > spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> > evokers summoning forth a blast that could kill a sidhe in 1 hit.
> > Hopefuly the general idea gets across through my vague typing.
> I like the idea, Kiliana, i also think a join hands skill for high
> priest would be awesome, like how healer has, mebbe it'll up wis a
> bit with healers or something neat.
ment how harmer was, sorry.

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

poster: Apathy
subject: >level calc
date: Thu Sep  5 20:15:11 2002

On Thu Sep  5 00:01:09 2002 Panza wrote post #771:
> it would be very cool if someone, such as achman, would have an
> option where you type in a level number and achman would tell you
> how much exp you would need to reach that level. It's just a pain to
> go through his info and add it up. just a thought :)
> Panza

Ask Achman for level costs, copy/paste into a spreadsheet, sum them
up, and double it.  That's what I do.

-Apathy

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

poster: Fox
subject: PickPocket
date: Fri Sep  6 06:59:28 2002

Since there is no reason to have it for it to use against another
player, but, since the Thief guild is made to thieve, may have Pick
Pocket to use against killable and non-killable NPC's?

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

poster: Fox
subject: Encumber
date: Fri Sep  6 07:01:10 2002

There are quite a few games that I have been playing that if your
character is carrying more than 100%, it slows him in movement, not
only in moving from room to room, but in combat as well. Would it be
possible to carry things over 100% and be able to encumber your
character in movement and in combat?

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

poster: Tyreal
subject: Exp/Wishes
date: Fri Sep  6 08:01:46 2002

I was thinking about re-reincing warrior for eq tank purposes and i
had an idea about purchasing wishes via experience points, since
some players may have highish worth but 2 greater/1lesser wish,
which would in some ways penalize them for nice hp as tank, or skill
maxes to be a better fighter, or any guild for that example.

So my idea is that you could purchase wishes with  exp points, the
cost of exp and the amount of wishes you can purchase per reinc
should reside on the current amount of tps you have, the wishes,
obviously not being permanant, but you get the exp you spent back,
when you reinc, say if you currently have 2 greater wishes, 2 lesser
wishes, the exp cost for a lesser wish would be say 55-60megs exp,
or a greater from 75-80megs exp, doubleing as you buy, if you decide
to purchase more wishes.
i personally think this idea is good since not everyone likes to
equip, and if they do, they might not want to sac nice pieces,
having some nice eq is good for anyone of low worth, it's dependant
on the person, but saccing an entire set just for a few wishes may
seem immoral, but obviously you couldn't have this destroy the whole
TP's system, so depending on worth and current tps the wishes would
stop after a limited amount, the other problem i encountered whilst
thinking it through -
is the fact people like to reinc, so using exp to purchase wishes so
they can blast tps off by getting reincs from the pool would also be
a problem, hence using worth and current tps as a base for deciding
how many wishes can be purchased par worth, etc. 
as i say it's just an idea, any feedback is good feedback. 
-Ty

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

poster: Chewba
subject: >Exp/Wishes
date: Fri Sep  6 09:47:17 2002

On Fri Sep  6 08:01:46 2002 Tyreal wrote post #779:
> I was thinking about re-reincing warrior for eq tank purposes and i
> had an idea about purchasing wishes via experience points, since
> some players may have highish worth but 2 greater/1lesser wish,
> which would in some ways penalize them for nice hp as tank, or skill
> maxes to be a better fighter, or any guild for that example.
> 
> So my idea is that you could purchase wishes with  exp points, the
> cost of exp and the amount of wishes you can purchase per reinc
> should reside on the current amount of tps you have, the wishes,
> obviously not being permanant, but you get the exp you spent back,
> when you reinc, say if you currently have 2 greater wishes, 2 lesser
> wishes, the exp cost for a lesser wish would be say 55-60megs exp,
> or a greater from 75-80megs exp, doubleing as you buy, if you decide
> to purchase more wishes.
> i personally think this idea is good since not everyone likes to
> equip, and if they do, they might not want to sac nice pieces,
> having some nice eq is good for anyone of low worth, it's dependant
> on the person, but saccing an entire set just for a few wishes may
> seem immoral, but obviously you couldn't have this destroy the whole
> TP's system, so depending on worth and current tps the wishes would
> stop after a limited amount, the other problem i encountered whilst
> thinking it through -
> is the fact people like to reinc, so using exp to purchase wishes so
> they can blast tps off by getting reincs from the pool would also be
> a problem, hence using worth and current tps as a base for deciding
> how many wishes can be purchased par worth, etc. 
> as i say it's just an idea, any feedback is good feedback. 
> -Ty
In my opinion wishes are supposed to be special , thats why you pay
TPS for them. I personally like the system as it is. Although
spending xp would suit me down to a tee. Tps bring a slightly
different aspect to the game and I would like to see more solo
quests (and more areas). It something I do when I can't be bothered
to .... (insert xp,gold,eq here).

Cheers

My 2 Euros

Chewba

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

poster: Balinor
subject: mist/food
date: Fri Sep  6 09:51:53 2002

Myba eput it so in mist form you don't need food as much as normally
ie hunger would go slower, since in mist form we won't be consuming
food

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

poster: Midnight
subject: re post 781
date: Fri Sep  6 11:09:41 2002

perhaps you could have a spell that converts sp's to health as you
won't be able to carry food as mist without using floating disc and
you won't be able to get things from the disc anyhow.
my suggestion on using sp's to food stems from the fact that it
would be not so unbalancing as say using ep's  to convert to health
as not that many spell users use many ep's.
feel free to flame away :)
Midnight

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

poster: Switchblade
subject: neil og (bvar weapon shop)
date: Sat Sep  7 01:20:44 2002


alrighty:

   I humbly request that Neil Og be changed back to the way he was. 
He used to 
accept all goods, now he just accepts weapons.  Maybe make it 
Neil Og's one-stop-shop.  Just really difficult to gold on bvar, if i can't
unload all the armors i acquire.  It would really help, thanks.
-switch


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

poster: Jaguar
subject: >neil og (bvar weapon shop)
date: Sat Sep  7 01:23:41 2002

On Sat Sep  7 01:20:44 2002 Switchblade wrote post #783:
> alrighty:
> 
>    I humbly request that Neil Og be changed back to the way he was. 
> He used to 
> accept all goods, now he just accepts weapons.  Maybe make it 
> Neil Og's one-stop-shop.  Just really difficult to gold on bvar, if i can't
> unload all the armors i acquire.  It would really help, thanks.
> -switch
> 
I think a blacksmith-type would deal in both weapons and armours
anyway. I don't see why some places you can only sell weapons, and
others you can only sell armour.

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

poster: Baer
subject: news
date: Sat Sep  7 01:29:03 2002

Could we please have the follow up post without quoting
functionality that the command 'f' gave back?

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

poster: Tektor
subject: Shops
date: Sat Sep  7 01:39:45 2002

Maybe make shops refuse to take eq above a certain eq level? Would
solve lots of problems.

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

poster: Tahnval
subject: >Shops
date: Sat Sep  7 02:40:16 2002

On Sat Sep  7 01:39:45 2002 Tektor wrote post #786:
> Maybe make shops refuse to take eq above a certain eq level? Would
> solve lots of problems.
IIRC, that is already the case.  I'm almost sure I saw an
inform post to that effect from an admin.

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

poster: Bremen
subject: Tps-Tyreals post
date: Sat Sep  7 15:56:11 2002

I would have to say that spending Exp for Tps is a bad idea, that
would just make highbies even more powerful, and totally unbalance..
the already unbalanced game. 
sorry

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

poster: Malifix
subject: >Tps-Tyreals post
date: Sat Sep  7 23:30:48 2002

On Sat Sep  7 15:56:11 2002 Bremen wrote post #788:
> I would have to say that spending Exp for Tps is a bad idea, that
> would just make highbies even more powerful, and totally unbalance..
> the already unbalanced game. 
> sorry
As much as I would love to but tps with exp, I agree with Bremen

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

poster: Ixtlilton
subject: >>Tps-Tyreals post
date: Sun Sep  8 03:14:34 2002

On Sat Sep  7 23:30:48 2002 Malifix wrote post #789:
> On Sat Sep  7 15:56:11 2002 Bremen wrote post #788:
> > I would have to say that spending Exp for Tps is a bad idea, that
> > would just make highbies even more powerful, and totally unbalance..
> > the already unbalanced game. 
> > sorry
> As much as I would love to but tps with exp, I agree with Bremen
As much as i would love to not agree with bremen, i will. I will not
agree with Bremen, even tho he's correct i will not agree with him
on principal. I will NOT, i repeat, NOT, agree with Bremen.
PS. I agree with Bremen on this occasion.

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

poster: Falstaff
subject: wish
date: Sun Sep  8 13:16:45 2002

could be nifty to have a minor wish that allows you to eat corpses
if you're not a corpse-eating race to begin with.
choosing this wish would of course exclude you from choosing the
never hungry wish. :)
fff
Falstaff

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

poster: Draco
subject: >wish
date: Sun Sep  8 17:19:59 2002

On Sun Sep  8 13:16:45 2002 Falstaff wrote post #791:
> could be nifty to have a minor wish that allows you to eat corpses
> if you're not a corpse-eating race to begin with.
> choosing this wish would of course exclude you from choosing the
> never hungry wish. :)
> fff
> Falstaff
personally i dont really know where i would stand on this, but one
thing is that it would have to probably be a greater wish. the regen
some guilds can get with eating corpses is imho too powerful to be a
lesser.

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

poster: Trigon
subject: Familiar names
date: Sun Sep  8 23:20:08 2002

Ok, I totally agree with not being able to name your familiars after
players, but it's stupid to have some guy create a character, then
not login after 50 weeks and I can't name my familiar after him :(
Could there please be some check on the last time logged on, or
maybe we could purge players under lvl 15 that havn't logged in in
more than 10 weeks?
Pretty please
with sugar on top
Trigon

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

poster: Sigwald
subject: >Familiar names
date: Mon Sep  9 09:31:58 2002

On Sun Sep  8 23:20:08 2002 Trigon wrote post #793:
> Ok, I totally agree with not being able to name your familiars after
> players, but it's stupid to have some guy create a character, then
> not login after 50 weeks and I can't name my familiar after him :(
> Could there please be some check on the last time logged on, or
> maybe we could purge players under lvl 15 that havn't logged in in
> more than 10 weeks?
> Pretty please
> with sugar on top
> Trigon
We purge from time to time, but basically we got other stuff to do that
purging lowbie players every couple weeks. Live with it, even if there
are many player names I'm sure there r still a lot more available :P

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

poster: Rancor
subject: Rufrin
date: Mon Sep  9 09:41:17 2002

How about rufrin giving stats to items he is selling with all the
new areas and new eq.  players don't know all the stats on items. 
and as any good salesman would they would give out all the info on
thier products to make a sale. Maybe for a fee?
Rancor

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

poster: Mixer
subject: >wish
date: Mon Sep  9 13:02:43 2002

On Sun Sep  8 13:16:45 2002 Falstaff wrote post #791:
> could be nifty to have a minor wish that allows you to eat corpses
> if you're not a corpse-eating race to begin with.
> choosing this wish would of course exclude you from choosing the
> never hungry wish. :)
> fff
> Falstaff
No No No No No.

Things like corpse eating and so on will never be available as a
wish.  If you want it pick a corpse eating race!

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

poster: Tahnval
subject: >>wish
date: Mon Sep  9 23:40:27 2002

On Mon Sep  9 13:02:43 2002 Mixer wrote post #797:
> On Sun Sep  8 13:16:45 2002 Falstaff wrote post #791:
> > could be nifty to have a minor wish that allows you to eat corpses
> > if you're not a corpse-eating race to begin with.
> > choosing this wish would of course exclude you from choosing the
> > never hungry wish. :)
> > fff
> > Falstaff
> No No No No No.
> 
> Things like corpse eating and so on will never be available as a
> wish.  If you want it pick a corpse eating race!
You can get EQ pieces that allow you to eat corpses, too.  They
are rather rare though.  AFAIK, there are only two such pieces, one
very rare and one both very rare and fabulously expensive.

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

poster: Litho
subject: >>>wish
date: Tue Sep 10 05:12:18 2002

On Mon Sep  9 23:40:27 2002 Tahnval wrote post #798:
> > > never hungry wish. :)
> > > fff
> > > Falstaff
> > No No No No No.
> > 
> > Things like corpse eating and so on will never be available as a
> > wish.  If you want it pick a corpse eating race!
> You can get EQ pieces that allow you to eat corpses, too.  They
> are rather rare though.  AFAIK, there are only two such pieces, one
> very rare and one both very rare and fabulously expensive.
Obsidian staff is rare, but hardly expensive.

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

poster: Celine
subject: Top 400 Active Player List
date: Tue Sep 10 21:53:29 2002

There are people on this plaque that are months and months (some
years) inactive. Perhaps some kinda of time cap on it? Nfc what
would be fair but perhaps 2 months? I mean, if you havent played for
two months its kinda silly to say that your an "active" player.

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

poster: Tak
subject: top400
date: Tue Sep 10 21:56:08 2002

that would rock celine. 2 months sounds extremely reasonable, more
peepson the list would be cools, not to mention the huge jumk people
would get the first time they are on after the change.  it would be
hilarious to see it all, and beneficial to us all.
tak

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

poster: Celine
subject: >top400
date: Tue Sep 10 21:58:23 2002

Tektor pointed out mucho spam would come from this when someone logs
in once a year to say hello... so i vote that perhaps you need to
have been logged in within 2 months AND made a certain amount of
exp. say 50k like race leadership, perhaps more 200k orso.
**\

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

poster: Tak
subject: Enemies list
date: Tue Sep 10 22:33:10 2002

I think it would rock if we could have an enemies list
They could show up as red in who
It could be like friends list
there might not be much actual usefullness to this, but it would
rock nonetheless
i would love to be able to see who hates me
and i would love for those i hate to know
there would be a significant increase in enjoyment, imho
the little spats that would start would be entertaining for all,
providing they are on proper channels
thats it i guess, flame away

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

poster: Draco
subject: >Enemies list
date: Tue Sep 10 22:35:52 2002

On Tue Sep 10 22:33:10 2002 Tak wrote post #803:
> They could show up as red in who
> It could be like friends list
> there might not be much actual usefullness to this, but it would
> rock nonetheless
> i would love to be able to see who hates me
> and i would love for those i hate to know
> there would be a significant increase in enjoyment, imho
> the little spats that would start would be entertaining for all,
> providing they are on proper channels
> thats it i guess, flame away
however neat this might have been during the days of PK, there is
really no usefulness to it, and moreover think that some people
wouldn't want to log on, type who, and see how many people hate
them.

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

poster: Tak
subject: enemies list
date: Tue Sep 10 22:40:41 2002

ok been told its been asked for before and denied, wizes dont like it, sorry

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

poster: Yugo
subject: >Enemies list
date: Tue Sep 10 23:31:22 2002

On Tue Sep 10 22:33:10 2002 Tak wrote post #803:
> I think it would rock if we could have an enemies list
> They could show up as red in who
> It could be like friends list
> there might not be much actual usefullness to this, but it would
> rock nonetheless
> i would love to be able to see who hates me
> and i would love for those i hate to know
> there would be a significant increase in enjoyment, imho
> the little spats that would start would be entertaining for all,
> providing they are on proper channels
> thats it i guess, flame away

well if you have zmud just color the name in what ever color you
want then will you not only have they name colored in who but also
in say,tells,tells about them,death,plaque and so on

Yugo

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

poster: Celine
subject: Mist Form..
date: Wed Sep 11 06:36:53 2002

Can we please have a warning message on it? I just died again
because my body dropped while i was in combat and then i get stunned
1 second later.. and then suddenly im dead. I figure its my own
body.. i would feel it start shifting out of mist form back to
normal.. pretty please?

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

poster: Fox
subject: Animal Tamer
date: Wed Sep 11 07:56:49 2002

There are quite a many animals w/in the game and only 4 are able to
be tamed?! Need MMMAAAOOOORREEEE!!!! =-D
Foxxy

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

poster: Draco
subject: >Mist Form..
date: Wed Sep 11 16:53:55 2002

On Wed Sep 11 06:36:53 2002 Celine wrote post #807:
> Can we please have a warning message on it? I just died again
> because my body dropped while i was in combat and then i get stunned
> 1 second later.. and then suddenly im dead. I figure its my own
> body.. i would feel it start shifting out of mist form back to
> normal.. pretty please?
this is one of those reasons why doing two things as mist is crucial.
1) every 4 mins or so, recast mist form to stabalize it, or wait for
it to die and put one up if you dont like the hps.
2) study study study study stun shield...this is tooo invaluable,
esp if you dont restore your body often.
cast green mist on a form dropping message would be nice...but i
don't see it happening, so maybe if you do the suggested above you
can run into less stuns and deaths.

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

poster: Celine
subject: >>Mist Form..
date: Wed Sep 11 19:45:02 2002

On Wed Sep 11 16:53:55 2002 Draco wrote post #809:
> > body.. i would feel it start shifting out of mist form back to
> > normal.. pretty please?
> this is one of those reasons why doing two things as mist is crucial.
> 1) every 4 mins or so, recast mist form to stabalize it, or wait for
> it to die and put one up if you dont like the hps.
> 2) study study study study stun shield...this is tooo invaluable,
> esp if you dont restore your body often.
> cast green mist on a form dropping message would be nice...but i
> don't see it happening, so maybe if you do the suggested above you
> can run into less stuns and deaths.
Well I guess i was misinformed that i could handle this reinc at my
worth then. I have stun shield studied and use it almost all the
time. The stuns wasnt my point. Also, I try to keep my body
maintained (especially when i get a good hp cast). Again not the
point. Fact of it is that my body will sometimes drop (at times
earlier than id think it to) and a monster i can handle while taking
little/no hp loss will basically insta me.
-celine
ps-yes, id still really like to ask for a warning message. I mean if
a disc floating in the air with no personaly connection to you gives
a warning its going to drop, wouldnt your own body which you should
be highly aware of?
thanks

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

poster: Draco
subject: psionist
date: Wed Sep 11 21:57:46 2002

perhaps when you fail the spell shock, it should not say "you
connect with your mind" and say instead like "you fail to connect
your mind with " or something like that, gor a long time i
thought that the you connect with your mind was just a smaller
damage message

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

poster: Pedron
subject: >>Hmm...
date: Thu Sep 12 00:34:45 2002

On Sat Aug  3 07:42:42 2002 Mixer wrote post #602:
> On Sat Aug  3 05:20:49 2002 Monkey wrote post #601:
> > We should have an item that could double the gold we get from a monster...
> > Just a thought, flame away...
> > -Monkey
> Thanks for the ideas Monkey but for sure something like this is
> just too powerful and will never be allowed into the game.
Make the item a greater wish, a guild object?, 
a leader object?, an ac1 full battlesuit with wc1 weapons built in 
and no stats that can't be removed until next reinc?

-pedron

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

poster: Shadowmage
subject: green mist and magma boulder
date: Thu Sep 12 00:54:34 2002

i think that green mist is better than boulder, which shouldn't
happen. they should be the same
in overall strength. green mist and boulder should have same casting
time and sp cost.
the difference should be that boulder is stronger, but deals less
'extra' damage
say FULL_SPS
which is the poison and the lava burns. just a thought, fire away
with comments.
-shadowmage

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

poster: Draco
subject: >green mist and magma boulder
date: Thu Sep 12 02:30:24 2002

On Thu Sep 12 00:54:34 2002 Shadowmage wrote post #813:
> i think that green mist is better than boulder, which shouldn't
> happen. they should be the same
> in overall strength. green mist and boulder should have same casting
> time and sp cost.
> the difference should be that boulder is stronger, but deals less
> 'extra' damage
> say FULL_SPS
> which is the poison and the lava burns. just a thought, fire away
> with comments.
> -shadowmage
um just fyi, if you study the spells to 100% and masteries to 100%
there is a decent sized differance in how much MORE damage magma
boulder does than green mist, beacause, yes, magma boulder is
stronger.

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

poster: Wildchild
subject: >>green mist and magma boulder
date: Thu Sep 12 02:31:16 2002

On Thu Sep 12 02:30:24 2002 Draco wrote post #814:
> On Thu Sep 12 00:54:34 2002 Shadowmage wrote post #813:
> > i think that green mist is better than boulder, which shouldn't
> > happen. they should be the same
> > in overall strength. green mist and boulder should have same casting
> > time and sp cost.
> > the difference should be that boulder is stronger, but deals less
> > 'extra' damage
> > say FULL_SPS
> > which is the poison and the lava burns. just a thought, fire away
> > with comments.
> > -shadowmage
> um just fyi, if you study the spells to 100% and masteries to 100%
> there is a decent sized differance in how much MORE damage magma
> boulder does than green mist, beacause, yes, magma boulder is
> stronger.

Magma boulder is almost mostly phys, which, I can't recall atm if it
is still this way, was practically useless for a long time.

-WC

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

poster: Coal
subject: green mist vs. boulder
date: Thu Sep 12 02:38:20 2002

When they changed the way resistances worked, about 5 months ago?
Phys damage became a worthwhile and good damage type to use, since
it wasn't a doubled resistance anymore. Green mist will almost
always have the advantage of being cheaper, and faster then boulder,
but it cannot reach the damage potential that boulder can. As far as
the after burns, and mist trails...i never really got a good idea of
how much damage they did, but they look neat, and are spamy, i like
spam =)
-COalpants, ex-mistmage, ex-lava mage, ex-nether.

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

poster: Kiliana
subject: tock
date: Thu Sep 12 08:39:11 2002

Maybe this idea has been done before, but i personally would like a
skill to be placed in all of the newbie alphas called assess tock.
When you use the skill, you could get a message saying "you feel
like you tock (your tock)".. i just think it would help so that you
would know generally what your tocking. 

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

poster: Sigwald
subject: >tock
date: Thu Sep 12 08:58:34 2002

On Thu Sep 12 08:39:11 2002 Kiliana wrote post #817:
> Maybe this idea has been done before, but i personally would like a
> skill to be placed in all of the newbie alphas called assess tock.
> When you use the skill, you could get a message saying "you feel
> like you tock (your tock)".. i just think it would help so that you
> would know generally what your tocking. 
While I sort of understand people would like to see old regen
figured because they're used to them, we've moved away from
this and it would not make much sense to have this skill
since for a new player it would be totally meaningless.
We may need to put some kind of regen level indication
in score though.

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

poster: Lurch
subject: >>tock
date: Thu Sep 12 11:21:25 2002

When I started it seems like these hp/sp/ep regens were all stats,
but they did not show up in score, and I always wondered why.
It makes sense, IMO, for them to, specially now that there is no
other way to check how items with one of these 'stats' affect you.

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

poster: Litho
subject: Hell
date: Thu Sep 12 12:24:38 2002

Maybe let us check our guild item in hell? :)
-Litho

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

poster: Grasfer
subject: party split 88000
date: Thu Sep 12 19:08:03 2002

A command that make you transfer to your party members, party split
88000 will transfer 88000 gold to all members in party.

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

poster: Xerious
subject: >Implausible/curious mist idea
date: Thu Sep 12 19:10:10 2002

On Thu Sep  5 11:29:33 2002 Kiliana wrote post #773:
> like to see spells that take more than one person to cast. the spell
> i was thinking of was linking mist bodies. For example, 2 mists are
> partying. one could cast link form on the other, and their bodies
> are enmeshed. The result would be basically one BIG misty. the only
> practical way i see of doing it would be like to cut hps by 25
> percent each, but divide damage over both forms. Now this idea is
> silly, but hopefully i got the general idea of what i mean by team
> spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> evokers summoning forth a blast that could kill a sidhe in 1 hit.
> Hopefuly the general idea gets across through my vague typing.
And for us for-life fig types, the skill could be switch tank in
battle.  Any time a particular tank got below say 50, another would
take his place allowing the first tank to use bio or whatever to
heal.  It would rotate amoung the figs from highest to lowest, the
lowest being the last one assigned tank, unless a higher hp char
regenned successfull first.  Now that would be cool...!  Fig has
taken too many downtunes, inho.  Flame Away.  I know you're gonna..
:)

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

poster: Draco
subject: >>Implausible/curious mist idea
date: Thu Sep 12 19:31:45 2002

On Thu Sep 12 19:10:10 2002 Xerious wrote post #823:
> On Thu Sep  5 11:29:33 2002 Kiliana wrote post #773:
> > like to see spells that take more than one person to cast. the spell
> > i was thinking of was linking mist bodies. For example, 2 mists are
> > partying. one could cast link form on the other, and their bodies
> > are enmeshed. The result would be basically one BIG misty. the only
> > practical way i see of doing it would be like to cut hps by 25
> > percent each, but divide damage over both forms. Now this idea is
> > silly, but hopefully i got the general idea of what i mean by team
> > spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> > evokers summoning forth a blast that could kill a sidhe in 1 hit.
> > Hopefuly the general idea gets across through my vague typing.
> And for us for-life fig types, the skill could be switch tank in
> battle.  Any time a particular tank got below say 50, another would
> take his place allowing the first tank to use bio or whatever to
> heal.  It would rotate amoung the figs from highest to lowest, the
> lowest being the last one assigned tank, unless a higher hp char
> regenned successfull first.  Now that would be cool...!  Fig has
> taken too many downtunes, inho.  Flame Away.  I know you're gonna..
> :)
not necessarily a flame, but they system is the way it is for a
reason, and it wont be changed. being able to switch tanks in
mid-battle would make it too unbalanced, and personally as a 90%
solo person myself, i dont want to dee mob resistances and such
increased to offset the unbalance that would be caused.

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

poster: Chewba
subject: >>Implausible/curious mist idea
date: Thu Sep 12 21:59:08 2002

On Thu Sep 12 19:10:10 2002 Xerious wrote post #823:
> On Thu Sep  5 11:29:33 2002 Kiliana wrote post #773:
> > like to see spells that take more than one person to cast. the spell
> > i was thinking of was linking mist bodies. For example, 2 mists are
> > partying. one could cast link form on the other, and their bodies
> > are enmeshed. The result would be basically one BIG misty. the only
> > practical way i see of doing it would be like to cut hps by 25
> > percent each, but divide damage over both forms. Now this idea is
> > silly, but hopefully i got the general idea of what i mean by team
> > spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> > evokers summoning forth a blast that could kill a sidhe in 1 hit.
> > Hopefuly the general idea gets across through my vague typing.
> And for us for-life fig types, the skill could be switch tank in
> battle.  Any time a particular tank got below say 50, another would
> take his place allowing the first tank to use bio or whatever to
> heal.  It would rotate amoung the figs from highest to lowest, the
> lowest being the last one assigned tank, unless a higher hp char
> regenned successfull first.  Now that would be cool...!  Fig has
> taken too many downtunes, inho.  Flame Away.  I know you're gonna..
> :)
Xerious now that's a pretty  funky idea for multi mini tanks
I love the idea and would boost the number of ifgs in pareties

Cheers Chewba

Ps don't flame me ever 

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

poster: Litho
subject: Party health
date: Fri Sep 13 10:18:09 2002

a command, "party health" which states each members name and health, (hunger)

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

poster: Afkaserious
subject: Sign thing
date: Fri Sep 13 15:51:54 2002

Maybe having some sort of command to put a sign in a room. like
"Away" or "Regening" And not putting it in your away message
Since if you're somewhere and you dont want someone to keel all your
monsies they can see the sign.
It would be similar to the away message tho.. But not everyone'll
send you a tell asking if your gonna kill the mob where your sitting
or not.
Anyway. Another one of my ideas.
Comment.

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

poster: Chrono
subject: sign thing.
date: Fri Sep 13 21:31:32 2002

just don't idle, if it means a lot to you, you should kill first
then idle :)..also no one mob belongs to anyone, cept me, i own all
my xp areas (heh i xp, suure)

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

poster: Tranquil
subject: >Sign thing
date: Sat Sep 14 03:52:27 2002

On Fri Sep 13 15:51:54 2002 Afkaserious wrote post #827:
> Maybe having some sort of command to put a sign in a room. like
> "Away" or "Regening" And not putting it in your away message
> Since if you're somewhere and you dont want someone to keel all your
> monsies they can see the sign.
> It would be similar to the away message tho.. But not everyone'll
> send you a tell asking if your gonna kill the mob where your sitting
> or not.
> Anyway. Another one of my ideas.
> Comment.

title works for this


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

poster: Wildchild
subject: >>>Implausible/curious mist idea
date: Sat Sep 14 08:32:33 2002

On Thu Sep 12 19:31:45 2002 Draco wrote post #824:
> On Thu Sep 12 19:10:10 2002 Xerious wrote post #823:
> > On Thu Sep  5 11:29:33 2002 Kiliana wrote post #773:
> > > like to see spells that take more than one person to cast. the spell
> > > i was thinking of was linking mist bodies. For example, 2 mists are
> > > partying. one could cast link form on the other, and their bodies
> > > are enmeshed. The result would be basically one BIG misty. the only
> > > practical way i see of doing it would be like to cut hps by 25
> > > percent each, but divide damage over both forms. Now this idea is
> > > silly, but hopefully i got the general idea of what i mean by team
> > > spells. Just imagine.. 2 lava mages casting a mega eruption, or 3
> > > evokers summoning forth a blast that could kill a sidhe in 1 hit.
> > > Hopefuly the general idea gets across through my vague typing.
> > And for us for-life fig types, the skill could be switch tank in
> > battle.  Any time a particular tank got below say 50, another would
> > take his place allowing the first tank to use bio or whatever to
> > heal.  It would rotate amoung the figs from highest to lowest, the
> > lowest being the last one assigned tank, unless a higher hp char
> > regenned successfull first.  Now that would be cool...!  Fig has
> > taken too many downtunes, inho.  Flame Away.  I know you're gonna..
> > :)
> not necessarily a flame, but they system is the way it is for a
> reason, and it wont be changed. being able to switch tanks in
> mid-battle would make it too unbalanced, and personally as a 90%
> solo person myself, i dont want to dee mob resistances and such
> increased to offset the unbalance that would be caused.

Being able to switch tanks in combat would also give people an easy
access to a method of pk'ing people just by convincing them to get
into a party with you then going after something big.

-WC

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

poster: Arkangyle
subject: Mist form and duration
date: Sat Sep 14 20:33:04 2002

There is no need for mist form to have a "drop" message.  I can
pretty much "feel" when my mist is getting to the point of dropping
and my client doesn't even offer timer support to help.

Anyone who casts mist form every 4 minutes (gawd) because they are
worried of it dropping is paranoid :P  The spell lasts over 10
minutes folks, and if you didn't notice before, it semi-does warn
you about falling since it takes about 1 second for the form to
actually dissipate.  Keep up stun shield, learn to time the mist
form mentally, and run like hell when you goof :P


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

poster: Litho
subject: Eye slot
date: Sun Sep 15 11:30:14 2002

We need a higher wis eye slot, as is, top wis eye slot is hag eye
(with 20 spr, 12 wis, +3 mastery of fire, as compared to top int eye
slot, (mask of anguish - 20 spr, 29 int,+2 qc), thats a difference
of 17 stat points in comparision between int/wis, possibly up hag
eye or something? Shrug my .5 pence.
-Litho

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

poster: Switchblade
subject: party ratings
date: Sun Sep 15 11:42:59 2002


heyas

    I'm sure this thought has occurred to many, and i would be
surprised if it hasn't been suggested already, but:

    Seems to me that a party that is doing 350k/min, and a party
that is doing 1m/min shouldn't have the same rating, namely
"God-Like"

    hmm, let's see, it goes dragon, ultra, demi-god, godlike, i think

   maybe make it :  dragon, ultra, supernatural, demi-god, god-like?
 or maybe add another category on top.  hard to beat GOD, but maybe
: Schwarzaneggerian? (spelling might be wrong) :P

-switch

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

poster: Stego
subject: copy-cat
date: Sun Sep 15 21:44:39 2002

ok idea (can you tell i never like to do reports?) well
i think that a good spell or skill would be copycat- the ability
ie  culdron if someone casts culdron then when a second caster
casts copy cat  they end up casting culdron too  of corse to
equal this out it may be necicery to make it so copy cat takes
longer to cast (maybe 2 times as much time?) well id like
feed back  to this idea

-----------------

poster: Sigwald
subject: >Eye slot
date: Sun Sep 15 22:14:20 2002

On Sun Sep 15 11:30:14 2002 Litho wrote post #833:
> We need a higher wis eye slot, as is, top wis eye slot is hag eye
> (with 20 spr, 12 wis, +3 mastery of fire, as compared to top int eye
> slot, (mask of anguish - 20 spr, 29 int,+2 qc), thats a difference
> of 17 stat points in comparision between int/wis, possibly up hag
> eye or something? Shrug my .5 pence.
> -Litho
And we also have an equipment.wishes group that seems a lot more
appropriate for this kind of requests.

-----------------

poster: Lurch
subject: >copy-cat
date: Mon Sep 16 01:26:54 2002

On Sun Sep 15 21:44:39 2002 Stego wrote post #835:
> ok idea (can you tell i never like to do reports?) well
> i think that a good spell or skill would be copycat- the ability
> ie  culdron if someone casts culdron then when a second caster
> casts copy cat  they end up casting culdron too  of corse to
> equal this out it may be necicery to make it so copy cat takes
> longer to cast (maybe 2 times as much time?) well id like
> feed back  to this idea
I think it would be interesting to have a mimic spell...
Like you would 'cast mimic at  with '
for example, and the last skill or spell that person used would
be cast at the monster. of course the limitations of such would
be that you could only copy players, and only at monsters, so
you wouldn't want to copy healers, and wouldn't be able to copy
the monsters. However, I would have no idea what guild would have it.

-----------------

poster: Vor
subject: druid's loot
date: Mon Sep 16 12:14:00 2002

how about a spell or skill for druids that allows them to hide
their loot somewhere that no one else can get at.  maybe
a small alcove just beyond the hands of anyone else or something.

-----------------

poster: Tranquil
subject: >druid's loot
date: Mon Sep 16 13:09:37 2002

On Mon Sep 16 12:14:00 2002 Vor wrote post #838:
> how about a spell or skill for druids that allows them to hide
> their loot somewhere that no one else can get at.  maybe
> a small alcove just beyond the hands of anyone else or something.

Here's an idea. Hide it inside your familiars. Make sure you wear
rubber gloves when you take it back though...


-----------------

poster: Litho
subject: Spells
date: Tue Sep 17 04:57:12 2002

Maybe make it so if you go to cast a spell and you dont have the
sps, that it does not still interupt it.
-Litho

-----------------

poster: Midnight
subject: re post 840
date: Tue Sep 17 06:37:45 2002

one way of making it easier to bot as i see it, but otherwise good idea.
Midnight

-----------------

poster: Chrono
subject: trackers
date: Tue Sep 17 06:52:37 2002

is there a way to stop trackers from tracking ppl when they are
already in combat, IE: you're killing a sidhe, someone comes in and
attacks the same sidhe without looking, and they try to leave, but
it tracks them anyway while still being in combat with you...anyway
to stop this?

-----------------

poster: Tio
subject: Newbie Tour
date: Tue Sep 17 10:45:42 2002

In newbie tour, a fast forward option.. perhaps with tests so ppl
actually have to read it. i think alot more newbies would read this
if they could read it faster. *shrug*

-----------------

poster: Quillz
subject: Druid staff.
date: Tue Sep 17 23:48:11 2002

I don't think it would be too bad of an idea to have the druid staff
1 handed like it has been since the guild was first created. 
Anyone else?
Q

-----------------

poster: Daneel
subject: >Druid staff.
date: Wed Sep 18 01:18:30 2002

staves are 2-H in my brain.  1-H, they're just a club.

-----------------

poster: Jaws
subject: >>Druid staff.
date: Wed Sep 18 01:21:30 2002

On Wed Sep 18 01:18:30 2002 Daneel wrote post #845:
> staves are 2-H in my brain.  1-H, they're just a club.
maybe - but it is possible to effectively fight with 2 staff weapons

reference many movies where people do such things

Jaws

-----------------

poster: Vor
subject: search command
date: Wed Sep 18 01:27:28 2002

how about a search command that let you search for a title of a spell
or maybe just some of the words from it.  then it would tell you where
the spell/skill is (guild wise), etc.

-----------------

poster: Gamut
subject: revert form
date: Wed Sep 18 02:42:05 2002

mist mage has solidify. Earth, fire, water, air all have revert
form. But there is no way to get out of lava form. Maybe just make
revert form work on body of lava too.

-----------------

poster: Litho
subject: heal companions/paryt heal
date: Wed Sep 18 04:43:56 2002

mebbe make it so any sort of party heal heals the the players
animals also? not sure if it does,..
mebbe make it so any sort of party heal heals the the players
animals also? not sure if it does,..
er sorry

-----------------

poster: Sigwald
subject: >Druid staff.
date: Wed Sep 18 08:57:33 2002

On Tue Sep 17 23:48:11 2002 Quillz wrote post #844:
> I don't think it would be too bad of an idea to have the druid staff
> 1 handed like it has been since the guild was first created. 
> Anyone else?
> Q
I'm still thinking on that one, sort of I just picture a druidic
staff to be something reasonably long and not a small stick like 
an oriental small combat staff.
If I stick to 2h weapon I'll update the item a bit like broom,
it'll get enhanced stats.

-----------------

poster: Quillz
subject: >>Druid staff.
date: Wed Sep 18 19:51:43 2002

On Wed Sep 18 08:57:33 2002 Sigwald wrote post #850:
> On Tue Sep 17 23:48:11 2002 Quillz wrote post #844:
> > I don't think it would be too bad of an idea to have the druid staff
> > 1 handed like it has been since the guild was first created. 
> > Anyone else?
> > Q
> I'm still thinking on that one, sort of I just picture a druidic
> staff to be something reasonably long and not a small stick like 
> an oriental small combat staff.
> If I stick to 2h weapon I'll update the item a bit like broom,
> it'll get enhanced stats.
Good point sig.
One quit thing to mention is the Fellowship of the Ring. 
I forgot the wizard's name, but he takes his staff and Gandolf's and
basicaly kick's 
Gandolf's ass with it.  Although they usually only have one staff :-)
Q

-----------------

poster: Rockman
subject: >>>Druid staff.
date: Thu Sep 19 02:46:03 2002

On Wed Sep 18 19:51:43 2002 Quillz wrote post #851:
> > staff to be something reasonably long and not a small stick like 
> > an oriental small combat staff.
> > If I stick to 2h weapon I'll update the item a bit like broom,
> > it'll get enhanced stats.
> Good point sig.
> One quit thing to mention is the Fellowship of the Ring. 
> I forgot the wizard's name, but he takes his staff and Gandolf's and
> basicaly kick's 
> Gandolf's ass with it.  Although they usually only have one staff :-)
> Q
You also forget he kicked Gandolf's ass with it because of the magic
in it, not physically whipiing his ass with both staves =)

-----------------

poster: Tranquil
subject: >search command
date: Thu Sep 19 07:55:38 2002

On Wed Sep 18 01:27:28 2002 Vor wrote post #847:
> how about a search command that let you search for a title of a spell
> or maybe just some of the words from it.  then it would tell you where
> the spell/skill is (guild wise), etc.

Try the command 'spellinfo'.


-----------------

poster: Zyz
subject: re: trigger spam in posts
date: Thu Sep 19 23:49:46 2002

I just had a post aborted due to 'trigger spam'.
I never have trigger spam in posts. No triggers even went off during post.
I was wonder how to avoid this problem in the future,
so as not to lose posts.  Perhaps an explanation of what
the trigger spam detector actually looks for would help.
Thanks, Zyz

-----------------

poster: Wimwam
subject: Woodsman idea
date: Fri Sep 20 00:51:27 2002

A skill that lets up gather herbs underground in caves and maybe
other "indoors" places that are natural like caves and such.
Instead of gather herbs, maybe gather moss... and maybe it would
work off the same herb preservation or maybe a new one called moss
preservation.
Just an idea, Flame/hate/ignore whatever.

Wim

-----------------

poster: Daneel
subject: >re: trigger spam in posts
date: Fri Sep 20 01:47:42 2002

On Thu Sep 19 23:49:46 2002 Zyz wrote post #854:
> I just had a post aborted due to 'trigger spam'.
> I never have trigger spam in posts. No triggers even went off during post.
> I was wonder how to avoid this problem in the future,
> so as not to lose posts.  Perhaps an explanation of what
> the trigger spam detector actually looks for would help.
> Thanks, Zyz
One of the easiest to trigger is I think it looks for any lines
beginning with the word "think".  So if you happen to make a post 
about thinking, you've an even chance of getting stopped :-(

Hope that helps.

          -Daneel

-----------------

poster: Arkangyle
subject: >>re: trigger spam in posts
date: Fri Sep 20 01:50:30 2002

On Fri Sep 20 01:47:42 2002 Daneel wrote post #856:
> On Thu Sep 19 23:49:46 2002 Zyz wrote post #854:
> > I just had a post aborted due to 'trigger spam'.
> > I never have trigger spam in posts. No triggers even went off during post.
> > I was wonder how to avoid this problem in the future,
> > so as not to lose posts.  Perhaps an explanation of what
> > the trigger spam detector actually looks for would help.
> > Thanks, Zyz
> One of the easiest to trigger is I think it looks for any lines
> beginning with the word "think".  So if you happen to make a post 
> about thinking, you've an even chance of getting stopped :-(
> 
> Hope that helps.
> 
>           -Daneel

That is a fairly poor method of determining if a post is valid of
not.  Can't we find some other way to deal with the situation rather
than hurt those who actually make REAL posts?

-----------------

poster: Ant
subject: >>>re: trigger spam in posts
date: Fri Sep 20 08:39:35 2002

On Fri Sep 20 01:50:30 2002 Arkangyle wrote post #857:
> On Fri Sep 20 01:47:42 2002 Daneel wrote post #856:
> > On Thu Sep 19 23:49:46 2002 Zyz wrote post #854:
> > > I just had a post aborted due to 'trigger spam'.
> > > I never have trigger spam in posts. No triggers even went off during
post.
> > > I was wonder how to avoid this problem in the future,
> > > so as not to lose posts.  Perhaps an explanation of what
> > > the trigger spam detector actually looks for would help.
> > > Thanks, Zyz
> > One of the easiest to trigger is I think it looks for any lines
> > beginning with the word "think".  So if you happen to make a post 
> > about thinking, you've an even chance of getting stopped :-(
> > 
> > Hope that helps.
> > 
> >           -Daneel
> 
> That is a fairly poor method of determining if a post is valid of
> not.  Can't we find some other way to deal with the situation rather
> than hurt those who actually make REAL posts?
Any suggestions on how we'd go about doing it?

-----------------

poster: Trunks
subject: >>>>re: trigger spam in posts
date: Fri Sep 20 09:04:31 2002

On Fri Sep 20 08:39:35 2002 Ant wrote post #858:
> On Fri Sep 20 01:50:30 2002 Arkangyle wrote post #857:
> > On Fri Sep 20 01:47:42 2002 Daneel wrote post #856:
> > > On Thu Sep 19 23:49:46 2002 Zyz wrote post #854:
> > > > I just had a post aborted due to 'trigger spam'.
> > > > I never have trigger spam in posts. No triggers even went off during
> post.
> > > > I was wonder how to avoid this problem in the future,
> > > > so as not to lose posts.  Perhaps an explanation of what
> > > > the trigger spam detector actually looks for would help.
> > > > Thanks, Zyz
> > > One of the easiest to trigger is I think it looks for any lines
> > > beginning with the word "think".  So if you happen to make a post 
> > > about thinking, you've an even chance of getting stopped :-(
> > > 
> > > Hope that helps.
> > > 
> > >           -Daneel
> > 
> > That is a fairly poor method of determining if a post is valid of
> > not.  Can't we find some other way to deal with the situation rather
> > than hurt those who actually make REAL posts?
> Any suggestions on how we'd go about doing it?
Yes take the trigger detector out.. and just go ahead and newban
people who trig in news.. like the numerous warnings in the infrom
group have said

-----------------

poster: Ant
subject: >>>>>re: trigger spam in posts
date: Fri Sep 20 10:47:02 2002

Newsban ppl who've gotten a few trigs in their news posts? Wow, I
think that failed to make ANY sense at all.

I've never actually seen the point of all this "triggers in news"
hassle in the first place...

A trig here or there, isn't really a big deal, but if there's more
trigger spam than actual content, one might think their posting methods
over. But as it is, I don't really see the problem, nor do I see any
point in newsbanning ppl who're too lazy to turn their trigs off or 
compose the post in notepad or something and then pasting the whole
thing in one go.

Loosen up ppl. I see this as pointless elitism and the need to
boost their egos by yapping on about a thing as small and harmless
as trigs in news.

- A

-----------------

poster: Ant
subject: >>>>>>re: trigger spam in posts
date: Fri Sep 20 10:49:47 2002

And another thing, don't bother to post a followup to a post
with trigs in it, telling the poster to turn their trigs off
or to add an exclamation mark in front of their trigs.

Everyone knows this already! You're just creating useless news
spam.

That is all.

- A again
*'
ack!

-----------------

poster: Afkaserious
subject: spell casting
date: Fri Sep 20 13:35:23 2002

Maybe there could be a command to remind you what spell your
currently casting(really long spells)
That is, if you dont have essence eye trained.
Since I'm so dumb and always interrupt long spells forgetting theyre casting.
Anyway. Bah.
--Afka

-----------------

poster: Balinor
subject: >spell casting
date: Fri Sep 20 13:36:14 2002

On Fri Sep 20 13:35:23 2002 Afkaserious wrote post #862:
> Maybe there could be a command to remind you what spell your
> currently casting(really long spells)
> That is, if you dont have essence eye trained.
> Since I'm so dumb and always interrupt long spells forgetting theyre
casting.
> Anyway. Bah.
> --Afka
Umm, that IS what essence eye is for :) train it!
-Bal

-----------------

poster: Ixtlilton
subject: >>spell casting
date: Fri Sep 20 14:04:23 2002

On Fri Sep 20 13:36:14 2002 Balinor wrote post #863:
> On Fri Sep 20 13:35:23 2002 Afkaserious wrote post #862:
> > Maybe there could be a command to remind you what spell your
> > currently casting(really long spells)
> > That is, if you dont have essence eye trained.
> > Since I'm so dumb and always interrupt long spells forgetting theyre
> casting.
> > Anyway. Bah.
> > --Afka
> Umm, that IS what essence eye is for :) train it!
> -Bal
try, 'actions'

-----------------

poster: Lu
subject: mnavs
date: Fri Sep 20 15:47:46 2002

HI, lu speaking.
I've been mnav for a month or 2 now, and i have a suggestion thats
probably been brought up before, about call beacon

A.) Make it destable, like dispel beacon or something
B.) Make a mssg that says something ot the effect of "your mental
connection with your beacon is weakening" for when your beacon is
about to runaway
C.) hmm, i think thats it
-lu

-----------------

poster: Lu
subject: hi
date: Fri Sep 20 21:00:51 2002

HI, lu again, i know you all missed me
the idea-- safes that only allow weapons, and are friggin HUGE(can
hold alot of heavy weapons, about as much as a normal safe can hold
in armor)

the name, a weaponrack(credits to grax for this part of the idea)

the end
-lu
p.s. love
quit
shit

-----------------

poster: Rockman
subject: >hi
date: Fri Sep 20 21:03:04 2002

On Fri Sep 20 21:00:51 2002 Lu wrote post #866:
> hold alot of heavy weapons, about as much as a normal safe can hold
> in armor)
> 
> the name, a weaponrack(credits to grax for this part of the idea)
> 
> the end
> -lu
> p.s. love
> quit
> shit
a weaponrack isnt really a safe, so how about something that can be
set against the walls, that will have slots for weapons, so it can
hold like 4 smaller dagger slots, and then a few more longer slots
that will hold swords and axes etc.

-----------------

poster: Lu
subject: >>hi
date: Fri Sep 20 21:16:49 2002

cause i want a safe! a HUUUGE safe!
-lu

-----------------

poster: Graxon
subject: >hi
date: Fri Sep 20 21:19:19 2002

i second this (partly mine) great idea

-----------------

poster: Bremen
subject: lu/graxon idea
date: Fri Sep 20 21:20:50 2002

Perhaps consider making a Vault instead of a weapon rack, + large
room/closeable savable.. LARGE storage space..
Bremen

-----------------

poster: Magneto
subject: >mnavs
date: Fri Sep 20 21:54:28 2002

On Fri Sep 20 15:47:46 2002 Lu wrote post #865:
> HI, lu speaking.
> I've been mnav for a month or 2 now, and i have a suggestion thats
> probably been brought up before, about call beacon
> 
> A.) Make it destable, like dispel beacon or something
> B.) Make a mssg that says something ot the effect of "your mental
> connection with your beacon is weakening" for when your beacon is
> about to runaway
> C.) hmm, i think thats it
> -lu
No, it is exactly the way I wanted it made.  It is supposed to be difficult 
to use

-----------------

poster: Lu
subject: >>mnavs
date: Sat Sep 21 07:15:22 2002

then why do druids(who arent taking 20 extra levels to get navy
stuff) able to have rocking trees?
-lu

-----------------

poster: Litho
subject: Redemption
date: Sat Sep 21 11:57:04 2002

Just wondering why we can't cast redemption on ourselves.Though in
real life priests usually confess to the "good Lord" to ease their
sins, whether its by theirself or with another priest.

-----------------

poster: Myrddin
subject: >>>mnavs
date: Sat Sep 21 12:29:51 2002

On Sat Sep 21 07:15:22 2002 Lu wrote post #872:
> then why do druids(who arent taking 20 extra levels to get navy
> stuff) able to have rocking trees?
> -lu
I can think of a few good reasons right off the bat. They dont get
summon. They dont get lodes. They dont get any navigation stuff
useable on other people. I think the trade off is more than fair.
Myrddin

-----------------

poster: Moose
subject: Shrinked weapons.
date: Sat Sep 21 17:05:41 2002

I think weapons who have been shrinked once.. should hold whole boot.
Because it's very annoying to keep it shrinked again, after I go LD
and logs in again.
plz.. I want a change on this.
/Moose

-----------------

poster: Fox
subject: a thought...
date: Sat Sep 21 18:08:16 2002

I realize that not many people would like to go Enchanter, and the
fact is, there are only maybe 2 at most on at a time, and (A) in an
eq/xp party or (B) just plain dead idle. Maybe there could be an
Enchanter NPC w/in the game that could shrink/enlarge weapons, too?
I'm not sure if this has been brought up or not...
Fox

-----------------

poster: Lurch
subject: skills
date: Sun Sep 22 00:27:40 2002

Got an idea for a new skill: retreat
the affect would be to reduce the chance of failing to flee when
their wimpy kicks in, and lowering the chance to trip as they run
away. This would be the kind of skill for guilds like knight,
templar, acrobat, and stuff in other trees... maybe even in
navigator, cause they could 'navigate' around their enemies, and
not trip cause they confident they knew where they were going.

for balancing, it wouldn't be too powerful to always wimpy properly
and never trip, cept maybe to not die to bad luck anymore.
- Lurch

-----------------

poster: Trunks
subject: >skills
date: Sun Sep 22 00:29:13 2002

On Sun Sep 22 00:27:40 2002 Lurch wrote post #878:
> Got an idea for a new skill: retreat
> the affect would be to reduce the chance of failing to flee when
> their wimpy kicks in, and lowering the chance to trip as they run
> away. This would be the kind of skill for guilds like knight,
> templar, acrobat, and stuff in other trees... maybe even in
> navigator, cause they could 'navigate' around their enemies, and
> not trip cause they confident they knew where they were going.
> 
> for balancing, it wouldn't be too powerful to always wimpy properly
> and never trip, cept maybe to not die to bad luck anymore.
> - Lurch
If you have a skill that allows you to wimpy everytime there will be
no more deathes and that would be waaaaay out of balance.

-----------------

poster: Litho
subject: >a thought...
date: Sun Sep 22 04:29:36 2002

On Sat Sep 21 18:08:16 2002 Fox wrote post #877:
> I realize that not many people would like to go Enchanter, and the
> fact is, there are only maybe 2 at most on at a time, and (A) in an
> eq/xp party or (B) just plain dead idle. Maybe there could be an
> Enchanter NPC w/in the game that could shrink/enlarge weapons, too?
> I'm not sure if this has been brought up or not...
> Fox
Hi, i just shrank your shit..i am always happy to help ppl, if
anything get a shrink book, p.s., i have one fs (3m).

-----------------

poster: Celine
subject: >skills
date: Sun Sep 22 07:55:17 2002

maybe also make it so you can set a default direction to wimpy to?

-----------------

poster: Sleet
subject: >>hi
date: Mon Sep 23 07:20:31 2002

On Fri Sep 20 21:03:04 2002 Rockman wrote post #867:
> On Fri Sep 20 21:00:51 2002 Lu wrote post #866:
> > hold alot of heavy weapons, about as much as a normal safe can hold
> > in armor)
> > 
> > the name, a weaponrack(credits to grax for this part of the idea)
> > 
> > the end
> > -lu
> > p.s. love
> > quit
> > shit
> a weaponrack isnt really a safe, so how about something that can be
> set against the walls, that will have slots for weapons, so it can
> hold like 4 smaller dagger slots, and then a few more longer slots
> that will hold swords and axes etc.
could make a weapons case. kinda liek a gun case compared to a gunrack.
Gun cases have locks, gun racks have um racks...

-----------------

poster: Sigwald
subject: >skills
date: Mon Sep 23 10:10:14 2002

On Sun Sep 22 00:27:40 2002 Lurch wrote post #878:
> Got an idea for a new skill: retreat
> the affect would be to reduce the chance of failing to flee when
> their wimpy kicks in, and lowering the chance to trip as they run
> away. This would be the kind of skill for guilds like knight,
> templar, acrobat, and stuff in other trees... maybe even in
> navigator, cause they could 'navigate' around their enemies, and
> not trip cause they confident they knew where they were going.
> 
> for balancing, it wouldn't be too powerful to always wimpy properly
> and never trip, cept maybe to not die to bad luck anymore.
> - Lurch
This will go into lurkers.

-----------------

poster: Mixer
subject: >Shrinked weapons.
date: Mon Sep 23 11:36:49 2002

On Sat Sep 21 17:05:41 2002 Moose wrote post #875:
> I think weapons who have been shrinked once.. should hold whole boot.
> Because it's very annoying to keep it shrinked again, after I go LD
> and logs in again.
> plz.. I want a change on this.
> /Moose
It will stay SHRUNK, providing you don't log off for more
than 30 mins at a time.  Don't do that and you'll be fine.

-----------------

poster: Mixer
subject: >a thought...
date: Mon Sep 23 11:38:04 2002

On Sat Sep 21 18:08:16 2002 Fox wrote post #877:
> I realize that not many people would like to go Enchanter, and the
> fact is, there are only maybe 2 at most on at a time, and (A) in an
> eq/xp party or (B) just plain dead idle. Maybe there could be an
> Enchanter NPC w/in the game that could shrink/enlarge weapons, too?
> I'm not sure if this has been brought up or not...
> Fox
Yes, only about 27 times.  We'll put this in, then the guy who
revs/resses, then the guy who HAIMS, etc etc etc

-----------------

poster: Kiliana
subject: Party Report
date: Mon Sep 23 13:09:10 2002

I was wondering if there was any possible way to make a version of
the party report function to work for when your not in a party?
Sometimes i am soloing monks or something, and the rate gets up to
like 20k orso, and all of a sudden ppl are asking to party with me.
I just want to be able to do report without having to be in a party
to do it. Is this at all possible? is it already in the game and i
just dunno about it? anyway, thanks for listening. -Kiliana

-----------------

poster: Arkangyle
subject: >>skills
date: Mon Sep 23 13:32:41 2002

On Sun Sep 22 00:29:13 2002 Trunks wrote post #879:
> On Sun Sep 22 00:27:40 2002 Lurch wrote post #878:
> > Got an idea for a new skill: retreat
> > the affect would be to reduce the chance of failing to flee when
> > their wimpy kicks in, and lowering the chance to trip as they run
> > away. This would be the kind of skill for guilds like knight,
> > templar, acrobat, and stuff in other trees... maybe even in
> > navigator, cause they could 'navigate' around their enemies, and
> > not trip cause they confident they knew where they were going.
> > 
> > for balancing, it wouldn't be too powerful to always wimpy properly
> > and never trip, cept maybe to not die to bad luck anymore.
> > - Lurch
> If you have a skill that allows you to wimpy everytime there will be
> no more deathes and that would be waaaaay out of balance.


To be more precise, 100% accurate wimpy would be only "semi"
beneficial.  Our wimpies are fairly reliable when you hit your % to
flee.  When you are stunned (can't wimpy) or get hit with an attack
that is sizeable enough to kill you outright at that point, is what
I consider the main threat to our lives ... at least to me.

-----------------

poster: Kiliana
subject: Weapons idea
date: Mon Sep 23 14:03:49 2002

Hi. I just had a spark of an idea after sitting in a party to kill a
big tree. I was thinking along these lines.. A huge tree wouldnt be
affected by the pounds of a blunt weapon, but a slashing weapon
would really hurt it. Now, we have a fighter guild to specialize in
each weapon, but their mostly useless.. because one guild will
always be the best, depending on what weapons are available, and the
like. It was thruster or barb (maybe different since the weapon
revamps) but you never would see whippers or blade dancers. What if
the type of weapon was equivilant to a damage type of a spell? for
example, that big tree would be highly resistant to blunt damage,
but vulnerable to slashing. And likewise, a monster wearing full
platemail armor would be almost immune to slashing, but blunt
weapons would be able to hurt him right through that armor. This
would make all four of those guilds important, and those big omicron
warriors would actually be able to be desired in eq parties. maybe
not sear, but hopefully yall kind of get what im trying to get
across. This kind of came up in one of those silly mud talks, but i
decided to go ahead and post it to see if any wizards were keen on
the idea, or to see if maybe any players happened to see right off
the bat a reason why its stupid and wrong. Anyway, all comments are
appreciated! thanksabunch-kili

-----------------

poster: Uno
subject: >Party Report
date: Mon Sep 23 16:52:48 2002

On Mon Sep 23 13:09:10 2002 Kiliana wrote post #887:
> I was wondering if there was any possible way to make a version of
> the party report function to work for when your not in a party?
> Sometimes i am soloing monks or something, and the rate gets up to
> like 20k orso, and all of a sudden ppl are asking to party with me.
> I just want to be able to do report without having to be in a party
> to do it. Is this at all possible? is it already in the game and i
> just dunno about it? anyway, thanks for listening. -Kiliana
i recommend triggering off of RDMP
if you don't have triggers RDMP still works, it's just a little spammy.

-----------------

poster: Smee
subject: Smeecon vs. Fall of RDC
date: Mon Sep 23 19:03:14 2002


Since people get special lines for suriving the fall of red dragon
city, I think those of us who attended smeecon should get a line
indicating as such

-----------------

poster: Spoof
subject: >Party Report
date: Mon Sep 23 21:42:17 2002

try doing a trig
"--------| New Round |--------" as trigger text
"report" as output
/Spoof

-----------------

poster: Spoof
subject: follow-up to party report thingy
date: Mon Sep 23 21:57:30 2002

can we have a command called "party hidden"
it would hide the party from the "all parties" list and "who long" etc.
/Spoof

-----------------

poster: Sleet
subject: >Smeecon vs. Fall of RDC
date: Tue Sep 24 01:01:24 2002

On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> Since people get special lines for suriving the fall of red dragon
> city, I think those of us who attended smeecon should get a line
> indicating as such
i second this

-----------------

poster: Ixtlilton
subject: >>Smeecon vs. Fall of RDC
date: Tue Sep 24 01:02:03 2002

On Tue Sep 24 01:01:24 2002 Sleet wrote post #894:
> On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> > Since people get special lines for suriving the fall of red dragon
> > city, I think those of us who attended smeecon should get a line
> > indicating as such
> i second this
type 'describe' followed by 'I survived the Smeecon'
There, done!

-----------------

poster: Sleet
subject: >>>Smeecon vs. Fall of RDC
date: Tue Sep 24 01:03:25 2002

Boo this Man!! BOOO BOOOOO BOOO

-----------------

poster: Wildchild
subject: >Smeecon vs. Fall of RDC
date: Tue Sep 24 02:41:05 2002

On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> Since people get special lines for suriving the fall of red dragon
> city, I think those of us who attended smeecon should get a line
> indicating as such

And then we can add lines for those of us that attended TankCon,
DarkCon, any of the Fin/SweCons, and a bunch of other crap that
really doesn't need to be in our finger info.
If you need a line to indicate you survived a drive to Pennsylvania
and back, well, you're not in very special company ;)

-WC

-----------------

poster: Tektor
subject: >>Smeecon vs. Fall of RDC
date: Tue Sep 24 02:42:35 2002

On Tue Sep 24 02:41:05 2002 Wildchild wrote post #898:
> On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> > Since people get special lines for suriving the fall of red dragon
> > city, I think those of us who attended smeecon should get a line
> > indicating as such
> 
> And then we can add lines for those of us that attended TankCon,
> DarkCon, any of the Fin/SweCons, and a bunch of other crap that
> really doesn't need to be in our finger info.
> If you need a line to indicate you survived a drive to Pennsylvania
> and back, well, you're not in very special company ;)
> 
> -WC
I totaly agree with WC
Its non mud importance.

-----------------

poster: Quillz
subject: Ack
date: Tue Sep 24 02:53:40 2002

Any chance that the 'ack' emote could be set to LIV acks.
Rather than that 5 line spammy picture.
Q

-----------------

poster: Quillz
subject: >>>Smeecon vs. Fall of RDC
date: Tue Sep 24 02:54:04 2002

On Tue Sep 24 02:42:35 2002 Tektor wrote post #899:
> On Tue Sep 24 02:41:05 2002 Wildchild wrote post #898:
> > On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> > > Since people get special lines for suriving the fall of red dragon
> > > city, I think those of us who attended smeecon should get a line
> > > indicating as such
> > 
> > And then we can add lines for those of us that attended TankCon,
> > DarkCon, any of the Fin/SweCons, and a bunch of other crap that
> > really doesn't need to be in our finger info.
> > If you need a line to indicate you survived a drive to Pennsylvania
> > and back, well, you're not in very special company ;)
> > 
> > -WC
> I totaly agree with WC
> Its non mud importance.
Simmah down now.

-----------------

poster: Chrono
subject: re; ack
date: Tue Sep 24 03:17:38 2002

hey, use ack2 :).. or lets just get rid of all the emotes, and be
bored even more, cackle.

-----------------

poster: Litho
subject: >>>Smeecon vs. Fall of RDC
date: Tue Sep 24 03:27:23 2002

On Tue Sep 24 02:42:35 2002 Tektor wrote post #899:
> > 
> > And then we can add lines for those of us that attended TankCon,
> > DarkCon, any of the Fin/SweCons, and a bunch of other crap that
> > really doesn't need to be in our finger info.
> > If you need a line to indicate you survived a drive to Pennsylvania
> > and back, well, you're not in very special company ;)
> > 
> > -WC
> I totaly agree with WC
> Its non mud importance.
Ditto, no point.

-----------------

poster: Tranquil
subject: >Weapons idea
date: Tue Sep 24 04:45:19 2002

On Mon Sep 23 14:03:49 2002 Kiliana wrote post #889:
> Hi. I just had a spark of an idea after sitting in a party to kill a
> big tree. I was thinking along these lines.. A huge tree wouldnt be
> affected by the pounds of a blunt weapon, but a slashing weapon
> would really hurt it. Now, we have a fighter guild to specialize in
> each weapon, but their mostly useless.. because one guild will
> always be the best, depending on what weapons are available, and the
> like. It was thruster or barb (maybe different since the weapon
> revamps) but you never would see whippers or blade dancers. What if
> the type of weapon was equivilant to a damage type of a spell? for
> example, that big tree would be highly resistant to blunt damage,
> but vulnerable to slashing. And likewise, a monster wearing full
> platemail armor would be almost immune to slashing, but blunt
> weapons would be able to hurt him right through that armor. This
> would make all four of those guilds important, and those big omicron
> warriors would actually be able to be desired in eq parties. maybe
> not sear, but hopefully yall kind of get what im trying to get
> across. This kind of came up in one of those silly mud talks, but i
> decided to go ahead and post it to see if any wizards were keen on
> the idea, or to see if maybe any players happened to see right off
> the bat a reason why its stupid and wrong. Anyway, all comments are
> appreciated! thanksabunch-kili

This is actually a fairly good idea. It has also been posted about
in the distant and hazy future. There are a number of muds I have
been to that support this feature, often with quite good results,
but what is unfortunate about this particular mud, is that melee
damage (not including melee specials, here) is designed to do very
little to a mob. The reasons behind this are unknown to me, and it
seems to the general mud population, although speculation has
provided a few possible reasons..

In any event, different weapon types having some markedly different
effects on monsters, when taking into account their type (dragon,
humanoid, pudding, etc) and their equipment (which may well require
a more detailed equipment classification system, such as their
'material' having an effect on what resistances they have against
each weapon type), would be a very nice feature for this mud. I
support Kiliana's suggestion.

Ps: whomever removed 'f' from the available commands for news, could
you please reenable 'f' and disable 'F' instead, as I would rather
not have to quote a long message when I post a followup, if there is
no good reason to do so. Thanks.

- Tranq


-----------------

poster: Mixer
subject: >Party Report
date: Tue Sep 24 13:07:05 2002

On Mon Sep 23 13:09:10 2002 Kiliana wrote post #887:
> I was wondering if there was any possible way to make a version of
> the party report function to work for when your not in a party?
> Sometimes i am soloing monks or something, and the rate gets up to
> like 20k orso, and all of a sudden ppl are asking to party with me.
> I just want to be able to do report without having to be in a party
> to do it. Is this at all possible? is it already in the game and i
> just dunno about it? anyway, thanks for listening. -Kiliana
Input: New Round, trigger: ss

-----------------

poster: Mixer
subject: >>Smeecon vs. Fall of RDC
date: Tue Sep 24 13:08:02 2002

On Tue Sep 24 01:01:24 2002 Sleet wrote post #894:
> On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> > Since people get special lines for suriving the fall of red dragon
> > city, I think those of us who attended smeecon should get a line
> > indicating as such
> i second this
Sleet, I sigh when I think of all the disk space you've wasted
with totally useless news posts!

-----------------

poster: Sleet
subject: >>>Smeecon vs. Fall of RDC
date: Tue Sep 24 19:53:58 2002

On Tue Sep 24 13:08:02 2002 Mixer wrote post #907:
> On Tue Sep 24 01:01:24 2002 Sleet wrote post #894:
> > On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> > > Since people get special lines for suriving the fall of red dragon
> > > city, I think those of us who attended smeecon should get a line
> > > indicating as such
> > i second this
> Sleet, I sigh when I think of all the disk space you've wasted
> with totally useless news posts!
you should of seen what i was doing last night, it was the creame de
la creme of wastefulness of disk space

-----------------

poster: Malifix
subject: Something to encourage builders
date: Wed Sep 25 03:00:38 2002

This is just the germ of an idea.  Feel free to comment/criticize.
In order to encourage builders and bring more areas into the game,
how about awarding tps for completing areas?  I realize that,
without careful oversight and
some pretty clear guidelines, it could lead to some very hastily
completed, poorly done areas.  Perhaps 1 tp for every 50 rooms and 1
for a quest, or something like that.
Would have to be some pretty unequivocal quality guidelines/controls
and such, but I'm thinking that it might/could be made to work. 
Flame away.  Malifix ducks.

-----------------

poster: Quillz
subject: >Something to encourage builders
date: Wed Sep 25 03:01:41 2002

On Wed Sep 25 03:00:38 2002 Malifix wrote post #909:
> This is just the germ of an idea.  Feel free to comment/criticize.
> In order to encourage builders and bring more areas into the game,
> how about awarding tps for completing areas?  I realize that,
> without careful oversight and
> some pretty clear guidelines, it could lead to some very hastily
> completed, poorly done areas.  Perhaps 1 tp for every 50 rooms and 1
> for a quest, or something like that.
> Would have to be some pretty unequivocal quality guidelines/controls
> and such, but I'm thinking that it might/could be made to work. 
> Flame away.  Malifix ducks.
Damnit, I don't want to learn how to code!
But it does sound like a good idea!
Q

-----------------

poster: Vor
subject: re: encourage builders
date: Wed Sep 25 03:04:05 2002

sounds like a good idea, but i've heard an idea to just give exp
that seems a little more reasonable.

-----------------

poster: Malifix
subject: >re: encourage builders
date: Wed Sep 25 03:06:27 2002

On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> sounds like a good idea, but i've heard an idea to just give exp
> that seems a little more reasonable.
Maybe allow coder to choose between exp and tps.  What do I want
with more exps?

-----------------

poster: Draco
subject: >>re: encourage builders
date: Wed Sep 25 03:08:42 2002

On Wed Sep 25 03:06:27 2002 Malifix wrote post #912:
> On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> > sounds like a good idea, but i've heard an idea to just give exp
> > that seems a little more reasonable.
> Maybe allow coder to choose between exp and tps.  What do I want
> with more exps?
how about to encourage more areas they accept more of the
applications that are sent in! *stares at Zifnab*
also i think rewards for doing that isnt really a good idea. areas
should be made purley out of respect for the game and wanting of it
to be more enjoyable for everyone

-----------------

poster: Malifix
subject: >>>re: encourage builders
date: Wed Sep 25 03:13:15 2002

Heh, if you want something done, appeal to greed.  If you want
something talked to death, appeal to nobility.  :)

-----------------

poster: Quillz
subject: Rufrin
date: Wed Sep 25 05:23:20 2002

Would be nice if Rufrin didn't offer more than 10m for a piece of eq
if there is a 10m ceiling.
Q

-----------------

poster: Zifnab
subject: >guilds
date: Wed Sep 25 05:48:18 2002

On Mon Sep  2 19:43:22 2002 Lu wrote post #758:
> hello there, i have this idea that came to my head
> each beta should get a channel, to talk with other peopl from the
> beta, and it also notes sepcial things that the players do in that
> guild(dunno how that woudl work) but maybe like a higherst spell dmg
> for evokers/nethers/hareers, sepereate the so yo ucan see whose doin
> well in what guild or somethinhg
> 
> anyway hjust an idea
> -lu
we had this at one time (though at alphas) and noone used them.

We have talked about adding them again

-----------------

poster: Zifnab
subject: >>neil og (bvar weapon shop)
date: Wed Sep 25 05:52:42 2002

On Sat Sep  7 01:23:41 2002 Jaguar wrote post #784:
> On Sat Sep  7 01:20:44 2002 Switchblade wrote post #783:
> > alrighty:
> > 
> >    I humbly request that Neil Og be changed back to the way he was. 
> > He used to 
> > accept all goods, now he just accepts weapons.  Maybe make it 
> > Neil Og's one-stop-shop.  Just really difficult to gold on bvar, if i
can't
> > unload all the armors i acquire.  It would really help, thanks.
> > -switch
> > 
> I think a blacksmith-type would deal in both weapons and armours
> anyway. I don't see why some places you can only sell weapons, and
> others you can only sell armour.
because that is the type of shop they are.

Blackavar is supposed to be being rewritten, so hopefully if/when that
is completed we will see a few more shops.

-----------------

poster: Zifnab
subject: >Shops
date: Wed Sep 25 05:53:03 2002

On Sat Sep  7 01:39:45 2002 Tektor wrote post #786:
> Maybe make shops refuse to take eq above a certain eq level? Would
> solve lots of problems.
been done a long time ago.

-----------------

poster: Zifnab
subject: >Familiar names
date: Wed Sep 25 05:54:15 2002

On Sun Sep  8 23:20:08 2002 Trigon wrote post #793:
> Ok, I totally agree with not being able to name your familiars after
> players, but it's stupid to have some guy create a character, then
> not login after 50 weeks and I can't name my familiar after him :(
> Could there please be some check on the last time logged on, or
> maybe we could purge players under lvl 15 that havn't logged in in
> more than 10 weeks?
> Pretty please
> with sugar on top
> Trigon
we do regular purges.  however we have choosen to not be real
aggressive with getting rid of players.

-----------------

poster: Zifnab
subject: >Top 400 Active Player List
date: Wed Sep 25 05:56:12 2002

On Tue Sep 10 21:53:29 2002 Celine wrote post #800:
> There are people on this plaque that are months and months (some
> years) inactive. Perhaps some kinda of time cap on it? Nfc what
> would be fair but perhaps 2 months? I mean, if you havent played for
> two months its kinda silly to say that your an "active" player.
the word active is incorrect now, you are right. That is changing
right now..

The plaque used to get rid of people, but I hardly see it as a
top players plaque when it removes those that were top plaeyrs.

z

-----------------

poster: Zifnab
subject: >tock
date: Wed Sep 25 06:03:33 2002

On Thu Sep 12 08:39:11 2002 Kiliana wrote post #817:
> Maybe this idea has been done before, but i personally would like a
> skill to be placed in all of the newbie alphas called assess tock.
> When you use the skill, you could get a message saying "you feel
> like you tock (your tock)".. i just think it would help so that you
> would know generally what your tocking. 
This is fairly easy to do on your own.. You generally regen 
within a few points of each other 3 seconds, figure out athat average
and multiply it by 20

-----------------

poster: Zifnab
subject: >trackers
date: Wed Sep 25 06:07:45 2002

On Tue Sep 17 06:52:37 2002 Chrono wrote post #842:
> is there a way to stop trackers from tracking ppl when they are
> already in combat, IE: you're killing a sidhe, someone comes in and
> attacks the same sidhe without looking, and they try to leave, but
> it tracks them anyway while still being in combat with you...anyway
> to stop this?
absolutely. please post it as a bug.

-----------------

poster: Zifnab
subject: >re: trigger spam in posts
date: Wed Sep 25 06:09:30 2002

On Thu Sep 19 23:49:46 2002 Zyz wrote post #854:
> I just had a post aborted due to 'trigger spam'.
> I never have trigger spam in posts. No triggers even went off during post.
> I was wonder how to avoid this problem in the future,
> so as not to lose posts.  Perhaps an explanation of what
> the trigger spam detector actually looks for would help.
> Thanks, Zyz
     think in the first position is one thing it looks for for sure.

-----------------

poster: Zifnab
subject: >>>>>>re: trigger spam in posts
date: Wed Sep 25 06:10:48 2002

On Fri Sep 20 10:47:02 2002 Ant wrote post #860:
> Newsban ppl who've gotten a few trigs in their news posts? Wow, I
> think that failed to make ANY sense at all.
> 
> I've never actually seen the point of all this "triggers in news"
> hassle in the first place...
> 
> A trig here or there, isn't really a big deal, but if there's more
> trigger spam than actual content, one might think their posting methods
> over. But as it is, I don't really see the problem, nor do I see any
> point in newsbanning ppl who're too lazy to turn their trigs off or 
> compose the post in notepad or something and then pasting the whole
> thing in one go.
> 
> Loosen up ppl. I see this as pointless elitism and the need to
> boost their egos by yapping on about a thing as small and harmless
> as trigs in news.
> 
> - A
that trigger spam thing has been in news for a _very_ long time.

You rarely run into it.

-----------------

poster: Aurik
subject: reinc taxes
date: Wed Sep 25 06:11:42 2002

I think it would be a good idea to either tax "days in guild" along
the same scale as we tax other areas of the guild, or allow it to
carry-over in a reinc from/to the same alpha guild (0 reincs outside
in between).

One major benefit to this would be during the occasions when we DO
force reinc players, those that choose to carry their same guild are
not penalized by the situation as a result.

-Aurik

-----------------

poster: Zifnab
subject: >Shrinked weapons.
date: Wed Sep 25 06:13:18 2002

On Sat Sep 21 17:05:41 2002 Moose wrote post #875:
> I think weapons who have been shrinked once.. should hold whole boot.
> Because it's very annoying to keep it shrinked again, after I go LD
> and logs in again.
> plz.. I want a change on this.
> /Moose
Currently we have no way to tell that the mud rebooted.  So
telling hte difference when you quit because you quit/linkdead or
becasue the mud rebooted is not possible at this moment

-----------------

poster: Zifnab
subject: >Party Report
date: Wed Sep 25 06:14:33 2002

On Mon Sep 23 13:09:10 2002 Kiliana wrote post #887:
> I was wondering if there was any possible way to make a version of
> the party report function to work for when your not in a party?
> Sometimes i am soloing monks or something, and the rate gets up to
> like 20k orso, and all of a sudden ppl are asking to party with me.
> I just want to be able to do report without having to be in a party
> to do it. Is this at all possible? is it already in the game and i
> just dunno about it? anyway, thanks for listening. -Kiliana
help RDMP

-----------------

poster: Zifnab
subject: >Smeecon vs. Fall of RDC
date: Wed Sep 25 06:15:51 2002

On Mon Sep 23 19:03:14 2002 Smee wrote post #891:
> Since people get special lines for suriving the fall of red dragon
> city, I think those of us who attended smeecon should get a line
> indicating as such
Is this one of those ideas you expected a response too?

-----------------

poster: Zifnab
subject: >re: encourage builders
date: Wed Sep 25 06:18:54 2002

On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> sounds like a good idea, but i've heard an idea to just give exp
> that seems a little more reasonable.
It is not going to happen.  People build because they want to
help the mud not to continue to earn exp/tp's.

-----------------

poster: Zifnab
subject: >>>re: encourage builders
date: Wed Sep 25 06:19:45 2002

On Wed Sep 25 03:08:42 2002 Draco wrote post #913:
> On Wed Sep 25 03:06:27 2002 Malifix wrote post #912:
> > On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> > > sounds like a good idea, but i've heard an idea to just give exp
> > > that seems a little more reasonable.
> > Maybe allow coder to choose between exp and tps.  What do I want
> > with more exps?
> how about to encourage more areas they accept more of the
> applications that are sent in! *stares at Zifnab*
> also i think rewards for doing that isnt really a good idea. areas
> should be made purley out of respect for the game and wanting of it
> to be more enjoyable for everyone

When you have the time to deal with 5 or 6 people that have never
coded, worked in unix or done anythign like this then criticize 
me. Until then please do not.

-----------------

poster: Zifnab
subject: >Rufrin
date: Wed Sep 25 06:20:39 2002

On Wed Sep 25 05:23:20 2002 Quillz wrote post #915:
> Would be nice if Rufrin didn't offer more than 10m for a piece of eq
> if there is a 10m ceiling.
> Q
You are the second person to say that.  IIRC we removed that 10M limit.
in fact he is set to give 100M out. so if he isn't giving that much
it is a bug and kindly report it along with what item as such

-----------------

poster: Malifix
subject: >>re: encourage builders
date: Wed Sep 25 06:21:57 2002

Nods.  I think it has another major drawback too in that not
everyone can be a builder.  I withdraw the idea..consider it an idle
thought that should go back to idling.

-----------------

poster: Lu
subject: >re: encourage builders
date: Wed Sep 25 07:41:58 2002

i think giving tps/xp/gold for coding areas isnt such a good idea,
will clog the builder port with people that dont want to code, that
just want free stuff.  Players code areas because they want too, not
becuase they want tps
-lu

-----------------

poster: Mixer
subject: >Something to encourage builders
date: Wed Sep 25 10:51:36 2002

On Wed Sep 25 03:00:38 2002 Malifix wrote post #909:
> This is just the germ of an idea.  Feel free to comment/criticize.
> In order to encourage builders and bring more areas into the game,
> how about awarding tps for completing areas?  I realize that,
> without careful oversight and
> some pretty clear guidelines, it could lead to some very hastily
> completed, poorly done areas.  Perhaps 1 tp for every 50 rooms and 1
> for a quest, or something like that.
> Would have to be some pretty unequivocal quality guidelines/controls
> and such, but I'm thinking that it might/could be made to work. 
> Flame away.  Malifix ducks.
Kinda the idea was the builders can build because they want to be
creative and help the mud, we specifically kinda never put in place
any in-gme benefits for building.

-----------------

poster: Mixer
subject: >>>re: encourage builders
date: Wed Sep 25 10:52:40 2002

On Wed Sep 25 03:08:42 2002 Draco wrote post #913:
> On Wed Sep 25 03:06:27 2002 Malifix wrote post #912:
> > On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> > > sounds like a good idea, but i've heard an idea to just give exp
> > > that seems a little more reasonable.
> > Maybe allow coder to choose between exp and tps.  What do I want
> > with more exps?
> how about to encourage more areas they accept more of the
> applications that are sent in! *stares at Zifnab*
> also i think rewards for doing that isnt really a good idea. areas
> should be made purley out of respect for the game and wanting of it
> to be more enjoyable for everyone
This is not Zifnab's fault, no way no how.

I took on responsibility for the builder area and am hardly here atm.

Some days we get 3 builder apps and it takes a lot of management
support to get a builder area out.

What we really need is someoen in the US timezone with enough
experience to be able to do this, I am never on when people actually
need me.

-----------------

poster: Tahnval
subject: >>Top 400 Active Player List
date: Wed Sep 25 13:24:26 2002

On Wed Sep 25 05:56:12 2002 Zifnab wrote post #920:
> On Tue Sep 10 21:53:29 2002 Celine wrote post #800:
> > There are people on this plaque that are months and months (some
> > years) inactive. Perhaps some kinda of time cap on it? Nfc what
> > would be fair but perhaps 2 months? I mean, if you havent played for
> > two months its kinda silly to say that your an "active" player.
> the word active is incorrect now, you are right. That is changing
> right now..
> 
> The plaque used to get rid of people, but I hardly see it as a
> top players plaque when it removes those that were top plaeyrs.
> 
> z
Perhaps we could have two plaques, one for active players and
one for all players, active or inactive?  At my worth it hardly
matters, but I think it might be nice for smaller players to
have a plaque they can see themselves on.  The bottom of the
plaque is now over 15M, and that's an unimaginably huge worth
for a complete newbie.  It's too large to be a goal.

Or, perhaps, have plaque divisions.  Top 100 under 10M, Top 100 in
the 10-100M range,
Top 100 in the 100-500M range, Top 100 in the 500M-1G range, all gigbies.
That would provide a more attainable target for new players and
give the added incentive of being "promoted" to the next plaque.

Of course, I have NFC whether this would be an unreasonable
burden on system resources.

-----------------

poster: Goroharahad
subject: >>>>re: encourage builders
date: Wed Sep 25 14:31:40 2002

Appealing to greed is not always needed it seems, or do wizzes get
tps  for bug fixing / guild or area coding ?
Goro

-----------------

poster: Ixtlilton
subject: >>>>>re: encourage builders
date: Wed Sep 25 14:52:41 2002

On Wed Sep 25 14:31:40 2002 Goroharahad wrote post #938:
> Appealing to greed is not always needed it seems, or do wizzes get
> tps  for bug fixing / guild or area coding ?
> Goro
wtf? we don't get tps for coding! I am gunna go on strike!

-----------------

poster: Afkaserious
subject: p
date: Wed Sep 25 14:55:02 2002

How about a way to choose a god to worship.
As you worship that god. If you get the corresponding align as them,
You get a/some stat bonuses.
But they should be strange and difficult to attain aligns. Ie: sli.good
That would give a meaning to alignment for people in other guilds
then harmer/healer.
Just a thought. Popped into my head while in the shower (heh).
Ok.
--Afka

-----------------

poster: Querulo
subject: Gossamer River
date: Wed Sep 25 20:39:48 2002

River could award you with some symbolic price in case you are
a person who killed 1000th, 10000th, 100000th monsie.
It could be anything - 100 gold coins, 100 xps or maybe only
tell you that it was you.

Querulo

-----------------

poster: Zifnab
subject: >Gossamer River
date: Wed Sep 25 20:43:09 2002

On Wed Sep 25 20:39:48 2002 Querulo wrote post #941:
> River could award you with some symbolic price in case you are
> a person who killed 1000th, 10000th, 100000th monsie.
> It could be anything - 100 gold coins, 100 xps or maybe only
> tell you that it was you.
> 
> Querulo

Speaking of the river... anyone ever figure out what Kreative does?

-----------------

poster: Tektor
subject: >>Gossamer River
date: Wed Sep 25 20:44:00 2002

On Wed Sep 25 20:43:09 2002 Zifnab wrote post #942:
> On Wed Sep 25 20:39:48 2002 Querulo wrote post #941:
> > River could award you with some symbolic price in case you are
> > a person who killed 1000th, 10000th, 100000th monsie.
> > It could be anything - 100 gold coins, 100 xps or maybe only
> > tell you that it was you.
> > 
> > Querulo
> 
> Speaking of the river... anyone ever figure out what Kreative does?
Didn't Kreativ tears make the river?

-----------------

poster: Malifix
subject: >>Something to encourage builders
date: Thu Sep 26 04:39:32 2002

On Wed Sep 25 10:51:36 2002 Mixer wrote post #935:
> On Wed Sep 25 03:00:38 2002 Malifix wrote post #909:
> > This is just the germ of an idea.  Feel free to comment/criticize.
> > In order to encourage builders and bring more areas into the game,
> > how about awarding tps for completing areas?  I realize that,
> > without careful oversight and
> > some pretty clear guidelines, it could lead to some very hastily
> > completed, poorly done areas.  Perhaps 1 tp for every 50 rooms and 1
> > for a quest, or something like that.
> > Would have to be some pretty unequivocal quality guidelines/controls
> > and such, but I'm thinking that it might/could be made to work. 
> > Flame away.  Malifix ducks.
> Kinda the idea was the builders can build because they want to be
> creative and help the mud, we specifically kinda never put in place
> any in-gme benefits for building.
OK, OK, I admit it.  It was a dumb idea..Didn't think it thru.  :(

-----------------

poster: Litho
subject: Terse
date: Thu Sep 26 08:31:00 2002

I think terse should be evil rather then neutral, he is taking
everyones sps/cussing em out..?

-----------------

poster: Balinor
subject: >Terse
date: Thu Sep 26 08:33:18 2002

On Thu Sep 26 08:31:00 2002 Litho wrote post #946:
> I think terse should be evil rather then neutral, he is taking
> everyones sps/cussing em out..?
If he was Evil, he would be aggro.
Neutral can do bad stuff and not be aggro

-----------------

poster: Arkangyle
subject: >>Terse
date: Thu Sep 26 09:46:29 2002

On Thu Sep 26 08:33:18 2002 Balinor wrote post #947:
> On Thu Sep 26 08:31:00 2002 Litho wrote post #946:
> > I think terse should be evil rather then neutral, he is taking
> > everyones sps/cussing em out..?
> If he was Evil, he would be aggro.
> Neutral can do bad stuff and not be aggro

Evil in no way implies aggressive, though Terse can be whatever he
wants to be ... not sure what the "intended" setup for him was, but
just cus he's taking power from you doesn't make him evil ... he's
taking it for his own use, good/bad/or indifferent.

-----------------

poster: Fox
subject: >>>Terse
date: Thu Sep 26 17:00:03 2002

On Thu Sep 26 09:46:29 2002 Arkangyle wrote post #948:
> On Thu Sep 26 08:33:18 2002 Balinor wrote post #947:
> > On Thu Sep 26 08:31:00 2002 Litho wrote post #946:
> > > I think terse should be evil rather then neutral, he is taking
> > > everyones sps/cussing em out..?
> > If he was Evil, he would be aggro.
> > Neutral can do bad stuff and not be aggro
> 
> Evil in no way implies aggressive, though Terse can be whatever he
> wants to be ... not sure what the "intended" setup for him was, but
> just cus he's taking power from you doesn't make him evil ... he's
> taking it for his own use, good/bad/or indifferent.
He's more like Chaotic Neutral, than much of anything else.

-----------------

poster: Blonk
subject: >>re: encourage builders
date: Thu Sep 26 23:09:40 2002

On Wed Sep 25 03:06:27 2002 Malifix wrote post #912:
> On Wed Sep 25 03:04:05 2002 Vor wrote post #911:
> > sounds like a good idea, but i've heard an idea to just give exp
> > that seems a little more reasonable.
> Maybe allow coder to choose between exp and tps.  What do I want
> with more exps?

Is not having your name as creator for the area good enough, why in
the world would you get paid as in tps or exp for something that is
voluntary? If you can not find the urge to finish an area right, why
code?

-----------------

poster: Tahnval
subject: >p
date: Thu Sep 26 23:22:08 2002

On Wed Sep 25 14:55:02 2002 Afkaserious wrote post #940:
> How about a way to choose a god to worship.
> As you worship that god. If you get the corresponding align as them,
> You get a/some stat bonuses.
> But they should be strange and difficult to attain aligns. Ie: sli.good
> That would give a meaning to alignment for people in other guilds
> then harmer/healer.
> Just a thought. Popped into my head while in the shower (heh).
> Ok.
> --Afka
Bah!  I suggested that in more detail a month or so ago, with
an option for not doing so, of course.  If you choose to
do so, you must remain close to your deity's alignment to get
a bonus and you get a penalty if you don't.  You you choose not
to be a devout worshipper, you stay as things currently are.

No-one even commented on the idea, IIRC, so it sunk like
a lead weight.

-----------------

poster: Prophet
subject: Divorce
date: Fri Sep 27 04:46:53 2002

I think that there should be another way to divorce.. if your spouse
isn't on for a week, you can divorce him/her anyways.. it'd be
aggrivating to want to split it off with someone after they've
decided not to mud anymore.. without warning.


-----------------

poster: Zifnab
subject: >>>>>re: trigger spam in posts
date: Fri Sep 27 16:47:27 2002

> > > That is a fairly poor method of determining if a post is valid of
> > > not.  Can't we find some other way to deal with the situation rather
> > > than hurt those who actually make REAL posts?
> > Any suggestions on how we'd go about doing it?
> Yes take the trigger detector out.. and just go ahead and newban
> people who trig in news.. like the numerous warnings in the infrom
> group have said

Here is a perfect example of why we tried to do this...

Idea reported from /domains/emerald/uncle/celtica/connacht/room47--

condition
condition
condition
use bite attack
condition
condition
A new event:
condition
condition
condition
' hps full!
condition
condition
Like Arena events, but clan fights insted
condition
condition
that would be cool!
condition
condition
condition
loot
ga
dg
' hps full!
I will not write detaliet untill i get some comments!
Love /Roxer



-----------------

poster: Moose
subject: >>Shrinked weapons.
date: Sat Sep 28 15:36:58 2002

I want the shrinked weapons the whole boot. as it used to be!
/moose

-----------------

poster: Eomer
subject: new wish
date: Sat Sep 28 20:49:58 2002

there should be a wish that makes your eq either not decay of else
decay more slowly
eomer

-----------------

poster: Lu
subject: hiya
date: Sat Sep 28 20:52:19 2002

lu checking in, and i just had a dream(well not really, but doesnt
that sound like my post will be VERY important!!)

anyway, i was killing terse the other day, with trunks, who was tanking
terse  kept casting color spray at trunks, and was stunning him and
doing REEALLY cool things to him

then i went to a website that listed color spray as a sorc spell,
then i typed spells, and saw that i have prismatic spray

i then proceded to cast prismatic spray alot, and i saw that it
doesnt stun or have cool specials liek an omicron spell should do(it
also doesnt get cheaper/do more dmg as you cast it, like the bravo
spells)

-love lu

-----------------

poster: Spoof
subject: >new wish
date: Sun Sep 29 02:30:19 2002

On Sat Sep 28 20:49:58 2002 Eomer wrote post #955:
> there should be a wish that makes your eq either not decay of else
> decay more slowly
> eomer
was alrdy been put up along time ago...plz reconsider wizzes =)
/Spoof

-----------------

poster: Mixer
subject: >>>Shrinked weapons.
date: Sun Sep 29 05:02:51 2002

On Sat Sep 28 15:36:58 2002 Moose wrote post #954:
> I want the shrinked weapons the whole boot. as it used to be!
> /moose
Ok, well we will disable eq saving on your body.

Happy now?

-----------------

poster: Mixer
subject: >new wish
date: Sun Sep 29 05:03:21 2002

On Sat Sep 28 20:49:58 2002 Eomer wrote post #955:
> there should be a wish that makes your eq either not decay of else
> decay more slowly
> eomer
Have you actually noticed how slow eq decays here?  Its so slow
its almost not there at all.

-----------------

poster: Graxon
subject: >>>>Shrinked weapons.
date: Sun Sep 29 12:45:13 2002

On Sun Sep 29 05:02:51 2002 Mixer wrote post #958:
> On Sat Sep 28 15:36:58 2002 Moose wrote post #954:
> > I want the shrinked weapons the whole boot. as it used to be!
> > /moose
> Ok, well we will disable eq saving on your body.
> 
> Happy now?
put it in a chest/safe

-----------------

poster: Zifnab
subject: >>>>>Shrinked weapons.
date: Sun Sep 29 14:06:41 2002

On Sun Sep 29 12:45:13 2002 Graxon wrote post #960:
> On Sun Sep 29 05:02:51 2002 Mixer wrote post #958:
> > On Sat Sep 28 15:36:58 2002 Moose wrote post #954:
> > > I want the shrinked weapons the whole boot. as it used to be!
> > > /moose
> > Ok, well we will disable eq saving on your body.
> > 
> > Happy now?
> put it in a chest/safe
This is true. its one of those things if we ever
redo castles that would be nice to fix. If you put it in 
a safe/chest for the reboot it will stay around

-----------------

poster: Celine
subject: Tell break.
date: Mon Sep 30 07:20:27 2002

New command :: tell break. affect -> removes you from all reply's you are in.
used for - large amounts of spam from tell friends that gets
responded to over and over again.

pretty please.

-----------------

poster: Litho
subject: Party
date: Mon Sep 30 10:20:31 2002

Maybe be able to party leave in hell?

-----------------

poster: Zifnab
subject: >Tell break.
date: Mon Sep 30 12:02:54 2002

On Mon Sep 30 07:20:27 2002 Celine wrote post #962:
> New command :: tell break. affect -> removes you from all reply's you are
in.
> used for - large amounts of spam from tell friends that gets
> responded to over and over again.
> 
> pretty please.
use 'friends block'

-----------------

poster: Smee
subject: >>>>Shrinked weapons.
date: Mon Sep 30 18:17:17 2002

On Sun Sep 29 05:02:51 2002 Mixer wrote post #958:
> On Sat Sep 28 15:36:58 2002 Moose wrote post #954:
> > I want the shrinked weapons the whole boot. as it used to be!
> > /moose
> Ok, well we will disable eq saving on your body.
> 
> Happy now?
Yes

-----------------

poster: Zyz
subject: >>Tell break.
date: Mon Sep 30 20:37:19 2002

On Mon Sep 30 12:02:54 2002 Zifnab wrote post #964:
> On Mon Sep 30 07:20:27 2002 Celine wrote post #962:
> > New command :: tell break. affect -> removes you from all reply's you are
> in.
> > used for - large amounts of spam from tell friends that gets
> > responded to over and over again.
> > 
> > pretty please.
> use 'friends block'
In the recent case, friends block did not work as it apparently was
not just friends..
So unless friends block was changed to block all mass tells,
Celine's command idea would be helpful in some extreme cases.
Better than the level ignore 116 I had to do last time anyway.
Hardly ever happens
though, so no biggie. -Zyz

-----------------

poster: Celine
subject: >>>Tell break.
date: Tue Oct  1 00:47:11 2002

On Mon Sep 30 20:37:19 2002 Zyz wrote post #966:
> > > 
> > > pretty please.
> > use 'friends block'
> In the recent case, friends block did not work as it apparently was
> not just friends..
> So unless friends block was changed to block all mass tells,
> Celine's command idea would be helpful in some extreme cases.
> Better than the level ignore 116 I had to do last time anyway.
> Hardly ever happens
> though, so no biggie. -Zyz
Nods.. wasnt only refering to friends tells. was just a quick example.

-----------------

poster: Celine
subject: Death chan spam
date: Tue Oct  1 03:17:09 2002

Maybe a command to ignore the stupid one liners the monsters put out
after they kill ppl?
Its nice to be able to see who died/to what. after playing here for
even a week though you have already seen all of the one liners.
would be nice to be able to remove that spam.

thanks.

-----------------

poster: Midnight
subject: Death chan spam
date: Tue Oct  1 06:32:39 2002

if the lines irritate you that much i suspect the #gag command will
take care of that.

-----------------

poster: Korthrun
subject: junk group
date: Wed Oct  2 10:38:07 2002

make it nost post something on inform when a post is made to the junk group?

-----------------

poster: Scone
subject: Guildinfo command
date: Wed Oct  2 16:38:10 2002

Would be nice if the guildinfo command would have to the side of the
spell/skill what level it can be recieved at. As far as i know, the
only ways to find that out is to visit the guildmaster or website,
but it would be rather convienient if you could get all of that in
one command

-----------------

poster: Moose
subject: Arena.
date: Thu Oct  3 07:39:55 2002

When dieing in arena you'll be thrown outside the room,
Why not throw the person out and give him full condition at the same
time. so he dont need to regen up everything again, for next
combat.
/Moose Boobs

-----------------

poster: Jomo
subject: Animals blocking areas
date: Thu Oct  3 07:50:29 2002

This might actually be construed as a bug.

I've been killed a few times lately by areas that I guess
I decide to block for my animal familiars.  Which, I agree
makes sense in the thematic sense, but as far as balance is
concerned it's a joke.

1st: How can I block 5 fairly big animals from large area
spells that hit the rest of the party.

2nd: Why should >600k monsters get an insta-kill on anyone
with animals.  That just doesn't sound right.

Now, I understand taking some of the damage
but jesus, try multiply even a small area times 3 or 4 
times and you get more damage than most players have hps.

That is all.

-----------------

poster: Sigwald
subject: >Arena.
date: Thu Oct  3 08:34:19 2002

On Thu Oct  3 07:39:55 2002 Moose wrote post #972:
> When dieing in arena you'll be thrown outside the room,
> Why not throw the person out and give him full condition at the same
> time. so he dont need to regen up everything again, for next
> combat.
> /Moose Boobs
Certainly not, that would be extremely abusable.

-----------------

poster: Quillz
subject: >>Arena.
date: Thu Oct  3 10:17:08 2002

On Thu Oct  3 08:34:19 2002 Sigwald wrote post #974:
> On Thu Oct  3 07:39:55 2002 Moose wrote post #972:
> > When dieing in arena you'll be thrown outside the room,
> > Why not throw the person out and give him full condition at the same
> > time. so he dont need to regen up everything again, for next
> > combat.
> > /Moose Boobs
> Certainly not, that would be extremely abusable.
How about HPS only?  
I understand how sps/eps can be abusable.  
But it is rather silly to die by a red handled longsword burns after
an arena batt.e
battle, too.
Q

-----------------

poster: Zifnab
subject: >>>Arena.
date: Thu Oct  3 13:39:03 2002

On Thu Oct  3 10:17:08 2002 Quillz wrote post #975:
> On Thu Oct  3 08:34:19 2002 Sigwald wrote post #974:
> > On Thu Oct  3 07:39:55 2002 Moose wrote post #972:
> > > When dieing in arena you'll be thrown outside the room,
> > > Why not throw the person out and give him full condition at the same
> > > time. so he dont need to regen up everything again, for next
> > > combat.
> > > /Moose Boobs
> > Certainly not, that would be extremely abusable.
> How about HPS only?  
> I understand how sps/eps can be abusable.  
> But it is rather silly to die by a red handled longsword burns after
> an arena batt.e
> battle, too.
> Q
Do not leave the arena room until the burning is gone.

We did reset your hp/sp/ep when you left the arena. 
People abused it all.

-----------------

poster: Litho
subject: >>>>Arena.
date: Thu Oct  3 19:26:36 2002

On Thu Oct  3 13:39:03 2002 Zifnab wrote post #976:
> > How about HPS only?  
> > I understand how sps/eps can be abusable.  
> > But it is rather silly to die by a red handled longsword burns after
> > an arena batt.e
> > battle, too.
> > Q
> Do not leave the arena room until the burning is gone.
> 
> We did reset your hp/sp/ep when you left the arena. 
> People abused it all.
Could you possibly re-enable it, and put like a timer on it, like
once someone enters the arena area they need to stay there for 15
mins before they can leave? Could possibly work..

-----------------

poster: Magneto
subject: >>>>>Arena.
date: Thu Oct  3 22:41:41 2002

On Thu Oct  3 19:26:36 2002 Litho wrote post #977:
> On Thu Oct  3 13:39:03 2002 Zifnab wrote post #976:
> > > How about HPS only?  
> > > I understand how sps/eps can be abusable.  
> > > But it is rather silly to die by a red handled longsword burns after
> > > an arena batt.e
> > > battle, too.
> > > Q
> > Do not leave the arena room until the burning is gone.
> > 
> > We did reset your hp/sp/ep when you left the arena. 
> > People abused it all.
> Could you possibly re-enable it, and put like a timer on it, like
> once someone enters the arena area they need to stay there for 15
> mins before they can leave? Could possibly work..
How about... no.  if you get killed by residual effect of the arena bug report
it.  We will fix that.  

-----------------

poster: Quillz
subject: >>>>Arena.
date: Thu Oct  3 23:45:05 2002

On Thu Oct  3 13:39:03 2002 Zifnab wrote post #976:
> On Thu Oct  3 10:17:08 2002 Quillz wrote post #975:
> > On Thu Oct  3 08:34:19 2002 Sigwald wrote post #974:
> > > On Thu Oct  3 07:39:55 2002 Moose wrote post #972:
> > > > When dieing in arena you'll be thrown outside the room,
> > > > Why not throw the person out and give him full condition at the same
> > > > time. so he dont need to regen up everything again, for next
> > > > combat.
> > > > /Moose Boobs
> > > Certainly not, that would be extremely abusable.
> > How about HPS only?  
> > I understand how sps/eps can be abusable.  
> > But it is rather silly to die by a red handled longsword burns after
> > an arena batt.e
> > battle, too.
> > Q
> Do not leave the arena room until the burning is gone.
> 
> We did reset your hp/sp/ep when you left the arena. 
> People abused it all.
How is it possible to abuse it if you leave them with full hps again?
Like I said before, I totally understand the eps and especially the sps. 
Q

-----------------

poster: Draco
subject: >>>>>Arena.
date: Fri Oct  4 01:48:38 2002

On Thu Oct  3 23:45:05 2002 Quillz wrote post #979:
> > > an arena batt.e
> > > battle, too.
> > > Q
> > Do not leave the arena room until the burning is gone.
> > 
> > We did reset your hp/sp/ep when you left the arena. 
> > People abused it all.
> How is it possible to abuse it if you leave them with full hps again?
> Like I said before, I totally understand the eps and especially the sps. 
> Q
its easy to abuse it that way, take cauldrons, they almost die to a
mob when xping on bvar, what do they do? go to arena, throw a
potion, kill themself, fullhps. not that hard to see

-----------------

poster: Quillz
subject: >>>>>>Arena.
date: Fri Oct  4 05:19:00 2002

On Fri Oct  4 01:48:38 2002 Draco wrote post #980:
> On Thu Oct  3 23:45:05 2002 Quillz wrote post #979:
> > > > an arena batt.e
> > > > battle, too.
> > > > Q
> > > Do not leave the arena room until the burning is gone.
> > > 
> > > We did reset your hp/sp/ep when you left the arena. 
> > > People abused it all.
> > How is it possible to abuse it if you leave them with full hps again?
> > Like I said before, I totally understand the eps and especially the sps. 
> > Q
> its easy to abuse it that way, take cauldrons, they almost die to a
> mob when xping on bvar, what do they do? go to arena, throw a
> potion, kill themself, fullhps. not that hard to see
I was hoping somebody said that. 
Which gives me prime arguing real estate for a whole new idea that
has never been taken on before. 
OK - ready?
Punish individually rather that let a few retards ruin it for everyone. 
Which is rather contrary to the common belief. 
Any takers?
Q

-----------------

poster: Mixer
subject: >Tell break.
date: Fri Oct  4 09:01:19 2002

On Mon Sep 30 07:20:27 2002 Celine wrote post #962:
> New command :: tell break. affect -> removes you from all reply's you are
in.
> used for - large amounts of spam from tell friends that gets
> responded to over and over again.
> 
> pretty please.
Why not block friends tells

-----------------

poster: Mixer
subject: >>>>>Arena.
date: Fri Oct  4 09:03:52 2002

On Thu Oct  3 23:45:05 2002 Quillz wrote post #979:
> On Thu Oct  3 13:39:03 2002 Zifnab wrote post #976:
> > On Thu Oct  3 10:17:08 2002 Quillz wrote post #975:
> > > On Thu Oct  3 08:34:19 2002 Sigwald wrote post #974:
> > > > On Thu Oct  3 07:39:55 2002 Moose wrote post #972:
> > > > > When dieing in arena you'll be thrown outside the room,
> > > > > Why not throw the person out and give him full condition at the same
> > > > > time. so he dont need to regen up everything again, for next
> > > > > combat.
> > > > > /Moose Boobs
> > > > Certainly not, that would be extremely abusable.
> > > How about HPS only?  
> > > I understand how sps/eps can be abusable.  
> > > But it is rather silly to die by a red handled longsword burns after
> > > an arena batt.e
> > > battle, too.
> > > Q
> > Do not leave the arena room until the burning is gone.
> > 
> > We did reset your hp/sp/ep when you left the arena. 
> > People abused it all.
> How is it possible to abuse it if you leave them with full hps again?
> Like I said before, I totally understand the eps and especially the sps. 
> Q
Easy - you go in with low hps, leave, get full hps and then go back
to where you were killing.


-----------------

poster: Moose
subject: >>>>>>Arena.
date: Fri Oct  4 10:19:54 2002

I have an idea about this arena. Dont know if it's good or not.
But how about making 2 rooms nosavable.
When u enter this room, (where those arenas alternatives is) you'll
get fully condition in all.
and when u leave the room (e) from there I think.. you'll reicive
the same condition as u had before. before u did enter the room.
such as skills/spells and lodestones/herbs and other stuffs should
been disabled in there. for not being abused.
Just a thought =P
/Moose

-----------------

poster: Zifnab
subject: >>>>>>>Arena.
date: Fri Oct  4 13:55:59 2002

On Fri Oct  4 10:19:54 2002 Moose wrote post #984:
> I have an idea about this arena. Dont know if it's good or not.
> But how about making 2 rooms nosavable.
> When u enter this room, (where those arenas alternatives is) you'll
> get fully condition in all.
> and when u leave the room (e) from there I think.. you'll reicive
> the same condition as u had before. before u did enter the room.
> such as skills/spells and lodestones/herbs and other stuffs should
> been disabled in there. for not being abused.
> Just a thought =P
> /Moose
we did this too.  People would for instance enter the arena
cast a spell (they now had full hp) leave the arena, and renter
and recast said spell because they are now full of hp.

As to Quillz, removal of said player is easy, however I 
do not want my full time job on this mud to be babysitting
the arena

-----------------

poster: Zifnab
subject: >>>>>>>>Arena.
date: Fri Oct  4 15:11:44 2002

On Fri Oct  4 13:55:59 2002 Zifnab wrote post #985:
> On Fri Oct  4 10:19:54 2002 Moose wrote post #984:
> > I have an idea about this arena. Dont know if it's good or not.
> > But how about making 2 rooms nosavable.
> > When u enter this room, (where those arenas alternatives is) you'll
> > get fully condition in all.
> > and when u leave the room (e) from there I think.. you'll reicive
> > the same condition as u had before. before u did enter the room.
> > such as skills/spells and lodestones/herbs and other stuffs should
> > been disabled in there. for not being abused.
> > Just a thought =P
> > /Moose
> we did this too.  People would for instance enter the arena
> cast a spell (they now had full hp) leave the arena, and renter
> and recast said spell because they are now full of hp.
> 
> As to Quillz, removal of said player is easy, however I 
> do not want my full time job on this mud to be babysitting
> the arena
obviously I didnt mean hp, but ep/sp whatever the case may be.

-----------------

poster: Uno
subject: >>>>>>>>>Arena.
date: Fri Oct  4 16:11:21 2002

On Fri Oct  4 15:11:44 2002 Zifnab wrote post #986:
> > > Just a thought =P
> > > /Moose
> > we did this too.  People would for instance enter the arena
> > cast a spell (they now had full hp) leave the arena, and renter
> > and recast said spell because they are now full of hp.
> > 
> > As to Quillz, removal of said player is easy, however I 
> > do not want my full time job on this mud to be babysitting
> > the arena
> obviously I didnt mean hp, but ep/sp whatever the case may be.
could you not tie the restore to the death function?
that way simply entering/leaving would do nothing, only
an actual fight to the death will prompt the heal

-----------------

poster: Zifnab
subject: >>>>>>>>>>Arena.
date: Fri Oct  4 16:30:53 2002

On Fri Oct  4 16:11:21 2002 Uno wrote post #987:
> On Fri Oct  4 15:11:44 2002 Zifnab wrote post #986:
> > > > Just a thought =P
> > > > /Moose
> > > we did this too.  People would for instance enter the arena
> > > cast a spell (they now had full hp) leave the arena, and renter
> > > and recast said spell because they are now full of hp.
> > > 
> > > As to Quillz, removal of said player is easy, however I 
> > > do not want my full time job on this mud to be babysitting
> > > the arena
> > obviously I didnt mean hp, but ep/sp whatever the case may be.
> could you not tie the restore to the death function?
> that way simply entering/leaving would do nothing, only
> an actual fight to the death will prompt the heal

That is exactly what we did. We stored your hp/ep/sp when
you entered the arena. You died you got your hp/sp/ep restored
to what they were.

See the above discussions players still abused the hell out of
it.

-----------------

poster: Midnight
subject: arena (yet another useless idea)
date: Fri Oct  4 16:35:08 2002

how about preventing people from dying by keeping  their hp's above
zero and put a temp no-fight/spellcasting ban on them during the
same period, would keep people alive and also prevent any abuse

-----------------

poster: Killaaz
subject: arena
date: Fri Oct  4 17:48:15 2002

Since Ixtlilton is in charge of the events cant he just code
something that resets the hp/sp/ep for players that join the event
Arena? Or would that fuck up stuff?
//K

-----------------

poster: Ixtlilton
subject: >arena
date: Fri Oct  4 17:49:15 2002

On Fri Oct  4 17:48:15 2002 Killaaz wrote post #990:
> Since Ixtlilton is in charge of the events cant he just code
> something that resets the hp/sp/ep for players that join the event
> Arena? Or would that fuck up stuff?
> //K
in the event  you get full hp/sp/ep on entry
you can play in the arena even tho the event isnt running tho =)

-----------------

poster: Grasfer
subject: Treasure Hunt Event
date: Fri Oct  4 19:59:16 2002

A mysterious man visits the various pubs/bars of IoM mud, and while 
there, he offers for sale a "treasure map".  This map describes the general 
directions to a place where a randomly generated area of a few (very
few) rooms 
would exist.  There monsters based on the level and alignment of the
map reader 
would exist to block and guard the treasure.  The treasure, I think,
should also 
be based on the relative worth of the reader (and thus monsters that one 
fights).  Perhaps some gold and/or piece of EQ?  (Not too high level EQ of 
course.)  Only one person may buy the map.  Not sure on whether the person 
reading the map should be forced to solo the event or be able to get a party 
together to do it.  (If party, perhaps make the event monsters
almost EQ mobs?)

// Grasfer
p.s. September rock this mud!!

-----------------

poster: Celine
subject: Castles..
date: Fri Oct  4 20:28:12 2002

I know its been suggested/asked/whined for before...
But!
Can we have a way to transfer ownership of castles please?
I really have no more use/want for mine and a friend really does.
I dont see why (other than code problems) this couldnt be done.
perhaps make it a option in castle commands so no wiz's (other than
to code it in) would need to be involved.

-----------------

poster: Jaguar
subject: >>arena
date: Fri Oct  4 21:11:20 2002

On Fri Oct  4 17:49:15 2002 Ixtlilton wrote post #991:
> On Fri Oct  4 17:48:15 2002 Killaaz wrote post #990:
> > Since Ixtlilton is in charge of the events cant he just code
> > something that resets the hp/sp/ep for players that join the event
> > Arena? Or would that fuck up stuff?
> > //K
> in the event  you get full hp/sp/ep on entry
> you can play in the arena even tho the event isnt running tho =)
As we don't have pk anymore, maybe arena battles should be to the
death anyway. How can you unfatally rip someones eyes out?  That
would solve all abuse problems.

-----------------

poster: Rockman
subject: >>>arena
date: Fri Oct  4 22:33:52 2002

On Fri Oct  4 21:11:20 2002 Jaguar wrote post #994:
> > On Fri Oct  4 17:48:15 2002 Killaaz wrote post #990:
> > > Since Ixtlilton is in charge of the events cant he just code
> > > something that resets the hp/sp/ep for players that join the event
> > > Arena? Or would that fuck up stuff?
> > > //K
> > in the event  you get full hp/sp/ep on entry
> > you can play in the arena even tho the event isnt running tho =)
> As we don't have pk anymore, maybe arena battles should be to the
> death anyway. How can you unfatally rip someones eyes out?  That
> would solve all abuse problems.
Why dont you just restore the hp to a small yet not small enough to
die easily from spell effects amount, like 100hp-200hp, that
shouldnt make it easy to abuse and that should be enough hp to last
till you get healed?

-----------------

poster: Daneel
subject: >>>>arena
date: Fri Oct  4 23:17:52 2002

Why don't we just fix the things that cause one to occasionally die after 
leaving the arena?  Like we already do.

We may not be fixing them all instantly, but suggesting alternative
strategies isn't going to help.  We have a strategy that works, and
one by one, we're fixing the spells that work incorrectly, and therefore
get around our current strategy.
-Daneel

-----------------

poster: Arkangyle
subject: >>>>>arena
date: Fri Oct  4 23:50:06 2002

On Fri Oct  4 23:17:52 2002 Daneel wrote post #996:
> Why don't we just fix the things that cause one to occasionally die after 
> leaving the arena?  Like we already do.
> 
> We may not be fixing them all instantly, but suggesting alternative
> strategies isn't going to help.  We have a strategy that works, and
> one by one, we're fixing the spells that work incorrectly, and therefore
> get around our current strategy.
> -Daneel

I thought we removed the damaging abjurations that were left on
players when they exited the arena?  I know there was some talk
about poison recently, but isn't poison incapable of killing (mainly
just nulls regen)?

-----------------

poster: Kaos
subject: >arena
date: Fri Oct  4 23:55:42 2002

On Fri Oct  4 17:48:15 2002 Killaaz wrote post #990:
> Since Ixtlilton is in charge of the events cant he just code
> something that resets the hp/sp/ep for players that join the event
> Arena? Or would that fuck up stuff?
> //K
i think that would fuck up stuff, sry :/

-----------------

poster: Zifnab
subject: >>>>>>arena
date: Sat Oct  5 05:39:55 2002

On Fri Oct  4 23:50:06 2002 Arkangyle wrote post #997:
> On Fri Oct  4 23:17:52 2002 Daneel wrote post #996:
> > Why don't we just fix the things that cause one to occasionally die after 
> > leaving the arena?  Like we already do.
> > 
> > We may not be fixing them all instantly, but suggesting alternative
> > strategies isn't going to help.  We have a strategy that works, and
> > one by one, we're fixing the spells that work incorrectly, and therefore
> > get around our current strategy.
> > -Daneel
> 
> I thought we removed the damaging abjurations that were left on
> players when they exited the arena?  I know there was some talk
> about poison recently, but isn't poison incapable of killing (mainly
> just nulls regen)?
we do. That is why some items need to be fixed.

-----------------

poster: Kiliana
subject: New area idea!
date: Sat Oct  5 11:26:55 2002

I want an office space area. I know its ridiculously out of theme,
but it would be awesome:) could be full of lackeys, with that milton
guy for an eq mob. He could cast all kinds of fire spells, and if
you beat him you get his stapler:) stapler gives spr and adds to nav
spells and fire mage spells, because he's always getting relocated
and burning the building down:) i assume that this idea will
instantly be incorporated, so I would appreciate knowing what island
its on. thank you:)-kili

-----------------

poster: Lu
subject: quests
date: Sat Oct  5 20:19:41 2002

awhile back mixer added 3 things that had been in game, as quests,
said somethign about wanting more quests
lloth and golem should both be quests imho
-lu

-----------------

poster: Chrono
subject: rufrin
date: Mon Oct  7 00:08:24 2002

can the city have the no cast/use thing removed, since players can't
steal gold anymore?

-----------------

poster: Nefardec
subject: exprate
date: Mon Oct  7 02:00:58 2002

Would a command called exprate and exprate clear be pointless?  You
would enter the exprate command and it would show your total rate
and then your party rate underneath it if you were in a party.  I
guess you could just do some math with the summary if you wanted to
:/.
-nef

-----------------

poster: Tamuli
subject: emotes
date: Mon Oct  7 07:14:39 2002

LIV says "There are turnips with higher IQ than you for God's Sakes!"
LIV says "There are turnips with higher IQ than LIV for God's Sakes!"
make the ertai emote..twas his idea :)
-Tam

-----------------

poster: Litho
subject: >rufrin
date: Mon Oct  7 09:10:33 2002

On Mon Oct  7 00:08:24 2002 Chrono wrote post #1003:
> can the city have the no cast/use thing removed, since players can't
> steal gold anymore?
i Already suggested that, they didn
't change it =/

-----------------

poster: Kiliana
subject: autotitles and look
date: Mon Oct  7 09:31:02 2002

This idea is semi pointless, but maybe could be nice. Right now,
titles are pointless. i mean, you set them.. when you look at ppl
you get what they've done and all in the top info. I was thinking,
that maybe titles could be preset to your guild rank. You could set
your own surname of course, but it would be nice.. neat, pointless i
suppose, but neat if the title was automatically set to your guild
rank. I just think it would be cool.. add to the theme, if your in a
party, and when you looked, you saw everyones title. like, im an
initiate for my harmer guild rank or whatever, so my title would
automatically be "Kiliana surname the gargoyle initate of pain."..
or master, or warlock, or whatever it is for what you are. I know
you can set it yourself, but in my opinion, a title that you set
yourself isnt really a title. I mean, i can call myself a princess,
but its not really my title. anyway, i'd appreciate some flames, and
reasons why this idea is retarded, and why it wouldnt add to the
personality of the mud. I just think that it would be another little
addition of coolness, that this mud is so great about having. One
more thing that could make myth what it is, instead of just having
fifty people online with no title, or the title of "Ihaveabigdick",
or silly stuff like that. Thanks to listenin to all my rantin!

-----------------

poster: Tranquil
subject: >autotitles and look
date: Mon Oct  7 10:21:31 2002

Kiliana's idea does have merit, though it must be said that there is
nothing RP about this mud, therefore making such a change rather
pointless. If anything, it may irk some of the players here.

There is another suggestion - make this a proper RP mud, but again I
feel that many of those that mud here, choose this mud because it is
a mindless xp game rather than a true RP mud. Therefore, things as
they are now, is probably what best suits the mud and the players
who play it.


-----------------

poster: Litho
subject: Party Status
date: Mon Oct  7 11:18:02 2002

I think pstatus needs to be changed somewhat, its vital to see ppls
hps/eps/sps if you are a healer or whatnot, it makes it really hard
to know whether your blasters are tapping or anything else related
with someone in the party other then yourself, i really liked the
old status because it showed eps/sps/hps, could you possibly change
this to allow both things accessable?I think pstatus needs to be
changed somewhat, its vital to see ppls hps/eps/sps if you are a
healer or whatnot, it makes it really hard to know whether your
blasters are tapping or anything else related with someone in the
party other then yourself, i really liked the old status because it
showed eps/sps/hps, could you possibly change this to allow both
things accessable?
-Litho

-----------------

poster: Litho
subject: >Party Status
date: Mon Oct  7 11:19:05 2002

On Mon Oct  7 11:18:02 2002 Litho wrote post #1009:
> with someone in the party other then yourself, i really liked the
> old status because it showed eps/sps/hps, could you possibly change
> this to allow both things accessable?I think pstatus needs to be
> changed somewhat, its vital to see ppls hps/eps/sps if you are a
> healer or whatnot, it makes it really hard to know whether your
> blasters are tapping or anything else related with someone in the
> party other then yourself, i really liked the old status because it
> showed eps/sps/hps, could you possibly change this to allow both
> things accessable?
> -Litho
sorry my paste pasted 2x, anyways witchblade told me about pss,
sorry for the inconvenience.

-----------------

poster: Zifnab
subject: >>Party Status
date: Mon Oct  7 14:20:45 2002

On Mon Oct  7 11:19:05 2002 Litho wrote post #1010:
> On Mon Oct  7 11:18:02 2002 Litho wrote post #1009:
> > with someone in the party other then yourself, i really liked the
> > old status because it showed eps/sps/hps, could you possibly change
> > this to allow both things accessable?I think pstatus needs to be
> > changed somewhat, its vital to see ppls hps/eps/sps if you are a
> > healer or whatnot, it makes it really hard to know whether your
> > blasters are tapping or anything else related with someone in the
> > party other then yourself, i really liked the old status because it
> > showed eps/sps/hps, could you possibly change this to allow both
> > things accessable?
> > -Litho
> sorry my paste pasted 2x, anyways witchblade told me about pss,
> sorry for the inconvenience.
what is wrong with party health?

-----------------

poster: Quillz
subject: emote
date: Mon Oct  7 19:06:39 2002

vogue
You strike a pose.
Q

-----------------

poster: Quillz
subject: taunting messages
date: Mon Oct  7 23:42:43 2002

Please please please do not remove these messages - I can't think of
anything that has cracked me up more often than these. 
They've been a part of the game for years.
So I beg and plead for them to stay. 
Q

-----------------

poster: Quillz
subject: >taunting messages
date: Mon Oct  7 23:43:16 2002

On Mon Oct  7 23:42:43 2002 Quillz wrote post #1013:
> Please please please do not remove these messages - I can't think of
> anything that has cracked me up more often than these. 
> They've been a part of the game for years.
> So I beg and plead for them to stay. 
> Q
May I ask why they are being removed btw?
I honestly can't think of any reason why something that has been
here for so long would suddenly need to go.

-----------------

poster: Moose
subject: >>>>>>>>Arena.
date: Mon Oct  7 23:44:49 2002

Ahh. ic.. what a mess!
/Moose

-----------------

poster: Tahnval
subject: >>autotitles and look
date: Tue Oct  8 00:20:00 2002

On Mon Oct  7 10:21:31 2002 Tranquil wrote post #1008:
> Kiliana's idea does have merit, though it must be said that there is
> nothing RP about this mud, therefore making such a change rather
> pointless. If anything, it may irk some of the players here.
> 
> There is another suggestion - make this a proper RP mud, but again I
> feel that many of those that mud here, choose this mud because it is
> a mindless xp game rather than a true RP mud. Therefore, things as
> they are now, is probably what best suits the mud and the players
> who play it.
> 
On reflection, I agree with Tranquil.  However, I think that there could
be room for both ideas.  Why guild rank, though?  Or perhaps
why *just* guild rank?  A title is generally on
overall worth (I believe the title in who long is on that basis).

Would an outsider be able to understand guild markings, anyway?
Some guild items don't even mention a change in appearance as your
rank increases - only the magic in the item lets you know your
rank, and that's keyed to you.

If anything, it is *more* realistic to have a person set their
title themselves.  In a society with the level of technology
we have here, titles would be...gah, ignore that bit.  My mind
wandered in search of food or something.

So...how about this?
A player can set their title for general use, as is the case now.
A player will have a guild title, as they do now...but this is added
in brackets
after the guild item or perhaps in the desc in the same manner as
the knight if
Blackavar thing.
This is their formal title within their guild, which ignores titles
from outside
the guild.

A player also has their formal title for use outside the
guild...which in practice
doesn't mean anything, but would be a nice touch.

e.g.  Tree-arm is a stupid Giant Goat-Fondler (name, surname, race, title).
Their Guild marking shows them to be a Knight of the Sword
They are known throughout the land as a Respected Commoner.  (their
title based on their worth).

Just my ha'pennorth

-----------------

poster: Celine
subject: >autotitles and look
date: Tue Oct  8 00:25:25 2002

On Mon Oct  7 09:31:02 2002 Kiliana wrote post #1007:
> or master, or warlock, or whatever it is for what you are. I know
> you can set it yourself, but in my opinion, a title that you set
> yourself isnt really a title. I mean, i can call myself a princess,
> but its not really my title. anyway, i'd appreciate some flames, and
> reasons why this idea is retarded, and why it wouldnt add to the
> personality of the mud. I just think that it would be another little
> addition of coolness, that this mud is so great about having. One
> more thing that could make myth what it is, instead of just having
> fifty people online with no title, or the title of "Ihaveabigdick",
> or silly stuff like that. Thanks to listenin to all my rantin!
i think its cool so long as i am left the right to change it. i
enjoy being an Ent Chainsaw thank you very much.

-----------------

poster: Quillz
subject: Death taunts
date: Wed Oct  9 00:54:03 2002

Please bring back the taunting messages on the death channel. 
It is rather silly to remove something that people can view or not
view if they want. 
If they don't like seeing the messages it is just as easy to turn
that channel off. 
Just seems kind of silly to me.
Q

-----------------

poster: Celine
subject: >Death taunts
date: Wed Oct  9 00:54:49 2002

On Wed Oct  9 00:54:03 2002 Quillz wrote post #1018:
> Please bring back the taunting messages on the death channel. 
> It is rather silly to remove something that people can view or not
> view if they want. 
> If they don't like seeing the messages it is just as easy to turn
> that channel off. 
> Just seems kind of silly to me.
> Q
How about this: Make a stupid death msg channel seperate from the
actual useful death channel.

-----------------

poster: Wildchild
subject: >>Death taunts
date: Wed Oct  9 01:33:13 2002

On Wed Oct  9 00:54:49 2002 Celine wrote post #1019:
> On Wed Oct  9 00:54:03 2002 Quillz wrote post #1018:
> > Please bring back the taunting messages on the death channel. 
> > It is rather silly to remove something that people can view or not
> > view if they want. 
> > If they don't like seeing the messages it is just as easy to turn
> > that channel off. 
> > Just seems kind of silly to me.
> > Q
> How about this: Make a stupid death msg channel seperate from the
> actual useful death channel.

The solution is not to add yet another channel :P
We've got enough channels at is it :)
We've got enough channels at is it :)

-WildChild

-----------------

poster: Coal
subject: Removing spam
date: Wed Oct  9 02:12:57 2002

Since we are now in the habit of removing worthless spam like the
death tuants that have always been hilarious and probably the best
part of death, especially when they coincide to the monster that
just whooped your ass. I would suggest the removal of being able to
emote on channels, or at least go back and make it cost 25 ep and sp
again. There are too many spammy emotes and they are really
distracting and they detract from the intensive and pointless
killing and button pushing that this game 
is and represents
 I for one find it offensive that the tuants were removed. (btw the
emote idea was sarcasm)
-Coal, who thinks not all tunes are good

-----------------

poster: Tantrum
subject: Coal
date: Wed Oct  9 03:40:17 2002

he was right. taunts rock. listen to coal, always.

-----------------

poster: Waz
subject: taunts
date: Wed Oct  9 03:43:17 2002


Bring back taunts.  I don't know why there were removed
but this is really a negative for the game.
One person's issues shouldn't change the game for everyone.

-Waz

-----------------

poster: Afkaserious
subject: Taunts
date: Wed Oct  9 03:44:09 2002

Hopefully no trigs plz. thanks. 
Coal IS right, I want spam back :)
Coal is also my hero :)
Good day.
coal2

-----------------

poster: Jaws
subject: taunts
date: Wed Oct  9 03:45:51 2002

are cool

plz return them

Jaws

-----------------

poster: Kiliana
subject: taunts
date: Wed Oct  9 09:51:19 2002

i guess this goes here, but taunts were a big personality thing in
the game. everyone else has said all there is to be said about how
great they were, and i just want to jump on board with it. i miss
the spammy taunts:( especially when i die to a monk.. now nobody
gets to laugh at me.

-----------------

poster: Celine
subject: taunts, alternatives
date: Wed Oct  9 10:35:11 2002

No one seems to like this new tune.
To each their own right? But as a move towards the fact that I am at
least partially to blame for this I wish to propose a new idea.

Instead of all bitching/whining/moaning/name calling...
Suggest Alternatives
Here are a few:

Command to remove taunts.
New channel for the taunts.
Player input on new ones so we dont have the same redundant 10 orso.


come up with some.. be constructive..

-----------------

poster: Quillz
subject: >taunts, alternatives
date: Wed Oct  9 10:35:59 2002

On Wed Oct  9 10:35:11 2002 Celine wrote post #1030:
> No one seems to like this new tune.
> To each their own right? But as a move towards the fact that I am at
> least partially to blame for this I wish to propose a new idea.
> 
> Instead of all bitching/whining/moaning/name calling...
> Suggest Alternatives
> Here are a few:
> 
> Command to remove taunts.
> New channel for the taunts.
> Player input on new ones so we dont have the same redundant 10 orso.
> 
> 
> come up with some.. be constructive..
Treat them as shouts. 
Like when the xp lottery is going or something. 
Isn't there a commmand, shouts off, or muffs or something to turn them off?  

-----------------

poster: Litho
subject: Hi
date: Wed Oct  9 10:37:11 2002

Since everyone is bitching about the taunts and whatnot, i have a
proposal, it'd be hard to code, i think, but maybe you could have a
taunt list, you make yourself, that allow ppl you want to see it, it
will be in shout, but only visible to them.?

-----------------

poster: Lu
subject: >>taunts, alternatives
date: Wed Oct  9 10:37:26 2002

iirc, taunts used to be shouts, and then got put on the deaths
channel, about 15 months back or so
don't know if there was a particular reason for this change or not

-----------------

poster: Maxtor
subject: More prompt options
date: Wed Oct  9 12:21:55 2002

Could carried weight, maxweight and perhaps hunger status be added
to prompt options?

-----------------

poster: Tahnval
subject: >Coal
date: Wed Oct  9 12:28:26 2002

On Wed Oct  9 03:40:17 2002 Tantrum wrote post #1022:
> he was right. taunts rock. listen to coal, always.
I agree with the first bit.
If we're out to remove spam, getting rid of all the emotes would be
a reasonable idea.  After all, they don't actually affect the
gameplay in any way.  While we're at it, remove guild rank too.
There are lots of things that are in the game just for flavour and
most of them aren't restricted to a channel that can easily be 
turned off.

I think that the fact that so many people are speaking in
favour of retaining the taunts for the flavour they add to
the game indicates that there is sufficient demand for them.
If there are people who for some reason want a death channel
without taunts, why not split the channel into two?  There is
a demand for a death channel and a demand for a death taunts
channel.  Why not have both rather than getting rid of one
entirely?

-----------------

poster: Draco
subject: >More prompt options
date: Wed Oct  9 14:10:34 2002

On Wed Oct  9 12:21:55 2002 Maxtor wrote post #1035:
> Could carried weight, maxweight and perhaps hunger status be added
> to prompt options?
these options have been suggested in the past andhave been recieved
by wiz's as not important. you dont even really need a prompt
anyways, typing health and i to check those every now and then isnt
really that hard to do. adding it to the prompt just gives us a
reason to be even lazier than we already are (which is to say quite
lazy indeed)

-----------------

poster: Mixer
subject: >>More prompt options
date: Wed Oct  9 15:34:48 2002

On Wed Oct  9 14:10:34 2002 Draco wrote post #1037:
> On Wed Oct  9 12:21:55 2002 Maxtor wrote post #1035:
> > Could carried weight, maxweight and perhaps hunger status be added
> > to prompt options?
> these options have been suggested in the past andhave been recieved
> by wiz's as not important. you dont even really need a prompt
> anyways, typing health and i to check those every now and then isnt
> really that hard to do. adding it to the prompt just gives us a
> reason to be even lazier than we already are (which is to say quite
> lazy indeed)
Prompt items can suck cpu time real bad so these things have not
been implemented for that reason.

-----------------

poster: Spoof
subject: commands
date: Thu Oct 10 22:15:18 2002

add ignore clear and friends clear
don't wanna spend too much time doing that crap
/Spoof =)

-----------------

poster: Korthrun
subject: Halloween Costumes
date: Fri Oct 11 07:15:40 2002

Would it be possible to post a list of already available costumes so
people don't submit ones that exist already? Could be on the website
or something.

-----------------

poster: Zifnab
subject: >Halloween Costumes
date: Fri Oct 11 15:12:42 2002

On Fri Oct 11 07:15:40 2002 Korthrun wrote post #1040:
> Would it be possible to post a list of already available costumes so
> people don't submit ones that exist already? Could be on the website
> or something.

Here is a list of current costumes..

7 of 9
Adam Duritz
Gangsta' Bitch Barbie is here
Someone in their birthday suit.
A Cat
Chicken hunter
Dirk Diggler, Sex Machine
Dirty Harry
Elvira, Princess of the Night
A scary ghost
Don Corleone is rumbling here
Jimi Hendrix
Duncan McLeod
Homer Simpson
Jedi Master
A fruit%
CYANy Jester is here juggling his amazing clubs!
The famous Lag monster.
The Lord of the Dance
*GASP!* It's The Mask!
A fat chick in a stained blue dress, trying to smoke a cigar
A feral moose
A squeaking mouse scurries about..
A Mud Addict
A putrefying ancient mummy
Nerd
A giant pink frog
A pimpin' pimp
A Pixie
The dreaded Real Life.
The Grim Reaper hovers here
Satan, the Propriter of Hell.
A sexy dude
The incredibly shagadelic Felicity Shagwell!
A filthy rich sultan, resplendant in white cloth
Raphael, the teenage mutant ninja turtle
A bloody-fanged vampire
A RABID weasel
Werecow 
An evil witch
Commander Worf
Yaga
A stripey zebra
A STINKIN' zombie

-----------------

poster: Lu
subject: hi
date: Sat Oct 12 07:39:17 2002

i credit the following post to smee, coal, and the lueq channel

after hours of discussion(about 35 seconds), we decided jack should
be upped, and his eq made saveable

-lu

-----------------

poster: Zifnab
subject: >hi
date: Sat Oct 12 18:10:28 2002

On Sat Oct 12 07:39:17 2002 Lu wrote post #1042:
> i credit the following post to smee, coal, and the lueq channel
> 
> after hours of discussion(about 35 seconds), we decided jack should
> be upped, and his eq made saveable
> 
> -lu
no. and no

-----------------

poster: Celine
subject: Prayer to Loke
date: Sat Oct 12 21:07:59 2002

Perhaps mention in the help file that you need blood to use it..
I remember last harmer reinc i was in i trained that prayer and was
unable to use it cause i didnt have enough exp to get the other
stuff i needed.

-----------------

poster: Genesis
subject: identify
date: Sun Oct 13 00:17:50 2002

perhaps make identify able to see who a person is under their
costume. i know it would take away from the whole costume thing but
for parties ect. it would make things a lot easier.

Gen

-----------------

poster: Arkangyle
subject: >identify
date: Sun Oct 13 00:19:32 2002

On Sun Oct 13 00:17:50 2002 Genesis wrote post #1045:
> perhaps make identify able to see who a person is under their
> costume. i know it would take away from the whole costume thing but
> for parties ect. it would make things a lot easier.
> 
> Gen

maybe, if it is a problem, you should REMOVE your costume.

-----------------

poster: Blonk
subject: >hi
date: Sun Oct 13 04:20:33 2002

On Sat Oct 12 07:39:17 2002 Lu wrote post #1042:
> i credit the following post to smee, coal, and the lueq channel
> 
> after hours of discussion(about 35 seconds), we decided jack should
> be upped, and his eq made saveable
> 
> -lu

Running out of things to sac are we?

-----------------

poster: Litho
subject: Flogger guild.
date: Sun Oct 13 09:02:55 2002

Since pk was removed, immobilize is useless, perhaps exchange it
with disarm? it would make sense, seeing as whips disarm things :)

-----------------

poster: Tantrum
subject: Cathedral
date: Sun Oct 13 14:44:36 2002

shouldnt the cathedral be considered consecrated ground?

-----------------

poster: Sigwald
subject: >Cathedral
date: Mon Oct 14 13:12:40 2002

On Sun Oct 13 14:44:36 2002 Tantrum wrote post #1049:
> shouldnt the cathedral be considered consecrated ground?
Well that's a defensible point. I think we have an altar room
that acts as a consecrated ground room, but somehow we could
make them all be consecrated ground with various power
(the altar room would be sort of "more" consecrated). Anyway
the Cathedral is being rewritten (its sort of temporary
at the moment) so I think we'll wait on the new one to include
all rooms. 

-----------------

poster: Patato
subject: "weather-watcher-friendly" arena 
date: Tue Oct 15 21:27:39 2002

i dont know if this has been suggested before but do you think we
could make the arenas outdoors?
because, do any guilds need to be indoors to cast spells?
 well.. thanks

-----------------

poster: Kiliana
subject: cathedral
date: Wed Oct 16 03:33:08 2002

This idea is more for all guilds, but i havent thought it past the
cathedral, since the bells make an awesome tool for the idea. how
about, when someone takes the lead in the guild, like, becomes
number one on the plaque, there could be a mudwide message
signifying it. for the cathedral bells could ring out, notifying the
world that soanso has become the gods most benevolent mortal, all
praise so and so.. and various things like that. just for fun and
all. i mean, theres messages for best hits, and becoming a
guildmaster(or whatever its referred to) is just as significant.
there could be fun ones for each.. a few ideas i had were like, for
druid the great tree could do something.. perhaps a message like,
"the tree of gaia spills golden leaves upon the land as soanso
becomes one with nature".. woodsman could have all of the animals
chitter and roar to signify the leadership of their new lord..
warrior could perhaps be something to do with swords flashing in the
sky.. lol, im rambling, but maybe my idea came across. comments are
welcome! ps, the only downside i saw to the idea was that it could
be spammy if leaderships swapped more than i thought, and if they
are constantly being swapped, please inform me.. but if its as rare
as i think, i believe it would be a nice little touch of
personality. 

-----------------

poster: Tantrum
subject: New Wish
date: Wed Oct 16 05:12:54 2002

lesser wish
name : hold alignment
does : once wished for, you choose an alignment and forever hold
onto it. nomatter what you kill.

-----------------

poster: Tranquil
subject: >cathedral
date: Wed Oct 16 05:15:49 2002

A worthy idea Kiliana, but as I recall from an admin's statement
regarding guild leadership, it is updated at each reboot or
something similar, when few to no peopls are likely to be on, which
would make such mud wide messages kinda superflous..

-----------------

poster: Lu
subject: >New Wish
date: Wed Oct 16 06:29:56 2002

holy poop, i like this idea, tho maybe never changeing is a bit
much, maybe just make it VERY hard to lose align?
-lu

-----------------

poster: Litho
subject: >>New Wish
date: Wed Oct 16 07:30:54 2002

On Wed Oct 16 06:29:56 2002 Lu wrote post #1055:
> holy poop, i like this idea, tho maybe never changeing is a bit
> much, maybe just make it VERY hard to lose align?
> -lu
nods, and easy to gain back.

-----------------

poster: Quillz
subject: >>>New Wish
date: Wed Oct 16 07:31:18 2002

On Wed Oct 16 07:30:54 2002 Litho wrote post #1056:
> On Wed Oct 16 06:29:56 2002 Lu wrote post #1055:
> > holy poop, i like this idea, tho maybe never changeing is a bit
> > much, maybe just make it VERY hard to lose align?
> > -lu
> nods, and easy to gain back.
I like the initial "doesn't change"
Although I think it should be completely removed, but that's just me. 
Q

-----------------

poster: Bahgtru
subject: >>New Wish
date: Wed Oct 16 09:38:55 2002

On Wed Oct 16 06:29:56 2002 Lu wrote post #1055:
> holy poop, i like this idea, tho maybe never changeing is a bit
> much, maybe just make it VERY hard to lose align?
> -lu
Yeah, good idea, but it'd probably be more likely to be a greater wish

- Bag

-----------------

poster: Draco
subject: >>>New Wish
date: Wed Oct 16 19:00:31 2002

On Wed Oct 16 09:38:55 2002 Bahgtru wrote post #1058:
> On Wed Oct 16 06:29:56 2002 Lu wrote post #1055:
> > holy poop, i like this idea, tho maybe never changeing is a bit
> > much, maybe just make it VERY hard to lose align?
> > -lu
> Yeah, good idea, but it'd probably be more likely to be a greater wish
> 
> - Bag
i think the initial idea is better, if its VERY hard to lose your
align, it would be equally as hard to gain it back

-----------------

poster: Tahnval
subject: >New Wish
date: Wed Oct 16 21:01:10 2002

On Wed Oct 16 05:12:54 2002 Tantrum wrote post #1053:
> lesser wish
> name : hold alignment
> does : once wished for, you choose an alignment and forever hold
> onto it. nomatter what you kill.
That would be an ultra-greater-megapower wish, costing 148 bazillion tps.
It's extremely unbalancing, as it removes alignment considerations
entirely.  The only way to deal with it would be to massively downtune
all alignment-related spells because they are currently written with
the fact that maintaining alignment is a pain as part of the tuning.

-----------------

poster: Wildchild
subject: news prompt
date: Thu Oct 17 03:15:42 2002

Any chance the news program thingy could not drop you out of it
altogether if when you try to go to a group and you typo or
something?
Instead of returning you to the main prompt "Islands of Myth News.."
you exit it altogether.

-WildChild

-----------------

poster: Lu
subject: hi
date: Thu Oct 17 20:48:27 2002

hi, me here, and i have an idea
each mask should change a persons little say thingy, for
example..You hiss for vamps, could be changed tooo umm, You
(something that fits) depending on your costume

-----------------

poster: Xerious
subject: >>New Wish
date: Thu Oct 17 23:08:24 2002

On Wed Oct 16 06:29:56 2002 Lu wrote post #1055:
> holy poop, i like this idea, tho maybe never changeing is a bit
> much, maybe just make it VERY hard to lose align?
> -lu
Wouldn't that make it VERY hard to go back into alignment once you did slip?
I would make it a greater wish, as it has a major influence over the
character's playing abilities, but I think it is a good idea for a
wish.  Flame away.

-----------------

poster: Tranquil
subject: sylvan protector
date: Fri Oct 18 04:59:19 2002

I would like to request that the skill 'camping' be put back into
the woodsman guild tree, perhaps somewhere in the sylvan guard or
sylvan protector guilds. It was in the old woodsman guildtree, and
since now, if we solo and do not have weaver levels, we spend so
much more time sitting around regenning than we used to, it would be
nice to have some way to reduce the amount of time required to
regen.


-----------------

poster: Midnight
subject: camping post 1064
date: Fri Oct 18 12:40:12 2002

the camping was likely moved to traveller to let others gain access
to a faster regen so i guess you could replace build campfire with
camping if you so choose
Midnight

-----------------

poster: Midnight
subject: Travellers Guild
date: Fri Oct 18 12:48:57 2002

it would be a nice thing to move campfire to travellers guild in
exchange for camping and let animists gain access to it at level 71
Midnight

-----------------

poster: Jaguar
subject: >camping post 1064
date: Fri Oct 18 12:52:48 2002

On Fri Oct 18 12:40:12 2002 Midnight wrote post #1065:
> the camping was likely moved to traveller to let others gain access
> to a faster regen so i guess you could replace build campfire with
> camping if you so choose
> Midnight
This would be silly.  The best skill in woodsman guild is build
campfires. The only way little woodsmen can get into parties is
because of their fires.
-Jaggy

-----------------

poster: Daneel
subject: >>camping post 1064
date: Fri Oct 18 15:27:10 2002

Besides, camping was originally in travellers, it was added as 
a nice addition to woodsmen at some point.  Nothing is getting 
changed in travellers ATM, that's a non-issue.

-----------------

poster: Lu
subject: new wishes
date: Fri Oct 18 16:46:31 2002

we coudl use the following wishes
lesser stat: con
lesser stat: dex
lesser stat: int
lesser stat: str
lesser stat: wis
lesser stat: sta
lesser stat: cha

all the above would give +20 to said stat
i think it is a great idea, love lu

-----------------

poster: Arkangyle
subject: >sylvan protector
date: Fri Oct 18 23:24:04 2002

On Fri Oct 18 04:59:19 2002 Tranquil wrote post #1064:
> I would like to request that the skill 'camping' be put back into
> the woodsman guild tree, perhaps somewhere in the sylvan guard or
> sylvan protector guilds. It was in the old woodsman guildtree, and
> since now, if we solo and do not have weaver levels, we spend so
> much more time sitting around regenning than we used to, it would be
> nice to have some way to reduce the amount of time required to
> regen.
> 


Camping is a wasted skill for woodsman anyway.  Try gathering herbs
and compare the time/regen amount to camping.  At least with
traveller, you get camping many levels before herb gathering.

-----------------

poster: Ertai
subject: Tinning
date: Sat Oct 19 05:56:00 2002

Maybe it should mention in the help that a tinning kit is required
to use the skill.

-----------------

poster: Tranquil
subject: >>sylvan protector
date: Sat Oct 19 13:04:30 2002

On Fri Oct 18 23:24:04 2002 Arkangyle wrote post #1070:
> On Fri Oct 18 04:59:19 2002 Tranquil wrote post #1064:
> > I would like to request that the skill 'camping' be put back into
> > the woodsman guild tree, perhaps somewhere in the sylvan guard or
> > sylvan protector guilds. It was in the old woodsman guildtree, and
> > since now, if we solo and do not have weaver levels, we spend so
> > much more time sitting around regenning than we used to, it would be
> > nice to have some way to reduce the amount of time required to
> > regen.
> > 
> 
> 
> Camping is a wasted skill for woodsman anyway.  Try gathering herbs
> and compare the time/regen amount to camping.  At least with
> traveller, you get camping many levels before herb gathering.

Gathering herbs takes ep. Ep is what I need to regen most,
therefore, I'm spending N eps to supposedly regen n eps (assuming I
always get yellow or dark herbs). In this case, just sitting ane
waiting to regen at a fire would be faster anyway.


-----------------

poster: Arkangyle
subject: >>>sylvan protector
date: Sat Oct 19 23:57:23 2002

On Sat Oct 19 13:04:30 2002 Tranquil wrote post #1072:
> On Fri Oct 18 23:24:04 2002 Arkangyle wrote post #1070:
> > On Fri Oct 18 04:59:19 2002 Tranquil wrote post #1064:
> > > I would like to request that the skill 'camping' be put back into
> > > the woodsman guild tree, perhaps somewhere in the sylvan guard or
> > > sylvan protector guilds. It was in the old woodsman guildtree, and
> > > since now, if we solo and do not have weaver levels, we spend so
> > > much more time sitting around regenning than we used to, it would be
> > > nice to have some way to reduce the amount of time required to
> > > regen.
> > > 
> > 
> > 
> > Camping is a wasted skill for woodsman anyway.  Try gathering herbs
> > and compare the time/regen amount to camping.  At least with
> > traveller, you get camping many levels before herb gathering.
> 
> Gathering herbs takes ep. Ep is what I need to regen most,
> therefore, I'm spending N eps to supposedly regen n eps (assuming I
> always get yellow or dark herbs). In this case, just sitting ane
> waiting to regen at a fire would be faster anyway.
> 

help skill camping:
Ep Cost : 202

-----------------

poster: Tranquil
subject: >>>>sylvan protector
date: Sun Oct 20 03:43:38 2002

On Sat Oct 19 23:57:23 2002 Arkangyle wrote post #1073:
> On Sat Oct 19 13:04:30 2002 Tranquil wrote post #1072:
> > On Fri Oct 18 23:24:04 2002 Arkangyle wrote post #1070:
> > > On Fri Oct 18 04:59:19 2002 Tranquil wrote post #1064:
> > > > I would like to request that the skill 'camping' be put back into
> > > > the woodsman guild tree, perhaps somewhere in the sylvan guard or
> > > > sylvan protector guilds. It was in the old woodsman guildtree, and
> > > > since now, if we solo and do not have weaver levels, we spend so
> > > > much more time sitting around regenning than we used to, it would be
> > > > nice to have some way to reduce the amount of time required to
> > > > regen.
> > > > 
> > > 
> > > 
> > > Camping is a wasted skill for woodsman anyway.  Try gathering herbs
> > > and compare the time/regen amount to camping.  At least with
> > > traveller, you get camping many levels before herb gathering.
> > 
> > Gathering herbs takes ep. Ep is what I need to regen most,
> > therefore, I'm spending N eps to supposedly regen n eps (assuming I
> > always get yellow or dark herbs). In this case, just sitting ane
> > waiting to regen at a fire would be faster anyway.
> > 
> 
> help skill camping:
> Ep Cost : 202

Assuming the skill was coded correctly (since I have not had the
opportunity to use it before) it should regen more eps than it
costs, along with the hps and sps it would regen. Highly trained
Herb gathering tends to get green and brown herbs most often, dark
herbs occasionally, and yellow herbs rarely (in my experience
through past animist reincs).

In addition, traveler is not joinable by animists unless you have a
second alpha guild, and Camping is affected by Survival lore (a
woodsman specific mastery). These facts coupled with the recode of
Woodsman which made regeneration a much more important factor in a
guild which was designed for soloing anyway, suggest that putting
the skill Camping in the woodsman tree somewhere would make sense.

The reason I suggested putting this skill in a Gamma or Bravo guild,
was because if it was placed too early in the tree, it would be
unbalancing to Woodsman, and if placed later, it would be a moot
point, due to the fact that very shortly after reaching Omicron, one
may multiclass Cleric/Weaver anyway, which would make this skill
pretty much obsolete, considering the small amount of sps that
woodsmen use, vs. the amount of spare sp a woodsman generally has.


-----------------

poster: Lu
subject: mystifying levitation
date: Sun Oct 20 10:14:14 2002

maybe change this spell so you dont need to drop the eq for them to
become lighter?..dropping a topslot set of eq is just kind of scary

-----------------

poster: Litho
subject: Emote
date: Mon Oct 21 12:05:24 2002

Neat
You go, "Whoa, that is neat!"
Neat LIV
You think LIV is neat.
Neat LIV OBJ
You think LIV is neat when it comes to OBJ.

-----------------

poster: Chrono
subject: ghots/zombies of players
date: Mon Oct 21 18:24:40 2002

plz remove the name ids, and just make them id to gho
t/ghast/zombie, whatever.. you get pwipes and its hard to heal :(

-----------------

poster: Quillz
subject: Cursed Mask.
date: Mon Oct 21 20:29:35 2002

I thought it was only inted to make "says" (ie reply, tell, party
say, say, channels, ect) messed up.  
Not when you try to emote or something. 
Any chance of that being back to what it was?  
As of now it even scrambles your name when you emote.
Q

-----------------

poster: Tektor
subject: Hi
date: Tue Oct 22 02:22:21 2002

Make birth cirtificates saveable please thats kinda of crummy when
your forced off and lose 450k gold for it.

-----------------

poster: Ertai
subject: Awareness
date: Tue Oct 22 07:47:20 2002

Maybe put survivor lore or some other useful skill here.  Awareness
is now quite useless as a skill.
It detects pickpocketing a skill that is no longer in the game.

-----------------

poster: Litho
subject: Forgotten
date: Tue Oct 22 08:15:17 2002

I think if your already casting/skilling when your forgotten that
your skill/spell should go off as normal, its happened to me 2x, i
had 115% deathblow, now successrate is ugly

-----------------

poster: Celine
subject: Costumes..
date: Tue Oct 22 09:22:31 2002

Maybe not allow players to have more than one in inv at a time?
Saw someone taking a bunch today and realized that could suck for
someone who wanted one of the 10 orso that was taken.

-----------------

poster: Zifnab
subject: >Costumes..
date: Tue Oct 22 14:20:57 2002

On Tue Oct 22 09:22:31 2002 Celine wrote post #1082:
> Maybe not allow players to have more than one in inv at a time?
> Saw someone taking a bunch today and realized that could suck for
> someone who wanted one of the 10 orso that was taken.
you cannot take more than 1, 
and when you take it off the alter a new one is put there
immediately

-----------------

poster: Lendir
subject: shapeshifter
date: Wed Oct 23 03:07:51 2002

i think that shapeshifters should be able to eat corpses as certain
animals, dont know if it would be hard to code certain forms being
able to have the ability to eat corpses
just an idea, flame away

-----------------

poster: Celine
subject: >shapeshifter
date: Wed Oct 23 03:09:36 2002

On Wed Oct 23 03:07:51 2002 Lendir wrote post #1084:
> i think that shapeshifters should be able to eat corpses as certain
> animals, dont know if it would be hard to code certain forms being
> able to have the ability to eat corpses
> just an idea, flame away
makes oodles of since to me. dragon could for sure.

-----------------

poster: Midnight
subject: post 1084 shapeshifter
date: Wed Oct 23 06:42:49 2002

only have one thing to say, choose a race that already have corpse
eating as ability.

-----------------

poster: Lu
subject: >shapeshifter
date: Wed Oct 23 06:47:47 2002

great idea lendir, too bad its already implemented

-----------------

poster: Celine
subject: Castles
date: Wed Oct 23 23:34:51 2002

I know its been proposed before but i forget why it was turned down
or if a reason was given so i wish to propose it again. The ability
to sell castles on this game would be nice.
I dont know enough about to coding to know how hard it would be to
do but I'd think you could put a command in like 'castle transfer

There are more than a few ppl that no longer wish to have their
castles and would like to be able to transfer the ownership to
another player, especially if they are retiring or unable to play
for long periods of time.

Another side of this could be players paying one another to design
and put together castles, granted this would be a higher end venture
but it could be kinda cool since not everyone has the time/want to
write all the descs for a castle they want.

-Once again thank, celine.

-----------------

poster: Wildchild
subject: >Castles
date: Thu Oct 24 03:37:09 2002

On Wed Oct 23 23:34:51 2002 Celine wrote post #1088:
> I know its been proposed before but i forget why it was turned down
> or if a reason was given so i wish to propose it again. The ability
> to sell castles on this game would be nice.
> I dont know enough about to coding to know how hard it would be to
> do but I'd think you could put a command in like 'castle transfer
> 
> There are more than a few ppl that no longer wish to have their
> castles and would like to be able to transfer the ownership to
> another player, especially if they are retiring or unable to play
> for long periods of time.
> 
> Another side of this could be players paying one another to design
> and put together castles, granted this would be a higher end venture
> but it could be kinda cool since not everyone has the time/want to
> write all the descs for a castle they want.
> 
> -Once again thank, celine.

Might as well also once again request the ability to sell back
guards and rooms as well :)

Yes, I *am* again making this request :)

-WildChild

-----------------

poster: Tahnval
subject: >shapeshifter
date: Thu Oct 24 05:06:35 2002

On Wed Oct 23 03:07:51 2002 Lendir wrote post #1084:
> i think that shapeshifters should be able to eat corpses as certain
> animals, dont know if it would be hard to code certain forms being
> able to have the ability to eat corpses
> just an idea, flame away
It is already the case.  Wolves, for example, can eat corpses.

-----------------

poster: Lu
subject: >Steel Bracers
date: Thu Oct 24 07:22:50 2002

steel bracers can be worn by everyone

-----------------

poster: Quillz
subject: Spiked Bracers
date: Thu Oct 24 07:24:02 2002

Make them wearable by any guild vs just MA's only.
I am not aware of any other piece of eq with such silly restrictions. 
Q

-----------------

poster: Kiliana
subject: pounce attack
date: Thu Oct 24 08:07:11 2002

This is again, uninformed, but i've noticed that the tiger skill
pounce attack caused "new wounds to bleed" or something similar. I
think it would be nice and fun for there to be a mastery stuck
somewhere that allows that attack to make that yummy red bleed
message to show up, since thats what the skill says its doing. like
i said, its uninformed, so if theres some skill that already does
that that i dunno about, please just poke me in the right eye or
something.

-----------------

poster: Kiliana
subject: New event
date: Thu Oct 24 09:50:14 2002

Poker! I propose a new event, that runs on one poker table. it opens
up one table for a large automatically set ante and raise. 100k ante
and 200k raise, plus you have to pay 100k to join the game. first
come first serve, one hand of poker. The winner takes the pot, and
the pot is automatically doubled or tripled at the end of the hand:)
could have a neat little mob that comes down and runs it in cs
instead of the fiery flagon, brings his own poker table with him or
something. would be kinda like an xp lotto, but with gold, and
actually would involve some skill. though everyone is KINDA skilled
at poker since you automatically have an awesome poker face if they
cant see it. what do you guys think?

-----------------

poster: Litho
subject: >New event
date: Thu Oct 24 10:05:39 2002

On Thu Oct 24 09:50:14 2002 Kiliana wrote post #1097:
> up one table for a large automatically set ante and raise. 100k ante
> and 200k raise, plus you have to pay 100k to join the game. first
> come first serve, one hand of poker. The winner takes the pot, and
> the pot is automatically doubled or tripled at the end of the hand:)
> could have a neat little mob that comes down and runs it in cs
> instead of the fiery flagon, brings his own poker table with him or
> something. would be kinda like an xp lotto, but with gold, and
> actually would involve some skill. though everyone is KINDA skilled
> at poker since you automatically have an awesome poker face if they
> cant see it. what do you guys think?
i like the idea.

-----------------

poster: Celine
subject: >New event
date: Thu Oct 24 11:01:50 2002

sounds cool. could be like a traveling gambler or something.

-----------------

poster: Tranquil
subject: >>New event
date: Thu Oct 24 17:38:31 2002

On Thu Oct 24 11:01:50 2002 Celine wrote post #1099:
> sounds cool. could be like a traveling gambler or something.
We should call the mob 'Enigma'

-----------------

poster: Magneto
subject: >Spiked Bracers
date: Thu Oct 24 18:38:15 2002

On Thu Oct 24 07:24:02 2002 Quillz wrote post #1095:
> Make them wearable by any guild vs just MA's only.
> I am not aware of any other piece of eq with such silly restrictions. 
> Q
No.  I made them that way on purpose.  It is ma specific code.  Sorta like 
flippin sword out there is designed for fighters.

-----------------

poster: Quillz
subject: >>Spiked Bracers
date: Thu Oct 24 21:50:28 2002

On Thu Oct 24 18:38:15 2002 Magneto wrote post #1101:
> On Thu Oct 24 07:24:02 2002 Quillz wrote post #1095:
> > Make them wearable by any guild vs just MA's only.
> > I am not aware of any other piece of eq with such silly restrictions. 
> > Q
> No.  I made them that way on purpose.  It is ma specific code.  Sorta like 
> flippin sword out there is designed for fighters.
Are there not swords for casters, too?
Or, are casters NOT able to wield swords?

-----------------

poster: Ixtlilton
subject: >>>Spiked Bracers
date: Thu Oct 24 21:53:01 2002

no, but they hardly benefit much from them as they are not able to
use them. so i guess he could make the bracers wearable by anyone,
they would just only give stats to you if you are ma. tho i dont see
why you would think that's better.

-----------------

poster: Quillz
subject: >>>>Spiked Bracers
date: Thu Oct 24 22:01:20 2002

On Thu Oct 24 21:53:01 2002 Ixtlilton wrote post #1103:
> no, but they hardly benefit much from them as they are not able to
> use them. so i guess he could make the bracers wearable by anyone,
> they would just only give stats to you if you are ma. tho i dont see
> why you would think that's better.
There are dozens of pieces of eq that give skills to a particular
guild, but are wearable by anyone. 
And the stat bonuses available to all guilds. 
Only thing you wouldn't be able to use if you were fig is the 5%
bonus to martial arts or whatever.

-----------------

poster: Mamoru
subject: >>>>>Spiked Bracers
date: Thu Oct 24 22:05:48 2002

E.G. on stats only for certain guild is Blackmon's Platemail

+3% focus crystal energy

i'm a watermage i still get all the other stat bonuses just the +3%
i don't get

so make the things wearable by all... just leave the stat only for
ma's only for ma's

my two pence....
Mamoru Kou Chiba

-----------------

poster: Draco
subject: >>>>>>Spiked Bracers
date: Thu Oct 24 22:24:23 2002

On Thu Oct 24 22:05:48 2002 Mamoru wrote post #1105:
> +3% focus crystal energy
> 
> i'm a watermage i still get all the other stat bonuses just the +3%
> i don't get
> 
> so make the things wearable by all... just leave the stat only for
> ma's only for ma's
> 
> my two pence....
> Mamoru Kou Chiba
that was actually a horrible example as there are something like 50
or even more pieces of eq that have a skill improvement for a
guild.

-----------------

poster: Mamoru
subject: >>>>>>>Spiked Bracers
date: Thu Oct 24 22:25:11 2002

but that was the argument going on, so it was a valid example.
=
my two bits...
Mamoru

-----------------

poster: Magneto
subject: >>>Spiked Bracers
date: Thu Oct 24 22:42:26 2002

On Thu Oct 24 21:50:28 2002 Quillz wrote post #1102:
> On Thu Oct 24 18:38:15 2002 Magneto wrote post #1101:
> > On Thu Oct 24 07:24:02 2002 Quillz wrote post #1095:
> > > Make them wearable by any guild vs just MA's only.
> > > I am not aware of any other piece of eq with such silly restrictions. 
> > > Q
> > No.  I made them that way on purpose.  It is ma specific code.  Sorta
like 
> > flippin sword out there is designed for fighters.
> Are there not swords for casters, too?
> Or, are casters NOT able to wield swords?
And can a caster wield a max wc hyuuge 2 handed sword?

I made them the way I wanted to make them.  I made the extremely good 
with the thinking that MA can not rationally get the same bonus that a fighter
could because an MA would not wield a weapon.  

In addition look at the description.  The bracers completely cap
the hands, and have spikes on the front.  One would not beable to 
wield a weapon with these things on.  I went for the easy check of 
checking if the wearer was MA vs having to hassle with multiple
checks against wielding weapons, preventing later weapon usage, 
summoned magical weapons etc etc.  It is not a perfect solution but
a simple and less buggy way.

And to sum it up.  It is my code, my idea and I will do with it
what I want as long as it fits in our rules.  If you want bracers
that are equal and open, code your own.
Mags

-----------------

poster: Mamoru
subject: >>>>Spiked Bracers
date: Thu Oct 24 22:43:41 2002

well said.

-----------------

poster: Quillz
subject: >>>>Spiked Bracers
date: Thu Oct 24 22:43:44 2002

On Thu Oct 24 22:42:26 2002 Magneto wrote post #1108:
> On Thu Oct 24 21:50:28 2002 Quillz wrote post #1102:
> > On Thu Oct 24 18:38:15 2002 Magneto wrote post #1101:
> > > On Thu Oct 24 07:24:02 2002 Quillz wrote post #1095:
> > > > Make them wearable by any guild vs just MA's only.
> > > > I am not aware of any other piece of eq with such silly restrictions. 
> > > > Q
> > > No.  I made them that way on purpose.  It is ma specific code.  Sorta
> like 
> > > flippin sword out there is designed for fighters.
> > Are there not swords for casters, too?
> > Or, are casters NOT able to wield swords?
> And can a caster wield a max wc hyuuge 2 handed sword?
> 
> I made them the way I wanted to make them.  I made the extremely good 
> with the thinking that MA can not rationally get the same bonus that a
fighter
> could because an MA would not wield a weapon.  
> 
> In addition look at the description.  The bracers completely cap
> the hands, and have spikes on the front.  One would not beable to 
> wield a weapon with these things on.  I went for the easy check of 
> checking if the wearer was MA vs having to hassle with multiple
> checks against wielding weapons, preventing later weapon usage, 
> summoned magical weapons etc etc.  It is not a perfect solution but
> a simple and less buggy way.
> 
> And to sum it up.  It is my code, my idea and I will do with it
> what I want as long as it fits in our rules.  If you want bracers
> that are equal and open, code your own.
> Mags
That was a damn good explanation.  Thank you very much. 
Q

-----------------

poster: Ixtlilton
subject: >>>>>Spiked Bracers
date: Thu Oct 24 22:48:41 2002

shrug, the item is designed to work a special way, and the creatro
has said it wont be changed so just find some other item to use
l.

-----------------

poster: Krellen
subject: >>>New event
date: Fri Oct 25 04:12:01 2002

On Thu Oct 24 17:38:31 2002 Tranquil wrote post #1100:
> On Thu Oct 24 11:01:50 2002 Celine wrote post #1099:
> > sounds cool. could be like a traveling gambler or something.
> We should call the mob 'Enigma'
The mob should be called 'Maverick'.
You uncultured goons.

-----------------

poster: Celine
subject: >>>>New event
date: Fri Oct 25 04:28:27 2002

On Fri Oct 25 04:12:01 2002 Krellen wrote post #1112:
> On Thu Oct 24 17:38:31 2002 Tranquil wrote post #1100:
> > On Thu Oct 24 11:01:50 2002 Celine wrote post #1099:
> > > sounds cool. could be like a traveling gambler or something.
> > We should call the mob 'Enigma'
> The mob should be called 'Maverick'.
> You uncultured goons.
1: Maverick would be dope.
2: Enigma would be too seeing as how Enigma is always demanding we
play poker with him.

-----------------

poster: Lu
subject: >>>>>>Spiked Bracers
date: Fri Oct 25 06:27:20 2002

um, its 1 piece of eq, designed by the designer to be wieldable ONLY by ma's
i dont see why this is such a hard thing to grasp, want fighter
arms, use steel bracers or the twisted bracer/cuff combo, or any of
the other pieces of eq out there
-lu

-----------------

poster: Quillz
subject: >>>>>>>Spiked Bracers
date: Fri Oct 25 06:39:13 2002

On Fri Oct 25 06:27:20 2002 Lu wrote post #1114:
> um, its 1 piece of eq, designed by the designer to be wieldable ONLY by ma's
> i dont see why this is such a hard thing to grasp, want fighter
> arms, use steel bracers or the twisted bracer/cuff combo, or any of
> the other pieces of eq out there
> -lu
Day late dollar short buddy.  Read on to find out the issue was drops. 
Thank you and have a great day. 

-----------------

poster: Lu
subject: >>>>>>>>Spiked Bracers
date: Fri Oct 25 06:40:10 2002

i did read on, but i still wanted my 11 dollars thrown into the mix,
whether im late or not doesnt matter, for i now have $13.50

-----------------

poster: Quillz
subject: >>>>>>>>>Spiked Bracers
date: Fri Oct 25 06:40:58 2002

On Fri Oct 25 06:40:10 2002 Lu wrote post #1116:
> i did read on, but i still wanted my 11 dollars thrown into the mix,
> whether im late or not doesnt matter, for i now have $13.50
$12.50
remember, "dollar short" ? 

-----------------

poster: Ertai
subject: Tanning
date: Fri Oct 25 11:42:01 2002

A skill that allows you to use the skins from the skill skinning to
tan and cure the hides making them more valuable.

-----------------

poster: Draco
subject: lute playing
date: Fri Oct 25 23:28:26 2002

i see no point to this but allow people that like to go to CS and
spam the hell out of you do it even more, just wondering why it even
exists (this goes along with harmonica and other useless things like
that)

-----------------

poster: Chrono
subject: lute playing
date: Fri Oct 25 23:29:35 2002

not everything needs a use, why can't the use be "for fun", move
away from cs if you don't like it

-----------------

poster: Tektor
subject: >lute playing
date: Fri Oct 25 23:30:05 2002

On Fri Oct 25 23:29:35 2002 Chrono wrote post #1120:
> not everything needs a use, why can't the use be "for fun", move
> away from cs if you don't like it
Some people like to be idiots and do it for the sheer purpose of
spammning everyone else tho.

-----------------

poster: Chrono
subject: lute playing
date: Fri Oct 25 23:31:28 2002

move away, not like bards can track you down, and if they did, it'd
be "harassment" move away from them
they just want ppl to see their songs
and to have fun with a guild notso often played

-----------------

poster: Spiraldancer
subject: >>lute playing
date: Fri Oct 25 23:31:37 2002

I see. So a bard singing pages of spam is ok when it gives you
something, but do it for fun and it's just "useless spam". Ignore
the player if it disturbs you that much.

-----------------

poster: Arkangyle
subject: >lute playing
date: Fri Oct 25 23:31:46 2002

On Fri Oct 25 23:28:26 2002 Draco wrote post #1119:
> i see no point to this but allow people that like to go to CS and
> spam the hell out of you do it even more, just wondering why it even
> exists (this goes along with harmonica and other useless things like
> that)

Maybe someone needs to learn patience.  I believe that Daneel is
currently working on things to facilitate more and more out of this
very NICE new feature that is being added for the game.

I suggest learning to be more appreciative of others' hard-work.

-----------------

poster: Kiliana
subject: silent room
date: Sat Oct 26 07:07:44 2002

I propose that in the adv complex there be built a silent room. In
this room you get absolutely NO mud messages.. no tells, no
channels, no anything. your not informed if anybody enters with you,
you get absolutely NO spam at all. If skills fall, your not
informed, if spells wear off, your unaware. This room could be a
wonderful place to compose news posts, read the news, write mails..
do anything like that without having to worry about tells. while in
the  room your away would automatically be temporarily set to
"silent room" or whatever the room is called, until you leave. I
know you could just say, "oh, turn trigs off".. but sometimes when
im composing, i get so much spam from channels and tells that even
THAT is kinda difficult to do. I dunno, i know it wouldnt be some
kind of miracle idea, but with that room there would be absolutely
NO excuse for any triggers going off at all.. triggers cant go off
if theres nothing to trigger them. I wouldnt want the room to
enhance regen or anything.. i would merely like it to be a quiet
place to read the news, especially those long joke posts, without
getting spam from channels, and without having to turn on lvl
ignore, which only ignores half the ppl anyway, or leaving every
channel. flame away!
-kili

-----------------

poster: Coal
subject: Silent room
date: Sat Oct 26 09:29:54 2002

You know, i really like this idea. Many is the time in the old city
when i would go to the trader or sanctuary park, and turn off all my
channels, and put up a level ignore just so i could read the news.
And of course after reading said news, i'd forget to turn them all
on again, or i'd leave the ignore up, and of course i'd get like 5
mails from newbies say whay am i gignored?
gignored= ignored fewt (just woke up)
Anyway if y ou can decipher this post, silent room = good, ignores
and turned off channels = bad
-Coalpants the aggro minotaur.

-----------------

poster: Coal
subject: identify
date: Sat Oct 26 14:51:47 2002

not sure if identify will tell you the % of the magical damage that
wepaons do now.
If it doesn't it should. since weapons can now do fluctiating %'s of
magical damage types it would be nice to know the % they do.
-Coalpants the aggro Minotaur

-----------------

poster: Pedron
subject: >Tanning
date: Sun Oct 27 01:41:55 2002

On Fri Oct 25 11:42:01 2002 Ertai wrote post #1118:
> A skill that allows you to use the skins from the skill skinning to
> tan and cure the hides making them more valuable.
Follow with a skill to make the leather into wearable 
stuff with no stats and minimal ac 
for a little more value and general 
hellofitedness. :)

-pedron

-----------------

poster: Griffy
subject: Flying races
date: Sun Oct 27 03:17:29 2002

just my 2 cents but, i think flying race's should be able to do
something spechial.
maybee fly to other islands or fly to people.
Or maybee just something cool, such as droping little gift's on
other players head, or poop on there car.
-griffy

-----------------

poster: Athena
subject: kiliana's silent room
date: Sun Oct 27 08:32:59 2002

This is one of the best ideas ive seen mentioned in along time. This
would totally rock!!!!!! WTG Kiliana!!
Tuppence from Athy

-----------------

poster: Midnight
subject: idle time on who
date: Sun Oct 27 19:35:30 2002

would it be too much bother to have the idle time in parenthesis
after player's names on the who short list?
Midlazy

-----------------

poster: Wildchild
subject: >idle time on who
date: Sun Oct 27 22:30:17 2002

On Sun Oct 27 19:35:30 2002 Midnight wrote post #1132:
> would it be too much bother to have the idle time in parenthesis
> after player's names on the who short list?
> Midlazy

'who long' :)

-WildChild

-----------------

poster: Draco
subject: >Flying races
date: Sun Oct 27 22:32:48 2002

On Sun Oct 27 03:17:29 2002 Griffy wrote post #1130:
> just my 2 cents but, i think flying race's should be able to do
> something spechial.
> maybee fly to other islands or fly to people.
> Or maybee just something cool, such as droping little gift's on
> other players head, or poop on there car.
> -griffy
iirc i was told a while ago that they are currently trying to figure
out how to implement flying races into doing something like that,
just gotta sit back, wait, and see what happens :)

-----------------

poster: Zifnab
subject: >>idle time on who
date: Sun Oct 27 22:46:10 2002

On Sun Oct 27 22:30:17 2002 Wildchild wrote post #1133:
> On Sun Oct 27 19:35:30 2002 Midnight wrote post #1132:
> > would it be too much bother to have the idle time in parenthesis
> > after player's names on the who short list?
> > Midlazy
> 
> 'who long' :)
> 
> -WildChild
There is not enough room in who short to put that. As it is 
some players names get chopped off

-----------------

poster: Pedron
subject: >>Flying races
date: Sun Oct 27 23:10:35 2002

On Sun Oct 27 22:32:48 2002 Draco wrote post #1134:
> On Sun Oct 27 03:17:29 2002 Griffy wrote post #1130:
> > just my 2 cents but, i think flying race's should be able to do
> > something spechial.
> > maybee fly to other islands or fly to people.
> > Or maybee just something cool, such as droping little gift's on
> > other players head, or poop on there car.
> > -griffy
> iirc i was told a while ago that they are currently trying to figure
> out how to implement flying races into doing something like that,
> just gotta sit back, wait, and see what happens :)
Flying races ought to be allowed to move across mountain cliff
ravine and water terrains that 
get in the way of other races. :P  It'd be a unique way 
of 
travelling fast without infringing on 
navigator or rogue privileges imho.

Maybe you could engage a flying mode and 
zip over all those nasty aggro monsters without them 
being able to attack you(or you them).
Could make it tick off eps for each room you fly through 
and freeze your ep_regen while you're flying.  
Would be like a twisted version of the rogue using 
stealth/hide to sneak through rooms full of aggros untouched.

-pedron spam

-----------------

poster: Kiliana
subject: gift delivery
date: Mon Oct 28 02:00:09 2002

I had a neat little idea.. maybe! perhaps we could have a gift
delivery service. just like the flower delivery service. You pay him
ten k or something, and he'll have a little dragon deliver a gift to
whoever you like.. one thing at a time:) it'd be hard to abuse it..
i mean, really hard. But it'd be fun to be able to send someone a
gift of gold or something when they do something nice. maybe have
the dragon or whatever be able to hold up to 100k gold or something,
or so much weight. enough so that if you happen to have a tiny piece
of eq, you could give a newbie a neat little surprise. maybe even
have him give a card with your gift, after you pay him, you type out
your message, and the reciever would get your gift with a little
note. Basicaly just the flower guy that can give things besides
flowers:) no real use, but a nice little for fun type thingie.

-----------------

poster: Quillz
subject: Dragon eyes (Glowing)
date: Mon Oct 28 07:59:50 2002

I think it would be a good idea to add infravision to these. 
Seeing as they are Dragon eyes, and they are glowing. 
Anyone agree/disagree? 
Lemme know, and why you go either way.
Q

-----------------

poster: Litho
subject: >Dragon eyes (Glowing)
date: Mon Oct 28 08:00:32 2002

On Mon Oct 28 07:59:50 2002 Quillz wrote post #1138:
> I think it would be a good idea to add infravision to these. 
> Seeing as they are Dragon eyes, and they are glowing. 
> Anyone agree/disagree? 
> Lemme know, and why you go either way.
> Q
I agree, its a good idea.

-----------------

poster: Pedron
subject: >>Dragon eyes (Glowing)
date: Mon Oct 28 09:09:34 2002

On Mon Oct 28 08:00:32 2002 Litho wrote post #1139:
> On Mon Oct 28 07:59:50 2002 Quillz wrote post #1138:
> > I think it would be a good idea to add infravision to these. 
> > Seeing as they are Dragon eyes, and they are glowing. 
> > Anyone agree/disagree? 
> > Lemme know, and why you go either way.
> > Q
> I agree, its a good idea.
It'd throw them out of balance, make them much too powerful, 
the mob carrying them's gottta be uptuned 20 levels and all that!!

Ought to be an object called adjustable belt that cause 10% satiation 
as you tighten it(up to 10 times).  That'd have to go on something 
meaner than dragon king? :)

-pedron superspam

-----------------

poster: Tranquil
subject: >>Dragon eyes (Glowing)
date: Mon Oct 28 11:08:46 2002

On Mon Oct 28 08:00:32 2002 Litho wrote post #1139:
> On Mon Oct 28 07:59:50 2002 Quillz wrote post #1138:
> > I think it would be a good idea to add infravision to these. 
> > Seeing as they are Dragon eyes, and they are glowing. 
> > Anyone agree/disagree? 
> > Lemme know, and why you go either way.
> > Q
> I agree, its a good idea.

Actually, this eq is fine as it is. About the only thing that could
be changed is the fatal strike changed for some more useful skill,
however this is probably either a) not required, or b) will be done
when new thief comes out anyway.

And yes, I do have this eq already. If you want infra, wear
something else, or take infra wish.


-----------------

poster: Ronan
subject: Hmm
date: Tue Oct 29 01:29:42 2002

Had a Brain fart, something about halloween day, make mud no save
give free reincs, and have open PK with wandering mobs....fart
stinks im leavin..
ronana

-----------------

poster: Quillz
subject: >Hmm
date: Tue Oct 29 01:30:15 2002

On Tue Oct 29 01:29:42 2002 Ronan wrote post #1142:
> Had a Brain fart, something about halloween day, make mud no save
> give free reincs, and have open PK with wandering mobs....fart
> stinks im leavin..
> ronana
And bring back the old RDC guards and crim system for the whole day. 
That would be my wet dream.

-----------------

poster: Pedron
subject: >>Hmm
date: Tue Oct 29 01:53:20 2002

On Tue Oct 29 01:30:15 2002 Quillz wrote post #1143:
> On Tue Oct 29 01:29:42 2002 Ronan wrote post #1142:
> > Had a Brain fart, something about halloween day, make mud no save
> > give free reincs, and have open PK with wandering mobs....fart
> > stinks im leavin..
> > ronana
> And bring back the old RDC guards and crim system for the whole day. 
> That would be my wet dream.
Have a constant time of death event during 
that halloween to make it more interesting. :)
You can get ur eq back after the nosave day.

Pedron Death

ps> probably should exclude level 15 and unders. :)

-----------------

poster: Daneel
subject: re: PK
date: Tue Oct 29 05:35:33 2002

I believe PK code has been taken out entirely.  It would take 
more time to put it back in than we have before halloween (taking
code out is always easier than reinstating it).

Please stop asking for PK.  It's just not going to happen.

-----------------

poster: Lu
subject: >re: PK
date: Tue Oct 29 06:47:57 2002

also, who would want to play a day of nosave, i know i sure wouldnt.
Lets do xp/eq so it wont save, or lets just idle for a day
i think if the terms for an event/special day involve nosave, then
its not even worth mentioning

-----------------

poster: Quillz
subject: >>re: PK
date: Tue Oct 29 07:43:21 2002

On Tue Oct 29 06:47:57 2002 Lu wrote post #1146:
> also, who would want to play a day of nosave, i know i sure wouldnt.
> Lets do xp/eq so it wont save, or lets just idle for a day
> i think if the terms for an event/special day involve nosave, then
> its not even worth mentioning
That's your opinion. 
The reason we would have no-save would be for PK and a chance of
losing your eq. 
I can't imagine how much fun it would be with free reinc's and open
pk and 2k RDC guards again.
But, since it's been said before, basically because the majority of
the players on this mud are WAY to immature to handle it, PK
probably wont be back any time soon.
Daneel, I know most the wizzes are against it, but we probably wont
stop asking for it :-)
What would we be without dreams? 

-----------------

poster: Lu
subject: re: pk
date: Tue Oct 29 07:45:09 2002

i believe the reason pk was finally removed was because this mud
wasnt coded to handle pk, and so there were various bugs along with
it, so blameing pk not being here on immature players isnt very
sound.
((
oops
((
damnit

-----------------

poster: Quillz
subject: >re: pk
date: Tue Oct 29 07:47:24 2002

On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> i believe the reason pk was finally removed was because this mud
> wasnt coded to handle pk, and so there were various bugs along with
> it, so blameing pk not being here on immature players isnt very
> sound.
> ((
> oops
> ((
> damnit
The only time PK ever bugged was due to familiars. 
And blaming it on the players is placing the blame where it should be. 
There were huge arguements in news groups involving people bitching
and whinning about pk. 
Funny how it was the ones who were pk'g/being pk'd that bitched the most. 
And even when the wizzes tried to spice things up a bit with traps
and nets and such, people bitched even more.
So I don't blame the wizzes at all - I mean they even tried to make
it a bit different.
I place 99% of the blame on immature players.  Other 1% might be bugs. 
Q

-----------------

poster: Lu
subject: >>re: pk
date: Tue Oct 29 07:49:24 2002

the bitching and monaing was why pk had its own news group and channel
bitching and moaning is why death taunts were removed/replaced
if 99% of pk was bitching and moaning, it would have been removed/replaced
you can check the news logs of inform to see why it was 'really'
removed, im far too lazy, and care far too not enough
((
GOD DAMNIT KEYS!

-----------------

poster: Litho
subject: >>>re: pk
date: Tue Oct 29 07:53:53 2002

On Tue Oct 29 07:49:24 2002 Lu wrote post #1150:
> the bitching and monaing was why pk had its own news group and channel
> bitching and moaning is why death taunts were removed/replaced
> if 99% of pk was bitching and moaning, it would have been removed/replaced
> you can check the news logs of inform to see why it was 'really'
> removed, im far too lazy, and care far too not enough
> ((
> GOD DAMNIT KEYS!
Hi, ppl mean oldschool pk, not this new lame run around town bs,
many ppl enjoyed pk, as i did myself, some people got bent, but who
does'nt it was a few ppl who ruined it for everyone else, whoevee
gave the idea for the nosave day, pk, etc rocks, but if the coding
is too hard to reimplement, it's cool.

-----------------

poster: Quillz
subject: No-save
date: Tue Oct 29 07:54:08 2002

Back to the original conversation - I think one day (or more) of
No-save and open reinc's would be splendid.
Props to Ronan for the original idea.
It would give us a break from the mindless exping for a day or two.  
Mix things up a bit, let us try different and silly things. 
Great fun would be had.
Q

-----------------

poster: Quillz
subject: >>>>re: pk
date: Tue Oct 29 07:55:14 2002

On Tue Oct 29 07:53:53 2002 Litho wrote post #1151:
> On Tue Oct 29 07:49:24 2002 Lu wrote post #1150:
> > the bitching and monaing was why pk had its own news group and channel
> > bitching and moaning is why death taunts were removed/replaced
> > if 99% of pk was bitching and moaning, it would have been removed/replaced
> > you can check the news logs of inform to see why it was 'really'
> > removed, im far too lazy, and care far too not enough
> > ((
> > GOD DAMNIT KEYS!
> Hi, ppl mean oldschool pk, not this new lame run around town bs,
> many ppl enjoyed pk, as i did myself, some people got bent, but who
> does'nt it was a few ppl who ruined it for everyone else, whoevee
> gave the idea for the nosave day, pk, etc rocks, but if the coding
> is too hard to reimplement, it's cool.
Doesn't necessarily have to include PK then. 
For Daneel made that clear it wasn't to happen anyway.

-----------------

poster: Pedron
subject: >>re: PK
date: Tue Oct 29 09:12:43 2002

On Tue Oct 29 06:47:57 2002 Lu wrote post #1146:
> also, who would want to play a day of nosave, i know i sure wouldnt.
> Lets do xp/eq so it wont save, or lets just idle for a day
> i think if the terms for an event/special day involve nosave, then
> its not even worth mentioning
nosave days rock!
I remember I got to champion guild in a nosave day of runescape 
and saw some folks running around in full addy sets they'd smithed.
On another mud called doti, they had a nosave period of some 8 
weeks where a few of us ran around, played hard, 
bought super castles with money other players gave away 
during the nosave.. the uproar when admin decided 
to let things stay as they were at the end of nosave 
was fantastic.  I had the castle financed by half the 
players on the mud, was 15 or so levels higher 
blahblahblah.. :)

Cool thing about nosave is the 1% chance admin 
will decide to let it save afterall, and the aftermath 
of that decision. :)

For the runescape scenario, it was just a nosave on 
an empty new server and the only point to 
playing was to race other players from an 
even starting point...

...would be neat if we had this mud copied onto another 
server without the players and 
folks allowed to play on that where everyone is level 1 starting again. :)

-pedron spam

-----------------

poster: Pedron
subject: >>re: pk
date: Tue Oct 29 09:15:02 2002

On Tue Oct 29 07:47:24 2002 Quillz wrote post #1149:
> On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> > i believe the reason pk was finally removed was because this mud
> > wasnt coded to handle pk, and so there were various bugs along with
> > it, so blameing pk not being here on immature players isnt very
> > sound.
> > ((
> > oops
> > ((
> > damnit
> The only time PK ever bugged was due to familiars. 
> And blaming it on the players is placing the blame where it should be. 
> There were huge arguements in news groups involving people bitching
> and whinning about pk. 
> Funny how it was the ones who were pk'g/being pk'd that bitched the most. 
> And even when the wizzes tried to spice things up a bit with traps
> and nets and such, people bitched even more.
> So I don't blame the wizzes at all - I mean they even tried to make
> it a bit different.
> I place 99% of the blame on immature players.  Other 1% might be bugs. 
> Q
I wasn't one of the ones bitching about pk..  
A few players could kill me on a whim, and the animals 
were insane, but the rest of the toys were fair 
since we all got em.  Thinking of creative ways to 
trap and kill players was more interesting than the 
routine slogging of monsters that fight the same way 
every time you fight them..

Ah well.  just me ranting. :)

-----------------

poster: Quillz
subject: >>>re: pk
date: Tue Oct 29 09:47:20 2002

On Tue Oct 29 09:15:02 2002 Pedron wrote post #1155:
> On Tue Oct 29 07:47:24 2002 Quillz wrote post #1149:
> > On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> > > i believe the reason pk was finally removed was because this mud
> > > wasnt coded to handle pk, and so there were various bugs along with
> > > it, so blameing pk not being here on immature players isnt very
> > > sound.
> > > ((
> > > oops
> > > ((
> > > damnit
> > The only time PK ever bugged was due to familiars. 
> > And blaming it on the players is placing the blame where it should be. 
> > There were huge arguements in news groups involving people bitching
> > and whinning about pk. 
> > Funny how it was the ones who were pk'g/being pk'd that bitched the most. 
> > And even when the wizzes tried to spice things up a bit with traps
> > and nets and such, people bitched even more.
> > So I don't blame the wizzes at all - I mean they even tried to make
> > it a bit different.
> > I place 99% of the blame on immature players.  Other 1% might be bugs. 
> > Q
> I wasn't one of the ones bitching about pk..  
> A few players could kill me on a whim, and the animals 
> were insane, but the rest of the toys were fair 
> since we all got em.  Thinking of creative ways to 
> trap and kill players was more interesting than the 
> routine slogging of monsters that fight the same way 
> every time you fight them..
> 
> Ah well.  just me ranting. :)
Iirc you weren't necessarily bitching about it...
More like ranting and taunting openly over the news channels :-)
Gatta admin I got a kick out of it - but it did bring tons of
bitch/moan/whine posts. 
And I agree 100% - it is an interesting twist when we're used to
doing mindless exp.
Q

-----------------

poster: Zifnab
subject: >re: pk
date: Tue Oct 29 13:17:45 2002

On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> i believe the reason pk was finally removed was because this mud
> wasnt coded to handle pk, and so there were various bugs along with
> it, so blameing pk not being here on immature players isnt very
> sound.
> ((
> oops
> ((
> damnit

no it is actally very sound.

The whining of the players is what ultimately got it removed.

The reasons for the whining was the bugs, and the issues 
surrounding the design of the mud which was not designed
to handle player vs player combat


-----------------

poster: Zifnab
subject: >>re: pk
date: Tue Oct 29 13:18:33 2002

On Tue Oct 29 07:47:24 2002 Quillz wrote post #1149:
> On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> > i believe the reason pk was finally removed was because this mud
> > wasnt coded to handle pk, and so there were various bugs along with
> > it, so blameing pk not being here on immature players isnt very
> > sound.
> > ((
> > oops
> > ((
> > damnit
> The only time PK ever bugged was due to familiars. 

That is a wrong statement.
z

-----------------

poster: Quillz
subject: >>>re: pk
date: Tue Oct 29 13:35:19 2002

On Tue Oct 29 13:18:33 2002 Zifnab wrote post #1158:
> On Tue Oct 29 07:47:24 2002 Quillz wrote post #1149:
> > On Tue Oct 29 07:45:09 2002 Lu wrote post #1148:
> > > i believe the reason pk was finally removed was because this mud
> > > wasnt coded to handle pk, and so there were various bugs along with
> > > it, so blameing pk not being here on immature players isnt very
> > > sound.
> > > ((
> > > oops
> > > ((
> > > damnit
> > The only time PK ever bugged was due to familiars. 
> 
> That is a wrong statement.
> z
So I was half right.  

-----------------

poster: Tranquil
subject: Ideas newsgroup
date: Tue Oct 29 15:26:31 2002

Here's an idea I thought up one day not too long ago. Figured it
might be cool, and wanted to put it out there to see what other
people think.

Was thinking that the Ideas newsgroup could get used for ideas,
rather than for an extension of penis-envy subjects like PK as it
has been recently. Not all of us get a hard-on when we see the
letters 'P' and 'K' stuck together on a computer screen. 

While some may well, there's probably a better forum for that topic,
such as private tells, mails, and other mediums less spammy to the
general public who really don't give a flying f*ck about it, and do
not wish to read it.

Anyway, that's my idea. Anyone got any serious feedback on this?


-----------------

poster: Ixtlilton
subject: >Ideas newsgroup
date: Tue Oct 29 15:29:43 2002

On Tue Oct 29 15:26:31 2002 Tranquil wrote post #1160:
> has been recently. Not all of us get a hard-on when we see the
> letters 'P' and 'K' stuck together on a computer screen. 
> 
> While some may well, there's probably a better forum for that topic,
> such as private tells, mails, and other mediums less spammy to the
> general public who really don't give a flying f*ck about it, and do
> not wish to read it.
> 
> Anyway, that's my idea. Anyone got any serious feedback on this?
> 
Aha, it is you who decide what is worth posting, i shall ask you
before posting things in news so that i'm sure that it is in deed
newsworthy.

-----------------

poster: Tranquil
subject: >>Ideas newsgroup
date: Tue Oct 29 15:35:28 2002

On Tue Oct 29 15:29:43 2002 Ixtlilton wrote post #1161:
> On Tue Oct 29 15:26:31 2002 Tranquil wrote post #1160:
> > has been recently. Not all of us get a hard-on when we see the
> > letters 'P' and 'K' stuck together on a computer screen. 
> > 
> > While some may well, there's probably a better forum for that topic,
> > such as private tells, mails, and other mediums less spammy to the
> > general public who really don't give a flying f*ck about it, and do
> > not wish to read it.
> > 
> > Anyway, that's my idea. Anyone got any serious feedback on this?
> > 
> Aha, it is you who decide what is worth posting, i shall ask you
> before posting things in news so that i'm sure that it is in deed
> newsworthy.

My point is that this newsgroup was made for a specific purpose, and
is being used for other than such. If people want to talk about
selling eq, they should do so on the sales newsgroup. If they want
to talk about Koma and Smoop's bedroom habits, they should do it on
the obscene newsgroup (though perhaps that subject is too obscene
evene for the obscene group...).

By the same token, the Ideas group is for ideas, not for general
whining or for people to sprout ten million opinions on something
that happened over a year ago, and that won't change. Put simply,
you can talk about PK all you like. I am just asking people to try
and do it via a suitable newsgroup, and not spam the shit out of
other groups meant for other things.


-----------------

poster: Magneto
subject: >>re: pk
date: Tue Oct 29 19:32:08 2002

> 
> The whining of the players is what ultimately got it removed.
> 
> The reasons for the whining was the bugs, and the issues 
> surrounding the design of the mud which was not designed
> to handle player vs player combat
> 
Just my two cents on this.  It is just insanely hard to balance pk 
in an environment like this.  The power level of players is so varied.
What is there to stop graxon from being a total jerk and repeatedly
ruining peoples day.  It gets very complex trying to limit who can kill
who.  
You want pk go to geno.  They have about the perfect system.  Everyone
has the same starting point.  It is all about skill and knowledge.

Mags

-----------------

poster: Chrono
subject: re: tranquil
date: Tue Oct 29 22:12:17 2002

didn't realize that you're everyone, how about instead of "whining"
that ppl are spamming this group, which they aren't since they are
discussing something that came up as an idea(cough, that's what this
group is for), and discussing why it wont be put back in not even
for a nosave day.. if you don't like ppl discussing ideas and
reasons for/against ideas, then just skip the damn message, use c,
ignore the group or hit enter, and if it really bothers you or
anyone that much that they must read for more than a minute worth of
text that isn't combat messages, whats the point of reading news,
just keep inform on and be happy :P, or i guess we can all just call
for our mommys and have them come in the room and hit enter for us
while we watch tv or something.

-----------------

poster: Chrono
subject: re; nosave day
date: Tue Oct 29 22:13:08 2002

i think it's is a cool idea, put in a reinc machine and let ppl have
some fun, test things, etc..maybe have wizes be able to run events
for the day again also

-----------------

poster: Quillz
subject: >>>re: pk
date: Tue Oct 29 23:27:11 2002

On Tue Oct 29 19:32:08 2002 Magneto wrote post #1163:
> > 
> > The whining of the players is what ultimately got it removed.
> > 
> > The reasons for the whining was the bugs, and the issues 
> > surrounding the design of the mud which was not designed
> > to handle player vs player combat
> > 
> Just my two cents on this.  It is just insanely hard to balance pk 
> in an environment like this.  The power level of players is so varied.
> What is there to stop graxon from being a total jerk and repeatedly
> ruining peoples day.  It gets very complex trying to limit who can kill
> who.  
> You want pk go to geno.  They have about the perfect system.  Everyone
> has the same starting point.  It is all about skill and knowledge.
> 
> Mags
You do have a good point there. 
The only thing that I can think of is the risk of losing your EQ
when you went crim. 
Let's not forget about those huge rdc guards :-)
And the fact that towards the end of the pk days you could only
attack/be attacked by registered people. 

But, I'm just beating a dead horse here so I'll let it go. 
For now.
Q

-----------------

poster: Monkey
subject: New Emote
date: Wed Oct 30 00:13:44 2002

frodo LIV
Monkey says, "There are retards, complete retards, and then there are s."

-----------------

poster: Pedron
subject: >>Ideas newsgroup
date: Wed Oct 30 00:51:09 2002

On Tue Oct 29 15:29:43 2002 Ixtlilton wrote post #1161:
> On Tue Oct 29 15:26:31 2002 Tranquil wrote post #1160:
> > has been recently. Not all of us get a hard-on when we see the
> > letters 'P' and 'K' stuck together on a computer screen. 
> > 
> > While some may well, there's probably a better forum for that topic,
> > such as private tells, mails, and other mediums less spammy to the
> > general public who really don't give a flying f*ck about it, and do
> > not wish to read it.
> > 
> > Anyway, that's my idea. Anyone got any serious feedback on this?
> > 
> Aha, it is you who decide what is worth posting, i shall ask you
> before posting things in news so that i'm sure that it is in deed
> newsworthy.
joinx ixtilionwhatever in line. ;)

-----------------

poster: Jazaman
subject: New emote
date: Wed Oct 30 00:54:57 2002

peanut
Jazaman peanut butters.

you know, to go witht the jam emote

also, it could go under jazaman instead of peanut as well...
anywho, have a nice day

-----------------

poster: Sigwald
subject: >re: tranquil
date: Wed Oct 30 08:21:07 2002

On Tue Oct 29 22:12:17 2002 Chrono wrote post #1164:
> didn't realize that you're everyone, how about instead of "whining"
> that ppl are spamming this group, which they aren't since they are
> discussing something that came up as an idea(cough, that's what this
> group is for), and discussing why it wont be put back in not even
> for a nosave day.. if you don't like ppl discussing ideas and
> reasons for/against ideas, then just skip the damn message, use c,
> ignore the group or hit enter, and if it really bothers you or
> anyone that much that they must read for more than a minute worth of
> text that isn't combat messages, whats the point of reading news,
> just keep inform on and be happy :P, or i guess we can all just call
> for our mommys and have them come in the room and hit enter for us
> while we watch tv or something.
Actually while ideas newsgroup is indeed to post ideas, like all
news newsgroup it is NOT meant to see endless follow ups on same
subjects. In particular, one-liners stating 'I agree', 'I disagree' are
very very annoying and spammy. When you don't have anything constructive
to add, just shut up and dont post. If we want to make a poll,
we got other means than endless news posting.
IF you guys want to keep talking one to another, use the goddamn
channels or tell command, that's what they're here for. 

-----------------

poster: Tak
subject: >>>idle time on who
date: Wed Oct 30 22:27:35 2002

On Sun Oct 27 22:46:10 2002 Zifnab wrote post #1135:
> On Sun Oct 27 22:30:17 2002 Wildchild wrote post #1133:
> > On Sun Oct 27 19:35:30 2002 Midnight wrote post #1132:
> > > would it be too much bother to have the idle time in parenthesis
> > > after player's names on the who short list?
> > > Midlazy
> > 
> > 'who long' :)
> > 
> > -WildChild
> There is not enough room in who short to put that. As it is 
> some players names get chopped off
i have an idea to fix this problem, maybe only have 3 collumns?  i
personally think it would be nice to have the idle time after each
person, and besides that, having all of everyones names is a good
thing, imho.
please respond, i know this will significantly lenghthen who short,
but i believe that it would be useful, and would be interested to
know what others think, if you are just gonna say yes, good idea, or
no dumbass please mail me so as not to spam news, however if there
are useful responses please post in news.  if i get a significant
response in the positive, maybe i will give info to wizes to see
what they think, anyway thx for reading my rambles.
tak

-----------------

poster: Warchief
subject: >>>>idle time on who
date: Wed Oct 30 22:30:06 2002

On Wed Oct 30 22:27:35 2002 Tak wrote post #1171:
> On Sun Oct 27 22:46:10 2002 Zifnab wrote post #1135:
> > On Sun Oct 27 22:30:17 2002 Wildchild wrote post #1133:
> > > On Sun Oct 27 19:35:30 2002 Midnight wrote post #1132:
> > > > would it be too much bother to have the idle time in parenthesis
> > > > after player's names on the who short list?
> > > > Midlazy
> > > 
> > > 'who long' :)
> > > 
> > > -WildChild
> > There is not enough room in who short to put that. As it is 
> > some players names get chopped off
> i have an idea to fix this problem, maybe only have 3 collumns?  i
> personally think it would be nice to have the idle time after each
> person, and besides that, having all of everyones names is a good
> thing, imho.
> please respond, i know this will significantly lenghthen who short,
> but i believe that it would be useful, and would be interested to
> know what others think, if you are just gonna say yes, good idea, or
> no dumbass please mail me so as not to spam news, however if there
> are useful responses please post in news.  if i get a significant
> response in the positive, maybe i will give info to wizes to see
> what they think, anyway thx for reading my rambles.
> tak

This idea has merit, but I think that who short is fine the way it
is, it even shows if players are idle by use of a period by their
name, though I do not know how long they must be idle for this to
show.  If you want to see the idle time of players, use either who
long (which does use a column system), or idle .  Who short
is fine like it is as it shows a short, yet informative listing of
the players currently logged in.

-Chief

-----------------

poster: Zifnab
subject: >>>>idle time on who
date: Thu Oct 31 00:26:17 2002

> > > -WildChild
> > There is not enough room in who short to put that. As it is 
> > some players names get chopped off
> i have an idea to fix this problem, maybe only have 3 collumns?  i
> personally think it would be nice to have the idle time after each
> person, and besides that, having all of everyones names is a good
> thing, imho.
> please respond, i know this will significantly lenghthen who short,
> but i believe that it would be useful, and would be interested to
> know what others think, if you are just gonna say yes, good idea, or
> no dumbass please mail me so as not to spam news, however if there
> are useful responses please post in news.  if i get a significant
> response in the positive, maybe i will give info to wizes to see
> what they think, anyway thx for reading my rambles.
> tak

it is who short for a reason. idle time is given 
in who long, and with the idle command if it is that
important to you.

-----------------

poster: Oxolotl
subject: >>>>>idle time on who
date: Thu Oct 31 00:31:36 2002

'  <--((( Avatar Regeneration is DOWN )))-->
could also just press a channel name that almost all people use
for instance 'myth'
shrugs....ox

-----------------

poster: Ronan
subject: Arena Event
date: Thu Oct 31 00:55:34 2002

hmm make 3 min to get rdy? Tomten and I werent able to finish prots
in 2 min, eheh
I know silly ma's witches and their prots...
Just a suggestion, simple yes or no will do
thx ronana

-----------------

poster: Litho
subject: Parry
date: Thu Oct 31 06:40:29 2002

just wondering why you can't parry over 100?

-----------------

poster: Chrono
subject: re: parry
date: Thu Oct 31 07:49:02 2002

my guess is you can parry over 100%, just not use the command parry
over 100%, being as; parry the command most likely means: parry 100
= you're totally defensive, parry 0 = totally offensive, so say you
parry 50, you'll be partially defensive at the same time you'll be
somewhat offensive while you're in combat with something/someone

-----------------

poster: Kasma
subject: new 'who'
date: Fri Nov  1 03:42:38 2002

here is a silly idea :) a who that shows clans, like 'who clan
DarkCouncil' would show peeps from that clan.
Flame Away!!

-----------------

poster: Chrono
subject: new who
date: Fri Nov  1 03:43:02 2002

clan who, :)

-----------------

poster: Monkey
subject: City on Everrest
date: Fri Nov  1 07:08:45 2002

Since the city in Everrest is coming along, being that there is now
an adv-guild, shops, etc. there perhaps we could have guild portals
too? Just the main ones... I thought it might be nice that one could
level and then go to their guild...anyways agree/disagree
-MoNkEy

-----------------

poster: Midnight
subject: aliases
date: Fri Nov  1 17:24:07 2002

would it be useful to be able to get aliases for character-names?
if so is it going to interfere with any parsing?
just idle rambling to perhaps make it easier for clerics to target
chars with difficult names
other than using personal aliasing that is, which can be a mess if
it's not done properly
feel free to flame away
Midnight

-----------------

poster: Arkangyle
subject: >aliases
date: Fri Nov  1 17:29:00 2002

On Fri Nov  1 17:24:07 2002 Midnight wrote post #1181:
> would it be useful to be able to get aliases for character-names?
> if so is it going to interfere with any parsing?
> just idle rambling to perhaps make it easier for clerics to target
> chars with difficult names
> other than using personal aliasing that is, which can be a mess if
> it's not done properly
> feel free to flame away
> Midnight


alias mid midnight
alias ark arkangyle

-----------------

poster: Tranquil
subject: >aliases
date: Sat Nov  2 00:22:28 2002

On Fri Nov  1 17:24:07 2002 Midnight wrote post #1181:
> would it be useful to be able to get aliases for character-names?
> if so is it going to interfere with any parsing?
> just idle rambling to perhaps make it easier for clerics to target
> chars with difficult names
> other than using personal aliasing that is, which can be a mess if
> it's not done properly
> feel free to flame away
> Midnight

With a little setup work, you can get away with this pretty easily.
Just make commands to heal some arbitrary string (in this example I
will use ), and set another command to alias that
string to a specific name.

For example: if your 'heal' command expands to:

cast heal at persontoheal

And you have 'persontoheal' aliased to 'midnight', then every time
you type 'heal', you will heal yourself. Changing target preference
is as easy as realiasing 'persontoheal' as the new person you want
to heal.

- Tranq's Newbie Training Manual (tm)


-----------------

poster: Kasma
subject: Silent Room
date: Sat Nov  2 03:33:58 2002

wouldnt it make sense to block emotes from silent room? you want to
be completely silent dont you? :)
just a thought
thanks

-----------------

poster: Fox
subject: who info.
date: Sat Nov  2 21:18:19 2002

on the Who list, make it able to see guild leaders, too? say, '-' for leaders?

-----------------

poster: Wimwam
subject: Infuse Strength Specials
date: Sat Nov  2 22:45:27 2002

Would it be possable to change the Special that Dazes the opponent
message from
Enchanted leafblade named "Sally" impacts poe with amazing strength,
making her stagger backwards, dazed!
to something like
Your enchanted leafblade named "Sally" impacts poe with amazing
strength, making her stagger backwards, dazed!
I finally got a trigger set that works best for telling me when my
prots on my blades go up and down and that line sets it off.

More of a requet then an Idea.

Wim

-----------------

poster: Quillz
subject: emote
date: Sun Nov  3 02:43:22 2002

weak
You shoud, "That's weak!"

-----------------

poster: Spiraldancer
subject: Pool Hall
date: Sun Nov  3 07:10:20 2002

Could we be able to use skills/spells in here? Seeing as how we can
no longer steal from one another. =)

-----------------

poster: Rancor
subject: Evoker stuns
date: Sun Nov  3 10:12:11 2002

Evoker spell stuns should get counted as a stun in a players summary
I don't see why it is not like that aleady.  if there is a good
explination for it it is all good.
Rancor

-----------------

poster: Darque
subject: tithe..
date: Sun Nov  3 21:23:32 2002


Would it be possible to add an area to score for how much gold you
have tithed? Maybe after reaching a certain amount.. say 1M.. the
gods would deem you worth of a free reinc, or maybe a certain amt of
tps?... Just an idea to encourage confessors to use there spells,
and for people recieving the spells to tithe;) Lookin for ideas for
or against

-Darque ;D

-----------------

poster: Proxima
subject: Re: Tithe idea
date: Sun Nov  3 21:24:44 2002

I tithe you 1m, you hand me 1m, repeat repeat repeat, abuse = affirmative.
Prox.

-----------------

poster: Afkaserious
subject: Tithe thingme
date: Sun Nov  3 21:26:42 2002

Maybe flagging tithed gold? If thats possible, if tithed by one
person? Or something of the sort...
Shrug

-----------------

poster: Darque
subject: tithe
date: Sun Nov  3 21:35:37 2002


Ok... maybe a change could be made to the way tithing works... this
is just an idea tho.. instead of the money made from tithing going
to the actual helaer casting the spell, there could be a new fund
made at the confessor's hall or something. The money that was earned
by each confessor could be counted as points for the guild item or
something... and the money collected could be used by the guild
to.... (ideas needed here)

-Darque ;D

-----------------

poster: Afkaserious
subject: New command
date: Sun Nov  3 23:20:22 2002

Block cows.

-----------------

poster: Coal
subject: tithes
date: Sun Nov  3 23:42:04 2002

I'm baffeled at why you think tithes should be changed. The purpose
of titheing is for healers to make some money for the valueble
services that they provide. 1. healers generalyl don't have alot of
gold becuase they generally can't kill stuff very well. Alot of
healers don't even train aol since it's very inaffective, even for
golding purposes. 
2. Healers like all spell casters gain rank from using thier skills
and spells. To suggest that healers could gain rank from another
person's generosity of tithed gold is not only sick but it is wrong.

3. Why should 1 confessor spend 5 hours chaining haim or dheals or
drefs or other d-prots, andhave all his/her tithes be stuck into a
communal fund open to his/her entire guild? This makes no sense,
another confessor could just log on and check the fund and say oh
hey there is 150k gold i didn't have to work for great and take it,
and thereby robbing the confessor that actually did the work.
4.Tithes are a gratuity and nothing more for a service provided.
They should not increase rank, or be changed in any way.
-Coal

-----------------

poster: Darque
subject: tithes
date: Sun Nov  3 23:53:59 2002

The point of my original post was to give more of an incentive for
people to tithe the healers. It was pointed out to me that that
could easily be abused, so I thought about it some more and came up
with different ideas. When I stated that the gold would go into a
fund for the guild, I did not say anything about how it would be
used/by who/and what for. I was hoping for some ideas as to how this
could be done. 

Is it not possible that "tithe points" could be used by the healer
to maybe go towards having one's own church, something similar to
strongholds, and all spells cast from your church...like from the
cathedral atm, would be of an even greater power? 

It's not that I think that the tithing system should be changed... I
am just thinking of ideas to flesh it out some. It would be nice to
have additional rewards for giving money to the "religious folk" of
the land... other than just hp/ep/sp, and it would be nice for the
healers to get a lil more than 1k gold randomly...?

-Darque ;D

-----------------

poster: Lu
subject: >tithes
date: Mon Nov  4 02:19:30 2002

you can also jot down how much you tithe and who, and then all those
numbers, put hem together, and add them up
-lu

-----------------

poster: Ronan
subject: Marble BOx
date: Mon Nov  4 03:20:35 2002

Make it unsellable?
damn that sux for me

-----------------

poster: Pedron
subject: >tithes
date: Mon Nov  4 08:42:18 2002

On Sun Nov  3 23:53:59 2002 Darque wrote post #1196:
> The point of my original post was to give more of an incentive for
> people to tithe the healers. It was pointed out to me that that
> could easily be abused, so I thought about it some more and came up
> with different ideas. When I stated that the gold would go into a
> fund for the guild, I did not say anything about how it would be
> used/by who/and what for. I was hoping for some ideas as to how this
> could be done. 
> 
> Is it not possible that "tithe points" could be used by the healer
> to maybe go towards having one's own church, something similar to
> strongholds, and all spells cast from your church...like from the
> cathedral atm, would be of an even greater power? 
> 
> It's not that I think that the tithing system should be changed... I
> am just thinking of ideas to flesh it out some. It would be nice to
> have additional rewards for giving money to the "religious folk" of
> the land... other than just hp/ep/sp, and it would be nice for the
> healers to get a lil more than 1k gold randomly...?
> 
> -Darque ;D
Maybe make tithing have a positive effect 
on the tither's alignment. ;)  Never see a 
tithe from a harmer again, but you can always 
go redemption them for fun. :)

-----------------

poster: Tzeentch
subject: Shaman of the soil
date: Mon Nov  4 15:20:23 2002

Has anyone considered making charging the druid staff a little more
effective?  I for one usually don't bother because the charges run
out too quickly or they get wasted on things I don't need them for. 
The ability to decide whether or not a charge is used would be
nice...some kind of on/off command.  That or a less "painful" and
quicker drain soil energy to make it more practical to use, cuz as
it stands, in an exp party charging the staff is usually too much
trouble for the effect.  I'm out.

-----------------

poster: Quillz
subject: >Shaman of the soil
date: Mon Nov  4 19:27:08 2002

On Mon Nov  4 15:20:23 2002 Tzeentch wrote post #1200:
> Has anyone considered making charging the druid staff a little more
> effective?  I for one usually don't bother because the charges run
> out too quickly or they get wasted on things I don't need them for. 
> The ability to decide whether or not a charge is used would be
> nice...some kind of on/off command.  That or a less "painful" and
> quicker drain soil energy to make it more practical to use, cuz as
> it stands, in an exp party charging the staff is usually too much
> trouble for the effect.  I'm out.
I have to agree here. 
I spent a good long time as druid.  And tested this as well. 
I also believe I have suggested a few things myself.  
Like making the charge last longer, or making it cheaper to charge. 
Yes, I have tested my rates while using it and while not using it. 
The overall idea in investing xp into a skill/spell is that it
benefits you in some way. 

The idea to be able to decide when you want to use it is a great idea. 
It would be nice if our investment into this skill helped out more
than if we put the exp into something else. 
Q

-----------------

poster: Zyz
subject: >>Shaman of the soil
date: Mon Nov  4 20:41:21 2002

On Mon Nov  4 19:27:08 2002 Quillz wrote post #1201:
> On Mon Nov  4 15:20:23 2002 Tzeentch wrote post #1200:
> > Has anyone considered making charging the druid staff a little more
> > effective?  I for one usually don't bother because the charges run
> > out too quickly or they get wasted on things I don't need them for. 
> > The ability to decide whether or not a charge is used would be
> > nice...some kind of on/off command.  That or a less "painful" and
> > quicker drain soil energy to make it more practical to use, cuz as
> > it stands, in an exp party charging the staff is usually too much
> > trouble for the effect.  I'm out.
> I have to agree here. 
> I spent a good long time as druid.  And tested this as well. 
> I also believe I have suggested a few things myself.  
> Like making the charge last longer, or making it cheaper to charge. 
> Yes, I have tested my rates while using it and while not using it. 
> The overall idea in investing xp into a skill/spell is that it
> benefits you in some way. 
> 
> The idea to be able to decide when you want to use it is a great idea. 
> It would be nice if our investment into this skill helped out more
> than if we put the exp into something else. 
> Q
The charging does seem ineffecient in terms of time, cost, and
effect. However, it's something to do while idle, adds guild
mastery, and does store..
We always mutter about yellow mist, but soil staff bash with charged
staff is a decent stand-in for that situation.
I think the staff charging should be seen as an alternative for
extra stored power, rather than an integral part of playing the
shaman of soil guild.
As such, it might not be an efficient (in terms of opportunity cost)
option for low-mid worth players.  But it does add depth to the
guild..

-----------------

poster: Tzeentch
subject: Shaman of soil
date: Mon Nov  4 22:12:00 2002

A few thoughts on the staff matter.  While I can see where you're
coming from, there are still some issues for me.  For instance,
using staff bash instead of casting during yellow mist...an
interesting idea but totally impractical because no one has time
charge their staff in a fight so they can use it. Nor can they plan
to use the charges when it happens because the charges all get used
up before then. I think that giving the shaman control of when to
use stored energy would be a massive help.

-----------------

poster: Rizzly
subject: >Shaman of soil
date: Mon Nov  4 23:36:21 2002

I think you're misunderstanding the skill a little bit.  The staff
does not need to be charged to use soil staff bash.  All charging
the staff does is make its hits a little more powerful.  As it
stands, it is still a fairly good and non-tappy skill to use.  I
have to agree with Zyz, here.

-Rizzly

-----------------

poster: Xerious
subject: >New command
date: Tue Nov  5 03:10:32 2002

What is this supposed to do?

-----------------

poster: Quillz
subject: >>Shaman of soil
date: Tue Nov  5 03:11:18 2002

On Mon Nov  4 23:36:21 2002 Rizzly wrote post #1204:
> I think you're misunderstanding the skill a little bit.  The staff
> does not need to be charged to use soil staff bash.  All charging
> the staff does is make its hits a little more powerful.  As it
> stands, it is still a fairly good and non-tappy skill to use.  I
> have to agree with Zyz, here.
> 
> -Rizzly
Iirc the issue isn't soil staff bash.  It's charging the staff to begin with. 
There is nothing wrong with the skill soil staff bash. 
For a shaman that isn't in adepts, all he/she would use is shaman
attack spells/skills. 
Mainly hurl rock I would think. 
And that is always using energy from the staff, wether you like it or not. 
Which goes back to T's idea of the shaman getting to decide when to
use the stored energy.
Because as it stands, it's inefficient to keep the staff constantly charged. 
Q

-----------------

poster: Xerious
subject: >>tithes
date: Tue Nov  5 03:19:30 2002

Or tie the amount of the heal to the amount of gold the player is
willing to to Tithe.  For instance, If i was in combat and needed a
heal quick I could offer a 5k tithe.  The first healer to respond
with a successful cast would get the tithe.  If the healer failed,
it would go back into the que for the next healer to take up.  This
way healers could ignore players who didn't intend to tithe, or who
tithe 100gp per dheal, and concentrate their time (and SPS) on those
players who were willing to pay for services.
This would also have the effect of establishing an economic base
price for the service that *everyone* would know about.  Instead of
having a newbie player tithe 150 gold (I know, a lot to a newbie),
not knowing that the going rate was 1500, etc.(only an example,
don't get your garters in a bunch...) and have the d-healer bitch
about how so-and-so only tithed 150 gold, etc.
This way everyone would know what the rate was, perhaps more for
experienced palyers and less for those without d-heal fully trained.
 This would create a leveling effect in the guild, give players the
gold they felt was worth their time, without surprises, and allow
those who aren't willing to pay for it find a cheaper service.
Flame Away... (C'mon, I know you want to...)
Xeriously

-----------------

poster: Chrono
subject: tithe
date: Tue Nov  5 08:11:40 2002

remove tithes and make healers work for gold :)
anyway, i think tithes are fine how they are and if ppl that want
tithes, make it loud and clear you do, and ignore requests for
dheals/etc made by those who dont' give a tithe after you made it
clear you require them :)

-----------------

poster: Quillz
subject: eheh
date: Tue Nov  5 11:42:09 2002

Rancor tells you: woodsman should be able to build thier own castles
in the form of log cabiins

I agree.

-----------------

poster: Jazaman
subject: Casting for skill users
date: Tue Nov  5 11:46:57 2002

Um... well, dunno if this has been suggested before, but a master
skill similar to caster for skill users would be kewl.


okies have a nice night.

-----------------

poster: Balinor
subject: heals
date: Tue Nov  5 14:23:04 2002

Heal spells should damage undead mobs.
And i need 1m cash for this idea

-----------------

poster: Afkaserious
subject: >eheh
date: Tue Nov  5 15:17:18 2002

afktrig Sp full.
You can change your own castle descs. So you can call your castle a
wood cabin, Simple really.
Crappy trig... Bah, I'll post anyway.

-----------------

poster: Litho
subject: High priest
date: Wed Nov  6 05:22:54 2002

Maybe give them the skill motion control? i'd be better in the
templar guild imo, faster skills etc..might make it more worthwhile,
just an idea.

-----------------

poster: Quillz
subject: >High priest
date: Wed Nov  6 05:32:04 2002

On Wed Nov  6 05:22:54 2002 Litho wrote post #1213:
> Maybe give them the skill motion control? i'd be better in the
> templar guild imo, faster skills etc..might make it more worthwhile,
> just an idea.
Casters have QC, Figs have motion control. 
Know what I mean?

-----------------

poster: Grasfer
subject: party kick
date: Wed Nov  6 11:05:27 2002

how about a mess if someone kick you from the party?

-----------------

poster: Kaos
subject: >party kick
date: Wed Nov  6 11:06:20 2002

On Wed Nov  6 11:05:27 2002 Grasfer wrote post #1215:
> how about a mess if someone kick you from the party?
no thanks, we don't need it

-----------------

poster: Balinor
subject: >>party kick
date: Wed Nov  6 11:06:57 2002

the message could be like : BAHAHAHAHAH! CYAS11!

-----------------

poster: Jazaman
subject: ok, if I'm not insane, this spell was recently changed from giving
date: Thu Nov  7 12:48:53 2002

holy res (which makes thematic sense) to unholy res (primarily
because of issues with the message).


Perhaps a better option would be to change the holy res/unholy res
messages to:
Holy: You feel more knowledgeable of the gods of Light.
Unholy: You feel more knowledgeable of the gods of Darkness.
just a thought
I've never played harmer myself, but I thought a sensed a bit of
disgruntledness about the change.


okies, my 2 dinari

-----------------

poster: Moose
subject: Regeneration trance
date: Thu Nov  7 13:47:20 2002

Ok, Got an lil idea, The regeneration trance should break it self
when the caster got fully sps.
/Moose

-----------------

poster: Tranquil
subject: >Regeneration trance
date: Thu Nov  7 13:50:59 2002

On Thu Nov  7 13:47:20 2002 Moose wrote post #1220:
> Ok, Got an lil idea, The regeneration trance should break it self
> when the caster got fully sps.
> /Moose
Since it also heals hps and eps (or at least, did when I was
evoker), it probably should stay as it is.

-----------------

poster: Quillz
subject: Yes!
date: Thu Nov  7 16:25:51 2002

How about bring back reg'd pk?
Not asking for open, I know. 
And I'm aware of the balance issues, too. 
Which is why only idiots, like me, would risk registering and getting killed.

-----------------

poster: Sigwald
subject: >Yes!
date: Thu Nov  7 17:04:36 2002

On Thu Nov  7 16:25:51 2002 Quillz wrote post #1224:
> How about bring back reg'd pk?
> Not asking for open, I know. 
> And I'm aware of the balance issues, too. 
> Which is why only idiots, like me, would risk registering and getting
killed.
Impressive. Can't people understand that no means NO.
It's sort of boring to see that kind of post be reiterated every
month or so.
Player killing is not coming back, period.

-----------------

poster: Quillz
subject: A different approach.
date: Thu Nov  7 17:14:03 2002

Make castle guards killable?
All they are now is a door with a desc.

-----------------

poster: Uno
subject: extra plaques
date: Thu Nov  7 18:45:51 2002

i might be re-requesting this. not sure.
i think it would be cool to have plaques that list the things
that show up in summary:
crits inflicted, crits taken, stuns inflicted, stuns taken, 
dodges performed, # of deaths, # of reincs...
oh pleeeeeeeeeeeeeeease.
*prod ixtlilton*

-----------------

poster: Tantrum
subject: PFG
date: Fri Nov  8 05:26:04 2002

hrm, isnt 339 sps to cast, for only small duration a bit sucky?
maybe it will get better when i am bigger and such, but maybe make a
way for it to be useful to sucky harmers like me. thanx.

-----------------

poster: Waz
subject: >PFG
date: Fri Nov  8 05:30:32 2002

On Fri Nov  8 05:26:04 2002 Tantrum wrote post #1228:
> hrm, isnt 339 sps to cast, for only small duration a bit sucky?
> maybe it will get better when i am bigger and such, but maybe make a
> way for it to be useful to sucky harmers like me. thanx.

i'm sure it'll be part of the recode to make it more useful, but even
with that cost, it's a very worthwhile spell.  I remember it being
about 200sp or so, with maxxed unholy essence, and it lasts a
good 12 minutes or so with essence at 100%.  The protection it
provides it pretty much unbeatable (same with well trained pfe)

Plus, tappiness is part of being a harmer ;)

-Waz

-----------------

poster: Litho
subject: >>PFG
date: Fri Nov  8 05:45:42 2002

On Fri Nov  8 05:30:32 2002 Waz wrote post #1229:
> On Fri Nov  8 05:26:04 2002 Tantrum wrote post #1228:
> > hrm, isnt 339 sps to cast, for only small duration a bit sucky?
> > maybe it will get better when i am bigger and such, but maybe make a
> > way for it to be useful to sucky harmers like me. thanx.
> 
> i'm sure it'll be part of the recode to make it more useful, but even
> with that cost, it's a very worthwhile spell.  I remember it being
> about 200sp or so, with maxxed unholy essence, and it lasts a
> good 12 minutes or so with essence at 100%.  The protection it
> provides it pretty much unbeatable (same with well trained pfe)
> 
> Plus, tappiness is part of being a harmer ;)
> 
> -Waz
with 110% essence, pfg lasted about 17 mins with a 237sp pfg..its
worth it tho.

-----------------

poster: Lu
subject: >PFG
date: Fri Nov  8 06:32:42 2002

i like the whole 'harmer sucks' motto, however, with mana drain, 339
sps for a very good prot against evil thingies isnt too bad, plus
you get habo, peel, AND clw

-----------------

poster: Rancor
subject: >>Yes!
date: Fri Nov  8 08:07:50 2002

Yes is it possible to bring back registered pk.  Ohh wait I remember
the answer it is no.  Well maybe the reason that the question or
idea keeps comming back up is because of the fact that the players
want it.  But then again who gives a flying F^&k what the players
want screw em I hate all of you players.  
Ranc

-----------------

poster: Kaos
subject: >>PFG
date: Fri Nov  8 11:42:04 2002

On Fri Nov  8 06:32:42 2002 Lu wrote post #1231:
> i like the whole 'harmer sucks' motto, however, with mana drain, 339
> sps for a very good prot against evil thingies isnt too bad, plus
> you get habo, peel, AND clw
Reason why Harmer sucks now: They used to have a lot of decent spells
that other guilds didn't have. That has changed now, almost every
new guild have heal spells/stun spells/prot spells etc, along
with better blast spells than harmer. It's part of the changes that
always happen on a mud, new stuff always have to be better than 
the existing stuff, thus requiering the existing stuff to get tuneups.

-----------------

poster: Pedron
subject: >PFG
date: Fri Nov  8 12:30:19 2002

On Fri Nov  8 05:26:04 2002 Tantrum wrote post #1228:
> hrm, isnt 339 sps to cast, for only small duration a bit sucky?
> maybe it will get better when i am bigger and such, but maybe make a
> way for it to be useful to sucky harmers like me. thanx.
Use it in the right places and it's like a grap.
Maybe duration boosted by training and masteries 
you haven't done yet?  Used to last minutes on me 
when I partied with harmers against nimrodel elves 
and the like..

-----------------

poster: Pedron
subject: Create Banquet
date: Fri Nov  8 15:04:46 2002

Need a bravo create food spell out there for 
us lazy idlers.  Instead of casting 
10 or 15 create foods every hour to resume idling, 
would be nice to create one banquet of many foods once 
an hour to sustain an idle fest!

Ok,
Pedron Idle

-----------------

poster: Daneel
subject: >Create Banquet
date: Fri Nov  8 16:43:34 2002

On Fri Nov  8 15:04:46 2002 Pedron wrote post #1236:
> Need a bravo create food spell out there for 
> us lazy idlers.  Instead of casting 
> 10 or 15 create foods every hour to resume idling, 
> would be nice to create one banquet of many foods once 
> an hour to sustain an idle fest!
> 
> Ok,
> Pedron Idle
bartenders has one.

-----------------

poster: Tektor
subject: Wielding
date: Fri Nov  8 17:19:02 2002

Don't know if this is intended but you can't wield any of the blunt
weapons from the shop 1h that seems a bit silly to me. Even with
bard prots and fully grown and my own str prot i still couldn't
wield it 1h. I don't think i should have to buy a shrink book for
stuff the shops sell. Thanks

-----------------

poster: Darque
subject: align
date: Fri Nov  8 18:45:48 2002

Was wondering why all guilds don't get the bonus to attack
skills/spells that mages do when their alignment is super evil or
good...

-Darque ;D

-----------------

poster: Arkangyle
subject: >align
date: Fri Nov  8 19:09:14 2002

On Fri Nov  8 18:45:48 2002 Darque wrote post #1239:
> Was wondering why all guilds don't get the bonus to attack
> skills/spells that mages do when their alignment is super evil or
> good...
> 
> -Darque ;D

The bonuses that I am aware of are:

black moon -> attack spells for evil players are enhanced
white moon -> healing spells for good players are enhanced


-----------------

poster: Darque
subject: >>align
date: Fri Nov  8 19:11:14 2002

So does that mean that if good aligned.... meditation for ma should
be made more powerful?
-Darque ;D

-----------------

poster: Daran
subject: >>PFG
date: Fri Nov  8 20:34:18 2002

On Fri Nov  8 05:30:32 2002 Waz wrote post #1229:
> On Fri Nov  8 05:26:04 2002 Tantrum wrote post #1228:
> > hrm, isnt 339 sps to cast, for only small duration a bit sucky?
> > maybe it will get better when i am bigger and such, but maybe make a
> > way for it to be useful to sucky harmers like me. thanx.
> 
> i'm sure it'll be part of the recode to make it more useful, but even
> with that cost, it's a very worthwhile spell.  I remember it being
> about 200sp or so, with maxxed unholy essence, and it lasts a
> good 12 minutes or so with essence at 100%.  The protection it
> provides it pretty much unbeatable (same with well trained pfe)
> 
> Plus, tappiness is part of being a harmer ;)
> 
> -Waz
I don't recall the cost of pfg when I was Harmer and I only had 80%
unholy. But it always lasted long enough and gave me enough
protection even at only 75% trained. I could not kill without it up,
I even used Armor of Faith on some monsters and didn't see any
problem with it.
P.S. Hrm, I almost never tapped as a harmer. Maybe it was a bug.

-----------------

poster: Draco
subject: >>>align
date: Fri Nov  8 23:13:45 2002

On Fri Nov  8 19:11:14 2002 Darque wrote post #1241:
> So does that mean that if good aligned.... meditation for ma should
> be made more powerful?
> -Darque ;D
no it will not mean that. the black/white moons only affect spells,
so skills are unnaffected by this. but if a exorcist IS evil (not
recommending) the black moon will still work. the greatest showing
of this is the druid guild. since they are align h00rs that jump
from saint to satanic in a common day, they can start off having
gaian touch powered up by the white moon, to their attack spell,
whatever it is, being powered by the black moon. but if your a
skilling guild such as figs your align wi
eep got cut off, but your align as a fig will not affect your skills you use.

-----------------

poster: Darque
subject: align
date: Sat Nov  9 00:52:44 2002

Would it be possible to create a new stat in score for your average
alignment? One that is always averaged with each shift of your
current alignment? 

The effect it would have would be if say the white moon is up, and
your spell gets boosted by this, if your overall avg align is really
good, then your spell would get an even greater amount of boost.

If your avg alignment was of neutral alignment, but at the moment
your "current" alignment was very good, you would only get an above
avg boost.

You should get the picture by now...

and maybe add more effects for all of the guilds...?

Additional ideas / flames welcomed

-Darque ;D

-----------------

poster: Darque
subject: >align
date: Sat Nov  9 01:18:58 2002

Ok .. a lil more on the same idea..

If upon reincarnation alignment is reset...

After reincarnation the player would need to decide what god to
dedicate themselves to. A certain number of gods representing
alignment/skills etc.

Each God would be able to cause "real time" random events such as:
     You are healed by the magic of Gossamer River.

The event would be different for each God and would respond to the
type of God they were.

Each player would also recieve the God's emblem. This emblem would
be similar to a guild item. Their would be ranks and such. 

When a character would tithe or perform actions similar to the gods
type, points would be added in the same way as a guild item.

Instead of giving the character additional stats.. the emblem could
give godly rewards..

Such as: lowered reinc tax, full heal etc.
Additional ideas / flames welcomed
-Darque ;D

-Just tryin to find a since of religion here..

-----------------

poster: Wildchild
subject: >>>Yes!
date: Sat Nov  9 02:00:27 2002

On Fri Nov  8 08:07:50 2002 Rancor wrote post #1232:
> Yes is it possible to bring back registered pk.  Ohh wait I remember
> the answer it is no.  Well maybe the reason that the question or
> idea keeps comming back up is because of the fact that the players
> want it.  But then again who gives a flying F^&k what the players
> want screw em I hate all of you players.  
> Ranc

Well, I don't remember this mud being a democracy. And I don't
remember one post a month whining to get pk back being a majority,
either.
But hey, if that pathetically disguised flame is there only so you
can say you hate us, there's nothing stopping you from leaving
either to find a mud that does allow pk.

We tried it, it didn't work. Get over it. :)

-WildChild

-----------------

poster: Sigwald
subject: Align
date: Sat Nov  9 03:33:13 2002

A funny thing is I was not aware that alignment helped all attack
spells, it sort of was planned to affect harmers mostly 
originally... This may change in the future when harmers
get rewritten (let's stay optimistic and assume it'll get done ;).

-----------------

poster: Sigwald
subject: >Wielding
date: Sat Nov  9 15:00:30 2002

On Fri Nov  8 17:19:02 2002 Tektor wrote post #1238:
> Don't know if this is intended but you can't wield any of the blunt
> weapons from the shop 1h that seems a bit silly to me. Even with
> bard prots and fully grown and my own str prot i still couldn't
> wield it 1h. I don't think i should have to buy a shrink book for
> stuff the shops sell. Thanks
Actually I'm pretty sure you can wield some of the maces one
handed, at least if we're talking about the main city shop.

-----------------

poster: Tektor
subject: >>Wielding
date: Sat Nov  9 15:54:54 2002

On Sat Nov  9 15:00:30 2002 Sigwald wrote post #1248:
> On Fri Nov  8 17:19:02 2002 Tektor wrote post #1238:
> > Don't know if this is intended but you can't wield any of the blunt
> > weapons from the shop 1h that seems a bit silly to me. Even with
> > bard prots and fully grown and my own str prot i still couldn't
> > wield it 1h. I don't think i should have to buy a shrink book for
> > stuff the shops sell. Thanks
> Actually I'm pretty sure you can wield some of the maces one
> handed, at least if we're talking about the main city shop.
I meant the blunt weapons that shop generates.
ie: fire giant and frost giant clubs

-----------------

poster: Sigwald
subject: >>>Wielding
date: Sat Nov  9 17:52:34 2002

On Sat Nov  9 15:54:54 2002 Tektor wrote post #1249:
> On Sat Nov  9 15:00:30 2002 Sigwald wrote post #1248:
> > On Fri Nov  8 17:19:02 2002 Tektor wrote post #1238:
> > > Don't know if this is intended but you can't wield any of the blunt
> > > weapons from the shop 1h that seems a bit silly to me. Even with
> > > bard prots and fully grown and my own str prot i still couldn't
> > > wield it 1h. I don't think i should have to buy a shrink book for
> > > stuff the shops sell. Thanks
> > Actually I'm pretty sure you can wield some of the maces one
> > handed, at least if we're talking about the main city shop.
> I meant the blunt weapons that shop generates.
> ie: fire giant and frost giant clubs
So what, the shop also generates short maces and various other items
that are smaller. Giant clubs as their name states are huge weapons,
so it's perfectly fine as it is.

-----------------

poster: Tektor
subject: >>>>Wielding
date: Sat Nov  9 19:45:59 2002

On Sat Nov  9 17:52:34 2002 Sigwald wrote post #1250:
> On Sat Nov  9 15:54:54 2002 Tektor wrote post #1249:
> > On Sat Nov  9 15:00:30 2002 Sigwald wrote post #1248:
> > > On Fri Nov  8 17:19:02 2002 Tektor wrote post #1238:
> > > > Don't know if this is intended but you can't wield any of the blunt
> > > > weapons from the shop 1h that seems a bit silly to me. Even with
> > > > bard prots and fully grown and my own str prot i still couldn't
> > > > wield it 1h. I don't think i should have to buy a shrink book for
> > > > stuff the shops sell. Thanks
> > > Actually I'm pretty sure you can wield some of the maces one
> > > handed, at least if we're talking about the main city shop.
> > I meant the blunt weapons that shop generates.
> > ie: fire giant and frost giant clubs
> So what, the shop also generates short maces and various other items
> that are smaller. Giant clubs as their name states are huge weapons,
> so it's perfectly fine as it is.
Thats your opinion not mine. The smaller items also arnt worth it
due to the fact even with high skills they still hit like low.
Reguardless of being huge it is newbie eqps. The fact that it took
someone with topslot str eqps to wield it 1h while may seem fine to
you seems out of whack to me. Also they are like the smallest most
decent weapons and the better weapons arn't wieldable 1h either and
i dont have time to try and find someone with shrink weapon to use
the 7 orso skills that are based of using 2 weapons yes its
perfectly fine. Maybe have a shop that can shrink weapons for you?

-----------------

poster: Pedron
subject: >>align
date: Sun Nov 10 00:59:33 2002

That one's pretty neat.  Worshipping specific gods 
for specific benefits.  Maybe sac gold to them to 
fix your alignment their way or drop reinc tax faster than eje would, 
but have to have some bad things happen if you cross 
your god. ;)

-----------------

poster: Pedron
subject: >>>>Wielding
date: Sun Nov 10 01:02:09 2002

and giants can wield the giant clubs 1-h..  get more strength 
or bigger race and few more levels. :P

-----------------

poster: Kiliana
subject: fighters
date: Sun Nov 10 01:07:28 2002

This is just brought on by the moon talk. Perhaps have fighters
affected by things like that? Maybe something similar to the moon,
that would fluxuate with time of day/month whatever. Instead of the
black and white moon, maybe it could be something like the tides..
where the fighter would feel more vital as the tide brings power to
the land, upping his attack/damage dealing skills.. and having her
feel more solemnt and thoughtful as the tide flows away, upping the
power of his/her prot skills, like meditation and biofeedback and
resist pain and stuff like that. though i wouldnt recommend anything
affecting mastery type skills.. that would make things too offkilter
imho.

-----------------

poster: Pedron
subject: Courage
date: Sun Nov 10 01:20:49 2002

It is a skill/attribute in some rpgs I've played where a fighter 
keeps his cool when surrounded by multiple aggressors.

The games give a penalty to your attack if you're overrun by 5 or 6
or 8 monsters at 
once, and the courage would make you face them as calmly 
as a single opponent..but..maybe a 
courage mastery for upper fighters to get extra his or criticals when 
fighting more monsters?  Better bonus the higher the 
number of monsters?  Can pretend fighters 
without courage are inferior already and not penalize them..
or maybe give blah.. I don't want to suggest penalty for 
fightng more than 1 monster.

Anyway, the courage effect would be best outside parties and diminish 
as the fighter's party grows.  Maybe make it a bravoe level mastery 
or so.

-pedron spam

-----------------

poster: Zifnab
subject: >Yes!
date: Sun Nov 10 04:39:02 2002

On Thu Nov  7 16:25:51 2002 Quillz wrote post #1224:
> How about bring back reg'd pk?
> Not asking for open, I know. 
> And I'm aware of the balance issues, too. 
> Which is why only idiots, like me, would risk registering and getting
killed.
pk is gone/dead/never returning etc. I am not sure how many times
we need to keep saying this.  I keep hoping that some day it
will sink in.

The mud IS NOT DESIGNED for pk. That was a decision made really
early in the muds life that combat would be biased towards
monsters and not players. The entire mud is based on player -vs-
monster combat. I see no reason to change that at this point
in the muds life, not to mention it is a small minority that
wants pk.


-----------------

poster: Zifnab
subject: >>>Yes!
date: Sun Nov 10 04:40:08 2002

On Fri Nov  8 08:07:50 2002 Rancor wrote post #1232:
> Yes is it possible to bring back registered pk.  Ohh wait I remember
> the answer it is no.  Well maybe the reason that the question or
> idea keeps comming back up is because of the fact that the players
> want it.  But then again who gives a flying F^&k what the players
> want screw em I hate all of you players.  
> Ranc

If you cannot read my responses about why pk will not
happen, please do not post.

-----------------

poster: Tahnval
subject: >>>align
date: Sun Nov 10 05:02:20 2002

On Sun Nov 10 00:59:33 2002 Pedron wrote post #1252:
> That one's pretty neat.  Worshipping specific gods 
> for specific benefits.  Maybe sac gold to them to 
> fix your alignment their way or drop reinc tax faster than eje would, 
> but have to have some bad things happen if you cross 
> your god. ;)
I proposed this idea a few months ago, in great detail.
Absolutely no replies to it at all.  I don't think
people want religion in IoM.  I also expanded on the
idea of *not* worshipping a deity - that would
offer neither benefits nor penalties, i.e. be exactly
as things are now.  

I think it's the alignment thing - few people here like the
idea of alignment playing much of a role in anything.

-----------------

poster: Celine
subject: >>>>align
date: Sun Nov 10 05:04:14 2002

On Sun Nov 10 05:02:20 2002 Tahnval wrote post #1258:
> On Sun Nov 10 00:59:33 2002 Pedron wrote post #1252:
> > That one's pretty neat.  Worshipping specific gods 
> > for specific benefits.  Maybe sac gold to them to 
> > fix your alignment their way or drop reinc tax faster than eje would, 
> > but have to have some bad things happen if you cross 
> > your god. ;)
> I proposed this idea a few months ago, in great detail.
> Absolutely no replies to it at all.  I don't think
> people want religion in IoM.  I also expanded on the
> idea of *not* worshipping a deity - that would
> offer neither benefits nor penalties, i.e. be exactly
> as things are now.  
> 
> I think it's the alignment thing - few people here like the
> idea of alignment playing much of a role in anything.
celine
I vote yay on it. Think align affecting more ppl than harmers and
avatars would be cool. Other than difficulty of implementation I
cant think of any negative side to it, especially if, as tahnval
said, ppl could choose to not worship any and remain as they are
now.

-----------------

poster: Tahnval
subject: >>>>align
date: Sun Nov 10 05:19:17 2002

On Sun Nov 10 05:02:20 2002 Tahnval wrote post #1258:
> On Sun Nov 10 00:59:33 2002 Pedron wrote post #1252:
> > That one's pretty neat.  Worshipping specific gods 
> > for specific benefits.  Maybe sac gold to them to 
> > fix your alignment their way or drop reinc tax faster than eje would, 
> > but have to have some bad things happen if you cross 
> > your god. ;)
> I proposed this idea a few months ago, in great detail.
> Absolutely no replies to it at all.  I don't think
> people want religion in IoM.  I also expanded on the
> idea of *not* worshipping a deity - that would
> offer neither benefits nor penalties, i.e. be exactly
> as things are now.  
> 
> I think it's the alignment thing - few people here like the
> idea of alignment playing much of a role in anything.
If anyone wants to see my original post on this subject, with
all the ideas and a slew of typos, it's ideas number 658

-----------------

poster: Tektor
subject: >>>>>Wielding
date: Sun Nov 10 22:30:23 2002

On Sun Nov 10 01:02:09 2002 Pedron wrote post #1253:
> and giants can wield the giant clubs 1-h..  get more strength 
> or bigger race and few more levels. :P
I couldnt as a giant also. It took someone with 550ish str to wield
on 1h im not gonna wait till im a gig to be able to wield a newbie
weapon 1h.

-----------------

poster: Junior
subject: Web Page
date: Mon Nov 11 04:04:50 2002

Would it be possible to add something in the finger info off the web
page, to see if you have read all your messages or if you nave new
messages?
kinda like the old rd web page...

-----------------

poster: Zifnab
subject: >Web Page
date: Mon Nov 11 04:59:15 2002

On Mon Nov 11 04:04:50 2002 Junior wrote post #1262:
> Would it be possible to add something in the finger info off the web
> page, to see if you have read all your messages or if you nave new
> messages?
> kinda like the old rd web page...

Give me an example of what you mean, to my knowledge the finger
info hastn changed..

-----------------

poster: Rockman
subject: >>Web Page
date: Mon Nov 11 11:29:25 2002

On Mon Nov 11 04:59:15 2002 Zifnab wrote post #1263:
> On Mon Nov 11 04:04:50 2002 Junior wrote post #1262:
> > Would it be possible to add something in the finger info off the web
> > page, to see if you have read all your messages or if you nave new
> > messages?
> > kinda like the old rd web page...
> 
> Give me an example of what you mean, to my knowledge the finger
> info hastn changed..
I think what he means is the how many mud mails you have and how
many are unread, look at the webpage finger for the 10k port, when
you guys switched finger info to show more stuff on the site, you
took that off.

-----------------

poster: Junior
subject: >>>Web Page
date: Mon Nov 11 16:45:04 2002

On Mon Nov 11 11:29:25 2002 Rockman wrote post #1264:
> On Mon Nov 11 04:59:15 2002 Zifnab wrote post #1263:
> > On Mon Nov 11 04:04:50 2002 Junior wrote post #1262:
> > > Would it be possible to add something in the finger info off the web
> > > page, to see if you have read all your messages or if you nave new
> > > messages?
> > > kinda like the old rd web page...
> > 
> > Give me an example of what you mean, to my knowledge the finger
> > info hastn changed..
> I think what he means is the how many mud mails you have and how
> many are unread, look at the webpage finger for the 10k port, when
> you guys switched finger info to show more stuff on the site, you
> took that off.
Rockman hit the nail on the head. 
Not a big deal, just something I was curious about. 
Also, on a side note, under "game info" then "wizard documentation",
the link "coding armor" isn't working.  Off the web page, this is. 

-----------------

poster: Kiliana
subject: event
date: Tue Nov 12 01:34:15 2002

Just an idle idea for an event.. well, 2 new events. I was thinking
"mana surge" and "Endurance surge".. the events would happen, and
they would both accomplish basically the same thing.. one oriented
to fighter, one to mage. mana surge would cause the magic of the
world to basically reach a boiling point, so that while it runs, you
never lose sps. endurance surge would cause the sky to crackle with
energy, making everyone hyperactive, so that their eps never
deplete.. at least for the 10 or 15 minutes the event ran. I dont
really think they'd be out of tune.. i mean, theres an event where
you dont die, and one that crazily increases your stats.. having two
small events to turn fighters or mages into untappable killing
machines for a few minutes could be fun!

-----------------

poster: Kiliana
subject: Donations
date: Tue Nov 12 01:49:38 2002

This is one more idea i had, kind of based off of tpsac eq. I think
we should open a donation box, for tiny eqs that you often get while
killing blockers. The kind of eq that is basically worthless, but
comes from big monsters. The donation box would only be available to
ppl under lvl X.. like 30 orso, and would be flagged as donated, so
that you can only use donated eq if your under lvl 30. This would be
necessary to prevent ppl from donating, getting their eq back, then
redonating. Only eq from monsters over a certain worth would be
accepted.. like 200k orso.. and it would give the person a point
value based on the worth of the donated eq. at the reboot, the
person that donated the most eq, would get a prize.. like a task
point or something. It would allow ppl to get value from the eq that
is often dropped.. like swords that are worthless, and only sell to
the shop for 2k gold, but could possibly have value to a real
newbie. donating something large would net you tons of points, but
would be kind of silly, seeing as how you could get much more task
points by saccing or selling it. however, if you dont flag it as
donated, it could be abused by donating, having a lvl 30 person get
it, give it back, then redonating. if its flagged so that it can
only be used by 30 or below, it would work. like, you couldnt give a
donated item to a highbie. or possibly make it so that something
donated canot be redonated as well.. so that that lvl 30 guy cant
redonate the eq again and again to get the tp prize. however, if
done correctly, it would allow those mist mages to donate stuff like
pipes and mithril leggings.. stuff only newbies use anyway, and have
an opportunity to grab some tps at the end of each boot. Anyway, my
idea is a bit garbled, but hopefully the basic idea went through?
please flame away, especially wizards. I dunno if this is
implementable, but would like to know if im totally out of line.
Thanks! kili.

-----------------

poster: Litho
subject: Holy Sacrifice
date: Tue Nov 12 07:58:07 2002

Seeing as harmers have a unholy sacrifice, possibly code a smaller,
less efficient spell for high priests, called hoyl sacrifice, where
it takes the full urn of water and sacs it?

-----------------

poster: Requiem
subject: >Donations
date: Wed Nov 13 00:00:50 2002

Unless it's changed, you can sell eq in the newbie guild. You receive
money for it, the newbies get it for free. It's non-chestable 
(doesn't save) but it basically does what you're asking for. 

You can sell whatever you want there. Not just better things. 

Req

-----------------

poster: Pedron
subject: >event
date: Wed Nov 13 01:12:17 2002

On Tue Nov 12 01:34:15 2002 Kiliana wrote post #1266:
> Just an idle idea for an event.. well, 2 new events. I was thinking
> "mana surge" and "Endurance surge".. the events would happen, and
> they would both accomplish basically the same thing.. one oriented
> to fighter, one to mage. mana surge would cause the magic of the
> world to basically reach a boiling point, so that while it runs, you
> never lose sps. endurance surge would cause the sky to crackle with
> energy, making everyone hyperactive, so that their eps never
> deplete.. at least for the 10 or 15 minutes the event ran. I dont
> really think they'd be out of tune.. i mean, theres an event where
> you dont die, and one that crazily increases your stats.. having two
> small events to turn fighters or mages into untappable killing
> machines for a few minutes could be fun!
I like this one- kind of like a reverse tesseract/beholder.
Be neat if there was some crazy mob to kill in it too.

-----------------

poster: Arkangyle
subject: unneeded spam
date: Wed Nov 13 02:40:09 2002

I think we should remove the mud message telling everyone "The
craftsman tans and cures the hide." ... I believe issued when Fenris
eq is created.  I see no reason why everyone needs to see this
message, as it has no relevance to us at all and fails to even say
who is doing the action, or why.  I had to ask in order to make a
determination of what this was even from.

-----------------

poster: Draco
subject: >unneeded spam
date: Wed Nov 13 02:41:18 2002

if you say that then the same can be said about tia eq being shaped,
thats not really needed either

-----------------

poster: Junior
subject: >unneeded spam
date: Wed Nov 13 03:44:11 2002

On Wed Nov 13 02:40:09 2002 Arkangyle wrote post #1271:
> I think we should remove the mud message telling everyone "The
> craftsman tans and cures the hide." ... I believe issued when Fenris
> eq is created.  I see no reason why everyone needs to see this
> message, as it has no relevance to us at all and fails to even say
> who is doing the action, or why.  I had to ask in order to make a
> determination of what this was even from.
On the contrary, I believe this is when Tiamat eq is created.
Uneeded?  I think it's cool as hell whem someone kills tiamat, and
all the broadcasts that go with it. 
It's only a line or 2 of text, and it only happens about 5 times. 
Not a big deal.   Please re-think complaints of spam to something
that actually does spam you.

-----------------

poster: Arkangyle
subject: >>unneeded spam
date: Wed Nov 13 03:52:05 2002

On Wed Nov 13 03:44:11 2002 Junior wrote post #1273:
> On Wed Nov 13 02:40:09 2002 Arkangyle wrote post #1271:
> > I think we should remove the mud message telling everyone "The
> > craftsman tans and cures the hide." ... I believe issued when Fenris
> > eq is created.  I see no reason why everyone needs to see this
> > message, as it has no relevance to us at all and fails to even say
> > who is doing the action, or why.  I had to ask in order to make a
> > determination of what this was even from.
> On the contrary, I believe this is when Tiamat eq is created.
> Uneeded?  I think it's cool as hell whem someone kills tiamat, and
> all the broadcasts that go with it. 
> It's only a line or 2 of text, and it only happens about 5 times. 
> Not a big deal.   Please re-think complaints of spam to something
> that actually does spam you.


This is DEFINITELY not Tiamat eq creation.  The message was
mysterious and seemed to originate without any origin ... if we are
to have a message then it should at least indicate what it is.

-----------------

poster: Daneel
subject: >>>unneeded spam
date: Wed Nov 13 08:44:58 2002

I agree with arkangyle.  The craftsman needs a little work, though,
to know whether the message should be private or public.

In the case of Fenris, it was intended as private, and I didn't
realize it was public only until too late.

-----------------

poster: Tektor
subject: Bank Records
date: Wed Nov 13 23:20:34 2002

Maybe extend how far back they go by an extra month? So when you
xfer gold to people and the month changes then cant turn and claim
you didn't xfer it.

-----------------

poster: Chrono
subject: party health
date: Thu Nov 14 06:44:14 2002

maybe make it availible for use in hell? plz?:)

-----------------

poster: Moose
subject: Ignore.
date: Thu Nov 14 10:43:51 2002

during this year.. I've been collecting ignoring ppls. so the list
is quite large.
So.. how about making a command like "ignore clear" and the whole
ignore list would be unignored.
It should be way more easier to just type "Ignore name" to unignore ppls.
Thanks
/Moose

-----------------

poster: Quillz
subject: >Ignore.
date: Thu Nov 14 10:44:51 2002

On Thu Nov 14 10:43:51 2002 Moose wrote post #1278:
> during this year.. I've been collecting ignoring ppls. so the list
> is quite large.
> So.. how about making a command like "ignore clear" and the whole
> ignore list would be unignored.
> It should be way more easier to just type "Ignore name" to unignore ppls.
> Thanks
> /Moose
Just do "ignore purge"
Will only remove the ones that are no longer players. 
Otherwise leave the annoying bastards on ignore.  
You put em there for a reason, remember? :-)
Q who has over 4 lines of ignored annoying bastards. 

-----------------

poster: Daneel
subject: Hell
date: Fri Nov 15 19:04:18 2002

Hi, Folks!

I have this sort-of long range project, with which I'd like a 
little help.  I'd like to expand hell - a lot.  So far, I have 
three circles of hell defined, though not populated.  They are
as follows:


First circle: For the sin of SPAMMING!  Have fun putting your 
favorite spammer in hell!

Fourth circle: For the sin of botting.  Remember someone who 
was nuked for botting?  Have someone you just want to tease 
about it?  Stick them in hell!

(Yeah, I know half the mud would switch 1 and 4, but since I
got the idea, I get to define the rules :-)

Sixth circle: For wizardly abuses (I've already got a room for 
myself all planned out; something to do with an unsolvable 
Rubik's cube).


The point of these rooms will be to have fun and colorful 
background humor.  I'll probably check with anyone placed in 
hell (assuming I can - nuked people take what they can get) to
make sure it's ok with them.

What I need is: room, object, and monster descriptions, and 
conversation text with the people being tortured, the methods 
of torture, and any guards that might be present.  If you're a 
builder, just make me a room!  Remember, be funny, be silly, 
whatever you want, as long as it's in good taste.  Please, 
though, just send me complete ideas.  I don't want, "I'd be 
cool to put Olivaw in the spammer circle", I want a complete 
room for him, with all his tortures in place.

Also, please send all these ideas privately.  (a) I don't want
to spam the mud with them.  (b) They'll be a lot less funny if 
they've already been disected into inconsequence.

I also need ideas for the other 6 circles.  They need not be 
mud-related.

I'd like this to be lots of fun, so start the silliness!

(oh, btw, if you write a room for yourself, it'll probably preempt 
any written by someone else.  Wizards expecially take note :-)

      -Daneel

-----------------

poster: Pedron
subject: >Ignore.
date: Sat Nov 16 01:47:58 2002

On Thu Nov 14 10:43:51 2002 Moose wrote post #1278:
> during this year.. I've been collecting ignoring ppls. so the list
> is quite large.
> So.. how about making a command like "ignore clear" and the whole
> ignore list would be unignored.
> It should be way more easier to just type "Ignore name" to unignore ppls.
> Thanks
> /Moose
just take a few moments to unignore a few dozen people. :)

-----------------

poster: Arkangyle
subject: high energy focus
date: Sat Nov 16 21:25:54 2002

I feel that it would be appropriate (definition-wise) that the skill
high energy focus should work against reflection skills/magics to
prevent the caster from being targetted by his own blast, even if
it's at the deterioration of "that" blast.

Alternatively, we could use new skills that would prevent such a
situation.  Also, I think definition wise, that the nether spell
chain elemental bolts, since it does not technically originate the
blasts from the caster, should not be able to be reflected.

-----------------

poster: Arkangyle
subject: splitting bodies
date: Sun Nov 17 01:22:04 2002

I think we should adjust the smallest incremental amount for body
splitting from 10% to 1%.  Many players express the desire to have
very small bodies to play with but are unable to produce anything
lower than a midbie at 10%.

-----------------

poster: Pedron
subject: poolboy emote
date: Sun Nov 17 15:21:05 2002

like on madtv or whatever show it is with the pastey poolboys in speedos 
and the plastic cosmetic overtan hagwhore. :)

poolboy
Pedron does the poolboy dance.

poolboy1
Pedron screeches, 'Dance, Poolboy!'

poolboy2
Pedron laughs like a yak, 'Hahehahehahhehaaaee.;

I deserve tps for this one,
Pedron does the poolboy dance!

-----------------

poster: Pedron
subject: drunkenness
date: Sun Nov 17 15:36:28 2002

Pedron [myth]: poshtsh shhoold be affected by drunkenesh too. :) 

Muah!
Pedron does the poolboy dance.

-----------------

poster: Pedron
subject: clear screen!
date: Mon Nov 18 04:11:13 2002

make cls clear the screen!  That poof your mind has been cleared bit 
is no so funny.


-----------------

poster: Arkangyle
subject: >clear screen!
date: Mon Nov 18 04:23:58 2002

On Mon Nov 18 04:11:13 2002 Pedron wrote post #1287:
> make cls clear the screen!  That poof your mind has been cleared bit 
> is no so funny.
> 

Make something to do that for your own client.  Mudclients do not
respond to the full array of telnet commands (such as clearing the
screen and adjusting the position of the cursor or sending data one
keystroke at a time) making this unreasonable.

All of us use different sized "screens".  For the mud to do a proper
CLS for my client would require some 250+ blank lines or more sent
to my terminal.

-----------------

poster: Pedron
subject: min level to wear
date: Mon Nov 18 04:24:20 2002

plenty of armors with max levels to wear stuff.
Ought to heap min level to wear on the 
highbie/top things so people can't pass the crap to their 
secondaries through friends. :P

My nickel,
pedron foo

-----------------

poster: Arkangyle
subject: >min level to wear
date: Mon Nov 18 04:25:32 2002

On Mon Nov 18 04:24:20 2002 Pedron wrote post #1289:
> plenty of armors with max levels to wear stuff.
> Ought to heap min level to wear on the 
> highbie/top things so people can't pass the crap to their 
> secondaries through friends. :P
> 
> My nickel,
> pedron foo

Passing your eq to a secondary is illegal or borderline illegal,
even if you try to justify it by saying you gave it to a friend and
they gave it to said secondary.

-----------------

poster: Pedron
subject: >>min level to wear
date: Mon Nov 18 04:27:32 2002

On Mon Nov 18 04:25:32 2002 Arkangyle wrote post #1290:
> On Mon Nov 18 04:24:20 2002 Pedron wrote post #1289:
> > plenty of armors with max levels to wear stuff.
> > Ought to heap min level to wear on the 
> > highbie/top things so people can't pass the crap to their 
> > secondaries through friends. :P
> > 
> > My nickel,
> > pedron foo
> 
> Passing your eq to a secondary is illegal or borderline illegal,
> even if you try to justify it by saying you gave it to a friend and
> they gave it to said secondary.
yeah illegal, but not very trackable and not 
very provable unless wizards directly monitor people 
involved or they blab.

Was just thinking like min level 15 on 
things from class 5 type eq monsters though.. maybe min level 20.
Make people work a little harder to cheat if they think they can get 
away with it. :P

-----------------

poster: Scone
subject: >min level to wear
date: Mon Nov 18 04:27:41 2002

On Mon Nov 18 04:24:20 2002 Pedron wrote post #1289:
> plenty of armors with max levels to wear stuff.
> Ought to heap min level to wear on the 
> highbie/top things so people can't pass the crap to their 
> secondaries through friends. :P
> 
> My nickel,
> pedron foo
besides, there are many small players like myself who can afford to
buy 2x rhls, and other stuff, if you can get it, kudos to you

-----------------

poster: Pedron
subject: >>min level to wear
date: Mon Nov 18 04:31:38 2002

On Mon Nov 18 04:27:41 2002 Scone wrote post #1292:
> On Mon Nov 18 04:24:20 2002 Pedron wrote post #1289:
> > plenty of armors with max levels to wear stuff.
> > Ought to heap min level to wear on the 
> > highbie/top things so people can't pass the crap to their 
> > secondaries through friends. :P
> > 
> > My nickel,
> > pedron foo
> besides, there are many small players like myself who can afford to
> buy 2x rhls, and other stuff, if you can get it, kudos to you
you level 30 secondary and not wearing set of top stuff. :P
I'm seeing level 15 secondary wearing top stuff, but can no 
say or prove they're cheating outright.

I've had people find who my secondaries were and try to 
pay them back for favors my primary did, stuff like that.
I run hide and tell em to payback whatever 
money they owe to pedron to pedron. :P
Pretty sure other folks take favors and stuff for their secondaries 
covered by deeds of their primaries and is a cheeseheaded thing. :P

-pedron foo

-----------------

poster: Quillz
subject: Shape shifter
date: Mon Nov 18 21:31:44 2002

Any chance that when you are shifting, the multiple lines of bending
folding and mutilating could be cut down a bit?
As of now it fills up a screen and then some
Q

-----------------

poster: Evan
subject: ideas
date: Mon Nov 18 21:38:37 2002

hey this is some ideas i came up with when i was on the car ride
back from my aunts funeral....
sorry if this gives builders and coders a headach.  What about some
town down in the sewers like the area where the rogues are and have
rat peps populate it. then a ratman race.  and i dea what about
having wheather you can do biz in a town baced on your alignment
that would be fun. and make certan pieces of eq not wearable to
lower peps so you stop having these players who are lower then level
15 with the best eq in the game??? and maybe a factory area where
you fight robots and workers  and a mech mage guild there off of the
lava mage guild that would be fun.  and eq there like a nut as a
ring and a renches as blunt weapons 
just some of my many ideas
Evan

-----------------

poster: Evan
subject: manssion sw of cit on myth island
date: Mon Nov 18 21:48:05 2002

what about a epic event like the sac of rd city and there be like a
epic evil that comes and populates that mansion making it bigger and
growing like huge flesh gulums and bone warriors  maybe a party
quest too but just some more of my ideas
Evan

-----------------

poster: Draco
subject: >Shape shifter
date: Mon Nov 18 22:26:34 2002

On Mon Nov 18 21:31:44 2002 Quillz wrote post #1294:
> Any chance that when you are shifting, the multiple lines of bending
> folding and mutilating could be cut down a bit?
> As of now it fills up a screen and then some
> Q
i think daneel did this for a reason, kinda to like show how painful
it is and that it is a slow transformation, the chances of him
cutting it down a bit i think are quite slim so i think the best
idea you could have for it is just to gag the lines so it doesnt
show up anymore (you can ask me how to do this if you have portal
btw) or if you use zmud im sure there are plenty of people that know
how to do this.

-----------------

poster: Chrono
subject: re: EQ vs. lvls
date: Tue Nov 19 00:15:27 2002

imho, some newbies, even secondaries, should be able to wear any
damn eq they can already wield/wear, same with higher lvl players,
just cuz you ppl can't stand someone lower worth looking
better/being better than you, dont mean, hey lets just find somethin
to complain about so i can be better than anyone else. anyway even
if your motives are "it's unbalancing", it's still a dumb reason,
i've seen a lot of newbies/secondaries earn they're eq, just cuz
they know where to gold.
bye

-----------------

poster: Pedron
subject: >re: EQ vs. lvls
date: Tue Nov 19 00:31:41 2002

On Tue Nov 19 00:15:27 2002 Chrono wrote post #1298:
> imho, some newbies, even secondaries, should be able to wear any
> damn eq they can already wield/wear, same with higher lvl players,
> just cuz you ppl can't stand someone lower worth looking
> better/being better than you, dont mean, hey lets just find somethin
> to complain about so i can be better than anyone else. anyway even
> if your motives are "it's unbalancing", it's still a dumb reason,
> i've seen a lot of newbies/secondaries earn they're eq, just cuz
> they know where to gold.
> bye
Ok, increase penalties to hit avoidance due to encumberance, 
make higher class armors a 
shade heavier and lower class armors a shade lighter, 
let everyone where everything. ;)

As well, I wasn't so concerned about eq unbalancing newbies.  Was 
more concerned about primaries passing stuff off to their secondaries 
through friends, or having their secondaries directly benefit 
from things their primariesare doing.

-Pedron idly remembers the uproar when he nailed down an rhls 
somewhere round level 20. :)

-----------------

poster: Chrono
subject: >re: EQ vs. lvls
date: Tue Nov 19 00:34:15 2002

so report them if you see them do it
why punish newbies that actually do work, just cuz some retards (i'm
guessing you did this..pass eq down to a secondary i mean), like to
pass down eq through friends etc..sorry for calling you a retard if
you do this, but that's what you are:)

-----------------

poster: Pedron
subject: >>re: EQ vs. lvls
date: Tue Nov 19 01:04:24 2002

On Tue Nov 19 00:34:15 2002 Chrono wrote post #1300:
> so report them if you see them do it
> why punish newbies that actually do work, just cuz some retards (i'm
> guessing you did this..pass eq down to a secondary i mean), like to
> pass down eq through friends etc..sorry for calling you a retard if
> you do this, but that's what you are:)
I never passed stuff to my secondaries from my primaries, nor 
did I let friends give my secondaries money they owed my primaries. :P
My primaries hardly partied with any of my friends, and that's 
about the only way you could say they benefitted from my primaries.
Partying and knowing how to play the game or do quests 
are natural advantages secondaries have and 
aren't against the rules afaik. :P

For the first comment in your post, I will report names. :P
Just thought it'd be less hassle.

Maybe some other way would be for top eq pieces to log their owners 
from the past however recent amount of time, or maybe the 
last 2 or 3 people to have carried them.. 
and nuke anyone who's a registered secondary 
of someone in that log.. and destroy that item with them.. :P

-pedron foo

-----------------

poster: Scone
subject: >>>re: EQ vs. lvls
date: Tue Nov 19 01:07:00 2002

On Tue Nov 19 01:04:24 2002 Pedron wrote post #1301:
> On Tue Nov 19 00:34:15 2002 Chrono wrote post #1300:
> > so report them if you see them do it
> > why punish newbies that actually do work, just cuz some retards (i'm
> > guessing you did this..pass eq down to a secondary i mean), like to
> > pass down eq through friends etc..sorry for calling you a retard if
> > you do this, but that's what you are:)
> I never passed stuff to my secondaries from my primaries, nor 
> did I let friends give my secondaries money they owed my primaries. :P
> My primaries hardly partied with any of my friends, and that's 
> about the only way you could say they benefitted from my primaries.
> Partying and knowing how to play the game or do quests 
> are natural advantages secondaries have and 
> aren't against the rules afaik. :P
> 
> For the first comment in your post, I will report names. :P
> Just thought it'd be less hassle.
> 
> Maybe some other way would be for top eq pieces to log their owners 
> from the past however recent amount of time, or maybe the 
> last 2 or 3 people to have carried them.. 
> and nuke anyone who's a registered secondary 
> of someone in that log.. and destroy that item with them.. :P
> 
> -pedron foo
What if the primary sells it to someone, then the secondary buys it
off that person after a week or so because the person decided they
really didnt like it, and the original buyer does not know the
secondary is the primary, and the secondary does not remember
selling it to that person

-----------------

poster: Quillz
subject: >re: EQ vs. lvls
date: Tue Nov 19 01:07:33 2002

On Tue Nov 19 00:15:27 2002 Chrono wrote post #1298:
> imho, some newbies, even secondaries, should be able to wear any
> damn eq they can already wield/wear, same with higher lvl players,
> just cuz you ppl can't stand someone lower worth looking
> better/being better than you, dont mean, hey lets just find somethin
> to complain about so i can be better than anyone else. anyway even
> if your motives are "it's unbalancing", it's still a dumb reason,
> i've seen a lot of newbies/secondaries earn they're eq, just cuz
> they know where to gold.
> bye
I couldn't agree more
If you don't like seeing a newbie w/ good eq, dont' fk'n look at them.
As it is the str/size requirements are (well, are TOO much imo) fine
as they sit. 
Any other slots - well, tough.  They earned the gold, they deserve it. 
Even if it was given to them, they've earned someone's respect
enough that they deserve to wear it.
I never have and never will think that newbies shouldn't be able to
use the same eq as 
someone worth more xp.  
Q

-----------------

poster: Scone
subject: >>>>>re: EQ vs. lvls
date: Tue Nov 19 01:10:55 2002

On Tue Nov 19 01:08:40 2002 Quillz wrote post #1304:
> On Tue Nov 19 01:07:00 2002 Scone wrote post #1302:
> > On Tue Nov 19 01:04:24 2002 Pedron wrote post #1301:
> > > On Tue Nov 19 00:34:15 2002 Chrono wrote post #1300:
> > > > so report them if you see them do it
> > > > why punish newbies that actually do work, just cuz some retards (i'm
> > > > guessing you did this..pass eq down to a secondary i mean), like to
> > > > pass down eq through friends etc..sorry for calling you a retard if
> > > > you do this, but that's what you are:)
> > > I never passed stuff to my secondaries from my primaries, nor 
> > > did I let friends give my secondaries money they owed my primaries. :P
> > > My primaries hardly partied with any of my friends, and that's 
> > > about the only way you could say they benefitted from my primaries.
> > > Partying and knowing how to play the game or do quests 
> > > are natural advantages secondaries have and 
> > > aren't against the rules afaik. :P
> > > 
> > > For the first comment in your post, I will report names. :P
> > > Just thought it'd be less hassle.
> > > 
> > > Maybe some other way would be for top eq pieces to log their owners 
> > > from the past however recent amount of time, or maybe the 
> > > last 2 or 3 people to have carried them.. 
> > > and nuke anyone who's a registered secondary 
> > > of someone in that log.. and destroy that item with them.. :P
> > > 
> > > -pedron foo
> > What if the primary sells it to someone, then the secondary buys it
> > off that person after a week or so because the person decided they
> > really didnt like it, and the original buyer does not know the
> > secondary is the primary, and the secondary does not remember
> > selling it to that person
> My mom's friend's dad's old dog owner's sister says hi
> wtf are you saying?
> ps.  nice runon sentence
ok lets try this one again
Original primary A sells an item to person B. secondary C buys item
off person B because  person B decides the item sucks, etc. Person
who plays A and C do not keep track of who  they sell stuff to, so
they dont even remember selling the item in the first place. This
rules out the whole tracking ownership thing, because it may get
from primary to secondary after only passing through one other
person just by coincidence.

-----------------

poster: Pedron
subject: case in point
date: Tue Nov 19 01:12:17 2002

Anyway, I was mainly fussing over primaries giving stuff to 
their secondaries.  Cheating on quests was 
less provable I thought since you can just tell people
 outside the game. :P

01:09:37: Quillz tells you: nothing wrong w/ passing quest info on icq. that
person is losing out on the "fun" of doing a quest, it affects no one
01:09:55: Quillz tells you: even worse when someone tries to tell
you how to do
a quest on icq, and you still fail (that's me baby)

Anyone tells me they gave stuff to their secondaries, I'll be glad to 
post you too. :P  Can spare all the ideas about how to thwart 
cheaters if you blab about it.

-pedron death!

-----------------

poster: Quillz
subject: >>>>>>re: EQ vs. lvls
date: Tue Nov 19 01:12:19 2002

On Tue Nov 19 01:10:55 2002 Scone wrote post #1305:
> On Tue Nov 19 01:08:40 2002 Quillz wrote post #1304:
> > On Tue Nov 19 01:07:00 2002 Scone wrote post #1302:
> > > On Tue Nov 19 01:04:24 2002 Pedron wrote post #1301:
> > > > On Tue Nov 19 00:34:15 2002 Chrono wrote post #1300:
> > > > > so report them if you see them do it
> > > > > why punish newbies that actually do work, just cuz some retards (i'm
> > > > > guessing you did this..pass eq down to a secondary i mean), like to
> > > > > pass down eq through friends etc..sorry for calling you a retard if
> > > > > you do this, but that's what you are:)
> > > > I never passed stuff to my secondaries from my primaries, nor 
> > > > did I let friends give my secondaries money they owed my primaries. :P
> > > > My primaries hardly partied with any of my friends, and that's 
> > > > about the only way you could say they benefitted from my primaries.
> > > > Partying and knowing how to play the game or do quests 
> > > > are natural advantages secondaries have and 
> > > > aren't against the rules afaik. :P
> > > > 
> > > > For the first comment in your post, I will report names. :P
> > > > Just thought it'd be less hassle.
> > > > 
> > > > Maybe some other way would be for top eq pieces to log their owners 
> > > > from the past however recent amount of time, or maybe the 
> > > > last 2 or 3 people to have carried them.. 
> > > > and nuke anyone who's a registered secondary 
> > > > of someone in that log.. and destroy that item with them.. :P
> > > > 
> > > > -pedron foo
> > > What if the primary sells it to someone, then the secondary buys it
> > > off that person after a week or so because the person decided they
> > > really didnt like it, and the original buyer does not know the
> > > secondary is the primary, and the secondary does not remember
> > > selling it to that person
> > My mom's friend's dad's old dog owner's sister says hi
> > wtf are you saying?
> > ps.  nice runon sentence
> ok lets try this one again
> Original primary A sells an item to person B. secondary C buys item
> off person B because  person B decides the item sucks, etc. Person
> who plays A and C do not keep track of who  they sell stuff to, so
> they dont even remember selling the item in the first place. This
> rules out the whole tracking ownership thing, because it may get
> from primary to secondary after only passing through one other
> person just by coincidence.
I got it the first time. 
Just dripping with sarcasm in hopes that next time you would post an
idea, you would calm yourself and not mumble everything in one
sentence. 

-----------------

poster: Quillz
subject: >case in point
date: Tue Nov 19 01:13:56 2002

On Tue Nov 19 01:12:17 2002 Pedron wrote post #1306:
> Anyway, I was mainly fussing over primaries giving stuff to 
> their secondaries.  Cheating on quests was 
> less provable I thought since you can just tell people
>  outside the game. :P
> 
> 01:09:37: Quillz tells you: nothing wrong w/ passing quest info on icq. that
> person is losing out on the "fun" of doing a quest, it affects no one
> 01:09:55: Quillz tells you: even worse when someone tries to tell
> you how to do
> a quest on icq, and you still fail (that's me baby)
> 
> Anyone tells me they gave stuff to their secondaries, I'll be glad to 
> post you too. :P  Can spare all the ideas about how to thwart 
> cheaters if you blab about it.
> 
> -pedron death!
And your point is? 

Like I said, if someone doesn't want to have the "fun" doing a
quest, then they are the ones missing out.
It might be a different story if there were task points or something
of the likes that were at stake.

-----------------

poster: Zyz
subject: >>>>>>>re: EQ vs. lvls
date: Tue Nov 19 01:14:08 2002

On Tue Nov 19 01:12:19 2002 Quillz wrote post #1307:
> > off person B because  person B decides the item sucks, etc. Person
> > who plays A and C do not keep track of who  they sell stuff to, so
> > they dont even remember selling the item in the first place. This
> > rules out the whole tracking ownership thing, because it may get
> > from primary to secondary after only passing through one other
> > person just by coincidence.
> I got it the first time. 
> Just dripping with sarcasm in hopes that next time you would post an
> idea, you would calm yourself and not mumble everything in one
> sentence. 
If the transfers are fairly market rate and open on sales, it's not
a big deal. 'Forgetful' trades and such are kinda suspicious
though.

-----------------

poster: Scone
subject: >>case in point
date: Tue Nov 19 01:15:32 2002

On Tue Nov 19 01:13:56 2002 Quillz wrote post #1308:
> On Tue Nov 19 01:12:17 2002 Pedron wrote post #1306:
> > Anyway, I was mainly fussing over primaries giving stuff to 
> > their secondaries.  Cheating on quests was 
> > less provable I thought since you can just tell people
> >  outside the game. :P
> > 
> > 01:09:37: Quillz tells you: nothing wrong w/ passing quest info on icq.
that
> > person is losing out on the "fun" of doing a quest, it affects no one
> > 01:09:55: Quillz tells you: even worse when someone tries to tell
> > you how to do
> > a quest on icq, and you still fail (that's me baby)
> > 
> > Anyone tells me they gave stuff to their secondaries, I'll be glad to 
> > post you too. :P  Can spare all the ideas about how to thwart 
> > cheaters if you blab about it.
> > 
> > -pedron death!
> And your point is? 
> 
> Like I said, if someone doesn't want to have the "fun" doing a
> quest, then they are the ones missing out.
> It might be a different story if there were task points or something
> of the likes that were at stake.
could always just mind your own buisness and not worry about it,
seeing as how someone cheating doesnt affect you. just a thought.

-----------------

poster: Pedron
subject: >>>case in point
date: Tue Nov 19 01:19:59 2002

On Tue Nov 19 01:15:32 2002 Scone wrote post #1310:
> On Tue Nov 19 01:13:56 2002 Quillz wrote post #1308:
> > On Tue Nov 19 01:12:17 2002 Pedron wrote post #1306:
> > > Anyway, I was mainly fussing over primaries giving stuff to 
> > > their secondaries.  Cheating on quests was 
> > > less provable I thought since you can just tell people
> > >  outside the game. :P
> > > 
> > > 01:09:37: Quillz tells you: nothing wrong w/ passing quest info on icq.
> that
> > > person is losing out on the "fun" of doing a quest, it affects no one
> > > 01:09:55: Quillz tells you: even worse when someone tries to tell
> > > you how to do
> > > a quest on icq, and you still fail (that's me baby)
> > > 
> > > Anyone tells me they gave stuff to their secondaries, I'll be glad to 
> > > post you too. :P  Can spare all the ideas about how to thwart 
> > > cheaters if you blab about it.
> > > 
> > > -pedron death!
> > And your point is? 
> > 
> > Like I said, if someone doesn't want to have the "fun" doing a
> > quest, then they are the ones missing out.
> > It might be a different story if there were task points or something
> > of the likes that were at stake.
> could always just mind your own buisness and not worry about it,
> seeing as how someone cheating doesnt affect you. just a thought.
*Eats popcorn and watches people condone/ or admit to cheating.*


-----------------

poster: Wildchild
subject: >re: EQ vs. lvls
date: Tue Nov 19 02:44:34 2002

On Tue Nov 19 00:15:27 2002 Chrono wrote post #1298:
> imho, some newbies, even secondaries, should be able to wear any
> damn eq they can already wield/wear, same with higher lvl players,
> just cuz you ppl can't stand someone lower worth looking
> better/being better than you, dont mean, hey lets just find somethin
> to complain about so i can be better than anyone else. anyway even
> if your motives are "it's unbalancing", it's still a dumb reason,
> i've seen a lot of newbies/secondaries earn they're eq, just cuz
> they know where to gold.
> bye

I think the problem here is the incentive/effort/time/risk to
actually get into eq parties versus just sitting around killing
small ass monsters for hours on end. There's no risk, no effort.

-Wildchild

-----------------

poster: Quillz
subject: >>re: EQ vs. lvls
date: Tue Nov 19 02:54:42 2002

On Tue Nov 19 02:44:34 2002 Wildchild wrote post #1312:
> On Tue Nov 19 00:15:27 2002 Chrono wrote post #1298:
> > imho, some newbies, even secondaries, should be able to wear any
> > damn eq they can already wield/wear, same with higher lvl players,
> > just cuz you ppl can't stand someone lower worth looking
> > better/being better than you, dont mean, hey lets just find somethin
> > to complain about so i can be better than anyone else. anyway even
> > if your motives are "it's unbalancing", it's still a dumb reason,
> > i've seen a lot of newbies/secondaries earn they're eq, just cuz
> > they know where to gold.
> > bye
> 
> I think the problem here is the incentive/effort/time/risk to
> actually get into eq parties versus just sitting around killing
> small ass monsters for hours on end. There's no risk, no effort.
> 
> -Wildchild
I agree on the no risk, but it still does take a -lot- of effort.
Anything that involves that many hours of golding involves effort :-)
Now why you would want to sit there and gold for hours...well, you got me.
Then again, I've sat there and done eq for hours. 
No wait, that's my Q-bot.
(Dont worry Pedron, that was a joke)

-----------------

poster: Daneel
subject: >>>>case in point
date: Tue Nov 19 04:15:31 2002

> > > Like I said, if someone doesn't want to have the "fun" doing a
> > > quest, then they are the ones missing out.
> > > It might be a different story if there were task points or something
> > > of the likes that were at stake.
> > could always just mind your own buisness and not worry about it,
> > seeing as how someone cheating doesnt affect you. just a thought.

Passing info on shapeshifter quests is _just_ as illegal as 
passing info on other quests.  If it were totally up to me, 
the only reason quillz wouldn't be nuked right now is that
this is purely heresay from my point of view.

And don't think that some people cheating doesn't affect others.
I have a goal of a particular difficulty in shapeshifter quests.  
If people seem to be finding a quest too easy (say, by too many 
people succeeding at it, too quickly), then I will make them 
harder. 

        -Daneel

-----------------

poster: Zavier
subject: >>Shape shifter
date: Tue Nov 19 12:19:25 2002

On Mon Nov 18 22:26:34 2002 Draco wrote post #1297:
> On Mon Nov 18 21:31:44 2002 Quillz wrote post #1294:
> > Any chance that when you are shifting, the multiple lines of bending
> > folding and mutilating could be cut down a bit?
> > As of now it fills up a screen and then some
> > Q
> i think daneel did this for a reason, kinda to like show how painful
> it is and that it is a slow transformation, the chances of him
> cutting it down a bit i think are quite slim so i think the best
> idea you could have for it is just to gag the lines so it doesnt
> show up anymore (you can ask me how to do this if you have portal
> btw) or if you use zmud im sure there are plenty of people that know
> how to do this.
Or just be courteous. It's a spam issue and if you have to do it do
it in a room alone.
-z

-----------------

poster: Magneto
subject: 2 cents on level limits
date: Tue Nov 19 18:11:16 2002

There is a one balance issue that really comes to mind.  A good set
of eq will 
make an extremely large % of a newbies stats.  getting 60 points of str eq is 
huge at level 10 not so huge at level 70
Mags

-----------------

poster: Quillz
subject: Gems/Shops
date: Tue Nov 19 18:15:28 2002

Is there any way the 'detail' part of the shops can be extended by
5-10 characters? 
As it is a lot of the description of a gem (ie what the gem actually
is) is being cut off.

Couple quick examples...
 very large greyish black b
large pale yellow smokey q     
large watery gold piece of   


Would be a great help. 
Thanks,
Q

-----------------

poster: Celine
subject: Pet Registeration
date: Tue Nov 19 19:31:13 2002

We can't name our familiars after players. That is good (even though
their are ppl who haven't been online in 62weeks =P). Now for myself
I really like the names i have come up with for my falcon and bear
and am afeared that some new character will log on and take the
name, preventing me from naming my animal that name.

I was thinking that a pet registration place in town would be cool.
Someone that reserves your pets names for you, perhaps for a fee.

Thank you, Celine.

-----------------

poster: Trunks
subject: >Gems/Shops
date: Wed Nov 20 07:30:02 2002

You can type list garnets.. or list onyxes or list whatever type of
gem you want. :)

-----------------

poster: Ant
subject: Pet Registration...
date: Wed Nov 20 08:45:17 2002

IMO, players being able to name themselves how they wish is a bit
more important than the names of your pets. What if you reinc out
of the guild? Does the name-keeper still reserve those names for
you in case you'll reinc back to the guild? :)

- A

-----------------

poster: Celine
subject: >Pet Registration...
date: Wed Nov 20 08:51:17 2002

On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> IMO, players being able to name themselves how they wish is a bit
> more important than the names of your pets. What if you reinc out
> of the guild? Does the name-keeper still reserve those names for
> you in case you'll reinc back to the guild? :)
> 
> - A
Nod, totally understandable for players to get priority. Perhaps
make it so you have to re-rent it each boot?

-----------------

poster: Litho
subject: >>Pet Registration...
date: Wed Nov 20 09:13:01 2002

On Wed Nov 20 08:51:17 2002 Celine wrote post #1322:
> On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> > IMO, players being able to name themselves how they wish is a bit
> > more important than the names of your pets. What if you reinc out
> > of the guild? Does the name-keeper still reserve those names for
> > you in case you'll reinc back to the guild? :)
> > 
> > - A
> Nod, totally understandable for players to get priority. Perhaps
> make it so you have to re-rent it each boot?
Why not let the daemon rename any animal summoned, it'd be totally
random and be super fun imo, and no one could complain :)

-----------------

poster: Quillz
subject: >>>Pet Registration...
date: Wed Nov 20 09:14:07 2002

On Wed Nov 20 09:13:01 2002 Litho wrote post #1323:
> On Wed Nov 20 08:51:17 2002 Celine wrote post #1322:
> > On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> > > IMO, players being able to name themselves how they wish is a bit
> > > more important than the names of your pets. What if you reinc out
> > > of the guild? Does the name-keeper still reserve those names for
> > > you in case you'll reinc back to the guild? :)
> > > 
> > > - A
> > Nod, totally understandable for players to get priority. Perhaps
> > make it so you have to re-rent it each boot?
> Why not let the daemon rename any animal summoned, it'd be totally
> random and be super fun imo, and no one could complain :)
Dude - we will always find something to complain about. 
Don't ever say "and no one could complain"
BlEAT!

-----------------

poster: Querulo
subject: New race
date: Wed Nov 20 14:58:38 2002

I remember some films where i saw four handed monsters or humanoids.
I know it would have to be tuned, but for warrior it would be nice
to use four weapons. Maybe some disadvantages in dex, totally dumb
wis and int and maybe some others.
But it could be worth trying.

Querulo

-----------------

poster: Zifnab
subject: >New race
date: Wed Nov 20 14:59:23 2002

On Wed Nov 20 14:58:38 2002 Querulo wrote post #1327:
> I remember some films where i saw four handed monsters or humanoids.
> I know it would have to be tuned, but for warrior it would be nice
> to use four weapons. Maybe some disadvantages in dex, totally dumb
> wis and int and maybe some others.
> But it could be worth trying.
> 
> Querulo

We already had 4 handed races in the mud. They were removed a 
while ago because they were a nightmare to tune in the current
combat system against the other races.

-----------------

poster: Daneel
subject: >Pet Registration...
date: Wed Nov 20 16:27:14 2002

On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> IMO, players being able to name themselves how they wish is a bit
> more important than the names of your pets. What if you reinc out
> of the guild? Does the name-keeper still reserve those names for
> you in case you'll reinc back to the guild? :)
> 
> - A
Hm... Have the couple of people who ruined it for the rest of us
by abusing naming their pets after players been removed yet?  If so,
perhaps we could just remove the restriction?

            -Daneel

-----------------

poster: Vim
subject: new plaque
date: Wed Nov 20 20:02:46 2002

a newbie plaque? at the rate i am earning exp it will be several
months before i can even dream of being on the bottom of the exp
plaque, shrug would be nice but i realize it may be too spammy/take
up to much mem. thankie.

-----------------

poster: Quillz
subject: Repeat
date: Wed Nov 20 20:03:07 2002

I believe this has been brought up before...

But would it be possible to add lesser individual stat wishes?
Afaik greater stat: stat gives +40 to that particular stat.

So lesser stat: stat would give +20 to that stat.
Any thoughs/feedback?
Q

-----------------

poster: Zifnab
subject: >new plaque
date: Wed Nov 20 20:03:40 2002

On Wed Nov 20 20:02:46 2002 Vim wrote post #1330:
> a newbie plaque? at the rate i am earning exp it will be several
> months before i can even dream of being on the bottom of the exp
> plaque, shrug would be nice but i realize it may be too spammy/take
> up to much mem. thankie.

plaque needs to be rewritten to deal with more players. It is a 
todo, just havent done it yet

-----------------

poster: Quillz
subject: >>new plaque
date: Wed Nov 20 20:04:13 2002

On Wed Nov 20 20:03:40 2002 Zifnab wrote post #1332:
> On Wed Nov 20 20:02:46 2002 Vim wrote post #1330:
> > a newbie plaque? at the rate i am earning exp it will be several
> > months before i can even dream of being on the bottom of the exp
> > plaque, shrug would be nice but i realize it may be too spammy/take
> > up to much mem. thankie.
> 
> plaque needs to be rewritten to deal with more players. It is a 
> todo, just havent done it yet
*gives Zifnab a "round-to-it"

Get it, I'll do it when "I get around to it"
Joke laugh ha ha.

-----------------

poster: Vim
subject: >>>new plaque
date: Wed Nov 20 20:06:20 2002

On Wed Nov 20 20:04:13 2002 Quillz wrote post #1333:
> On Wed Nov 20 20:03:40 2002 Zifnab wrote post #1332:
> > On Wed Nov 20 20:02:46 2002 Vim wrote post #1330:
> > > a newbie plaque? at the rate i am earning exp it will be several
> > > months before i can even dream of being on the bottom of the exp
> > > plaque, shrug would be nice but i realize it may be too spammy/take
> > > up to much mem. thankie.
> > 
> > plaque needs to be rewritten to deal with more players. It is a 
> > todo, just havent done it yet
> *gives Zifnab a "round-to-it"
> 
> Get it, I'll do it when "I get around to it"
> Joke laugh ha ha.
a: awesome to hear it. ::hugs zifnab::
b: i think quillz has a swelling of his humor-gland, we should
lessen the swelling and sell the by product to hollywood.

-----------------

poster: Arkangyle
subject: >>Pet Registration...
date: Thu Nov 21 00:13:45 2002

On Wed Nov 20 16:27:14 2002 Daneel wrote post #1329:
> On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> > IMO, players being able to name themselves how they wish is a bit
> > more important than the names of your pets. What if you reinc out
> > of the guild? Does the name-keeper still reserve those names for
> > you in case you'll reinc back to the guild? :)
> > 
> > - A
> Hm... Have the couple of people who ruined it for the rest of us
> by abusing naming their pets after players been removed yet?  If so,
> perhaps we could just remove the restriction?
> 
>             -Daneel


Until we make an adjustment per my comments in wiz news a month ago
(regarding the way mobs currently store aggro targets etc) we NEED
to disallow familiars from being named after players.

Exa:  Someone names their familiar Arkangyle, and attacks Terse in
CS.  They leave just after, with Terse being aggressive to
"Arkangyle" ... and I wander in.  I might die because Terse will
attack me thinking I am that familiar (since we share the same
name).

- Arkangyle

-----------------

poster: Pedron
subject: >new plaque
date: Thu Nov 21 04:37:03 2002

On Wed Nov 20 20:02:46 2002 Vim wrote post #1330:
> a newbie plaque? at the rate i am earning exp it will be several
> months before i can even dream of being on the bottom of the exp
> plaque, shrug would be nice but i realize it may be too spammy/take
> up to much mem. thankie.
knock all the registered secondaries off the plaques.  I'd have 
to swap the secondary title with my smaller primary character, 
but would help. :p

-----------------

poster: Tranquil
subject: >>Pet Registration...
date: Thu Nov 21 06:07:13 2002

On Wed Nov 20 16:27:14 2002 Daneel wrote post #1329:
> On Wed Nov 20 08:45:17 2002 Ant wrote post #1321:
> > IMO, players being able to name themselves how they wish is a bit
> > more important than the names of your pets. What if you reinc out
> > of the guild? Does the name-keeper still reserve those names for
> > you in case you'll reinc back to the guild? :)
> > 
> > - A
> Hm... Have the couple of people who ruined it for the rest of us
> by abusing naming their pets after players been removed yet?  If so,
> perhaps we could just remove the restriction?
> 
>             -Daneel

Hrm, does this mean I should be removed because I once named all of
my familiars 'Tranquil' in an exp party, to play with my healer's
mind?


-----------------

poster: Tranquil
subject: >2 cents on level limits
date: Thu Nov 21 06:12:46 2002

On Tue Nov 19 18:11:16 2002 Magneto wrote post #1316:
> There is a one balance issue that really comes to mind.  A good set
> of eq will 
> make an extremely large % of a newbies stats.  getting 60 points of str eq
is 
> huge at level 10 not so huge at level 70
> Mags

While we're on the subject of stats in relation to level, equipment, and race:

Having asked a few others about this, it appears that equiment makes
up more of a character's power than race does. Apparently, a topslot
int set will give you around 500 int and 500 spr. Also, a level 100
Gargoyle will apparently get around 300 int and 300 spr, without
stat training or wishes.

Now, equipment is supposed to help a character. This much is
obvious. However, the current situation would suggest that an
'average' race, and quite probably, most fighter-inclined races with
a decent spellmax, would be a better caster with a topslot int set,
than a caster race would in the same guild, without eq.

Perhaps this is just the way my mind works, but logically, race
should play a larger role in 'power' of a character, than equipment
does. True, topslot equipment is difficult to get, but the same
situation will likely be true when applied to midbie players with
midbie sets, choosing similar races in the example I just gave.

Now, if this is the way admin prefer things, then so be it. If
however, it is not, then there are a few things that can be done to
change this situation.

Races and/or equipment stats could be changed. Easy in the case of
races, just modify the variables in race code and force a
conversion. Equipment would be more difficult however, and if that
was left unchanged, funny things might happen with any abilities
that call stats of a player.

Another alternative would be to make equipment add a percent of the
player's base stats, rather than the exact amount that it does now.
Again, this could require a fair bit of codework, depending on how
equipment stat bonuses are added to the player.

A third would be to give equipment 'eq points', and give players a
maximum amount of 'eq points' based on their level or worth (I think
worth is better, since some people are inflatebies, and others
prefer to train their abilities with their xp). When a player then
wears their equipment, the total amount of eq points of their worn
equipment would not be allowed to exceed their own eq points -
Therefore restricting them to wearing equipment whose combined
'power' was no more than a certain strength.

Anyone with any other ideas? I'd certainly like to hear about other
possible solutions to this current imbalance.


-----------------

poster: Pedron
subject: >>2 cents on level limits
date: Thu Nov 21 06:21:02 2002

Tranquil's rant better than mine.  Would be interesting for things 
to be +% to stats.  Guy with 100 str wearing +5% str gloves
have the gloves do less for him than guy with 400 str.
Amplify the race's natural attributes..

For my idea bent on stumping benefits of sharing 
eq between your players, it's probably just easier 
to report the cheaters and let wizards watch em than 
to make the programming smart enough to thwartt them 
itself. :P  At the least, cheaters 
are shouldering other people off the top 
player lists when they get in there.
Probably cause wizards to tune things more if you 
make a thing look too easy and they don't know 
you're cheating someway to do it.
(maybe chop gold in half when they see newbie/lowbies running 
around with fortunes their highbie primaries 
dumped on em or stuff..)

-pedron foo spam

-----------------

poster: Rancor
subject: eq and percents
date: Thu Nov 21 07:46:36 2002

What does a caster race without eq and a average race with eq being
better than one another have to do with anything?   uhh eq makes a
difference.  you would have to tune races quite a whole lot to make
that difference go away.   Besides what does it matter?  you don't
see a whole lot of people in an average race with caster gear
on..... ya know why cause a caster race with caster gear is better. 
and you making caster or fig races more specific to thier own only
makes the problem worse.  each race become like super at what they
do. and if ya tune em then why change in the first place.
Ranc



-----------------

poster: Tyreal
subject: mud growth
date: Thu Nov 21 11:51:28 2002

I think Rancor has a valid point, as do most I imagine, thinking
about it, the people that excell fast in this game, are the players
that might.. limit their online time, have jobs or are restricted to
few hours playing, primarily beacause they aren't playing 24/7 and
mainly don't burnout, Unless of course your a robot like Lu, you're
pretty screwed, but recently, ever since i've been here, the mud has
become more challenging, and it's been counteracted in a way i
didn't think was possible.
Worth sprouts are streaming everywhere, which is great, good to see
new, and old players enjoying the game. So people must understand
i'm not saying this to be a mean ol ba£$"$$! but, maybe the mud
should be limited, like, when newbies start, they start in a place,
(for example: newbieland) and work through things, exp with
themselves. there's always been too much drag me, drag me, and i
find ignoring newbies for saying that a bit mean, since it's hard
when they start, however if they start -
Knowing they can't be dragged, and must party with other players
their own worth, and size, it would move away from the whole lazy
newbie drag me drag me, thing, to working for it, and with the way
this mud has gone, went, been etc, i think that'd be a great idea,
and it'd make the mud far more challenging.

-----------------

poster: Afkaserious
subject: I have an idea.
date: Thu Nov 21 14:56:27 2002

Most things are great as they are, I like em this way. Stop trying
to change everything.
Have a good day.

-----------------

poster: Warchief
subject: >mud growth
date: Thu Nov 21 15:07:46 2002

You mention it being hard for newbies.  It's not.  This mud has the
easiest newbie development I've seen.  It's simply the fact that
everyone wants more if it's possible to get more (and even when it's
not).

-Chief

-----------------

poster: Fox
subject: Guild Stuph
date: Thu Nov 21 23:53:54 2002

Guild Stuph;Instead of having "Days in Guild: # of days." Could
possibly change it to "Duration in Guild: #days #hours #minutes"
Just a small suggestion that would make it interesting to know how
long you have until your next guild age.

-----------------

poster: Tranquil
subject: >Guild Stuph
date: Fri Nov 22 00:07:45 2002

On Thu Nov 21 23:53:54 2002 Fox wrote post #1345:
> Guild Stuph;Instead of having "Days in Guild: # of days." Could
> possibly change it to "Duration in Guild: #days #hours #minutes"
> Just a small suggestion that would make it interesting to know how
> long you have until your next guild age.

You must be pretty silly if you can't look at your guild item and
think, 'Ok, so today I have been in the guild 9 days, tomorrow it
will be 1 more, so hmm.. 9 plus 1 is.... 10!'


-----------------

poster: Tahnval
subject: >>mud growth
date: Fri Nov 22 00:25:39 2002

On Thu Nov 21 15:07:46 2002 Warchief wrote post #1344:
> You mention it being hard for newbies.  It's not.  This mud has the
> easiest newbie development I've seen.  It's simply the fact that
> everyone wants more if it's possible to get more (and even when it's
> not).
> 
> -Chief
I thought it was quite easy for a newbie when I was one.  It's
a lot easier now (more areas, the chance of free EQ at Snafu, etc).
I got dragged once.  One party.  I think I got 100K from it, which
admittedly was about 5% of my worth then.

I am in favour of Tranquil's suggestion of a Newbieland, though I
think there are problems with it.  It would provide a nice early
goal (get powerful enough to go into the world at large) for newbies.
However, it would also be divisive and result in newbies being unable to
learn areas before leaving newbiedom.  We'd be inundated with players
asking about areas, which would be reasonable because they wouldn't
have been able to explore gradually.  The MUD would, in a sense, be
split into two.

-----------------

poster: Rancor
subject: >I have an idea.
date: Fri Nov 22 06:16:43 2002

Lol afka well then nothing should ever develop the world wide.  but
hey who cares hope your onbe of the people who get burned out and
retire or quit like some others I know.

-----------------

poster: Quillz
subject: success rate
date: Fri Nov 22 07:57:48 2002

Curious if the success rate could be broken down into 10th's of
percents rather than just solid 0-100%
Ie - 92.5%...or better yet, someway round it up or down.
so if you fail a skill/spell that you have trained to 100% (by the
lovely forget spell)
Once you've successfully completed that skill over 500 times more,
it would round back up to 100%. 
Just curious.
Q

-----------------

poster: Nefardec
subject: highbie worth problem idea
date: Sat Nov 23 08:17:47 2002

After reaching a very high threshold of worth, a highbie could reach
"epic status".  Epic player characters gain an epic guild that gives
them special epic feats and skills and the like.  Basically once a
player would become of epic status, he would transcend the normal
rabble of mob vs.player/party and move to combat and quests of epic
size.  For example, and epic-worth player could manage a keep on
some island in-game that would be full of monsters that he places
like safes and guards.  These monsters would act like normal
monsters but not attack their master.  Then an epic player could
raise an army of his monsters,which functions as an eq or xp area
for non-epics OR he could wage war against another epic player with
his minions.  The prize would be domination of an area, pride, and
(something else ;) ).  The monsters could be trained like skills -
each of their levels costs a bit more in xp and gold.  

I don't know - seems like a cool idea, but maybe not fitting for IoM. :/
-nef

-----------------

poster: Rancor
subject: >>highbie worth problem idea
date: Sat Nov 23 08:19:11 2002

clan wars what?

-----------------

poster: Kaos
subject: >highbie worth problem idea
date: Sat Nov 23 12:47:36 2002

very cool idea. instead of highworth players getting xp for their
own character, other bodies or whatever, they could put that xp
into npc's, train their spells/skills, and give them eq. 
like a mortal builder.. :]

-----------------

poster: Kaos
subject: ignore
date: Sat Nov 23 15:49:11 2002

would it be possible if "ignore" just listed ignored people that
are online atm? and possibly a "ignore list" commmand to list all
ignored players...

-----------------

poster: Tektor
subject: Mud
date: Sat Nov 23 20:37:04 2002

I think it would be interesting if there was a quest where you go
out and find your special own monster to play with you, and he gets
a % of your exp each kill if he is with you. Different monster types
have different abilities ect. Possibly a monster ranch where you buy
a little home to keep him when you dont want him with you.

-----------------

poster: Ertai
subject: New Idea - sorta
date: Sun Nov 24 01:45:14 2002

I was thinking about Dragons and how they can't party with other people.
If you want something different, create Legendary guilds.  Guilds
more powerful
but due to your legendary status, you wouldn't party with lesser mortals.
You could only solo if you join the guild.  Another idea is bondable eq.
The first person to wear that eq is the owner much like newbie eq.  He cannot
sell it because only he may use it.  Make Legendary items only
legendary characters may
use.  Areas perhaps only Legendary characters could enter.  
Create events that allow Legendary characters to party together to
kill a Legendary Monster..
One so powerful normal eq monsters seem rather pathetic.  My two
cents.  Ertai.

-----------------

poster: Switchblade
subject: combat silent: a new option 
date: Sun Nov 24 02:17:24 2002

I was playing with combat silent generic a bit.

Usually I keep it on because of the spam i get during parties.

But its nice to see my HEF messages, and the special on the Darkwhip
(which I didn't even know about until just now :P )

so, if it is feasibly and not too difficult, perhaps it would
be cool if there was a silent generic option to toggle
on only YOUR personal generic spam, and silence everyone elses
generic spam.  I think it would be fun for a lot of people/guilds,
there are a ton of cool messages but i don't think a lot of
people see them much because of the spam during parties. 

ok, flame away

-switcharoo


-----------------

poster: Tahnval
subject: >>highbie worth problem idea
date: Sun Nov 24 02:58:12 2002

On Sat Nov 23 12:47:36 2002 Kaos wrote post #1356:
> very cool idea. instead of highworth players getting xp for their
> own character, other bodies or whatever, they could put that xp
> into npc's, train their spells/skills, and give them eq. 
> like a mortal builder.. :]
Yeah, that sounds like fun.  Could the player's NPCs gain xp
by themselves, though?  Really, I suppose what I am thinking
of is whether this plan would allow a player to have a few
"lieutenants" that they have trained with their own xp, or
whether they'll have those lieutenants and an army.  Or maybe
I'm not thinking at all - it's been a long day.

Perhaps xp+gold could also be used in construction of
more powerful magical protection for the player's
fortress.

There could also be some form of score-keeping in this
area, for ego purposes.

-----------------

poster: Rockman
subject: rogue idea
date: Sun Nov 24 03:13:39 2002

This should probably be in rogue newsgroup but....
Just an idea that popped into my head.  Bows are not really used at
all for any guild/race, and I dont think I have seen any good bow
type weapon, was thinking maybe when I think it was sigwald,
rewrites rogue, maybe add a third branch that included archers?
Just a thought

-----------------

poster: Jill
subject: more ignore options..
date: Sun Nov 24 12:02:22 2002

Why isnt there an Ignore ALL option? and to it Ignore All Except player...
What do u guys think??

-----------------

poster: Tak
subject: new score thingy
date: Sun Nov 24 12:04:10 2002

what about a place in score or finger info for plaque spot, i know
we can just check the web site, but i think it would be cool. have
nfc, however if it would be difficult or worth it.
Tak

-----------------

poster: Draco
subject: >new score thingy
date: Sun Nov 24 17:13:38 2002

nahh, just do lots of xp constantly so you keep changing and you
always see what your spot is as you jump plaque spots :)

-----------------

poster: Xerious
subject: >Mud
date: Sun Nov 24 20:13:26 2002

On Sat Nov 23 20:37:04 2002 Tektor wrote post #1358:
> I think it would be interesting if there was a quest where you go
> out and find your special own monster to play with you, and he gets
> a % of your exp each kill if he is with you. Different monster types
> have different abilities ect. Possibly a monster ranch where you buy
> a little home to keep him when you dont want him with you.
I personally like this idea.  As it stands, us fig\tank types can't
godl very effectively without many trips to the store to sell stuff
off.  This would allow *all* players the abiltity to gain a special
familiar who could carry stuff, loots, eq, etc.  Perhaps make it so
that owned monsters can't fight if they belong to players of a
certain guild, but are there more as companions and porters.  Maybe
even give the player the ability to trade exp and gold to help his
owned monster/familiar learn new skills and train up...

Xerious spammage...

-----------------

poster: Litho
subject: >>Mud
date: Sun Nov 24 20:35:12 2002

On Sun Nov 24 20:13:26 2002 Xerious wrote post #1366:
> On Sat Nov 23 20:37:04 2002 Tektor wrote post #1358:
> > I think it would be interesting if there was a quest where you go
> > out and find your special own monster to play with you, and he gets
> > a % of your exp each kill if he is with you. Different monster types
> > have different abilities ect. Possibly a monster ranch where you buy
> > a little home to keep him when you dont want him with you.
> I personally like this idea.  As it stands, us fig\tank types can't
> godl very effectively without many trips to the store to sell stuff
> off.  This would allow *all* players the abiltity to gain a special
> familiar who could carry stuff, loots, eq, etc.  Perhaps make it so
> that owned monsters can't fight if they belong to players of a
> certain guild, but are there more as companions and porters.  Maybe
> even give the player the ability to trade exp and gold to help his
> owned monster/familiar learn new skills and train up...
> 
> Xerious spammage...
Make paths, its not hard. I did about 450k gold/hour as ma without
rogue tunnels.

-----------------

poster: Pedron
subject: >>Mud
date: Sun Nov 24 22:50:38 2002

On Sun Nov 24 20:13:26 2002 Xerious wrote post #1366:
> On Sat Nov 23 20:37:04 2002 Tektor wrote post #1358:
> > I think it would be interesting if there was a quest where you go
> > out and find your special own monster to play with you, and he gets
> > a % of your exp each kill if he is with you. Different monster types
> > have different abilities ect. Possibly a monster ranch where you buy
> > a little home to keep him when you dont want him with you.
> I personally like this idea.  As it stands, us fig\tank types can't
> godl very effectively without many trips to the store to sell stuff
> off.  This would allow *all* players the abiltity to gain a special
> familiar who could carry stuff, loots, eq, etc.  Perhaps make it so
> that owned monsters can't fight if they belong to players of a
> certain guild, but are there more as companions and porters.  Maybe
> even give the player the ability to trade exp and gold to help his
> owned monster/familiar learn new skills and train up...
> 
> Xerious spammage...
Pay for guards who can follow you 
out of the castle and carry stuff. :P
Maybe double the cost of the castle guards, 
or only they can sell the stuff you give them and they get a 
% of the gold off the top.  Bigger the mobile 
'guard', the more you can pay for it 
like the level 1-10 strength guards castles had..

..maybe fix grimtooth to have only 1 size guard available 
now that pk's gone and nobody'd need superguards anymore.
Think that ought to be a revision to make whatever 
else happens in this string of ideas.

-pedron foo

-----------------

poster: Litho
subject: Sloatinok Parchment
date: Sun Nov 24 23:52:51 2002

Just wondering if the magical parchment updates itself after you sac
something new.

-----------------

poster: Zifnab
subject: >Sloatinok Parchment
date: Mon Nov 25 00:20:40 2002

On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> Just wondering if the magical parchment updates itself after you sac
> something new.
no it does not and that is by design.

-----------------

poster: Ixtlilton
subject: >>Sloatinok Parchment
date: Mon Nov 25 00:29:02 2002

On Mon Nov 25 00:20:40 2002 Zifnab wrote post #1370:
> On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> > Just wondering if the magical parchment updates itself after you sac
> > something new.
> no it does not and that is by design.
and mighty fine design too (i made it)

-----------------

poster: Litho
subject: >>>Sloatinok Parchment
date: Mon Nov 25 00:29:35 2002

On Mon Nov 25 00:29:02 2002 Ixtlilton wrote post #1371:
> On Mon Nov 25 00:20:40 2002 Zifnab wrote post #1370:
> > On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> > > Just wondering if the magical parchment updates itself after you sac
> > > something new.
> > no it does not and that is by design.
> and mighty fine design too (i made it)
Why not have it update, if i may ask? or you want everyone to pay
30k after they sac each item to keep track?

-----------------

poster: Ixtlilton
subject: >>>>Sloatinok Parchment
date: Mon Nov 25 00:30:47 2002

On Mon Nov 25 00:29:35 2002 Litho wrote post #1372:
> On Mon Nov 25 00:29:02 2002 Ixtlilton wrote post #1371:
> > On Mon Nov 25 00:20:40 2002 Zifnab wrote post #1370:
> > > On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> > > > Just wondering if the magical parchment updates itself after you sac
> > > > something new.
> > > no it does not and that is by design.
> > and mighty fine design too (i made it)
> Why not have it update, if i may ask? or you want everyone to pay
> 30k after they sac each item to keep track?
Yes.
We want all your money and since we know you aren't talented enough
to keep track of what you give to him on your own we figured this
would be a very good way.

-----------------

poster: Wagro
subject: >>>>>Sloatinok Parchment
date: Mon Nov 25 00:46:59 2002

On Mon Nov 25 00:30:47 2002 Ixtlilton wrote post #1373:
> On Mon Nov 25 00:29:35 2002 Litho wrote post #1372:
> > On Mon Nov 25 00:29:02 2002 Ixtlilton wrote post #1371:
> > > On Mon Nov 25 00:20:40 2002 Zifnab wrote post #1370:
> > > > On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> > > > > Just wondering if the magical parchment updates itself after you sac
> > > > > something new.
> > > > no it does not and that is by design.
> > > and mighty fine design too (i made it)
> > Why not have it update, if i may ask? or you want everyone to pay
> > 30k after they sac each item to keep track?
> Yes.
> We want all your money and since we know you aren't talented enough
> to keep track of what you give to him on your own we figured this
> would be a very good way.
why doesnt the parchment let you write on it so you can write things
you've sacced on your own?

-----------------

poster: Litho
subject: >>>>>>Sloatinok Parchment
date: Mon Nov 25 01:01:05 2002

On Mon Nov 25 00:46:59 2002 Wagro wrote post #1374:
> > > > > no it does not and that is by design.
> > > > and mighty fine design too (i made it)
> > > Why not have it update, if i may ask? or you want everyone to pay
> > > 30k after they sac each item to keep track?
> > Yes.
> > We want all your money and since we know you aren't talented enough
> > to keep track of what you give to him on your own we figured this
> > would be a very good way.
> why doesnt the parchment let you write on it so you can write things
> you've sacced on your own?
Or show the amount it sacced for

-----------------

poster: Pedron
subject: >>>>>>>Sloatinok Parchment
date: Mon Nov 25 01:22:48 2002

On Mon Nov 25 01:01:05 2002 Litho wrote post #1375:
> On Mon Nov 25 00:46:59 2002 Wagro wrote post #1374:
> > > > > > no it does not and that is by design.
> > > > > and mighty fine design too (i made it)
> > > > Why not have it update, if i may ask? or you want everyone to pay
> > > > 30k after they sac each item to keep track?
> > > Yes.
> > > We want all your money and since we know you aren't talented enough
> > > to keep track of what you give to him on your own we figured this
> > > would be a very good way.
> > why doesnt the parchment let you write on it so you can write things
> > you've sacced on your own?
> Or show the amount it sacced for
TPs you got for the item would be a neat thing to list in 
the parchment, since it's too late for some 
of us to go back in time and see the message.

For wagro's suggestion, I recommend copy/paste 
to a text file. ;)

-pedron foo

-----------------

poster: Zifnab
subject: >>>>>>>>Sloatinok Parchment
date: Mon Nov 25 01:34:53 2002

On Mon Nov 25 01:22:48 2002 Pedron wrote post #1376:
> On Mon Nov 25 01:01:05 2002 Litho wrote post #1375:
> > On Mon Nov 25 00:46:59 2002 Wagro wrote post #1374:
> > > > > > > no it does not and that is by design.
> > > > > > and mighty fine design too (i made it)
> > > > > Why not have it update, if i may ask? or you want everyone to pay
> > > > > 30k after they sac each item to keep track?
> > > > Yes.
> > > > We want all your money and since we know you aren't talented enough
> > > > to keep track of what you give to him on your own we figured this
> > > > would be a very good way.
> > > why doesnt the parchment let you write on it so you can write things
> > > you've sacced on your own?
> > Or show the amount it sacced for
> TPs you got for the item would be a neat thing to list in 
> the parchment, since it's too late for some 
> of us to go back in time and see the message.
> 
> For wagro's suggestion, I recommend copy/paste 
> to a text file. ;)
> 
> -pedron foo

We could not go back in time and tell how much you got 
for a particular item. worst case is it would be as it is now.

But honestly why do you need this. If its that important to you
start a little file in notepad, cut and paste the item and how
much you got for it in the file.

-----------------

poster: Quillz
subject: >more ignore options..
date: Mon Nov 25 03:44:46 2002

On Sun Nov 24 12:02:22 2002 Jill wrote post #1363:
> Why isnt there an Ignore ALL option? and to it Ignore All Except player...
> What do u guys think??
I love that idea - very much so. 
I love you too, Rancor.

-----------------

poster: Quillz
subject: >Sloatinok Parchment
date: Mon Nov 25 03:45:59 2002

On Sun Nov 24 23:52:51 2002 Litho wrote post #1369:
> Just wondering if the magical parchment updates itself after you sac
> something new.
I like that idea a lot, too.
Would save time/effort if we could have the parchment with updated
stuff on it in our castle vs having to run there only to find out
we've already sac'd something and it wasn't on the last parchment we
got.

-----------------

poster: Pedron
subject: >The Le Triangle du Fromage!
date: Mon Nov 25 03:46:59 2002

how about we just givee everyone the goto command and 
call it done. :P

pedron fooobar

-----------------

poster: Switchblade
subject: Le Triangle du Fromage!
date: Mon Nov 25 03:49:17 2002


Oh holy creator of the triangle and citizens of the Isles-

    Your humble servant has ridden many a soggy boat and worn out
several pairs of trousers whilst traversing this wide realm.  
I am almost out of gift certificates for the GAP and have finished
my last case of pepto bismol for that occassional bout of sea
sickness, and whilst pondering my pitiful state . . .

   Well do I know, oh magnificent wizards, that your purposes are
enigmatic and your intentions vague, and your voice sweet and pure
like the dew from a mountain, with less calories . . . but even with
all of this i beseech you.

   Please enhance the magic of thine holy triangle to go to more
islands than just the four.  Everrest in particular is isolated from
the less disciplined travelers and this city would no doubt benefit
greatly from the increased commerce and the U2 tour.  I heard that
Bono dislikes boats and prefers triangles, and i heard you were a
fan.

  Perhaps some sort of donation from all us mortals to enhance the
magic of the triangle would be in order.  Put what use do you have
for our meager yellow metals?  I would enjoy some discussion from
other mortals about some suitable way to honor the gods so that they
might see fit to bestow upon us such a gift.  I hear that the god
known as Khosan enjoys a good virgin sacrifice now and again, but
perhaps he will settle for a nice bottle of whine?

-your servant
  
    Switchbladius Maximus, the Vampire of Vilhelmina
                          (no I do not live there, i just feed there)



-----------------

poster: Pedron
subject: switchblade's triangle idea for everrest
date: Mon Nov 25 03:50:32 2002

I just came up with idea, maybe make the everrest tower a real
area on the island and have the old pirate who gives out the 
orbs moved to gossamer.  let people figure out 
how to get the orbs from the pirate initially..  

-pedron notes that you can safe tickets. :)

-----------------

poster: Quillz
subject: plaques
date: Mon Nov 25 07:37:13 2002

would be nice if they were broken up into different rooms.
Not necessarily one per plaque, but per subject or something.  

-----------------

poster: Zifnab
subject: >plaques
date: Mon Nov 25 11:01:18 2002

On Mon Nov 25 07:37:13 2002 Quillz wrote post #1384:
> would be nice if they were broken up into different rooms.
> Not necessarily one per plaque, but per subject or something.  
why, they work perfectly as is now..

la kills plaque, la weekly plaque etc, I really fail to see 
where the difficulty comes in

-----------------

poster: Rancor
subject: >>plaques
date: Mon Nov 25 11:03:24 2002

actually quillz is just damn lazy and can not type a few words to
look at a plaque on the wall.  

-----------------

poster: Tranquil
subject: >plaques
date: Mon Nov 25 13:48:30 2002

On Mon Nov 25 07:37:13 2002 Quillz wrote post #1384:
> would be nice if they were broken up into different rooms.
> Not necessarily one per plaque, but per subject or something.  

They are already - One room for all plaques that pertain to player's
penis comparison  desires. So technically, your suggestion is just a
little behind schedule.


-----------------

poster: Quillz
subject: >>>plaques
date: Mon Nov 25 17:52:54 2002

On Mon Nov 25 11:03:24 2002 Rancor wrote post #1386:
> actually quillz is just damn lazy and can not type a few words to
> look at a plaque on the wall.  
You damn skippy. 
besides w or e or u or d or s or n is much easier**


-----------------

poster: Afkaserious
subject: Exp vessel
date: Mon Nov 25 19:25:20 2002

How about having some sort of a vessel, that leeches from your
exp-ing, that you can turn on or off, that takes lets say, 25% of
your exp.
The way it would work, is that you turn it on, it loads up with exp,
when you feel like youve stored alot, You go dump it into something
for a reward of some sort
But, IF you die, you loose everything that was in it.
I donno, expand on my idea plz people.
Thanks
--Afka

-----------------

poster: Rizzly
subject: Trivia
date: Mon Nov 25 21:34:37 2002

Would be nice if, instead of just showing "Correct Ixtlilton", or
"Correct Monkey", when someone gets the answer right, it showed who
got it PLUS the correct answer itself.

-----------------

poster: Zifnab
subject: >Trivia
date: Mon Nov 25 21:35:01 2002

On Mon Nov 25 21:34:37 2002 Rizzly wrote post #1390:
> Would be nice if, instead of just showing "Correct Ixtlilton", or
> "Correct Monkey", when someone gets the answer right, it showed who
> got it PLUS the correct answer itself.
no.

Unless y ou can come up with 10000 questions.

-----------------

poster: Pedron
subject: boomerangs for jugglers!
date: Tue Nov 26 05:17:29 2002

How about give jugglers a boomerang weapon which 
get another chance to hit the target in the back if they miss 
on the first pass, and which can be caught by a 
skilled juggler if they miss the target going out and 
on the return pass. :)

New skills:
Throw Boomerang, tweak throw knife stuff.
Catching or Catch Boomerang, skill determines whether 
you can catch/rearm the boomerang for another throw if it 
misses the target.
Could make a heavier version of catching skill which allows a 
master juggler to catch knives/boomerangs 
thrown at them by other enemies.. maybe small damage 
if caught a little wrong.. maybe arm the weapon for 
throwing if caught right and juggler is empty handed.
(Can pretend they do a twisty sleight of hand kind of 
trick to sheathe an armed dagger to catch an incoming thrown 
dagger in splitseconds as well.)

There's me idea, floom away. :)

-pedron

-----------------

poster: Arkangyle
subject: Quest rules
date: Tue Nov 26 18:16:36 2002

  In light of some recent events, I think it is important for us to
make a few corrections/clarifications.

1.  Help 'rules' should contain a link to help 'questinfo' (i.e. See
also "help questinfo") as these are important rules for the mud game
play.

2.  We need a more clear statement put into rules regarding what is
considered a "quest".  There are many things that do not officially
fall under the heading of the quests (as per the quests command)
that could be considered quests.  The inclusion of the quests
related to the shapeshifter guildtree to these as illegal was never
explicitly stated.  In the interests of the player-base, this should
be clearly defined in the rules, so that we can better understand
and follow the limitations imposed on our actions regarding these.

  I stress these because we constantly are adding more players to
the mud.  These players are not privy to the "rules" we either
disseminated directly to the players or posted in inform months
ago.

Thank you,
Ark

-----------------

poster: Zifnab
subject: >Quest rules
date: Tue Nov 26 18:45:13 2002

On Tue Nov 26 18:16:36 2002 Arkangyle wrote post #1393:
>   In light of some recent events, I think it is important for us to
> make a few corrections/clarifications.
> 
> 1.  Help 'rules' should contain a link to help 'questinfo' (i.e. See
> also "help questinfo") as these are important rules for the mud game
> play.

 done.
> 
> 2.  We need a more clear statement put into rules regarding what is
> considered a "quest".  There are many things that do not officially
> fall under the heading of the quests (as per the quests command)
> that could be considered quests.  The inclusion of the quests
> related to the shapeshifter guildtree to these as illegal was never
> explicitly stated.  In the interests of the player-base, this should
> be clearly defined in the rules, so that we can better understand
> and follow the limitations imposed on our actions regarding these.

It was explicitely stated _MANY_ times on the shapeshifter channel
every time someone asked.

The quests are part of what makes this guild unique on this mud.
They are not overly difficult, and as far as I know, Daneel has gone out 
of his way to make it very hard to fail. He has jumped 
through hoops to make things for link death, and quitting into account.

It is near impossible to label everything in the game. however 
I do not recall hearing any wiz or admin referring to the discussing
of in game things that are not specifically labeled a quest as something
that should not be done.

Let me rephrase that.. Personally I think it should not be done, 
but until its officially labeled a quest there is nothing to 
be done about it.

Everything about these 'quests' for shapeshifter is clearly labelled
as a 'quest'.

> 
>   I stress these because we constantly are adding more players to
> the mud.  These players are not privy to the "rules" we either
> disseminated directly to the players or posted in inform months
> ago.
> 
> Thank you,
> Ark

-----------------

poster: Tak
subject: trivia
date: Tue Nov 26 22:04:45 2002

ok, i understand the reasoning for not giving the answers out, but i
think that at some point they should be posted somwhere.
maybe when a new batch gets created, they can go in a single post. 
these are things that would be really nice to know.  i love history,
and there isnt a fantastic place to learn this stuff.
eventually maybe we can have say 10 batches of questions (obviously
take a long time for this, and a lot of suggestions by everybody)
and they rotate, and the first time each batch is finished, the
answers are posted somewhere, maybe not even news, since they can be
checked again and agian, say a wall in a room that can only be
gotten to by a mini quest.
anyway trivia kicks ass thx to all involved in the creation of the
rocking idea.
games within the mud are cool, poker. chess. now trivia.
keep it up guys.
Tak

-----------------

poster: Zifnab
subject: >trivia
date: Tue Nov 26 22:16:58 2002

On Tue Nov 26 22:04:45 2002 Tak wrote post #1395:
> ok, i understand the reasoning for not giving the answers out, but i
> think that at some point they should be posted somwhere.
> maybe when a new batch gets created, they can go in a single post. 
> these are things that would be really nice to know.  i love history,
> and there isnt a fantastic place to learn this stuff.
> eventually maybe we can have say 10 batches of questions (obviously
> take a long time for this, and a lot of suggestions by everybody)
> and they rotate, and the first time each batch is finished, the
> answers are posted somewhere, maybe not even news, since they can be
> checked again and agian, say a wall in a room that can only be
> gotten to by a mini quest.
> anyway trivia kicks ass thx to all involved in the creation of the
> rocking idea.
> games within the mud are cool, poker. chess. now trivia.
> keep it up guys.
> Tak
There actually is a pretty good place to learn a lot of it..

The web page has a time line that has a lot of info on it.

the old news posts has a ton of stuff. etc

-----------------

poster: Korthrun
subject: Abjurers
date: Wed Nov 27 07:20:14 2002

It would be cool if an abjurer of enough power who had masterd his
greater and lesser party shielding spells could exert his control
over those energy enough do dispell the shields on his enitre group
withbut one spell.

-----------------

poster: Litho
subject: Trainer belt
date: Wed Nov 27 11:39:12 2002

The trainer in the monk area (2m monster), needs an uptune on his eq i think.
he drops a belt, just a belt, current stats are ac 0 2 phys res, 2
attack, 2 infravision, seems like a big waste for a 2m mob..migh
want to look into it? :)

-----------------

poster: Wagro
subject: Quytl
date: Fri Nov 29 04:45:04 2002

On the timeline i see this:
January 2000
Quytl area closed. Nothing wrong with area itself, the virtual maps
do not work correctly with respect to resets. 

seeing as how many areas now use vmaps, is there a reason its not
back in the game?

-----------------

poster: Litho
subject: >Quytl
date: Fri Nov 29 04:59:48 2002

On Fri Nov 29 04:45:04 2002 Wagro wrote post #1399:
> On the timeline i see this:
> January 2000
> Quytl area closed. Nothing wrong with area itself, the virtual maps
> do not work correctly with respect to resets. 
> 
> seeing as how many areas now use vmaps, is there a reason its not
> back in the game?
afaik, quytl always bugged and escaped death, he errored when he
died, and reset, they never got aroud to fixing him, and kwril was
cool :)

-----------------

poster: Tahnval
subject: A useful new channel?
date: Sat Nov 30 22:16:09 2002

Chat is often filled with answers to trivia questions and talking
about answers to trivia questions and complaining about answers
to trivia questions...

I think that a new channel for trivia chat would be useful, because
some people want to use chat and not use trivia.

-----------------

poster: Quillz
subject: Barkskin
date: Sun Dec  1 03:09:05 2002

Any chance this could be implemented into the druid tree?
Seems it is befitting in the guild.

-----------------

poster: Xerious
subject: Rufrin's List
date: Mon Dec  2 03:50:16 2002

How about a sales channel rufrin last command to show rufrin's last
several messages without all the other clutter/spammage?  This way,
players who just logged on can get caught up on the economic affairs
of the mud quickly. (I don't care about anyone's love affairs...)

Xerious spammage, the flame target...

-----------------

poster: Chrono
subject: >Rufrin's List
date: Mon Dec  2 04:04:37 2002

why not go look at his stump and check his list?

-----------------

poster: Zifnab
subject: >Rufrin's List
date: Mon Dec  2 04:30:45 2002

On Mon Dec  2 03:50:16 2002 Xerious wrote post #1404:
> How about a sales channel rufrin last command to show rufrin's last
> several messages without all the other clutter/spammage?  This way,
> players who just logged on can get caught up on the economic affairs
> of the mud quickly. (I don't care about anyone's love affairs...)
> 
> Xerious spammage, the flame target...

go to evermore and type list, all caught up

-----------------

poster: Afkaserious
subject: Rufrin
date: Mon Dec  2 17:57:40 2002

Rufrins stump doesent show how much he offers for items. Sales channel does.

-----------------

poster: Tuk
subject: >Rufrin
date: Mon Dec  2 18:24:44 2002

On Mon Dec  2 17:57:40 2002 Afkaserious wrote post #1407:
> Rufrins stump doesent show how much he offers for items. Sales channel does.

It's by design.

-----------------

poster: Afkaserious
subject: >>Rufrin
date: Mon Dec  2 18:26:05 2002

On Mon Dec  2 18:24:44 2002 Tuk wrote post #1408:
> On Mon Dec  2 17:57:40 2002 Afkaserious wrote post #1407:
> > Rufrins stump doesent show how much he offers for items. Sales channel
does.
> 
> It's by design.
I was refering to xerious' idea, thats what he meant, I'm guessing,
that he could see the offered prices on a last "rufrin sales"
(I think)

-----------------

poster: Xerious
subject: >>>Rufrin
date: Mon Dec  2 20:08:55 2002

On Mon Dec  2 18:26:05 2002 Afkaserious wrote post #1409:
> On Mon Dec  2 18:24:44 2002 Tuk wrote post #1408:
> > On Mon Dec  2 17:57:40 2002 Afkaserious wrote post #1407:
> > > Rufrins stump doesent show how much he offers for items. Sales channel
> does.
> > 
> > It's by design.
> I was refering to xerious' idea, thats what he meant, I'm guessing,
> that he could see the offered prices on a last "rufrin sales"
> (I think)
Afks's right, all I wanted was a list of items with prices. 
However, from Zif's comment and others this idea won't fly...

-----------------

poster: Tuk
subject: >>>>Rufrin
date: Mon Dec  2 20:30:47 2002

On Mon Dec  2 20:08:55 2002 Xerious wrote post #1410:
> On Mon Dec  2 18:26:05 2002 Afkaserious wrote post #1409:
> > On Mon Dec  2 18:24:44 2002 Tuk wrote post #1408:
> > > On Mon Dec  2 17:57:40 2002 Afkaserious wrote post #1407:
> > > > Rufrins stump doesent show how much he offers for items. Sales channel
> > does.
> > > 
> > > It's by design.
> > I was refering to xerious' idea, thats what he meant, I'm guessing,
> > that he could see the offered prices on a last "rufrin sales"
> > (I think)
> Afks's right, all I wanted was a list of items with prices. 
> However, from Zif's comment and others this idea won't fly...
*BANG* *plop* *flOP* *wRiGGLe* *sTRuGgLE* (see it's shut down but
still kicking a bit.. do something!)

-----------------

poster: Darque
subject: clan
date: Mon Dec  2 20:33:54 2002

Maybe add a 'clan rules' command so that you can create a list of
rules that your clan would abide by.

-Darque

-----------------

poster: Draco
subject: >clan
date: Mon Dec  2 22:29:56 2002

On Mon Dec  2 20:33:54 2002 Darque wrote post #1412:
> Maybe add a 'clan rules' command so that you can create a list of
> rules that your clan would abide by.
> 
> -Darque
this is set by the clan leader's discretion and for him to tell
everyone himself. if he tells you and you forget, better ask again
or get kicked for being ignorant

-----------------

poster: Tektor
subject: Presents
date: Mon Dec  2 23:20:27 2002

Nice eq has a small chance to be saveable.

-----------------

poster: Pedron
subject: rentaboat
date: Tue Dec  3 03:08:31 2002

At all the ferry docks, let player rent a rowboat to 
ferry their own damn selves across at a low cost of 
10k or something. :)

No waiting on ferry..

-pedron foo

-----------------

poster: Zifnab
subject: >rentaboat
date: Tue Dec  3 03:21:14 2002

On Tue Dec  3 03:08:31 2002 Pedron wrote post #1415:
> At all the ferry docks, let player rent a rowboat to 
> ferry their own damn selves across at a low cost of 
> 10k or something. :)
> 
> No waiting on ferry..
> 
> -pedron foo
takes longer to row a boat than it does to ride a ferry
that is powered by some means


-----------------

poster: Debacle
subject: rentaboat...
date: Tue Dec  3 06:31:50 2002

instead of renting a boat, can we get the possibility to BUY our own boats?
and have a yatch club ;)
that would rule =) and u can yacht ur way to any island!

-----------------

poster: Zifnab
subject: >rentaboat...
date: Tue Dec  3 17:22:59 2002

On Tue Dec  3 06:31:50 2002 Debacle wrote post #1417:
> instead of renting a boat, can we get the possibility to BUY our own boats?
> and have a yatch club ;)
> that would rule =) and u can yacht ur way to any island!
There is still going to be a delay on them, so what do you expect
to achieve? Personally I think there are already too many ways
to instantly travel from island to island.,

-----------------

poster: Quillz
subject: >>rentaboat...
date: Tue Dec  3 18:21:14 2002

On Tue Dec  3 17:22:59 2002 Zifnab wrote post #1418:
> On Tue Dec  3 06:31:50 2002 Debacle wrote post #1417:
> > instead of renting a boat, can we get the possibility to BUY our own
boats?
> > and have a yatch club ;)
> > that would rule =) and u can yacht ur way to any island!
> There is still going to be a delay on them, so what do you expect
> to achieve? Personally I think there are already too many ways
> to instantly travel from island to island.,
There are a lot of ways to travel from island to islands, but I
disagree that there are too many.
I have always thought that ferries take too much time. 
However, I've also been aware that there are almost always other
options, so I've never brought it up.

Personall, I just don't like the idea of having to wait up to 3
minutes just to go to a different area.
That much wasting time is extremeley inefficient.
Q

-----------------

poster: Jill
subject: >>>rentaboat...
date: Tue Dec  3 20:10:27 2002

On Tue Dec  3 18:21:14 2002 Quillz wrote post #1419:
> On Tue Dec  3 17:22:59 2002 Zifnab wrote post #1418:
> > On Tue Dec  3 06:31:50 2002 Debacle wrote post #1417:
> > > instead of renting a boat, can we get the possibility to BUY our own
> boats?
> > > and have a yatch club ;)
> > > that would rule =) and u can yacht ur way to any island!
> > There is still going to be a delay on them, so what do you expect
> > to achieve? Personally I think there are already too many ways
> > to instantly travel from island to island.,
> There are a lot of ways to travel from island to islands, but I
> disagree that there are too many.
> I have always thought that ferries take too much time. 
> However, I've also been aware that there are almost always other
> options, so I've never brought it up.
> 
> Personall, I just don't like the idea of having to wait up to 3
> minutes just to go to a different area.
> That much wasting time is extremeley inefficient.
> Q
ACK.. Why not just ahve a harbor that sells Starships like Star Trek
Voyager and Enterprise??
and it should allways be in orbit around the world and use something
like this..
tell scott beem me up, tell scott beem me to everrest, and stuff like that.. 

Heh... 

-----------------

poster: Draco
subject: >>>>rentaboat...
date: Wed Dec  4 01:01:55 2002

On Tue Dec  3 20:10:27 2002 Jill wrote post #1420:
> > minutes just to go to a different area.
> > That much wasting time is extremeley inefficient.
> > Q
> ACK.. Why not just ahve a harbor that sells Starships like Star Trek
> Voyager and Enterprise??
> and it should allways be in orbit around the world and use something
> like this..
> tell scott beem me up, tell scott beem me to everrest, and stuff like
that.. 
> 
> Heh... 
seriously guys, is there so little to complain about that you ave to
complain about losing 3 mins of xp? if you want a quick way to get
around, get a mnav and have them open a portal or psummon you or go
mnav yourself. keep complaining and all they will do is remove the
ferries and then you will be REALLY screwed for getting to other
islands. ;)


-----------------

poster: Jill
subject: >>>>>rentaboat...
date: Wed Dec  4 01:04:28 2002

Well what can i say.. some people just dont understand jokes.. 

-----------------

poster: Darque
subject: >>clan
date: Wed Dec  4 02:53:02 2002

On Mon Dec  2 22:29:56 2002 Draco wrote post #1413:
> On Mon Dec  2 20:33:54 2002 Darque wrote post #1412:
> > Maybe add a 'clan rules' command so that you can create a list of
> > rules that your clan would abide by.
> > 
> > -Darque
> this is set by the clan leader's discretion and for him to tell
> everyone himself. if he tells you and you forget, better ask again
> or get kicked for being ignorant

I am the clan leader, and I believe this command would be helpful in
keeping clanmates informed.

-Darque

-----------------

poster: Draco
subject: >>>clan
date: Wed Dec  4 02:55:14 2002

On Wed Dec  4 02:53:02 2002 Darque wrote post #1423:
> > > 
> > > -Darque
> > this is set by the clan leader's discretion and for him to tell
> > everyone himself. if he tells you and you forget, better ask again
> > or get kicked for being ignorant
> 
> I am the clan leader, and I believe this command would be helpful in
> keeping clanmates informed.
> 
> -Darque
use soil staff bash
cast gaian touch on tuffgong
cast gaian touch on tuffgong
cast gaian touch on tuffgong
my point to this is that as a clan leader if you can't keep them up
to date yourself then you shouldn't lead a clan, simple as that,
that or you can tell them to make sure they check in with you on
what ever may be new. its up to you but you have to make that
innitiative

-----------------

poster: Darque
subject: >>>>clan
date: Wed Dec  4 02:56:11 2002

On Wed Dec  4 02:55:14 2002 Draco wrote post #1424:
> On Wed Dec  4 02:53:02 2002 Darque wrote post #1423:
> > > > 
> > > > -Darque
> > > this is set by the clan leader's discretion and for him to tell
> > > everyone himself. if he tells you and you forget, better ask again
> > > or get kicked for being ignorant
> > 
> > I am the clan leader, and I believe this command would be helpful in
> > keeping clanmates informed.
> > 
> > -Darque
> use soil staff bash
> cast gaian touch on tuffgong
> cast gaian touch on tuffgong
> cast gaian touch on tuffgong
> my point to this is that as a clan leader if you can't keep them up
> to date yourself then you shouldn't lead a clan, simple as that,
> that or you can tell them to make sure they check in with you on
> what ever may be new. its up to you but you have to make that
> innitiative


-Darque
a ! might be helpful:)

-----------------

poster: Zifnab
subject: >>>clan
date: Wed Dec  4 03:03:34 2002

On Wed Dec  4 02:53:02 2002 Darque wrote post #1423:
> On Mon Dec  2 22:29:56 2002 Draco wrote post #1413:
> > On Mon Dec  2 20:33:54 2002 Darque wrote post #1412:
> > > Maybe add a 'clan rules' command so that you can create a list of
> > > rules that your clan would abide by.
> > > 
> > > -Darque
> > this is set by the clan leader's discretion and for him to tell
> > everyone himself. if he tells you and you forget, better ask again
> > or get kicked for being ignorant
> 
> I am the clan leader, and I believe this command would be helpful in
> keeping clanmates informed.
> 
> -Darque

the problem is you have to enter the editor and do it anyway, 
why not type 'mail clan', enter the editor and mail them the rules?


-----------------

poster: Celine
subject: >>>>clan
date: Wed Dec  4 05:58:24 2002

Can't you mail clan as a groupe? Example: mail clan subject: eat my
shorts msg: once a week you must all eat my shorts ok bye thanks.

-----------------

poster: Quillz
subject: >>>>>rentaboat...
date: Wed Dec  4 09:50:27 2002

On Wed Dec  4 01:01:55 2002 Draco wrote post #1421:
> On Tue Dec  3 20:10:27 2002 Jill wrote post #1420:
> > > minutes just to go to a different area.
> > > That much wasting time is extremeley inefficient.
> > > Q
> > ACK.. Why not just ahve a harbor that sells Starships like Star Trek
> > Voyager and Enterprise??
> > and it should allways be in orbit around the world and use something
> > like this..
> > tell scott beem me up, tell scott beem me to everrest, and stuff like
> that.. 
> > 
> > Heh... 
> seriously guys, is there so little to complain about that you ave to
> complain about losing 3 mins of xp? if you want a quick way to get
> around, get a mnav and have them open a portal or psummon you or go
> mnav yourself. keep complaining and all they will do is remove the
> ferries and then you will be REALLY screwed for getting to other
> islands. ;)
> 
Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
Waiting 3 minutes to move? 
Seriously.
Why not put a 10 second delay on every time we go north, south, east or west. 
Q

-----------------

poster: Quillz
subject: >>>>clan
date: Wed Dec  4 09:50:51 2002

On Wed Dec  4 02:55:14 2002 Draco wrote post #1424:
> On Wed Dec  4 02:53:02 2002 Darque wrote post #1423:
> > > > 
> > > > -Darque
> > > this is set by the clan leader's discretion and for him to tell
> > > everyone himself. if he tells you and you forget, better ask again
> > > or get kicked for being ignorant
> > 
> > I am the clan leader, and I believe this command would be helpful in
> > keeping clanmates informed.
> > 
> > -Darque
> use soil staff bash
> cast gaian touch on tuffgong
> cast gaian touch on tuffgong
> cast gaian touch on tuffgong
> my point to this is that as a clan leader if you can't keep them up
> to date yourself then you shouldn't lead a clan, simple as that,
> that or you can tell them to make sure they check in with you on
> what ever may be new. its up to you but you have to make that
> innitiative
cast news ban at draco
cast news ban at draco
cast news ban at draco
cast news ban at draco

-----------------

poster: Blackthorne
subject: >>>>>>rentaboat...
date: Wed Dec  4 10:00:03 2002

On Wed Dec  4 09:50:27 2002 Quillz wrote post #1428:
> On Wed Dec  4 01:01:55 2002 Draco wrote post #1421:
> > On Tue Dec  3 20:10:27 2002 Jill wrote post #1420:
> > > > minutes just to go to a different area.
> > > > That much wasting time is extremeley inefficient.
> > > > Q
> > > ACK.. Why not just ahve a harbor that sells Starships like Star Trek
> > > Voyager and Enterprise??
> > > and it should allways be in orbit around the world and use something
> > > like this..
> > > tell scott beem me up, tell scott beem me to everrest, and stuff like
> > that.. 
> > > 
> > > Heh... 
> > seriously guys, is there so little to complain about that you ave to
> > complain about losing 3 mins of xp? if you want a quick way to get
> > around, get a mnav and have them open a portal or psummon you or go
> > mnav yourself. keep complaining and all they will do is remove the
> > ferries and then you will be REALLY screwed for getting to other
> > islands. ;)
> > 
> Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
> Waiting 3 minutes to move? 
> Seriously.
> Why not put a 10 second delay on every time we go north, south, east or
west. 
> Q
We already have that delay. It's called lag.
-BT *dodges a tomato*

-----------------

poster: Litho
subject: >>>>>>>rentaboat...
date: Wed Dec  4 10:01:57 2002

On Wed Dec  4 10:00:03 2002 Blackthorne wrote post #1430:
> > > islands. ;)
> > > 
> > Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
> > Waiting 3 minutes to move? 
> > Seriously.
> > Why not put a 10 second delay on every time we go north, south, east or
> west. 
> > Q
> We already have that delay. It's called lag.
> -BT *dodges a tomato*
Quit fucking whining.
If you aren't satisfied with things, go mnav, or rogue, ferries are
fine as is. Quit complaning for once.

-----------------

poster: Quillz
subject: >>>>>>>>rentaboat...
date: Wed Dec  4 10:02:57 2002

On Wed Dec  4 10:01:57 2002 Litho wrote post #1431:
> On Wed Dec  4 10:00:03 2002 Blackthorne wrote post #1430:
> > > > islands. ;)
> > > > 
> > > Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
> > > Waiting 3 minutes to move? 
> > > Seriously.
> > > Why not put a 10 second delay on every time we go north, south, east or
> > west. 
> > > Q
> > We already have that delay. It's called lag.
> > -BT *dodges a tomato*
> Quit fucking whining.
> If you aren't satisfied with things, go mnav, or rogue, ferries are
> fine as is. Quit complaning for once.
Quit complaining is like telling people to quit breathing. 
Odds are it wont happen, cept in the case of a few.

-----------------

poster: Blackthorne
subject: >>>>>>>>rentaboat...
date: Wed Dec  4 10:03:06 2002

I wasn't complaining...*shrug* no one can laugh nowadays...

-----------------

poster: Mamoru
subject: party muffle
date: Wed Dec  4 11:07:11 2002

i think there should be a way to muffle the party channel so that
noone else can say anything on it

this would be especially useful for eq parties...

just my two cents

mamo-chan

-----------------

poster: Tahnval
subject: >>>>>>>>rentaboat...
date: Wed Dec  4 14:01:17 2002

On Wed Dec  4 10:01:57 2002 Litho wrote post #1431:
> On Wed Dec  4 10:00:03 2002 Blackthorne wrote post #1430:
> > > > islands. ;)
> > > > 
> > > Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
> > > Waiting 3 minutes to move? 
> > > Seriously.
> > > Why not put a 10 second delay on every time we go north, south, east or
> > west. 
> > > Q
> > We already have that delay. It's called lag.
> > -BT *dodges a tomato*
> Quit fucking whining.
> If you aren't satisfied with things, go mnav, or rogue, ferries are
> fine as is. Quit complaning for once.
Triangle takes about 30 seconds, tops.  Lodes are
easy to come by for start/adv.

I don't see a problem.  Yeah, it's a minor irritation
when going to Everrest or Oddworld.  It could be
a lot worse - it could be like RL.

-----------------

poster: Tahnval
subject: >>>>>>>>>rentaboat...
date: Wed Dec  4 14:02:53 2002

On Wed Dec  4 10:03:06 2002 Blackthorne wrote post #1433:
> I wasn't complaining...*shrug* no one can laugh nowadays...
I'm laughing at Litho for his reply to you.  I also laughed
at your post, which was obviously a joke.
I just love people whining about people whining.

-----------------

poster: Zifnab
subject: >>>>>>rentaboat...
date: Wed Dec  4 14:24:00 2002

> > that.. 
> > > 
> > > Heh... 
> > seriously guys, is there so little to complain about that you ave to
> > complain about losing 3 mins of xp? if you want a quick way to get
> > around, get a mnav and have them open a portal or psummon you or go
> > mnav yourself. keep complaining and all they will do is remove the
> > ferries and then you will be REALLY screwed for getting to other
> > islands. ;)
> > 
> Who says I'm loosing 3 min of xp?  It's simply a waste of time. 
> Waiting 3 minutes to move? 
> Seriously.
> Why not put a 10 second delay on every time we go north, south, east or
west. 
> Q

Waiting for your spells to cast is a waste of time too, lets make
them happen immediately. Same with skills.  All dieing does
is make you waste time waiting for a person to rev/res you so 
lets just get rid of the time and automaticallty 
make you pray. the Ferries have been here since day one,  there 
are other way to almost instaneously move between islands.

Since in your own words, all you do is chat anyway here why the issue over
3 minutes?

-----------------

poster: Tahnval
subject: Guild mastery areas....
date: Wed Dec  4 15:53:43 2002

AFAIK, you have guild mastery points in various areas, e.g.
offense, defence, healing, protting, whatever.

As things stand, a player is unable to have any clue as
to which areas they are weak in.  I'd like to see some
info of this nature added to the guild item checking
info.  Just something, anything, just a few messages
like "Your knowledge is very weak/weak/mediocre/etc"
in each guild mastery points area.

-----------------

poster: Nick
subject: Familiars
date: Thu Dec  5 04:03:34 2002

I think you should be able to command your familiars to keep items. 
It would help me as shifter in that every time I want to go eagle
form I would not have to run to my safe.
Feel free to criticize or tell me why it isn't necessary,

Nick

-----------------

poster: Rancor
subject: Animal magnetism
date: Thu Dec  5 09:17:46 2002

The skill should be allowed useage in both natural form and animal
form.  what is the point of a skill that would make you look like a
animal when you uhh could just be an animal?  shoudl be able to look
like a nice animal or make your current form look better as well.
Rancor

-----------------

poster: Tahnval
subject: >Familiars
date: Thu Dec  5 14:13:42 2002

On Thu Dec  5 04:03:34 2002 Nick wrote post #1439:
> I think you should be able to command your familiars to keep items. 
> It would help me as shifter in that every time I want to go eagle
> form I would not have to run to my safe.
> Feel free to criticize or tell me why it isn't necessary,
> 
> Nick
Why are you carrying your eq around anyway?  You can't
use it in any beastform and there is no point in playing
in your trueform.  Just put it in your safe and leave
it there.

-----------------

poster: Zifnab
subject: >>Familiars
date: Thu Dec  5 14:51:57 2002

On Thu Dec  5 14:13:42 2002 Tahnval wrote post #1441:
> On Thu Dec  5 04:03:34 2002 Nick wrote post #1439:
> > I think you should be able to command your familiars to keep items. 
> > It would help me as shifter in that every time I want to go eagle
> > form I would not have to run to my safe.
> > Feel free to criticize or tell me why it isn't necessary,
> > 
> > Nick
> Why are you carrying your eq around anyway?  You can't
> use it in any beastform and there is no point in playing
> in your trueform.  Just put it in your safe and leave
> it there.
you are implying thta he has a safe. Perhaps he does not.

-----------------

poster: Tahnval
subject: >>>Familiars
date: Thu Dec  5 15:07:13 2002

On Thu Dec  5 14:51:57 2002 Zifnab wrote post #1442:
> On Thu Dec  5 14:13:42 2002 Tahnval wrote post #1441:
> > On Thu Dec  5 04:03:34 2002 Nick wrote post #1439:
> > > I think you should be able to command your familiars to keep items. 
> > > It would help me as shifter in that every time I want to go eagle
> > > form I would not have to run to my safe.
> > > Feel free to criticize or tell me why it isn't necessary,
> > > 
> > > Nick
> > Why are you carrying your eq around anyway?  You can't
> > use it in any beastform and there is no point in playing
> > in your trueform.  Just put it in your safe and leave
> > it there.
> you are implying thta he has a safe. Perhaps he does not.
He stated "It would help me as shifter in that every time I want to go
eagle form I would not have to run to my safe."
So he has a safe.

-----------------

poster: Nick
subject: familiars
date: Fri Dec  6 03:43:49 2002

I don't carry my eq around.  I do however carry lodestones which I
would like my eagle to hold while I myself am in eagle form.

-----------------

poster: Afkaserious
subject: re Familiars
date: Fri Dec  6 03:44:58 2002

You can also give it to an eagle or a bear, who dont have the gosell command..

-----------------

poster: Afkaserious
subject: familiars again.
date: Fri Dec  6 03:46:28 2002

My bad. Meant falcon, not eagle. Dont know if wolf can carry your junk tho.

-----------------

poster: Tahnval
subject: >familiars
date: Fri Dec  6 23:44:08 2002

On Fri Dec  6 03:43:49 2002 Nick wrote post #1444:
> I don't carry my eq around.  I do however carry lodestones which I
> would like my eagle to hold while I myself am in eagle form.
Ah, I see.
How I avoided that sort of problem was to have one of my
other familiars carry lodes, food and gems (just in case
I got a gem worth >10K that I wouldn't want my eagle to sell to
a general store, as it would do).
Maybe you only have 1 minor and 1 major familiar...can a 
falcon familiar carry anything?

-----------------

poster: Trigon
subject: rack
date: Sat Dec  7 04:47:55 2002

Could the create magical rack spell work like summon cauldron, and
refresh your rack if there is one already in the room? That would be
helpful.
Trigon

-----------------

poster: Goroharahad
subject: Coal [hornyEQcats]: tune acid goro!
date: Sat Dec  7 17:49:52 2002

Nuff said

-----------------

poster: Korthrun
subject: chests/safes
date: Sun Dec  8 01:25:41 2002

It would be a nie tune to safes/chests if they could check the
validity of a combo before doing the "you get cramps" thing. 
if i typo my combo and try again one second to early i have to wait
agasin even though its the right combo
just kinda annoying

-----------------

poster: Tranquil
subject: >chests/safes
date: Sun Dec  8 03:59:19 2002

On Sun Dec  8 01:25:41 2002 Korthrun wrote post #1450:
> It would be a nie tune to safes/chests if they could check the
> validity of a combo before doing the "you get cramps" thing. 
> if i typo my combo and try again one second to early i have to wait
> agasin even though its the right combo
> just kinda annoying

IIRC it was done this way to reduce the risk of safes being raided
by other players. As it stands, it's a relatively safe system.
Unless you want people getting at your safe and raiding it within 5
minutes with some bot trigger set?


-----------------

poster: Korthrun
subject: >>chests/safes
date: Sun Dec  8 04:52:43 2002

if the next try is the right combo what does it matter. I'm not
saying remove the thing altogether Im saying check the validity of
the combo before a check is made on whether or not its been "long
enough" to try again

-----------------

poster: Tranquil
subject: >>>chests/safes
date: Sun Dec  8 05:01:10 2002

On Sun Dec  8 04:52:43 2002 Korthrun wrote post #1452:
> if the next try is the right combo what does it matter. I'm not
> saying remove the thing altogether Im saying check the validity of
> the combo before a check is made on whether or not its been "long
> enough" to try again

This would make it possible for a player to make a command/macro
that would turn a safe to every possible combination in one go, with
merely one keystroke. You wouldn't even need a trigger to report
what the combination was. Therefore, it would make saferaiding
extremely easy.

I do not believe that was or is the intention of safes and chests.
Make them breakable, but not instantly. So basically, they are as
intended.


-----------------

poster: Jaws
subject: heh
date: Sun Dec  8 08:28:43 2002

what he means is u only cramp if u got the wrong one silly

if its the right one, even if u just turned invalid one
u dont cramp

Jaws

-----------------

poster: Tak
subject: >heh
date: Sun Dec  8 08:33:19 2002

this is true, however, you can still have a command doing all of
them in 2 minutes, or whatever, as soon as right one goes, it doesnt
cramp and it opens, doesnt matter how many time you cramp doing
wrong ones, all of them are gonna be checked, and that right one
_will_ open it.
tak

-----------------

poster: Korthrun
subject: >>heh
date: Sun Dec  8 10:45:36 2002

i thought that was illegal

-----------------

poster: Smee
subject: >>>heh
date: Sun Dec  8 11:41:51 2002

I think safecracking should be promoted

with vigorous joy

-----------------

poster: Mamoru
subject: Doors
date: Sun Dec  8 12:09:31 2002

I believe that a method should be made usable to remove doors from castles...

I'm not saying we should be able to sell them or anything like that....

just remove the doors that are no longer needed or wanted from a castle

my two bits,
mamoru

-----------------

poster: Quillz
subject: >>>>heh
date: Sun Dec  8 12:34:12 2002

On Sun Dec  8 11:41:51 2002 Smee wrote post #1457:
> I think safecracking should be promoted
> 
> with vigorous joy
I agree.  I also think that castle guards should be killable again.  
As it is now it says something about pk reg, which is impossible.  
Q

-----------------

poster: Zifnab
subject: >heh
date: Sun Dec  8 15:48:28 2002

On Sun Dec  8 08:28:43 2002 Jaws wrote post #1454:
> what he means is u only cramp if u got the wrong one silly
> 
> if its the right one, even if u just turned invalid one
> u dont cramp
> 
> Jaws
correct, if you allow that, the whole cramping thing is invalid. and a person
botting safes/chests will just keep firing combos at it till
they get the right one, the delay will be useless, since once they hit the
right one, the safe will open regardless of the delay

-----------------

poster: Petra
subject: Clan plaque Info idea
date: Mon Dec  9 02:53:01 2002

I think it would be cool for there to be a plaque that posts clan
info. Not just like clan all info but as a updated plaque to keep
track of the most active clans and stuff.
For Example:
(clan names and values are examples :) )
Top Clan Plaque

   Name:     Members#   Weekly EXP:                 Worth:
                      Average/Total            Average/Total

1) TheGanj     4     4,204,204/420,420,420    420m/3187m
2) DaKillas    8     187,187/1,870,187        187m/1870m

This is the general idea, just thought it might be kinda cool, put a
lil competition between clans. A lil somethign to work for. A lil
something interesting kinda to add.
-Petra

-----------------

poster: Wildchild
subject: >Clan plaque Info idea
date: Mon Dec  9 04:22:23 2002

On Mon Dec  9 02:53:01 2002 Petra wrote post #1461:
> I think it would be cool for there to be a plaque that posts clan
> info. Not just like clan all info but as a updated plaque to keep
> track of the most active clans and stuff.
> For Example:
> (clan names and values are examples :) )
> Top Clan Plaque
> 
>    Name:     Members#   Weekly EXP:                 Worth:
>                       Average/Total            Average/Total
> 
> 1) TheGanj     4     4,204,204/420,420,420    420m/3187m
> 2) DaKillas    8     187,187/1,870,187        187m/1870m
> 
> This is the general idea, just thought it might be kinda cool, put a
> lil competition between clans. A lil somethign to work for. A lil
> something interesting kinda to add.
> -Petra

Considering how easy exp is on this mud, I think that "clan parties"
are the last way to go about comparing clans. Hell, you could just
remove clans tomorrow and that doesn't mean people will stop
partying with each other.

Clans need real things if you want competition.

-WildCHild

-----------------

poster: Petra
subject: bah
date: Mon Dec  9 06:14:39 2002

wildchild how often do you say something good about a post? of all
the meaningless stupid things on the mud. This is just something for
fun.
its not like were on a code budget or anything. you dont have to
look at it politically.
its just an idea for fun i dont think you NEED it.

-----------------

poster: Xerious
subject: >>Clan plaque Info idea
date: Mon Dec  9 08:09:21 2002

On Mon Dec  9 04:22:23 2002 Wildchild wrote post #1462:
> On Mon Dec  9 02:53:01 2002 Petra wrote post #1461:
> > I think it would be cool for there to be a plaque that posts clan
> > info. Not just like clan all info but as a updated plaque to keep
> > track of the most active clans and stuff.
> > For Example:
> > (clan names and values are examples :) )
> > Top Clan Plaque
> > 
> >    Name:     Members#   Weekly EXP:                 Worth:
> >                       Average/Total            Average/Total
> > 
> > 1) TheGanj     4     4,204,204/420,420,420    420m/3187m
> > 2) DaKillas    8     187,187/1,870,187        187m/1870m
> > 
> > This is the general idea, just thought it might be kinda cool, put a
> > lil competition between clans. A lil somethign to work for. A lil
> > something interesting kinda to add.
> > -Petra
> 
> Considering how easy exp is on this mud, I think that "clan parties"
> are the last way to go about comparing clans. Hell, you could just
> remove clans tomorrow and that doesn't mean people will stop
> partying with each other.
> 
> Clans need real things if you want competition.
> 
> -WildCHild

Like strongholds and *cough* pk?  I know, I know, it won't happen...

X-spam

-----------------

poster: Shadowmage
subject: 10k with java
date: Mon Dec  9 13:20:36 2002

I think that 10k should also be enabled with Java. It doesn't make much sense
that 3k is but 10k isnt
-shadow

-----------------

poster: Rambo
subject: Clan Plaque info idea
date: Mon Dec  9 17:10:14 2002

>I think it would be cool for there to be a plaque that posts clan
>info. Not just like clan all info but as a updated plaque to keep
>track of the most active clans and stuff.
>For Example:
>(clan names and values are examples :) )
>Top Clan Plaque

Maybe this is something in the line of what you are looking for? I
took the freedom of a few hours to research and came out with this
=)

+----------------------+
|   Islands of Myth    |
|        Clans         |
|     2002-12-09       |
+----------------------+

#1  -[ Babes ]-
 Members#      Clan Worth        Average
    15/15    56,779,451,762    3,785,296,733

#2  -[ Nosferatu ]-
 Members#      Clan Worth        Average
    15/15    31,253,560,592    2,083,570,667

#3  -[ Odins_Ravens ]-
 Members#      Clan Worth        Average
    14/15    24,416,796,625    1,744,056,857

#4  -[ Dramwalkers ]-
 Members#      Clan Worth        Average
    10/11    22,194,390,875    2,219,439,000

#5  -[ Tempest ]-
 Members#      Clan Worth        Average
    15/15    19,840,795,471    1,322,719,667

#6  -[ Mongeese ]-
 Members#      Clan Worth        Average
    15/15    17,856,647,773    1,190,442,667

#7  -[ Archaic ]-
 Members#      Clan Worth        Average
    9/9      14,221,156,869    1,579,017,300

#8  -[ Fightclub ]-
 Members#      Clan Worth        Average
    10/10    12,815,032,293    1,281,503,200

#9  -[ Blacksheep ]-
 Members#      Clan Worth        Average
    14/14     8,432,451,966      602,317,997

#10 -[ Mojo ]-
 Members#      Clan Worth        Average
    3/4       8,010,560,968    2,670,186,989

#11 -[ Myztics ]-
 Members#      Clan Worth        Average
    13/13     6,339,316,057      487,639,696

#12 -[ Mystics ]-
 Members#      Clan Worth        Average
    7/10      5,182,784,045      740,397,720

#13 -[ DarkCouncil ]-
 Members#      Clan Worth        Average
    15/15     4,485,922,563      299,061,504

#14 -[ BlackHeart ]-
 Members#      Clan Worth        Average
    3/3       4,086,886,808    1,362,295,603

#15 -[ DragonHeart ]-
 Members#      Clan Worth        Average
    8/8       3,771,157,623      471,394,702

#16 -[ Lidka ]-
 Members#      Clan Worth        Average
    2/3       3,275,500,705    1,637,750,353

#17 -[ >Guardians< ]-
 Members#      Clan Worth        Average
    8/8       3,013,883,409      376,735,426

#18 -[ PURGATORI ]-
 Members#      Clan Worth        Average
    7/8       2,918,066,108      416,866,586

#19 -[ Pallivaahto ]-
 Members#      Clan Worth        Average
    6/8       2,891,734,243      481,955,707

#20 -[ S.T.D. ]-
 Members#      Clan Worth        Average
    7/8       2,716,302,266      388,232,895

#21 -[ Nephilium ]-
 Members#      Clan Worth        Average
    12/12     1,591,541,257      132,628,438

#22 -[ VIP ]-
 Members#      Clan Worth        Average
    7/7       1,399,766,298      199,966,614

#23 -[ Ugly_Mother ]-
 Members#      Clan Worth        Average
    5/5       1,367,298,917      273,459,783

#24 -[ Kindred ]-
 Members#      Clan Worth        Average
    1/1       1,212,585,695    1,212,585,695

#25 -[ BraveHeart ]-
 Members#      Clan Worth        Average
    2/3       1,186,463,192      593,231,596

#26 -[ Tuonela ]-
 Members#      Clan Worth        Average
    3/3       1,178,504,838      392,834,946

#27 -[ Deathwish ]-
 Members#      Clan Worth        Average
    2/6       1,044,250,491      522,125,245

#28 -[ Buds ]-
 Members#      Clan Worth        Average
    5/6         806,668,145      161,333,629

#29 -[ Mortal Fist ]-
 Members#      Clan Worth        Average
    1/2         605,900,950      605,900,950

#30 -[ Bladez ]- 
 Members#      Clan Worth        Average
    3/5         540,837,437      180,279,145

#31 -[ FallenAngels ]-
 Members#      Clan Worth        Average
    1/1         529,449,674      529,449,674

#32 -[ Outcasts ]-
 Members#      Clan Worth        Average
    1/1         376,204,187      376,204,187

#33 -[ LeftyPockets ]-
 Members#      Clan Worth        Average
    1/2         334,242,714      334,242,714

#34 -[ Seers ]-
 Members#      Clan Worth        Average
    3/4         327,245,468      109,081,822

#35 -[ Nightwatch ]-
 Members#      Clan Worth        Average
    4/7         325,572,907       81,393,229

#36 -[ Ragnarok ]-
 Members#      Clan Worth        Average
    1/1         262,916,339      262,916,339

#37 -[ DarkOmen ]-
 Members#      Clan Worth        Average
    4/5         237,299,695       59,324,923

#38 -[ WolfPack ]-
 Members#      Clan Worth        Average
    2/2         237,229,187      118,6§4,593

#39 -[ NiteStalkers ]-
 Members#      Clan Worth        Average
    7/10        229,079,118       32,725,588

#40 -[ Arcanum ]-
 Members#      Clan Worth        Average
    1/1         152,271,393      152,271,393

#41 -[ Necronomicon ]-
 Members#      Clan Worth        Average
    3/3         135,925,152       45,308,384

#42 -[ WoadRaiders ]-
 Members#      Clan Worth        Average
    2/3         127,920,443       63,960,221

#43 -[ Ancients ]-
 Members#      Clan Worth        Average
    1/1         107,834,626      107,834,626

#44 -[ Blackguards ]-
 Members#      Clan Worth        Average
    1/2         105,332,846      105,332,846

#45 -[ Tuba ]-
 Members#      Clan Worth        Average
    1/1         103,394,560      103,394,560

#46 -[ WolvesDen ]-
 Members#      Clan Worth        Average
    3/4         101,083,653       33,694,551

#47 -[ Perkele ]-
 Members#      Clan Worth        Average
    1/3          97,125,446       97,125,446

#48 -[ Dead_Rabbits ]-
 Members#      Clan Worth        Average
    1/4          63,228,462       63,228,462

#49 -[ Lost_Souls ]-
 Members#      Clan Worth        Average
    2/4          58,919,350       29,459,675

#50 -[ Mercury ]-
 Members#      Clan Worth        Average
    1/2          49,746,468       49,746,468

#51 -[ Fidelity ]-
 Members#      Clan Worth        Average
    1/2          36,689,520       36,689,520

#52 -[ BloodMoon ]-
 Members#      Clan Worth        Average
    2/2          26,202,707       13,101,353

#53 -[ Thorns ]-
 Members#      Clan Worth        Average
    1/1          24,375,436       24,375,436

#54 -[ KinkSquad ]-
 Members#      Clan Worth        Average
    1/1          22,237,002       22,237,002 

#55 -[ The_Damned ]-
 Members#      Clan Worth        Average
    1/1          16,961,086       16,961,086

#56 -[ Whitedragons ]-
 Members#      Clan Worth        Average
    2/8          14,856,777        7,428,388

#57 -[ Shirak_Dulak ]-
 Members#      Clan Worth        Average
    1/1           7,827,826        7,827,826

#58 -[ Ubernoobs ]-
 Members#      Clan Worth        Average
    1/3           7,765,693        7,765,693

#59 -[ Gottakillem ]-
 Members#      Clan Worth        Average
    1/1           5,128,611        5,128,611

#60 -[ Iron_Eagle ]-
 Members#      Clan Worth        Average
    1/1           3,413,216        3,413,216

#61 -[ Shadowspawn ]-
 Members#      Clan Worth        Average
    1/1           2,501,707        2,501,707

#62 -[ APOCALYPSE ]-
 Members#      Clan Worth        Average
    0/4         Unknown          Unknown

#63 -[ Moose ]-
 Members#      Clan Worth        Average
    0/4         Unknown          Unknown

#64 -[ ~Masters~ ]-
 Members#      Clan Worth        Average
    0/3         Unknown          Unknown

#65 -[ Guardians ]-
 Members#      Clan Worth        Average
    0/3         Unknown          Unknown

#66 -[ Valhalla ]-
 Members#      Clan Worth        Average
    0/3         Unknown          Unknown

#67 -[ Flushing ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#68 -[ J Dredd's ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#69 -[ ZSenshi ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#70 -[ Chosen Few ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#71 -[ UMCP ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#72 -[ DarkApostles ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#73 -[ Ultim@ ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#74 -[ WikidKnights ]-
 Members#      Clan Worth        Average
    0/2         Unknown          Unknown

#75 -[ Praesideo ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#76 -[ Ardent ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#77 -[ Men in Black ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#78 -[ ShadowGate ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#79 -[ Gypsies ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#80 -[ PR1MO ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#81 -[ Blade Runner ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#82 -[ Chaos ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#83 -[ Coven13 ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#84 -[ Frenchies ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#85 -[ Highlander ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#86 -[ Dragon-Lords ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#87 -[ BoyFanClub ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#88 -[ Diabolik ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#89 -[ Nerukigami ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

#90 -[ Kamikaze ]-
 Members#      Clan Worth        Average
    0/1         Unknown          Unknown

-----------------

poster: Bob
subject: items
date: Mon Dec  9 21:25:29 2002

I dunno which group this should go in, so i chose ideas.
I have noticed a huge number of people accidentally selling eq to
the shops, and thats just
damned careless. If you want to hang on to your eq always remember
to save it. If not, then
it's not a surprise if you sell it to the shop and people never give it back.

-----------------

poster: Zifnab
subject: >items
date: Mon Dec  9 21:26:05 2002

On Mon Dec  9 21:25:29 2002 Bob wrote post #1467:
> I dunno which group this should go in, so i chose ideas.
> I have noticed a huge number of people accidentally selling eq to
> the shops, and thats just
> damned careless. If you want to hang on to your eq always remember
> to save it. If not, then
> it's not a surprise if you sell it to the shop and people never give it
back.

We have also gone out of our ways to make this harder.
the shops dont even accept certain levels of equipment

-----------------

poster: Poofy
subject: Combat
date: Mon Dec  9 21:36:10 2002

Any chance we can put in distance
with command 
fighters get up closer, while mages stay behind?
also could be a skill for fighters to taunt monsters?
spells would show accuracy...like some for long ranged some short,
with pros/cons on them?
it might be tough to make but thought this might make more to combat
than typing one or two aliases the entire time....
or for ppl with triggers, just sitting back and watching the screen
go by...
o clerics/abjurs/other enhancers would have to get closer to target,
so the "taunt" skill have to be trained so the monsie wont target 
the weaker ppl
just a thought...

-----------------

poster: Petra
subject: holy crap Rambo
date: Mon Dec  9 23:29:26 2002

Hoy crap rambo, your hardcore ;)
hehe
basically what you did only just a active plaque so people dont have
to do what you did manually everytime they wanna see where the clans
stand.
something they can just look at, not find all the members, total and
divide them every time they are curious ;)

-----------------

poster: Afkaserious
subject: Eje
date: Mon Dec  9 23:39:54 2002

How about being able to "show" an item to eje, and he tells you how
much the gods would like the item 
they would really like it" "IF you donate this, we will adore you
Also, it would be a way to know if the item sacs/has been sacced too much
I guess thats all I got for now.

-----------------

poster: Warchief
subject: >>holy crap Rambo
date: Tue Dec 10 01:02:06 2002

On Tue Dec 10 01:00:39 2002 Switchblade wrote post #1472:
>   I have to say, actually, that i have compiled a list like this
> for my clan in the past, just to see where we are at XP wise.  I
> know that I would use it often, partially for +dick size (because my
> clan rocks), but also just to be aware of what some other clans
> might be accomplishing.  I mean, I already check the exp plaque
> fairly often so I can see how close my next spot is  - I am
> competing with other players a little bit, it motivates me a little
> to XP.  
>  
>   Likewise, if I can observe more clearly that say, my clan is
> stagnating vs. other clans, then it might motivate us a little bit
> more.  It's not going to make a big difference, but I think it helps
> a little bit.  I really like this idea :)
> 
> Aaand, thank Warchief, for compiling that information, i really
> enjoyed looking that over.  I think the Hall of Clans, for example,
> 
> might be the perfect place for a plaque like this, or any similar plaques.  
> 
> 

Hmm, no problem...
What did I do again?


-----------------

poster: Switchblade
subject: >>>holy crap Rambo
date: Tue Dec 10 01:06:55 2002



  I have to say, actually, that i have compiled a list like this
for my clan in the past, just to see where we are at XP wise.  I
know that I would use it often, partially for +dick size (because my
clan rocks), but also just to be aware of what some other clans
might be accomplishing.  I mean, I already check the exp plaque
fairly often so I can see how close my next spot is  - I am
competing with other players a little bit, it motivates me a little
to XP.  
 
  Likewise, if I can observe more clearly that say, my clan is
stagnating vs. other clans, then it might motivate us a little bit
more.  It's not going to make a big difference, but I think it helps
a little bit.  I really like this idea :)

Aaand, thank you Rambo, for compiling that information, i really
enjoyed looking that over.  I think the Hall of Clans, for example,

might be the perfect place for a plaque like this, or any similar plaques.  

(ok, warchief is evil, just FYI)

-switchamabobber




-----------------

poster: Rancor
subject: >bah
date: Tue Dec 10 01:22:15 2002

wildchild what i think petra is getting at is we have 18 plaque
right now( well not 18) but anyway we have a ton of plaques and the
exp earned is not nessecarilly have to be from clan only parties it
could just be exp in general and how much a specific clan has made
in the past week.  now to me that sounds like a great idea.  you
don't like it go play somewhere else.
Rancor

-----------------

poster: Arkangyle
subject: >>bah
date: Tue Dec 10 01:49:27 2002

On Tue Dec 10 01:22:15 2002 Rancor wrote post #1475:
> wildchild what i think petra is getting at is we have 18 plaque
> right now( well not 18) but anyway we have a ton of plaques and the
> exp earned is not nessecarilly have to be from clan only parties it
> could just be exp in general and how much a specific clan has made
> in the past week.  now to me that sounds like a great idea.  you
> don't like it go play somewhere else.
> Rancor

Why should he go somewhere else simply because he expresses as much
opinion as another?

-----------------

poster: Quillz
subject: >>>bah
date: Tue Dec 10 03:26:18 2002

On Tue Dec 10 01:49:27 2002 Arkangyle wrote post #1476:
> On Tue Dec 10 01:22:15 2002 Rancor wrote post #1475:
> > wildchild what i think petra is getting at is we have 18 plaque
> > right now( well not 18) but anyway we have a ton of plaques and the
> > exp earned is not nessecarilly have to be from clan only parties it
> > could just be exp in general and how much a specific clan has made
> > in the past week.  now to me that sounds like a great idea.  you
> > don't like it go play somewhere else.
> > Rancor
> 
> Why should he go somewhere else simply because he expresses as much
> opinion as another?
Well I've seen dozens of other people say that exact same phrase
dozens of other times when people try to think up some ideas.

Or maybe they were placed there with religious intent...

I'll go play somewhere else!

-----------------

poster: Wildchild
subject: >>>>bah
date: Tue Dec 10 03:41:58 2002

On Tue Dec 10 03:26:18 2002 Quillz wrote post #1477:
> On Tue Dec 10 01:49:27 2002 Arkangyle wrote post #1476:
> > On Tue Dec 10 01:22:15 2002 Rancor wrote post #1475:
> > > wildchild what i think petra is getting at is we have 18 plaque
> > > right now( well not 18) but anyway we have a ton of plaques and the
> > > exp earned is not nessecarilly have to be from clan only parties it
> > > could just be exp in general and how much a specific clan has made
> > > in the past week.  now to me that sounds like a great idea.  you
> > > don't like it go play somewhere else.
> > > Rancor
> > 
> > Why should he go somewhere else simply because he expresses as much
> > opinion as another?
> Well I've seen dozens of other people say that exact same phrase
> dozens of other times when people try to think up some ideas.
> 
> Or maybe they were placed there with religious intent...
> 
> I'll go play somewhere else!

Yeah, why should we actually come up with ideas to improve clans? We
should just all go elsewhere rather than take the status quo on what
is basically a pointless aspect of the mud when it could be so much
more...

-WildChild

-----------------

poster: Rancor
subject: >>>>>bah
date: Tue Dec 10 03:52:16 2002

once again wildchild you are now taking this discussion to somewhere
else.  ptra never said anything about clans being useless and so on
and so forth the idea was to have a clan plaque of some sort.  Fine
by me and well you came up with a rather mudane reason as to why we
should not have it and are now saying clans are useless. please stop
with the dribble.  clans are not useless they are basicly orginized
friendships on here and opertunities for people to get to know each
other better.  I have grown to love all those in my current clan and
they are awsome people.  Now if you want to take this on to
something new how about you posting your own ideas about how to
improve lans beyond what they are now.  rather than flaming
everything and saying they are pointless and useless.  ohh wait you
have no ideas.
Rancor

-----------------

poster: Zyz
subject: >>>>>>bah
date: Tue Dec 10 17:28:18 2002

Exp plaques already influence 'players' to spend countless hours
killing the same monsters over and over in a mostly automated
fashion to move up numbers on the plaques. Having clan exp plaques
would encourage more of the same. Too bad there are so few other
measures of play on this mud.

-----------------

poster: Quillz
subject: >>>>>>>bah
date: Tue Dec 10 17:54:56 2002

On Tue Dec 10 17:28:18 2002 Zyz wrote post #1480:
> Exp plaques already influence 'players' to spend countless hours
> killing the same monsters over and over in a mostly automated
> fashion to move up numbers on the plaques. Having clan exp plaques
> would encourage more of the same. Too bad there are so few other
> measures of play on this mud.
Influence is kind of a harsh way of putting it...could be much nicer
and say it inspires?
It just turns things into a competition basically.  And competition
doesn't usually bring out the best in people.
I know this by experience.  

But I do agree with your last line, zyz. 
Nothing much we can do about it though.

-----------------

poster: Tektor
subject: >>>>>>>>bah
date: Tue Dec 10 19:00:08 2002

On Tue Dec 10 17:54:56 2002 Quillz wrote post #1481:
> On Tue Dec 10 17:28:18 2002 Zyz wrote post #1480:
> > Exp plaques already influence 'players' to spend countless hours
> > killing the same monsters over and over in a mostly automated
> > fashion to move up numbers on the plaques. Having clan exp plaques
> > would encourage more of the same. Too bad there are so few other
> > measures of play on this mud.
> Influence is kind of a harsh way of putting it...could be much nicer
> and say it inspires?
> It just turns things into a competition basically.  And competition
> doesn't usually bring out the best in people.
> I know this by experience.  
> 
> But I do agree with your last line, zyz. 
> Nothing much we can do about it though.
Do like me and play for fun :)

-----------------

poster: Draco
subject: herb pouch
date: Wed Dec 11 02:06:18 2002

is it possible to allow mixing potions from the herbalist guild to
just take herbs straight from the pouch and use them? its kinda
annoying to have a pouch that decreases spam and then mkes you just
take all the stuff right back out

-----------------

poster: Litho
subject: >herb pouch
date: Wed Dec 11 05:04:42 2002

On Wed Dec 11 02:06:18 2002 Draco wrote post #1483:
> is it possible to allow mixing potions from the herbalist guild to
> just take herbs straight from the pouch and use them? its kinda
> annoying to have a pouch that decreases spam and then mkes you just
> take all the stuff right back out
Also, i think druid should have a automatic tinder box in the staff,
if it does not yet.

-----------------

poster: Petra
subject: bah, clan stuff
date: Wed Dec 11 11:21:30 2002

its just an idea. a thought. for fun..
you guys ever thought of being politicians? i hear they get payed
alot to talk on CNN and blow up anything into anything else.
its just an idea to have a clan info plaque, i mean it wouldnt be
hard to code, and it would be one more interesting thing for bored
people to look at
its not like im asking for the admins to redo combat cause i dont
like the colors or the way it puts the information or anything
rediculous

-----------------

poster: Midnight
subject: ghosts of mobs
date: Wed Dec 11 16:06:23 2002

I suggest to make the ghost's of mobs just as big as the mobs that
were killed, that way ppl would get more exp but be more careful of
leaving bodies.
imagine being ganged up by seven or eight ghost's with the size of
the mobs in the area they originate from, awesome isn't it?
alternately only let mobs of a certain size produce ghost's like
mobs up to size 1k. 
feel free to flame away.
Midplussed.

-----------------

poster: Celine
subject: >ghosts of mobs
date: Wed Dec 11 23:27:26 2002

On Wed Dec 11 16:06:23 2002 Midnight wrote post #1486:
> I suggest to make the ghost's of mobs just as big as the mobs that
> were killed, that way ppl would get more exp but be more careful of
> leaving bodies.
> imagine being ganged up by seven or eight ghost's with the size of
> the mobs in the area they originate from, awesome isn't it?
> alternately only let mobs of a certain size produce ghost's like
> mobs up to size 1k. 
> feel free to flame away.
> Midplussed.
hrm.. perhaps instead of repopping at the same size.. dependant on
certain variables the ghost could be anywhere from 1%-50% of its
original size (maybe based on whether its a ghost/zom
ie/skeleton/penismonkey etc..)
otherwise i think its a cool idea

-----------------

poster: Arkangyle
subject: >>ghosts of mobs
date: Wed Dec 11 23:54:58 2002

On Wed Dec 11 23:27:26 2002 Celine wrote post #1487:
> On Wed Dec 11 16:06:23 2002 Midnight wrote post #1486:
> > I suggest to make the ghost's of mobs just as big as the mobs that
> > were killed, that way ppl would get more exp but be more careful of
> > leaving bodies.
> > imagine being ganged up by seven or eight ghost's with the size of
> > the mobs in the area they originate from, awesome isn't it?
> > alternately only let mobs of a certain size produce ghost's like
> > mobs up to size 1k. 
> > feel free to flame away.
> > Midplussed.
> hrm.. perhaps instead of repopping at the same size.. dependant on
> certain variables the ghost could be anywhere from 1%-50% of its
> original size (maybe based on whether its a ghost/zom
> ie/skeleton/penismonkey etc..)
> otherwise i think its a cool idea

Speaking as someone who played for a great deal of time on a mud
where undead that repopped actually mattered ... YOU GUYS CAN'T
HANDLE IT!!!  Seriously, for us to even consider doing that (and I'd
love to) would be like begging everyone to scream and whine.

The effect this has on highbie areas is ... you know, nominal ...
but the worst would come from newbies/lowbies who suddenly started
dying everywhere because something got left to rot.

- Ark

-----------------

poster: Poofy
subject: re
date: Thu Dec 12 00:48:09 2002

yeah, be too much whining, like pk

-----------------

poster: Shadowmage
subject: PLLEEEAAAASSSSEEE!!! Java on 10k
date: Thu Dec 12 02:36:25 2002

Hey, u know, making 10k available on java is as simple as putting a
link at wiz documents.
It'll also make my (school) programming (most of where i work) a
WHOLE lot easier!
PLEASE! I'm BEGGING of you!
-shadow

-----------------

poster: Zifnab
subject: >PLLEEEAAAASSSSEEE!!! Java on 10k
date: Thu Dec 12 04:36:03 2002

On Thu Dec 12 02:36:25 2002 Shadowmage wrote post #1490:
> Hey, u know, making 10k available on java is as simple as putting a
> link at wiz documents.
> It'll also make my (school) programming (most of where i work) a
> WHOLE lot easier!
> PLEASE! I'm BEGGING of you!
> -shadow
it is not as easy as 'just putting a link there'

-----------------

poster: Kiliana
subject: eq
date: Thu Dec 12 08:01:33 2002

I'd like to see new types of eq introduced to the game. I was kinda
thinkin about maybe having new types of eq that enhance regular eq a
little, that could be random drops from eq monsters. like, for
example, monsters could drop like.. "adamantium studs".. and you
would go to a blacksmith, and have him attatch them to whatever slot
of eq it would modify. maybe you could put it on your breastplate,
and add like.. 10 ac, +1 stun res, +1 phys res, to the stats the eq
already had. or maybe generic items like "clear coats" that you
would have a blacksmith apply to any eq, and it would take x amount
of damage. like.. a good one would take 3 percent damage. then it
would shatter, and the eq would be normal again. I think that would
be a neat way to counter eq decay, and if monsters (even xp
monsters) over 2-300k dropped them randomly, you could end up having
stuff to dice for after a long xp party! basically im just kind of
suggesting eq that modifies things currently in existance for random
eq, instead of whole pieces. Just because.. i've seen monsters drop
random eq that was a weapon, and yet he didnt use that cool weapon
when you were fighting him. i'td make more sense for him to drop
some potions he was saving that modified your eq, than a random
piece of real stuff. flames are welcome, as always! i'd like to hear
what people think:) thanks! -kili

-----------------

poster: Shadowmage
subject: >>items
date: Thu Dec 12 14:27:30 2002

that's not necessarily true. people have been known to give back
higher end (1.5mil) eq
back to their owners. bear in mind that it's YOUR fault if you lose
the eq, and you should
not threaten or blame the person. If you ask nicely, then they would
have a larger chance
of giving the item back. 
shadow

-----------------

poster: Lendir
subject: two ideas
date: Thu Dec 12 16:14:05 2002

ok first...some sort of mime guild or something...you can join it
after completing any gamma guild and it would have things like
spells that could mimic what a specific player does and a spell that
could mimic what a specific monster did last, skills would include a
mastery to make the mimed spells more effective and have a better
chance of working correctly, and also a player and monster
preference skill to choose your target

ok...idea number two...greater wish, eat corpses
just a couple ideas, flame away
eomer

-----------------

poster: Rambo
subject: Ignore Tells
date: Thu Dec 12 19:15:21 2002

I think it would be a useful thing that you see a (Ignoring) if you
send a tell to someone on your ignore list, becouse it happends alot
that you send a tell to someone and you have them on ignore list
that you had long forgotten, and you get frustrated sins you do not
get an answer from them, and someone else have to tell you that the
one you are asking questions is beeing ignored by you.

My 2 cents

-----------------

poster: Zifnab
subject: >Ignore Tells
date: Thu Dec 12 19:21:40 2002

On Thu Dec 12 19:15:21 2002 Rambo wrote post #1495:
> I think it would be a useful thing that you see a (Ignoring) if you
> send a tell to someone on your ignore list, becouse it happends alot
> that you send a tell to someone and you have them on ignore list
> that you had long forgotten, and you get frustrated sins you do not
> get an answer from them, and someone else have to tell you that the
> one you are asking questions is beeing ignored by you.
> 
> My 2 cents
how about if they dont answer you check your ignore list?

-----------------

poster: Daran
subject: >>Ignore Tells
date: Thu Dec 12 22:15:15 2002

On Thu Dec 12 19:21:40 2002 Zifnab wrote post #1496:
> On Thu Dec 12 19:15:21 2002 Rambo wrote post #1495:
> > I think it would be a useful thing that you see a (Ignoring) if you
> > send a tell to someone on your ignore list, becouse it happends alot
> > that you send a tell to someone and you have them on ignore list
> > that you had long forgotten, and you get frustrated sins you do not
> > get an answer from them, and someone else have to tell you that the
> > one you are asking questions is beeing ignored by you.
> > 
> > My 2 cents
> how about if they dont answer you check your ignore list?
How about you just be held responsible to pay attention to who you
put on ignore....

-----------------

poster: Owain
subject: Score
date: Sat Dec 14 04:35:58 2002

Would it be possible to see your values for hpr/spr/epr in the score
or elsewhere?

-----------------

poster: Zifnab
subject: >Score
date: Sat Dec 14 14:30:39 2002

On Sat Dec 14 04:35:58 2002 Owain wrote post #1499:
> Would it be possible to see your values for hpr/spr/epr in the score
> or elsewhere?

You can see them in RDMP. help RDMP

-----------------

poster: Draco
subject: party commands
date: Sat Dec 14 22:29:56 2002

make ps and ph avail to the dead k thx.
-dracopoop

-----------------

poster: Warchief
subject: Death shouts
date: Sun Dec 15 01:34:17 2002

Was wondering if we could just take out death shouts.  With the
number of players in the game today, it just creates a lot of
useless spam whereas a few years back when there was half the player
base of today, it was fun.  This is my proposition, it's gotten to
where the spam is more annoying than the fun of the death shouts. 
Perhaps an alternative would be to put them as shouts, which is how
I think they used to be before the death channel where muffs will
get rid of it. If muffs does currently block it (I think I have it
on anyways), or if there is any way to turn it off without turning
off the death channel, please let me know, but for now, however, I
propose that they be removed.

-Chief

-----------------

poster: Daran
subject: >Death shouts
date: Sun Dec 15 01:35:41 2002

On Sun Dec 15 01:34:17 2002 Warchief wrote post #1502:
> Was wondering if we could just take out death shouts.  With the
> number of players in the game today, it just creates a lot of
> useless spam whereas a few years back when there was half the player
> base of today, it was fun.  This is my proposition, it's gotten to
> where the spam is more annoying than the fun of the death shouts. 
> Perhaps an alternative would be to put them as shouts, which is how
> I think they used to be before the death channel where muffs will
> get rid of it. If muffs does currently block it (I think I have it
> on anyways), or if there is any way to turn it off without turning
> off the death channel, please let me know, but for now, however, I
> propose that they be removed.
> 
> -Chief
I'm not sure this is gonna happen, they were removed and people
bitched and complained like babies.  I just went ahead and made gag
triggers for all the death messages, works well for me.

-----------------

poster: Magneto
subject: >>Death shouts
date: Sun Dec 15 01:56:53 2002

On Sun Dec 15 01:35:41 2002 Daran wrote post #1503:
> On Sun Dec 15 01:34:17 2002 Warchief wrote post #1502:
> > Was wondering if we could just take out death shouts.  With the
> > number of players in the game today, it just creates a lot of
> > useless spam whereas a few years back when there was half the player
> > base of today, it was fun.  This is my proposition, it's gotten to
> > where the spam is more annoying than the fun of the death shouts. 
> > Perhaps an alternative would be to put them as shouts, which is how
> > I think they used to be before the death channel where muffs will
> > get rid of it. If muffs does currently block it (I think I have it
> > on anyways), or if there is any way to turn it off without turning
> > off the death channel, please let me know, but for now, however, I
> > propose that they be removed.
> > 
> > -Chief
> I'm not sure this is gonna happen, they were removed and people
> bitched and complained like babies.  I just went ahead and made gag
> triggers for all the death messages, works well for me.
Gag it, or ignore it.  We are sorry you don't like it, but get over it.

-----------------

poster: Zifnab
subject: >Death shouts
date: Sun Dec 15 04:17:02 2002

On Sun Dec 15 01:34:17 2002 Warchief wrote post #1502:
> Was wondering if we could just take out death shouts.  With the
> number of players in the game today, it just creates a lot of
> useless spam whereas a few years back when there was half the player
> base of today, it was fun.  This is my proposition, it's gotten to
> where the spam is more annoying than the fun of the death shouts. 
> Perhaps an alternative would be to put them as shouts, which is how
> I think they used to be before the death channel where muffs will
> get rid of it. If muffs does currently block it (I think I have it
> on anyways), or if there is any way to turn it off without turning
> off the death channel, please let me know, but for now, however, I
> propose that they be removed.
> 
> -Chief

rofl.....

Go back in news a few months and see what hell broke lose
when I did that.

-----------------

poster: Tahnval
subject: >Death shouts
date: Sun Dec 15 05:10:53 2002

I propose that the two different things on the death channel be
split into two channels - death_inform and death_taunts.

-----------------

poster: Wildchild
subject: >>Death shouts
date: Sun Dec 15 05:18:21 2002

On Sun Dec 15 05:10:53 2002 Tahnval wrote post #1506:
> I propose that the two different things on the death channel be
> split into two channels - death_inform and death_taunts.

I like this idea too.
I like this idea too.

Or we can always put it up to a vote from the player base like we
did at one point with pk. Then bitching one way or the other can
just be told to end with the vote.

As it is, again, I like Tahvanl's idea, but we have a ton of
channels as it is.

-WildChild

-----------------

poster: Zyz
subject: >>>Death shouts
date: Sun Dec 15 06:06:23 2002

I also like the two channel idea. Would be interesting to see how
many people choose to keep the taunts on, if there is a choice.
-Zyz

-----------------

poster: Draco
subject: >>>>Death shouts
date: Sun Dec 15 06:13:45 2002

On Sun Dec 15 06:06:23 2002 Zyz wrote post #1508:
> I also like the two channel idea. Would be interesting to see how
> many people choose to keep the taunts on, if there is a choice.
> -Zyz
well there is a plain and simple idea for those of you who want them
gone, simply turn the death channel off.

-----------------

poster: Zyz
subject: >>>>>Death shouts
date: Sun Dec 15 06:14:48 2002

Yeah yeah yeah. Also, could have two channels so we could SEE THE
DEATHS BUT NOT THE FRICKIN TAUNTS!!!!

-----------------

poster: Korthrun
subject: >>>>>>Death shouts
date: Sun Dec 15 06:17:36 2002

I have spereated these things into 2 "channels" using the gag and
echo features of my mud client
it wasnt that hard

-----------------

poster: Tranquil
subject: >>>>>>>Death shouts
date: Sun Dec 15 09:32:49 2002

On Sun Dec 15 06:17:36 2002 Korthrun wrote post #1511:
> I have spereated these things into 2 "channels" using the gag and
> echo features of my mud client
> it wasnt that hard

Thanks. Now would you kindly buy each and every one of us a new
computer, with the memory to make this a feasable option?


-----------------

poster: Bluemoon
subject: >>>>>>>>Death shouts
date: Sun Dec 15 09:51:41 2002

On Sun Dec 15 09:32:49 2002 Tranquil wrote post #1512:
> On Sun Dec 15 06:17:36 2002 Korthrun wrote post #1511:
> > I have spereated these things into 2 "channels" using the gag and
> > echo features of my mud client
> > it wasnt that hard
> 
> Thanks. Now would you kindly buy each and every one of us a new
> computer, with the memory to make this a feasable option?
> 
I agree, it'd be nice to see whos dead, for example when you are a
cleric and whatnot...but some clients arent as spiffy as the one
that korthrun is using.  Its a decent idea, now just implement it
and watch the bitching begin...
Moonie

-----------------

poster: Rancor
subject: >>>>>Death shouts
date: Sun Dec 15 11:56:40 2002

Woot draco you rock seriously guys it is not that hard.........
death off.   you should know when people die in your party anyway
and not need spam to tell you so.  beside if you do you should pay
attention more and not be afk from your keyboard or botting or all
the other retarded reasons.

-----------------

poster: Quillz
subject: >>>>>>>Death shouts
date: Sun Dec 15 12:08:36 2002

On Sun Dec 15 06:17:36 2002 Korthrun wrote post #1511:
> I have spereated these things into 2 "channels" using the gag and
> echo features of my mud client
> it wasnt that hard
Wow, someone actually uses his head, and muds!!!
Didn't think it was possible. 
Thanks for the vote of confidence big K

-----------------

poster: Korthrun
subject: >>>>>>>>Death shouts
date: Sun Dec 15 18:22:21 2002

my computer
amd k-6 (p3550
64M of ram
8M video card
i can even listne to mp3's while i do this plus all my other trigs
and the extra com object for displaying my health and some other
info

-----------------

poster: Draco
subject: >>>>>>>>>Death shouts
date: Sun Dec 15 18:31:07 2002

On Sun Dec 15 18:22:21 2002 Korthrun wrote post #1516:
> my computer
> amd k-6 (p3550
> 64M of ram
> 8M video card
> i can even listne to mp3's while i do this plus all my other trigs
> and the extra com object for displaying my health and some other
> info
guys seriously lets look at this from a logical point of view. Is it
ever going to be removed? no cause people that like the taunts will
bitch until they get it bak, so why argue about it? think of all the
things that have happened here over the last year. did you like when
dragons and pirates and paladins went aggro and wandering? no you
didnt like that, in fact in parties i still hear bitching about it
from time to time, including from me, but we accept it.
perhaps this is just something you should accept

-dracp

-----------------

poster: Rizzly
subject: >>>>>>>>>>Death shouts
date: Sun Dec 15 19:54:04 2002

I don't see why everyone is blowing this so far out of proportion. 
The original idea to make another channel for taunts was a very
reasonable one.  That way, people who want to see the deaths +
taunts can, and people who only want to see the deaths can do that
as well.  We already have a bunch of channels that no one really
uses, and a taunts channel would be, in my opinion, a good use of
space and an excellent addition.

-Rizzly

-----------------

poster: Tahnval
subject: >>>>>>>>>>>Death shouts
date: Sun Dec 15 19:58:47 2002

In addition, I think it would be nice if players could
propose some new taunts, to add interest to the death_taunts
channel.

-----------------

poster: Korthrun
subject: clan channels
date: Sun Dec 15 22:16:47 2002

It would be cool if clan channel topic were a clan command.
We can't do it now i guess cause it's created by the clan daemon?

-----------------

poster: Draco
subject: >clan channels
date: Sun Dec 15 22:17:42 2002

On Sun Dec 15 22:16:47 2002 Korthrun wrote post #1520:
> It would be cool if clan channel topic were a clan command.
> We can't do it now i guess cause it's created by the clan daemon?
not that its a big deal or anything but does it even matter if you
can change the topic for it?

-----------------

poster: Korthrun
subject: >>clan channels
date: Sun Dec 15 22:18:36 2002

matters about as much as being able to set the topic on other private channels

-----------------

poster: Warchief
subject: >>>>>>>>>>>>Death shouts
date: Sun Dec 15 23:01:21 2002

On Sun Dec 15 19:58:47 2002 Tahnval wrote post #1519:
> In addition, I think it would be nice if players could
> propose some new taunts, to add interest to the death_taunts
> channel.

Players have always been able to propose death taunts.  No one does.

-----------------

poster: Tahnval
subject: >>>>>>>>>>>>>Death shouts
date: Mon Dec 16 00:15:18 2002

On Sun Dec 15 23:01:21 2002 Warchief wrote post #1523:
> On Sun Dec 15 19:58:47 2002 Tahnval wrote post #1519:
> > In addition, I think it would be nice if players could
> > propose some new taunts, to add interest to the death_taunts
> > channel.
> 
> Players have always been able to propose death taunts.  No one does.
I have.  I'll do it again, here.

"Did I kill you, ?  It was so easy, I hardly noticed."
"Well done, !  You almost managed to break one of my nails."
" tried to kill me.  I haven't laughed so hard in years."
" made an amusing futile attack on me.  I did more damage to
myself laughing at  than  did to me."
"I didn't even realise  had attacked me until I looked down
after swatting a bothersome insect and saw that I had killed
."

-----------------

poster: Lu
subject: ixty's plaques
date: Mon Dec 16 07:17:51 2002

poof, idea about ixty's damage dont/taken plaques, maybe add %'s
like the guild plaques, so a player can see how much more dmg has
been done/given to him/her.
boom
im done
-lu

-----------------

poster: Darque
subject: tree of healing
date: Mon Dec 16 08:16:09 2002

Is there a reason this room is a no skill zone?

- Would be nice if i could meditate while in the room;D... enhance
the healing some..=)

Darque

-----------------

poster: Darque
subject: newsgroup
date: Mon Dec 16 08:45:46 2002

A newsgroup "newbie" would be awesome. It would allow people to post
questions, that more experienced players could answer. It would help
with when a question you might have does not get answered on the
newbie channel. 

-Darque ;D

-----------------

poster: Darque
subject: summary
date: Mon Dec 16 09:37:58 2002

Combat time: amt of time spent in combat... would work just like mud
age.. but would only be counted when in combat..

name

-----------------

poster: Tahnval
subject: Shop limits
date: Mon Dec 16 20:50:58 2002

I sold a piece of random eq (Fine Battleaxe) to a shop
yesterday because no-one wanted it, even for free.  It
was worth ~12600, but the shop only pays a maximum
of 10K.

Why is that maximum imposed?  As a minor gesture to
help anyone who doesn't know about the shop max, it
would be nice if a shopkeeper tells a player what they
will actually pay for an item, i.e. 10K, rather than
the value of the item (if the item is worth >10K).

AFAIK, a shop won't buy eq over a certain limit.  Is
the 10K limit some sort of holdover from when shops
would buy anything and just dest the good stuff?

-----------------

poster: Tahnval
subject: New emote
date: Mon Dec 16 23:46:59 2002

tahnval2
"You explain that you are not really an English teacher, you just play
one on Islands of Myth."
etc for tahnval2 

-----------------

poster: Tak
subject: emotes
date: Tue Dec 17 06:49:42 2002

spiffle - foo spiffles with glee!
neat - foo goes that is "Neat".
nice - foo acnowledges that it is nice.
tak - foo fifflefarts, and explodes in a massive detonation, all are
covered in  entrails.
guess thats it
tak

-----------------

poster: Mamoru
subject: fires
date: Tue Dec 17 07:12:01 2002

just a thought... but would it be possible to let u know before the
fire burns out?
e.g. you feel the strength of the fire weakening as it starts to
burn the last log

just my two bits
mamoru

-----------------

poster: Griffy
subject: prots
date: Wed Dec 18 05:11:15 2002

be cool to have a command to see what prots you have on
Some are invisable, so it would be usefull :)

-----------------

poster: Bob
subject: roulette
date: Wed Dec 18 14:52:46 2002

why not make the waiting time between bets 1 minute instead of 2, 
would save a lot of time

-----------------

poster: Darque
subject: critical hits
date: Thu Dec 19 05:07:35 2002

When u score a regular [13] when in combat, how does it compare to a
critical [13]?

You would think that a critical[13] would do an extra amt of damage.

Any feedback would be greatly appreciated

-Darque ;D

-----------------

poster: Tranquil
subject: >critical hits
date: Thu Dec 19 05:14:18 2002

On Thu Dec 19 05:07:35 2002 Darque wrote post #1536:
> When u score a regular [13] when in combat, how does it compare to a
> critical [13]?
> 
> You would think that a critical[13] would do an extra amt of damage.
> 
> Any feedback would be greatly appreciated
> 
> -Darque ;D

As I understand it, the fact that said hit was a 13, is because it
was a critical. Ie: if that hit was not a critical, it might have
been an 8 or 9, etc. So, in essence, my understanding of these
combat messages is that you didn't get a 'hard 13' hit, you got a
'hard' hit that brought the total power of that hit to '13'.


-----------------

poster: Draco
subject: idea
date: Fri Dec 20 21:23:52 2002

instead of having skills/spells say You do not have enough
experiance totrain/study that, perhaps you could code it to say
something like You do not have the # exp required to train/study
this.

-----------------

poster: Apathy
subject: >idea
date: Sat Dec 21 05:04:03 2002

On Fri Dec 20 21:23:52 2002 Draco wrote post #1538:
> instead of having skills/spells say You do not have enough
> experiance totrain/study that, perhaps you could code it to say
> something like You do not have the # exp required to train/study
> this.

You could also just do a list skills/spells to see how much you need

-----------------

poster: Tantrum
subject: Christmas eq.
date: Sat Dec 21 09:15:16 2002

OK. first i am not in any way bagging christmas eq. I think it rocks
hard. gives all us little people some time to wear topslot shit and
not be wanted for theft.
secondly, i think that it shouldnt all be savable. BUT could you
make it that it only get dested from your inv at boot?
i recently got on, got 2 green VORPAL`S and jot
them shgrunk. i liked them ALOT. they are cool, and they have
entertaining messages for me to read. but then a cleint called and i
had to go out. i went ld for over an hour, and when i logged back on
they were gone. and still over a day till reboot.
Thanx.
-T

-----------------

poster: Grasfer
subject: RDMP OFF
date: Sat Dec 21 11:39:17 2002

maybe a message when typing that that tell you that RDMP Is off.

-----------------

poster: Zifnab
subject: >Christmas eq.
date: Sat Dec 21 15:19:49 2002

On Sat Dec 21 09:15:16 2002 Tantrum wrote post #1540:
> OK. first i am not in any way bagging christmas eq. I think it rocks
> hard. gives all us little people some time to wear topslot shit and
> not be wanted for theft.
> secondly, i think that it shouldnt all be savable. BUT could you
> make it that it only get dested from your inv at boot?
> i recently got on, got 2 green VORPAL`S and jot
> them shgrunk. i liked them ALOT. they are cool, and they have
> entertaining messages for me to read. but then a cleint called and i
> had to go out. i went ld for over an hour, and when i logged back on
> they were gone. and still over a day till reboot.
> Thanx.
> -T

We have no way to do that we cannot tell a piece of equipment
to dest at boot, since the equipment has no clue.

Why not just drop it on the floor in your castle, since
we disabled clean_up() in the driver, rooms never
get unloaded from memory until reboot.

-----------------

poster: Kiliana
subject: fighter skill
date: Mon Dec 23 01:50:03 2002

I had an idea for a martial artist skill.. one that i think would be
in theme. i would call it "calmness of mind", and it would allow the
ma to not automatically join in combat when the tank attacks,  as
long as its up.. would work like an epusing skill, rather than a
mastery. I think it would be nice, since dragon possession is so
vital, but is 10 rounds long. It would allow us to take advantage of
motion control, and pop the skill of faster when we're not tanking.
any ideas guys? -kili

-----------------

poster: Afkaserious
subject: Fighter skill
date: Mon Dec 23 01:52:41 2002

How about all guilds get that, eq would still get the wear and tear
it usually gets, but you would just not hit melee.
Well I guess its useless for caster guilds, but hey.

-----------------

poster: Grasfer
subject: Summary
date: Mon Dec 23 11:21:17 2002


Add total killed monsters for today? Would be GREATE!!

// Grasfer

p.s. Keep up the good work.

-----------------

poster: Oxolotl
subject: pfg and pfe
date: Mon Dec 23 22:40:30 2002

either stop the align limitations of protection from evil
or add align limitations to protection from good

-----------------

poster: Tektor
subject: >pfg and pfe
date: Tue Dec 24 04:16:00 2002

On Mon Dec 23 22:40:30 2002 Oxolotl wrote post #1546:
> either stop the align limitations of protection from evil
> or add align limitations to protection from good
Protection from evil has added stun resistance, protection from good
does not. Hence the align issue.

-----------------

poster: Trigon
subject: >>pfg and pfe
date: Tue Dec 24 22:36:01 2002

On Tue Dec 24 04:16:00 2002 Tektor wrote post #1547:
> On Mon Dec 23 22:40:30 2002 Oxolotl wrote post #1546:
> > either stop the align limitations of protection from evil
> > or add align limitations to protection from good
> Protection from evil has added stun resistance, protection from good
> does not. Hence the align issue.
Comparing anything to harmer tree is worthless.  When I go below
evil I lose 80% of my spell.  If you lose one prot because of your
or your targets align, whoopdeefriggin doo, you can still heal,
which is your job.  Plus, as tektor noted, pfe has stun res while
pfg doesn't.  And if your align is poopy, pfg lasts like 3 minutes
and doesn't really do anything.
Trigon

-----------------

poster: Tahnval
subject: Random eq piece
date: Thu Dec 26 06:16:55 2002

Ishalia's Necklace

Ishalia was a minstrel who earned considerable recognition
in northern Blackavar several centuries ago.  Best known
for her excellent singing voice, she earned a good living
travelling and singing at festivals.

After a particularly good performance at a marriage, the
spouses, a jeweller and a mage, worked together to make
a gift for her.  The necklace is artfully crafted from
silver, moonstones and black pearls.  It is also enchanted
with an ingenious spell that increases the wearer's vocal
range.  When worn by a skilled singer, it allows them to give
a more powerful performance.

+6 charisma
+3% Storytelling 

-----------------

poster: Litho
subject: agros
date: Thu Dec 26 22:55:31 2002

The grey dragon blockers on dc have no message letting anyone know
when they assist, perhaps, implement this? its good to know when you
have 4 200k agor son your ass ;)
thx
-Litho

-----------------

poster: Shadowmage
subject: flame coating
date: Sat Dec 28 04:17:08 2002

this enchanter spell needs an upgrade imho. all it seems to do is
change damage type to fire.
I think that it should be 50% phys (or whatever it was b4), 50%
fire, and give a fire special,
like Your  BURNS !
since, you're not changing it's damage type. You're 'engulfing the
weapon with magical flames'!
Therefore, it should add damage, most visible in the form of a special.
flame away, no pun intended ;)
-shadow

-----------------

poster: Ca
subject: bifur
date: Sun Dec 29 14:51:16 2002

Would be good if you didn't have to unkeep stuff in order to get it
repaired...

-----------------

poster: Zifnab
subject: >bifur
date: Sun Dec 29 15:19:43 2002

On Sun Dec 29 14:51:16 2002 Ca wrote post #1552:
> Would be good if you didn't have to unkeep stuff in order to get it
> repaired...

No it would not. the purpose of keep is to stop stuff from leaving
your inventory accidently. When getting repaired it leaves your
inventory thus keep makes sense to work.

-----------------

poster: Draco
subject: one thought
date: Mon Dec 30 00:19:46 2002

maybe make party report go off every turn no matter what and also
make it show at the end, with some parties turning combat silent all
the way on still spams it off the screen to the point where you cant
even see their hps and i just think this would be a good idea.

-----------------

poster: Rockman
subject: >one thought
date: Mon Dec 30 03:29:28 2002

Yeah, I was thinking what would be a good idea if possibe is have
party report come at end of rounds, just so you see immediatly when
you can cast what the tanks stats are, instead of what they were a
full round before hand.
doesnt look easy to do though...

-----------------

poster: Rythion
subject: Flame Group Plz!
date: Tue Dec 31 02:08:54 2002

Flame Group Plz!
-Rythion

-----------------

poster: Ant
subject: >Flame Group Plz!
date: Tue Dec 31 13:37:13 2002

On Tue Dec 31 02:08:54 2002 Rythion wrote post #1556:
> Flame Group Plz!
> -Rythion
Nope. Had one, caused too much bad vibes.

-----------------

poster: Trigon
subject: Harmers
date: Tue Dec 31 21:22:22 2002

Cleric has a level based training system for attack and weapon skill
blunt, but no harmer guilds have that later on up.  Can this be
changed so I can max them like a healer can?
Trigon

-----------------

poster: Afkaserious
subject: Chalk
date: Wed Jan  1 22:55:59 2003

How about letting ignore ignore chalk messages?

-----------------

poster: Monkey
subject: >Chalk
date: Wed Jan  1 22:56:41 2003

On Wed Jan  1 22:55:59 2003 Afkaserious wrote post #1559:
> How about letting ignore ignore chalk messages?
I don't like that idea.

-----------------

poster: Zifnab
subject: >>Chalk
date: Wed Jan  1 23:35:35 2003

On Wed Jan  1 22:56:41 2003 Monkey wrote post #1560:
> On Wed Jan  1 22:55:59 2003 Afkaserious wrote post #1559:
> > How about letting ignore ignore chalk messages?
> I don't like that idea.
the messages last 5 minutes, and I am not storing the name 
of the person and checking that since it would have to be
done in the room desc,and not at the place where the 
message hits you.

Not to mention I have warned in news when I put that in, 
that if people get carried away with the chalk they will 
lose the ability to use it

-----------------

poster: Fandon
subject: Xp in guild
date: Thu Jan  2 01:59:59 2003

I think it would be nice that when you reinc, you get
a nice little message like "You gained 5m exp while in the animist guild tree"
or something like that.

-----------------

poster: Afkaserious
subject: >>>Chalk
date: Thu Jan  2 02:52:40 2003

On Wed Jan  1 23:35:35 2003 Zifnab wrote post #1561:
> On Wed Jan  1 22:56:41 2003 Monkey wrote post #1560:
> > On Wed Jan  1 22:55:59 2003 Afkaserious wrote post #1559:
> > > How about letting ignore ignore chalk messages?
> > I don't like that idea.
> the messages last 5 minutes, and I am not storing the name 
> of the person and checking that since it would have to be
> done in the room desc,and not at the place where the 
> message hits you.
> 
> Not to mention I have warned in news when I put that in, 
> that if people get carried away with the chalk they will 
> lose the ability to use it
Like monkey doing falls to the ground DEAD(...)! about 50 times?
Ok, maybe not 50
But a whole bunch
.. Yeah

-----------------

poster: Litho
subject: >>>>Chalk
date: Thu Jan  2 02:53:07 2003

On Thu Jan  2 02:52:40 2003 Afkaserious wrote post #1563:
> > done in the room desc,and not at the place where the 
> > message hits you.
> > 
> > Not to mention I have warned in news when I put that in, 
> > that if people get carried away with the chalk they will 
> > lose the ability to use it
> Like monkey doing falls to the ground DEAD(...)! about 50 times?
> Ok, maybe not 50
> But a whole bunch
> .. Yeah
Quit whining, its fun, get over it.

-----------------

poster: Zifnab
subject: >>>>Chalk
date: Thu Jan  2 03:24:25 2003

On Thu Jan  2 02:52:40 2003 Afkaserious wrote post #1563:
> On Wed Jan  1 23:35:35 2003 Zifnab wrote post #1561:
> > On Wed Jan  1 22:56:41 2003 Monkey wrote post #1560:
> > > On Wed Jan  1 22:55:59 2003 Afkaserious wrote post #1559:
> > > > How about letting ignore ignore chalk messages?
> > > I don't like that idea.
> > the messages last 5 minutes, and I am not storing the name 
> > of the person and checking that since it would have to be
> > done in the room desc,and not at the place where the 
> > message hits you.
> > 
> > Not to mention I have warned in news when I put that in, 
> > that if people get carried away with the chalk they will 
> > lose the ability to use it
> Like monkey doing falls to the ground DEAD(...)! about 50 times?
> Ok, maybe not 50
> But a whole bunch
> .. Yeah
I stopped 4 people from using chalk.

-----------------

poster: Trigon
subject: Split bodies
date: Thu Jan  2 05:46:32 2003

It would be really cool if split bodies had their own separate
aligns, would it be hard to do this?
Trigon

-----------------

poster: Litho
subject: >Split bodies
date: Thu Jan  2 05:47:04 2003

On Thu Jan  2 05:46:32 2003 Trigon wrote post #1566:
> It would be really cool if split bodies had their own separate
> aligns, would it be hard to do this?
> Trigon
And also like seperate stat/wish costs for each body would be AWESOME

-----------------

poster: Wagro
subject: >>Split bodies
date: Thu Jan  2 05:48:05 2003

how about separate tp account, you have 200 tps main body, each body
gets their own 200 to play with

-----------------

poster: Trigon
subject: >>>Split bodies
date: Thu Jan  2 05:53:05 2003

On Thu Jan  2 05:48:05 2003 Wagro wrote post #1568:
> how about separate tp account, you have 200 tps main body, each body
> gets their own 200 to play with
That would be too powerful, and I'm told that each body already has
separate wish costs.  Wizzes have already said bodies will share
tps.  I just want them to not share aligns.  The change would help
healers and harmers and I think has no reason not to be.
Trigon

-----------------

poster: Zifnab
subject: >>Split bodies
date: Thu Jan  2 06:11:22 2003

On Thu Jan  2 05:47:04 2003 Litho wrote post #1567:
> On Thu Jan  2 05:46:32 2003 Trigon wrote post #1566:
> > It would be really cool if split bodies had their own separate
> > aligns, would it be hard to do this?
> > Trigon
> And also like seperate stat/wish costs for each body would be AWESOME
this will not happen.

It gets to complicated when  you start recombining

-----------------

poster: Debacle
subject: debacle emote
date: Thu Jan  2 11:50:24 2003

debacle LIV
You smack LIV to ring in the New Years for SMACK FEST 2003!

-----------------

poster: Moose
subject: emote
date: Thu Jan  2 13:22:23 2003

"you"
You announce: "You....smuck"

-----------------

poster: Tahnval
subject: New service from Guildmasters...
date: Thu Jan  2 13:52:58 2003

I *think* that guild mastery comes in various areas, though there
doesn't seem to be any way to be sure.
I think it would be a useful guild service if the guildmaster
could give you a report on your prowess in the areas of guild mastery.
Before anyone starts talking about numbers, that's NOT what
I am asking for.  The usual range messages would be fine.
"Your knowledge of this area of the guild is very weak"
"Your knowledge of this area of the guild is strong"
"You have mastered this area of guild lore"

Stuff like that.

There would be a charge, of course, and perhaps it would take
a while for the guild to evaluate your prowess and prepare the
report.

-----------------

poster: Darque
subject: relief
date: Fri Jan  3 03:35:37 2003

relief: As you return from the restroom, the relief can clearly be
seen on your face.

-Darque




-----------------

poster: Chrono
subject: enchanter
date: Fri Jan  3 05:54:35 2003

for enchanter guild, i think it would be really cool to have a spell
added that reports to user, all equipment/weapons that have been
magically enchanted with enchanter prots, cant think of a good name
or spell words atm tho

i also think it would be really cool if, remove enchantment removed
all enchantments off of a weapon, afaik shrink and enlarge can't be
removed with it.


-----------------

poster: Xerious
subject: >relief
date: Fri Jan  3 17:50:08 2003

On Fri Jan  3 03:35:37 2003 Darque wrote post #1574:
> relief: As you return from the restroom, the relief can clearly be
> seen on your face.
> 
> -Darque
> 
> 
> 
relief  : You seek relief and wonder if using  helmet
would be a good idea...

-----------------

poster: Kaos
subject: >whoever implemented the new reply command
date: Fri Jan  3 21:26:44 2003

(Originally in praise)
On Fri Jan  3 21:25:02 2003 Mamoru wrote post #912:
> I love the fact that you can now choose who to reply to....
> mad props to whichever wiz/admin/whoever did it.... I wuv you
> 
> mams
It would be nice with an option to just reply to last person though.

-----------------

poster: Kiliana
subject: new skill
date: Sat Jan  4 01:30:55 2003

I had an idea for a new skill that would kind of fit in for every
single guild. i would call it "know body" and stick it in all alpha
guilds. when you use it, you would focus on yourself, and get a list
of all of the prots you have on yourself. i mean.. its your body, so
you should be able to tell whats affecting you. its just a real pain
as a ma to keep up with all of your prots while getting spammed with
combat.. being able to get a list of what is affecting you would
seem pretty logical to me. its just that alot of ma skills dont give
you any way to know if their up or down, except for the message
saying they fell. flame away.

-----------------

poster: Mixer
subject: >>Split bodies
date: Sat Jan  4 13:24:04 2003

On Thu Jan  2 05:47:04 2003 Litho wrote post #1567:
> On Thu Jan  2 05:46:32 2003 Trigon wrote post #1566:
> > It would be really cool if split bodies had their own separate
> > aligns, would it be hard to do this?
> > Trigon
> And also like seperate stat/wish costs for each body would be AWESOME
Jesus, both of you create a secondary already.

-----------------

poster: Trigon
subject: Split Bodies
date: Sat Jan  4 20:03:21 2003

Sigh, I figured that would happen.  Someone grabbed ahold of my post
and started proposing other ideas, and it got pushed aside an
ignored, but I think this is a big issue.
And mixer, I have a secondary, but when I play as him my primary
doesn't benefit, that's why I split.
As it stands now, I'm split into a small witch and a big harmer. 
Yes, harmer isn't the greatest guild, but it's fun.  The only thing
is, harmers can't do gold in many places because if I'm not evil, I
lose about 17 spells and skills.
Notice-I am NOT complaining about that, I deal with it and still
have fun playing.  My issue is with the split bodies.  I split so
that I could have a body that can do gold well, but as I said not
many places have good aligned gold mobs.
The problem is if I switch to my witch body to do gold, when I go
back to harmer I end up being God Like, which defeats the purpose of
my splitting bodies, and such.
I just think it would help, not only myself, but also people with
healer bodies, if every body stored it's own alignment.  If this is
something terribly difficult to do, then go ahead and tell me.  But
don't ignore the post or set it aside with some comment, because I
really do feel it's an important issue.
Thanks
Trigon

-----------------

poster: Shadowmage
subject: eq
date: Sat Jan  4 22:56:15 2003

why is it that a lot of good eq have the crappiest descs?
A long, purple belt, meant for holding closed a robe.
example: purple belt, spider amulet
cmon, wizzes, surely you're much more imaginative than that!
most shop eq have waaaay better descs than that
flame away
-shadow

-----------------

poster: Mixer
subject: >Split Bodies
date: Sat Jan  4 23:18:52 2003

areas around, monks for one.  I don't ever remember harmers
and gold problems, if you have some balls!

-----------------

poster: Litho
subject: >>Split Bodies
date: Sat Jan  4 23:19:15 2003

On Sat Jan  4 23:18:52 2003 Mixer wrote post #1582:
> areas around, monks for one.  I don't ever remember harmers
> and gold problems, if you have some balls!
He said he is not complaning about the gold.

-----------------

poster: Zifnab
subject: >eq
date: Sun Jan  5 01:48:02 2003

On Sat Jan  4 22:56:15 2003 Shadowmage wrote post #1581:
> why is it that a lot of good eq have the crappiest descs?
> A long, purple belt, meant for holding closed a robe.
> example: purple belt, spider amulet
> cmon, wizzes, surely you're much more imaginative than that!
> most shop eq have waaaay better descs than that
> flame away
> -shadow
you are a builder. lets see how your area is before
you start ragging on wizards.


-----------------

poster: Afkaserious
subject: Rufrin
date: Sun Jan  5 02:43:26 2003

Maybe you can let him know when he gets a new item or sells one to a player.
Like posting on sales, Bleh has bought blah from me, or someone has
sold me a something

-----------------

poster: Trunks
subject: >>eq
date: Sun Jan  5 02:44:54 2003

On Sun Jan  5 01:48:02 2003 Zifnab wrote post #1584:
> On Sat Jan  4 22:56:15 2003 Shadowmage wrote post #1581:
> > why is it that a lot of good eq have the crappiest descs?
> > A long, purple belt, meant for holding closed a robe.
> > example: purple belt, spider amulet
> > cmon, wizzes, surely you're much more imaginative than that!
> > most shop eq have waaaay better descs than that
> > flame away
> > -shadow
> you are a builder. lets see how your area is before
> you start ragging on wizards.
> 
also the area those items come from is AWESOME.. who cares if some
of the items dont have that great of desc.. the whole quest you do
there is great.. favorite quest for me to do.

-----------------

poster: Wildchild
subject: >>>eq
date: Sun Jan  5 05:41:15 2003

On Sun Jan  5 02:44:54 2003 Trunks wrote post #1586:
> On Sun Jan  5 01:48:02 2003 Zifnab wrote post #1584:
> > On Sat Jan  4 22:56:15 2003 Shadowmage wrote post #1581:
> > > why is it that a lot of good eq have the crappiest descs?
> > > A long, purple belt, meant for holding closed a robe.
> > > example: purple belt, spider amulet
> > > cmon, wizzes, surely you're much more imaginative than that!
> > > most shop eq have waaaay better descs than that
> > > flame away
> > > -shadow
> > you are a builder. lets see how your area is before
> > you start ragging on wizards.
> > 
> also the area those items come from is AWESOME.. who cares if some
> of the items dont have that great of desc.. the whole quest you do
> there is great.. favorite quest for me to do.

I think that, being a builder myself, I find it disappointing that
others will not take the extra step to give good descriptions to all
things, not just a monster or a room.

The way I see it, the crappy eq deserves the crappy descriptions.
An iron sword... nothing special: "This is an iron sword. It is not
very old, but of poor quality and probably would not last long in
combat."
Hell, that even shows up almost as a two line desc.

Good eq deserves good, lengthy descriptions.

-WildChild

-----------------

poster: Shadowmage
subject: >>>>eq
date: Sun Jan  5 09:29:18 2003

yes, that's exactly what i'm trying to say. :)
as for my area, Zifnab, i'll promise you: all my rooms, weapons, etc. all have
more than 1 line of text. (trying for 3 scentence min)
-shadow

-----------------

poster: Wagro
subject: Aim name
date: Sun Jan  5 21:35:14 2003

we have an option in plan for ICQ#, why not an option for AIM screen name?

-----------------

poster: Kaos
subject: >Aim name
date: Sun Jan  5 22:04:11 2003

and yahoo, and msn, and and...   
we should have a finger command, that shows the normal stuff, and
use pluck the thorn userinfo or something command that shows all
addresses and other
non-mud related stuff

-----------------

poster: Draco
subject: Templar
date: Mon Jan  6 00:14:10 2003

how about giving the Templar guild the motion control skill? :)

-----------------

poster: Rancor
subject: templar
date: Mon Jan  6 02:21:01 2003

how about you give temlar everything it is missing about every other
guild in the game,  sounds good lets doo it.
Rancor

-----------------

poster: Spiraldancer
subject: Cornucopia
date: Mon Jan  6 03:23:41 2003

 Could this possibly be made into a blunt weapon? As is, a bard can
not wield it because of our sweet instrument but I couldn't imagine
what other guild would want to use it. =)

-Spiralbanter

-----------------

poster: Draco
subject: >templar
date: Mon Jan  6 03:24:51 2003

On Mon Jan  6 02:21:01 2003 Rancor wrote post #1593:
> how about you give temlar everything it is missing about every other
> guild in the game,  sounds good lets doo it.
> Rancor
i am just saying that because the guild has some decent stuff, but
everything takes so damn stinkin long

-----------------

poster: Chrono
subject: >templar
date: Mon Jan  6 03:40:49 2003

yeah, 6rnd lay hands would rool wouldn't it????

-----------------

poster: Litho
subject: >>templar
date: Mon Jan  6 07:17:30 2003

On Mon Jan  6 03:40:49 2003 Chrono wrote post #1596:
> yeah, 6rnd lay hands would rool wouldn't it????
Yes, it would, then i wouldn't tap..x2!?

-----------------

poster: Ronan
subject: Clan # cap
date: Mon Jan  6 23:02:37 2003

Is there any specific reason this couldnt be upped or removed?
ronana the curious

-----------------

poster: Roxer
subject: Party Split!
date: Tue Jan  7 12:27:57 2003

Why dont do a party command that could be " party split on" " party
split off " that split the gold you get from mobs you killing and
so...
just an ide!

-----------------

poster: Amerzar
subject: Enlarge weapon
date: Tue Jan  7 21:18:14 2003

Since spell enlarge weapon has now 1 stack, i'm wondering if it's
effect might be upped a little. With enlarge weapon book i manage to
enlarge my weapons by 3" and 1 pound. I don't know how much mastery
affects it.

- my 2 euros, Amerzar

-----------------

poster: Draco
subject: party split thing
date: Tue Jan  7 21:41:42 2003

this would be just a bit hard to do, as it is they already tried
hainv total gold allocated in a session in the summary but didnt
work for some reason, also along with that, anyone can loot in a
party, so some kind of party loot would have to be estabolished to
pick up all the gold and items, find a way to sell the stuff, and
then split with no one being able to touch it. generally it would be
one hell of a project to do this, and i think its probably just
easier to do it the way it has been.

-----------------

poster: Roirraw
subject: roulette table
date: Tue Jan  7 22:58:11 2003

there should be something that can reduce the waiting time after 1st
bet.  little annoying when there is only one person there.

-----------------

poster: Litho
subject: >roulette table
date: Tue Jan  7 22:58:43 2003

On Tue Jan  7 22:58:11 2003 Roirraw wrote post #1602:
> there should be something that can reduce the waiting time after 1st
> bet.  little annoying when there is only one person there.
This has been asked many times, thing is, if you dont wanna wait,
then dont gamble.

-----------------

poster: Darque
subject: Stores..
date: Wed Jan  8 01:47:34 2003

I don't know if it is the same at all stores, but at the general
store, it would be cool if like things stacked on top of each
other.... there are like sometimes 50 items of the same thing... all
listed separately... there is a total of 643 lines atm... which
could probably be taken down by at least 300. Any reason why this
isn't alrd being done?

-Darque

-----------------

poster: Zifnab
subject: >Stores..
date: Wed Jan  8 03:01:54 2003

On Wed Jan  8 01:47:34 2003 Darque wrote post #1604:
> I don't know if it is the same at all stores, but at the general
> store, it would be cool if like things stacked on top of each
> other.... there are like sometimes 50 items of the same thing... all
> listed separately... there is a total of 643 lines atm... which
> could probably be taken down by at least 300. Any reason why this
> isn't alrd being done?
> 
> -Darque
they are not the same then.

The shop keeps a list of things based on file name, value, 
and a few other factors that make them unique.

-----------------

poster: Sleet
subject: familars
date: Wed Jan  8 03:36:23 2003

scream  Full HP!
ok now that we have a bag of familars...
how about a barrel of monkeys
then we can have fun liek a brrel of monkeys 
and they could do random emotes and roll around and scream

-----------------

poster: Arkangyle
subject: >>roulette table
date: Wed Jan  8 03:57:03 2003

On Tue Jan  7 22:58:43 2003 Litho wrote post #1603:
> On Tue Jan  7 22:58:11 2003 Roirraw wrote post #1602:
> > there should be something that can reduce the waiting time after 1st
> > bet.  little annoying when there is only one person there.
> This has been asked many times, thing is, if you dont wanna wait,
> then dont gamble.

More directly, I made the table, I made it have a 2 minute wait, I
think it should stay a 2 minute wait.

-----------------

poster: Darque
subject: >>Stores..
date: Wed Jan  8 15:26:52 2003

On Wed Jan  8 03:01:54 2003 Zifnab wrote post #1605:
> On Wed Jan  8 01:47:34 2003 Darque wrote post #1604:
> > I don't know if it is the same at all stores, but at the general
> > store, it would be cool if like things stacked on top of each
> > other.... there are like sometimes 50 items of the same thing... all
> > listed separately... there is a total of 643 lines atm... which
> > could probably be taken down by at least 300. Any reason why this
> > isn't alrd being done?
> > 
> > -Darque
> they are not the same then.
> 
> The shop keeps a list of things based on file name, value, 
> and a few other factors that make them unique.

So there are over 30 unique file names for the exact same item???

-Darque

-----------------

poster: Zifnab
subject: >>>Stores..
date: Wed Jan  8 15:27:28 2003

On Wed Jan  8 15:26:52 2003 Darque wrote post #1608:
> On Wed Jan  8 03:01:54 2003 Zifnab wrote post #1605:
> > On Wed Jan  8 01:47:34 2003 Darque wrote post #1604:
> > > I don't know if it is the same at all stores, but at the general
> > > store, it would be cool if like things stacked on top of each
> > > other.... there are like sometimes 50 items of the same thing... all
> > > listed separately... there is a total of 643 lines atm... which
> > > could probably be taken down by at least 300. Any reason why this
> > > isn't alrd being done?
> > > 
> > > -Darque
> > they are not the same then.
> > 
> > The shop keeps a list of things based on file name, value, 
> > and a few other factors that make them unique.
> 
> So there are over 30 unique file names for the exact same item???
> 
> -Darque
no you failed to read what I said

 > > The shop keeps a list of things based on file name, value,
 15  > > and a few other factors that make them unique.


-----------------

poster: Zifnab
subject: >>>>Stores..
date: Wed Jan  8 15:31:47 2003

> > > > 
> > > > -Darque
> > > they are not the same then.
> > > 
> > > The shop keeps a list of things based on file name, value, 
> > > and a few other factors that make them unique.
> > 
> > So there are over 30 unique file names for the exact same item???
> > 
> > -Darque
> no you failed to read what I said
> 
>  > > The shop keeps a list of things based on file name, value,
>  15  > > and a few other factors that make them unique.
> 

Specifically, name of file, cost, condition and max condition
**


-----------------

poster: Sleet
subject: np's
date: Wed Jan  8 19:54:09 2003

not sure if this i s a good idea or not just popped in my head
but what if we created a large npc char base that wandered all the
islands. They would wander and track but not be aggro and of
different worths and simalra trainings and guilds as players now.
You could attack them if you wanted to, mayeb enlist them to a party
for a small fee.
they would wander everywhere though. Maybe make them eq monsies, of
different worths using eq plausable for there worths
theyd have to be all over though fopr this to work right and have
free reign of mud. 

-----------------

poster: Darque
subject: Fiery Dwarf Inn
date: Wed Jan  8 21:42:45 2003

I have bought a couple drinks here that I have not been able to use
do to the fact that they are too powerful for me... would be nice if
either.. I wasn't able to buy them, or I was able to sell them
back.

-Darque

-----------------

poster: Darque
subject: >Fiery Dwarf Inn
date: Wed Jan  8 21:45:30 2003

On Wed Jan  8 21:42:45 2003 Darque wrote post #1612:
> I have bought a couple drinks here that I have not been able to use
> do to the fact that they are too powerful for me... would be nice if
> either.. I wasn't able to buy them, or I was able to sell them
> back.
> 
> -Darque

Or if when you typed try #, if it was too powerful for you it might
give you that information.

-----------------

poster: Monkey
subject: >familars
date: Thu Jan  9 01:28:26 2003

On Wed Jan  8 03:36:23 2003 Sleet wrote post #1606:
> scream  Full HP!
> ok now that we have a bag of familars...
> how about a barrel of monkeys
> then we can have fun liek a brrel of monkeys 
> and they could do random emotes and roll around and scream
Hi, I like this idea. I would name them after my family members.

-----------------

poster: Sephiroth
subject: FFVII mob or something
date: Thu Jan  9 18:09:33 2003

thought about having a eq mob named after some boss in FFVII ..
like jenova or something
and have her carry some weapon named from final fantasy like
ex: masamune
:)
:)
:)

-----------------

poster: Moose
subject: checkeq
date: Fri Jan 10 16:16:27 2003

I would like to check just one singel item too. Like typoin check (name)
It would be more easier tho.

-----------------

poster: Tak
subject: bifur
date: Sat Jan 11 11:42:17 2003

i was thinking it would be useful to have everything in your
inventory be marked as kept when you leave bifur.
lots of people have forgot to keep items after this and lost some eq
i know that all you have to do is type keep all when you leave, but
as far as i know we already have a system in place to protect
highbie gear from being accidently sold, i.e. wont sell in shops.
i think this is similar to that, protecting players who are to
forgetful/stupid/drunk/etc to do this.
anyway
my 2 dollas
tak

-----------------

poster: Kiliana
subject: new skill
date: Sat Jan 11 11:45:02 2003

Im proposing a new skill for bards. a very specific one.. i'd stick
it in that guild that has bartering. i'd call it like.. bankmaster
or something. it would be a mastery, and VERY expensive. like.. top
omicron skill expensive. and when you have it to 100, and no less,
it will allow you to earn interest with money in the bank. like.. at
100 it would give 1 percent interest per boot.. and every percent
over that would add .2 of a percent. so that it would be even..
like.. 105 would be 2.. 110 would be 3.. 115 would be 4. like i
said.. it would need to be xp intensive.. like cost 2 or300 megs xp
to train it to 115 percent. but i think it would be nice for
highbies. highbies spend tons of money to repair topend eq, so
earning interest for their bank account would be neato.. and since
it would be ridiculously expensive to train, ,well it would keep the
mud from overinflating in gold. it would merely be a nice bonus to
those with tons of xp they cant use. 4 percent is too drastic.. so
maybe perhaps at 115 percent total you gain like 1 percent interest
per boot. also, only active if you log on that boot.. and finally,
it would have no  masteries, ,or no way to train it above 115. would
not be good to have someone with it trained and bonused up to like
130 or something. anyway, ,just an idea for kicks. flame away!

-----------------

poster: Belgarion
subject: Books
date: Sat Jan 11 14:02:59 2003

When you have several spellbooks, i could be nice if you could
target them by there spell.
Like - Wear Spellbook of Distant Sell for the dsell book.. It would
make things lot more easier when having a few books in your
inventory
/Belg

-----------------

poster: Litho
subject: >new skill
date: Sat Jan 11 22:06:02 2003

On Sat Jan 11 11:45:02 2003 Kiliana wrote post #1618:
> highbies. highbies spend tons of money to repair topend eq, so
> earning interest for their bank account would be neato.. and since
> it would be ridiculously expensive to train, ,well it would keep the
> mud from overinflating in gold. it would merely be a nice bonus to
> those with tons of xp they cant use. 4 percent is too drastic.. so
> maybe perhaps at 115 percent total you gain like 1 percent interest
> per boot. also, only active if you log on that boot.. and finally,
> it would have no  masteries, ,or no way to train it above 115. would
> not be good to have someone with it trained and bonused up to like
> 130 or something. anyway, ,just an idea for kicks. flame away!
When reading this another skill comes to mind, distant deposit,
which allows you to with deposit/withdraw money from anywhere on the
mud.
-¤Litho

-----------------

poster: Spiraldancer
subject: Re: New bard skill
date: Sat Jan 11 22:33:57 2003

 A bard should already have tons of cha, add in 50 or so for EotB
and some for limber, plus a maxxed bartering skill and they can
already make a significant amount over normal selling. I personally
don't think adding a skill which encourages stagnancy would be a
good idea.


-Spiralbanter


-----------------

poster: Tahnval
subject: >Re: New bard skill
date: Sat Jan 11 23:00:16 2003

On Sat Jan 11 22:33:57 2003 Spiraldancer wrote post #1621:
>  A bard should already have tons of cha, add in 50 or so for EotB
> and some for limber, plus a maxxed bartering skill and they can
> already make a significant amount over normal selling. I personally
> don't think adding a skill which encourages stagnancy would be a
> good idea.
> 
> 
> -Spiralbanter
> 
When I eventually get to be a bard, I'll have a cha of maybe as
much as 95!
Tahnval the wannabee DragonBard.

-----------------

poster: Draco
subject: RE: Bifur
date: Sun Jan 12 03:39:31 2003

i know that you may feel this is important, but really all you need
to do is pull your head out of the clouds and think for a minute.
usually people have to visit bifur a couple times a month at a
minimum, some people like me at least once a week. now with this,
you should be able to engrave in your head that when you leave you
should wear and wield all, and then keep equipped. i think saying
you forgot to keep stuff after leaveing bifur is just plain being
lazy.
so please use your head and learn to keep your eqs after your done
(and if it really is that big of a problem, there is no reason that
you cant make a trigger so that whatever bifur gives to you you
automatically keep).

-----------------

poster: Darque
subject: freeze
date: Sun Jan 12 07:04:04 2003

Would like to see a similar command made that responds to reincing.
So you could 'freeze' yourself in that reinc for 3 months or
something..

-Darque

-----------------

poster: Zifnab
subject: >freeze
date: Sun Jan 12 14:11:30 2003

On Sun Jan 12 07:04:04 2003 Darque wrote post #1624:
> Would like to see a similar command made that responds to reincing.
> So you could 'freeze' yourself in that reinc for 3 months or
> something..
> 
> -Darque

Sorry, players need to take some responsibility for themselves.
if you dont wnat to reinc, cont.

-----------------

poster: Mixer
subject: >>freeze
date: Sun Jan 12 14:14:43 2003

On Sun Jan 12 14:11:30 2003 Zifnab wrote post #1625:
> On Sun Jan 12 07:04:04 2003 Darque wrote post #1624:
> > Would like to see a similar command made that responds to reincing.
> > So you could 'freeze' yourself in that reinc for 3 months or
> > something..
> > 
> > -Darque
> 
> Sorry, players need to take some responsibility for themselves.
> if you dont wnat to reinc, cont.
If you want to stay the same guild for 3 months you could always
just go a regular freeze :)

-----------------

poster: Sleet
subject: >RE: Bifur
date: Sun Jan 12 15:11:15 2003

On Sun Jan 12 03:39:31 2003 Draco wrote post #1623:
> i know that you may feel this is important, but really all you need
> to do is pull your head out of the clouds and think for a minute.
> usually people have to visit bifur a couple times a month at a
> minimum, some people like me at least once a week. now with this,
> you should be able to engrave in your head that when you leave you
> should wear and wield all, and then keep equipped. i think saying
> you forgot to keep stuff after leaveing bifur is just plain being
> lazy.
> so please use your head and learn to keep your eqs after your done
> (and if it really is that big of a problem, there is no reason that
> you cant make a trigger so that whatever bifur gives to you you
> automatically keep).
yall should just go misty or shifter or somthign where ya dont have
to deal with his ass at all

-----------------

poster: Roirraw
subject: shout
date: Mon Jan 13 22:04:19 2003

there should be an emote to c last shouts good doing events like carebears

-----------------

poster: Wagro
subject: shop command
date: Mon Jan 13 23:55:17 2003

would be really cool if we could buy stuff based on its id and not
only the number. for example i could do 'buy quartzes' and it would
buy all the quartz gems the shop has. would rock for the guilds
which have to buy tons of stuff and its quite repetative to keep
searing for the same thing and having to buy from all the different
numbers

-----------------

poster: Bob
subject: Foobar emotes.
date: Tue Jan 14 01:34:17 2003

Souls that contain foobar: 0
this is unnacceptable :p

-----------------

poster: Draco
subject: >Foobar emotes.
date: Tue Jan 14 05:45:46 2003

On Tue Jan 14 01:34:17 2003 Bob wrote post #1630:
> Souls that contain foobar: 0
> this is unnacceptable :p
thats because it is fubar ya MORON! :)

-----------------

poster: Korthrun
subject: >>Foobar emotes.
date: Tue Jan 14 09:59:43 2003

both ways are perfectly acceptable, foobar is more of a computer
oriented thing. however how can we forget Fucked 
Up Beyond All
Recognition.

-----------------

poster: Shadowmage
subject: >Foobar emotes.
date: Tue Jan 14 16:44:39 2003

I agree. Must have foobar emotes!
(and more LOTR emotes too, fun :) )
-shadow

-----------------

poster: Uno
subject: lodestones
date: Wed Jan 15 05:55:43 2003

any chance we could add a timestamp to lodestones when they are created?
it's a minor thing but would be nice to guesstimate when, for example,
a found indigo is going to crumble.

-----------------

poster: Hymn
subject: Split
date: Wed Jan 15 06:06:08 2003

hrm I read that idea of a split that makes you split cash
automaticly or what it said...well I think that it should be a
command like party split that make you split a sertan amound in the
party...like party split 500000 and if you are 5 ppl then each get
100000 gold...

possibly there is one already and I wrote this without reason...well
wth I just got back...

/Hymn

-----------------

poster: Afkaserious
subject: Exp plaque
date: Fri Jan 17 05:51:20 2003

I remember a while back daneel had broken the exp plaque
And zif had restored it by a backup.
Well, I figured why not just erase it, and let players repopulate it?
afktrig Sp full.
For sure it would be all messed up, but it would clear off the guys
who havent logged on in a year..
Gah, trigger.
Anyway, I just figured it would be a good idea.

-----------------

poster: Quillz
subject: Plaque
date: Fri Jan 17 05:52:29 2003

How bout go back to the old style, where if you are gone for 2+
weeks, you drop off the plaque.  
I remember seeing posts about it only showing the top 400, this way
it would show the top 400 Active players. 
And in doing so, more of the lower worth players would actually
appear on the plaque. 

-----------------

poster: Wildchild
subject: >Plaque
date: Fri Jan 17 06:29:50 2003

On Fri Jan 17 05:52:29 2003 Quillz wrote post #1638:
> How bout go back to the old style, where if you are gone for 2+
> weeks, you drop off the plaque.  
> I remember seeing posts about it only showing the top 400, this way
> it would show the top 400 Active players. 
> And in doing so, more of the lower worth players would actually
> appear on the plaque. 

The plain fact is is that our plaque, as it stands, cannot support
the size of our player base.
I always liked the idea of a permanent plaque, showing all players
whether you're active or gone for a year. Mostly because such
players have earned as much right to be on the plaque as everybody
else.
:)

-WildChild

-----------------

poster: Zifnab
subject: >>Plaque
date: Fri Jan 17 12:44:50 2003

On Fri Jan 17 06:29:50 2003 Wildchild wrote post #1639:
> On Fri Jan 17 05:52:29 2003 Quillz wrote post #1638:
> > How bout go back to the old style, where if you are gone for 2+
> > weeks, you drop off the plaque.  
> > I remember seeing posts about it only showing the top 400, this way
> > it would show the top 400 Active players. 
> > And in doing so, more of the lower worth players would actually
> > appear on the plaque. 
> 
> The plain fact is is that our plaque, as it stands, cannot support
> the size of our player base.
> I always liked the idea of a permanent plaque, showing all players
> whether you're active or gone for a year. Mostly because such
> players have earned as much right to be on the plaque as everybody
> else.
> :)
> 
> -WildChild

www.islandsofmyth.org/~zifnab/IOM/total_worth

The plaque is meant to show the top X players. if you do not have more
exp than people that are not idle, you are still not the top X players.

-----------------

poster: Adjudicator
subject: New emotes please.
date: Fri Jan 17 21:44:42 2003

shifter2 "You check 'who guild shapeshifter' in vain"
shifter   "You inform  that there are not enough shifters
to form a pack"
Please and thank you. :-)

-----------------

poster: Draco
subject: gem flash
date: Mon Jan 20 03:20:22 2003

keep gems
give all to torrance
can we please put a target requisite on this spell, many times i
have casted it accidentally, and since it requires no target, yeah,
you can guess what happens, so yeah, plz do that

-----------------

poster: Monkey
subject: Web Page
date: Mon Jan 20 03:25:41 2003

Can we put something up on the web page about how Thief is disabled?
Just thinkin about it some.
*~-=MoNkEy=-~*

-----------------

poster: Zyz
subject: >gem flash
date: Mon Jan 20 03:56:09 2003

On Mon Jan 20 03:20:22 2003 Draco wrote post #1642:
> keep gems
> give all to torrance
> can we please put a target requisite on this spell, many times i
> have casted it accidentally, and since it requires no target, yeah,
> you can guess what happens, so yeah, plz do that

I guess that it casts an area when you cast the area spell.. exactly
what it is supposed to do.. this idea both makes no sense and has no
chance of happening, so why post? Why am I responding to this
utterly irrelevant post may be a better question. Oh well. Btw, can
put an ! before commands while in the news editor, so they go
through plus don't end up in the post. Also, can do ~q to get out of
posts that are spammed by trigs or mistaken commands. There.
Hopefully this post can help out a bit.

-----------------

poster: Litho
subject: >>gem flash
date: Mon Jan 20 04:41:40 2003

On Mon Jan 20 03:56:09 2003 Zyz wrote post #1644:
> > you can guess what happens, so yeah, plz do that
> 
> I guess that it casts an area when you cast the area spell.. exactly
> what it is supposed to do.. this idea both makes no sense and has no
> chance of happening, so why post? Why am I responding to this
> utterly irrelevant post may be a better question. Oh well. Btw, can
> put an ! before commands while in the news editor, so they go
> through plus don't end up in the post. Also, can do ~q to get out of
> posts that are spammed by trigs or mistaken commands. There.
> Hopefully this post can help out a bit.
Because gem blaster is one of the few guilds that requires gold to
be efficient. The best blast spell (gem blast), obviously, can get
costly.  And for someone a not so high level (using draco as an
example), it can be a big hole in your pocket.  There are a few
times when qc is too fast and you have no time to respond. I agree
with draco, it would be better if there was no target in the room,
that the spell recognizes that.  And Zyz, you don't have to be rude
to get your point across, even if it is relevant.

-----------------

poster: Rockman
subject: >>>gem flash
date: Mon Jan 20 05:12:16 2003

On Mon Jan 20 04:41:40 2003 Litho wrote post #1645:
> > posts that are spammed by trigs or mistaken commands. There.
> > Hopefully this post can help out a bit.
> Because gem blaster is one of the few guilds that requires gold to
> be efficient. The best blast spell (gem blast), obviously, can get
> costly.  And for someone a not so high level (using draco as an
> example), it can be a big hole in your pocket.  There are a few
> times when qc is too fast and you have no time to respond. I agree
> with draco, it would be better if there was no target in the room,
> that the spell recognizes that.  And Zyz, you don't have to be rude
> to get your point across, even if it is relevant.
Umm, from what I seen, he seems to be more complaining that its an
area spell and he accidently casts it and kills himself, or tries a
pwipe =)  SoI dont think its the money he is reffering to.

-----------------

poster: Draco
subject: >>>>gem flash
date: Mon Jan 20 05:19:40 2003

On Mon Jan 20 05:12:16 2003 Rockman wrote post #1646:
> On Mon Jan 20 04:41:40 2003 Litho wrote post #1645:
> > > posts that are spammed by trigs or mistaken commands. There.
> > > Hopefully this post can help out a bit.
> > Because gem blaster is one of the few guilds that requires gold to
> > be efficient. The best blast spell (gem blast), obviously, can get
> > costly.  And for someone a not so high level (using draco as an
> > example), it can be a big hole in your pocket.  There are a few
> > times when qc is too fast and you have no time to respond. I agree
> > with draco, it would be better if there was no target in the room,
> > that the spell recognizes that.  And Zyz, you don't have to be rude
> > to get your point across, even if it is relevant.
> Umm, from what I seen, he seems to be more complaining that its an
> area spell and he accidently casts it and kills himself, or tries a
> pwipe =)  SoI dont think its the money he is reffering to.
actually it is for a few reasons. one, yes, gem flash drains more
than gem blast and it is costlier than a mofo as it is with just gem
blast, second, yes it is annoying to mistake the two and get a pwipe
cause i fubared, thirdly, this is the only guild that i have not had
to choose a target with an area spell. when i was mist
mage,evoker,ect, all those area spells needed a target, this one
does not.
and Zyz it wasnt a trigger it was a button pushing error that i did
not notice until you brought it up. if you aren't going to bitch at
everyone else for triggers/whatever else in their posts, dont bitch
at me.


-----------------

poster: Malifix
subject: >>>>>gem flash
date: Mon Jan 20 05:21:01 2003

just make a button for cast stop

-----------------

poster: Daneel
subject: >>>>>gem flash
date: Mon Jan 20 05:21:34 2003

Draco says:
> this is the only guild that i have not had to choose a target
> with an area spell.

Then you haven't played a caster type in a while.

No area spells should require targets now.  We're not going
to make an exception for druids.

-----------------

poster: Litho
subject: >>>>>>gem flash
date: Mon Jan 20 05:38:02 2003

On Mon Jan 20 05:21:01 2003 Malifix wrote post #1649:
> just make a button for cast stop
Also, Draco, all area spells were changed, so all areas don't
require a target.

-----------------

poster: Wildchild
subject: >>>>>>>gem flash
date: Mon Jan 20 05:39:47 2003

On Mon Jan 20 05:38:02 2003 Litho wrote post #1651:
> On Mon Jan 20 05:21:01 2003 Malifix wrote post #1649:
> > just make a button for cast stop
> Also, Draco, all area spells were changed, so all areas don't
> require a target.

Apparently you weren't following the conversation on myth, Litho.

Area spells still do some sort of check on this because if there is
no target in the room when the spell finishes, it tells you as
much.
Why not just abort the spell instead?

Much like if you had started casting a spell at a target and it dies
the spell will abort.

-WildCHild

-----------------

poster: Draco
subject: >>>>>>>>gem flash
date: Mon Jan 20 05:45:21 2003

alright another thing that i feel they could at least change is the
loseing sps from the cast if there is no target. you don't cast a
single target spell and waste sps if the mob dies, so why would you
throw out even more energy when you can still plainly see the mob
has died/there is no mob. so i think that if you cant get rid of the
sps being drained from areas that are thrown with no target, that
you add sp loss to a blast spell that doesnt have a target.

-----------------

poster: Litho
subject: >>>>>>>>gem flash
date: Mon Jan 20 08:03:54 2003

On Mon Jan 20 05:39:47 2003 Wildchild wrote post #1652:
> On Mon Jan 20 05:38:02 2003 Litho wrote post #1651:
> > On Mon Jan 20 05:21:01 2003 Malifix wrote post #1649:
> > > just make a button for cast stop
> > Also, Draco, all area spells were changed, so all areas don't
> > require a target.
> 
> Apparently you weren't following the conversation on myth, Litho.
> 
> Area spells still do some sort of check on this because if there is
> no target in the room when the spell finishes, it tells you as
> much.
> Why not just abort the spell instead?
> 
> Much like if you had started casting a spell at a target and it dies
> the spell will abort.
> 
> -WildCHild
thats what i was insinuating, Wc, the spell still goes off, takes
your sps, and tells you that there are no targets in the room. I'm
tryin to say if it recognizes no targets in the room afterwards, it
shouldnt take your sps. Almost like the same concept if you prot
someone with a greater, but they already have a greater, it
shouldn't take sps, but it does.

-----------------

poster: Zifnab
subject: >>>>>>>>>gem flash
date: Mon Jan 20 13:46:21 2003

> > Area spells still do some sort of check on this because if there is
> > no target in the room when the spell finishes, it tells you as
> > much.
> > Why not just abort the spell instead?
> > 
> > Much like if you had started casting a spell at a target and it dies
> > the spell will abort.
> > 
> > -WildCHild
> thats what i was insinuating, Wc, the spell still goes off, takes
> your sps, and tells you that there are no targets in the room. I'm
> tryin to say if it recognizes no targets in the room afterwards, it
> shouldnt take your sps. Almost like the same concept if you prot
> someone with a greater, but they already have a greater, it
> shouldn't take sps, but it does.
1,10d

It is actually complete differant. The spell _knows_ the target
before you cast it. after that dies it becomes 0 really easy
to see that. With no target we have nothing to check (unless
we check the contents of the room multiple times)
at the point the monster dies, the spell has no clue
how many other things may or may not be in the roomwith
you.
**

-----------------

poster: Korthrun
subject: >>>>>>gem flash
date: Mon Jan 20 19:10:10 2003

did that make inform and i just miss it?

-----------------

poster: Zyz
subject: >>>>>>>>>gem flash
date: Mon Jan 20 20:11:38 2003

On Mon Jan 20 05:45:21 2003 Draco wrote post #1653:
> alright another thing that i feel they could at least change is the
> loseing sps from the cast if there is no target. you don't cast a
> single target spell and waste sps if the mob dies, so why would you
> throw out even more energy when you can still plainly see the mob
> has died/there is no mob. so i think that if you cant get rid of the
> sps being drained from areas that are thrown with no target, that
> you add sp loss to a blast spell that doesnt have a target.
Good question: why would you? Why not just stop the cast if there
are no targets?
If the trigs are more powerful than player commands, perhaps should get some
trigs that can be controlled (or pay closer attention to the fight).
This seems
more like a plea to allow easier botting than anything.
Just think of it as: area spells target the room, individual spells target
individuals. Area spells are dangerous to have hotkeys for, for many
reasons (we had a bad experience with area spells recently also), but
they are entirely player controlled. You know how they work, the no
target thing exists and is intentional, so just be careful with em. -Zyz

-----------------

poster: Draco
subject: >>>>>>>>>>gem flash
date: Mon Jan 20 21:30:57 2003

hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
even trying to bot, i dont need wizards keeping an eye on me and
wasting their time just becuase you think something that i merely
request for better safety is botting. we have already resolved this
as a dead issue as i didn't know that all area spells were changed.

-----------------

poster: Litho
subject: >>>>>>>>>>>gem flash
date: Mon Jan 20 22:58:26 2003

On Mon Jan 20 21:30:57 2003 Draco wrote post #1659:
> hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
> even trying to bot, i dont need wizards keeping an eye on me and
> wasting their time just becuase you think something that i merely
> request for better safety is botting. we have already resolved this
> as a dead issue as i didn't know that all area spells were changed.
And like i mentioned, when you have fast qc, its hard to type use
stop near the end of a round
like..my heals are 1 round, etc.

-----------------

poster: Zyz
subject: >>>>>>>>>>>>gem flash
date: Tue Jan 21 00:15:20 2003

On Mon Jan 20 22:58:26 2003 Litho wrote post #1660:
> On Mon Jan 20 21:30:57 2003 Draco wrote post #1659:
> > hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
> > even trying to bot, i dont need wizards keeping an eye on me and
> > wasting their time just becuase you think something that i merely
> > request for better safety is botting. we have already resolved this
> > as a dead issue as i didn't know that all area spells were changed.
> And like i mentioned, when you have fast qc, its hard to type use
> stop near the end of a round
> like..my heals are 1 round, etc.
I am so sorry Draco, I didn't mean to imply you were stupid or
botting. This line of posting sure does continue a long time for
a dead issue. On a related note, why are 1 round heals in any
way related to area spells? I would recommend taking the
advice Malifix proffered earlier and making a 'use stop' hotkey.
Then hitting it several times if needed to stop trigs. Good
luck all :)

-----------------

poster: Litho
subject: >>>>>>>>>>>>>gem flash
date: Tue Jan 21 02:57:04 2003

On Tue Jan 21 00:15:20 2003 Zyz wrote post #1661:
> On Mon Jan 20 22:58:26 2003 Litho wrote post #1660:
> > On Mon Jan 20 21:30:57 2003 Draco wrote post #1659:
> > > hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
> > > even trying to bot, i dont need wizards keeping an eye on me and
> > > wasting their time just becuase you think something that i merely
> > > request for better safety is botting. we have already resolved this
> > > as a dead issue as i didn't know that all area spells were changed.
> > And like i mentioned, when you have fast qc, its hard to type use
> > stop near the end of a round
> > like..my heals are 1 round, etc.
> I am so sorry Draco, I didn't mean to imply you were stupid or
> botting. This line of posting sure does continue a long time for
> a dead issue. On a related note, why are 1 round heals in any
> way related to area spells? I would recommend taking the
> advice Malifix proffered earlier and making a 'use stop' hotkey.
> Then hitting it several times if needed to stop trigs. Good
> luck all :)
Because i was refering to the skill qc, with my current qc (107) i
do 1 round heals, hence not enough time to cast/use s
op..nevermind.

-----------------

poster: Zyz
subject: >>>>>>>>>>>>>>gem flash
date: Tue Jan 21 08:18:37 2003

On Tue Jan 21 02:57:04 2003 Litho wrote post #1662:
> On Tue Jan 21 00:15:20 2003 Zyz wrote post #1661:
> > On Mon Jan 20 22:58:26 2003 Litho wrote post #1660:
> > > On Mon Jan 20 21:30:57 2003 Draco wrote post #1659:
> > > > hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
> > > > even trying to bot, i dont need wizards keeping an eye on me and
> > > > wasting their time just becuase you think something that i merely
> > > > request for better safety is botting. we have already resolved this
> > > > as a dead issue as i didn't know that all area spells were changed.
> > > And like i mentioned, when you have fast qc, its hard to type use
> > > stop near the end of a round
> > > like..my heals are 1 round, etc.
> > I am so sorry Draco, I didn't mean to imply you were stupid or
> > botting. This line of posting sure does continue a long time for
> > a dead issue. On a related note, why are 1 round heals in any
> > way related to area spells? I would recommend taking the
> > advice Malifix proffered earlier and making a 'use stop' hotkey.
> > Then hitting it several times if needed to stop trigs. Good
> > luck all :)
> Because i was refering to the skill qc, with my current qc (107) i
> do 1 round heals, hence not enough time to cast/use s
> op..nevermind.
B..but heals.. areas.. use stop stop stop qc

-----------------

poster: Baer
subject: >>>>>>>>>gem flash
date: Tue Jan 21 10:02:21 2003

On Mon Jan 20 05:45:21 2003 Draco wrote post #1653:
> alright another thing that i feel they could at least change is the
> loseing sps from the cast if there is no target. you don't cast a
> single target spell and waste sps if the mob dies, so why would you
> throw out even more energy when you can still plainly see the mob
> has died/there is no mob. so i think that if you cant get rid of the
> sps being drained from areas that are thrown with no target, that
> you add sp loss to a blast spell that doesnt have a target.

I don't know how you do it, but when I cast a spell, I have my eyes
closed (never really know exactly what will happen), and so I don't
know if the room is empty or not.


-----------------

poster: Baer
subject: >>>>>>>>>>>>>>gem flash
date: Tue Jan 21 10:06:51 2003

On Tue Jan 21 02:57:04 2003 Litho wrote post #1662:
> On Tue Jan 21 00:15:20 2003 Zyz wrote post #1661:
> > On Mon Jan 20 22:58:26 2003 Litho wrote post #1660:
> > > On Mon Jan 20 21:30:57 2003 Draco wrote post #1659:
> > > > hi, Zyz, i don't bot, im not that stupid, don't EVER think that i am
> > > > even trying to bot, i dont need wizards keeping an eye on me and
> > > > wasting their time just becuase you think something that i merely
> > > > request for better safety is botting. we have already resolved this
> > > > as a dead issue as i didn't know that all area spells were changed.
> > > And like i mentioned, when you have fast qc, its hard to type use
> > > stop near the end of a round
> > > like..my heals are 1 round, etc.
> > I am so sorry Draco, I didn't mean to imply you were stupid or
> > botting. This line of posting sure does continue a long time for
> > a dead issue. On a related note, why are 1 round heals in any
> > way related to area spells? I would recommend taking the
> > advice Malifix proffered earlier and making a 'use stop' hotkey.
> > Then hitting it several times if needed to stop trigs. Good
> > luck all :)
> Because i was refering to the skill qc, with my current qc (107) i
> do 1 round heals, hence not enough time to cast/use s
> op..nevermind.
Just thought I should add too that my quick chant is 118%.

-----------------

poster: Switchblade
subject: SS guild
date: Wed Jan 22 08:08:40 2003


this is dumb but i like the imagery so foo on you if you don't like it

i think it would be neat if high level shapeshifters (or hell, even low ones)
could "goo" together (you know, when they shift, they turn into a
puddle of goo)
and create like a super pile of goo that could become like a super animal form
or like 5 shapeshifters in a voltron-esque sort of way could become
a super-duper-soupy-snoopy-pumped up pile of goo

like maybe if you got multiple shifters you could make a multiple
headed dragon,
that would be in the control of all the players, or 1 player would
have the ability
to move, one to use skillset1, another for skillset2, or something..  well,
you get the idea.. i just like the idea of 2 little goos becoming super goo so
they can foo on the mobs..  got that?

-switch

-----------------

poster: Blackthorne
subject: >SS guild
date: Wed Jan 22 10:18:05 2003

On Wed Jan 22 08:08:40 2003 Switchblade wrote post #1666:
> this is dumb but i like the imagery so foo on you if you don't like it
> 
> i think it would be neat if high level shapeshifters (or hell, even low
ones)
> could "goo" together (you know, when they shift, they turn into a
> puddle of goo)
> and create like a super pile of goo that could become like a super animal
form
> or like 5 shapeshifters in a voltron-esque sort of way could become
> a super-duper-soupy-snoopy-pumped up pile of goo
> 
> like maybe if you got multiple shifters you could make a multiple
> headed dragon,
> that would be in the control of all the players, or 1 player would
> have the ability
> to move, one to use skillset1, another for skillset2, or something..  well,
> you get the idea.. i just like the idea of 2 little goos becoming super
goo so
> they can foo on the mobs..  got that?
> 
> -switch
This would lead to arguments beyond belief. We are all control freaks.
-BT

-----------------

poster: Draco
subject: >>SS guild
date: Wed Jan 22 21:03:55 2003

On Wed Jan 22 10:18:05 2003 Blackthorne wrote post #1667:
> On Wed Jan 22 08:08:40 2003 Switchblade wrote post #1666:
> > this is dumb but i like the imagery so foo on you if you don't like it
> > 
> > i think it would be neat if high level shapeshifters (or hell, even low
> ones)
> > could "goo" together (you know, when they shift, they turn into a
> > puddle of goo)
> > and create like a super pile of goo that could become like a super animal
> form
> > or like 5 shapeshifters in a voltron-esque sort of way could become
> > a super-duper-soupy-snoopy-pumped up pile of goo
> > 
> > like maybe if you got multiple shifters you could make a multiple
> > headed dragon,
> > that would be in the control of all the players, or 1 player would
> > have the ability
> > to move, one to use skillset1, another for skillset2, or something.. 
well,
> > you get the idea.. i just like the idea of 2 little goos becoming super
> goo so
> > they can foo on the mobs..  got that?
> > 
> > -switch
> This would lead to arguments beyond belief. We are all control freaks.
> -BT
eheh, its an interesting idea but do we really want this to turn
into the power rangers mud?

-----------------

poster: Darc
subject: It Area
date: Thu Jan 23 05:00:11 2003

i think there should be an area based on stephans king's IT
that would be a freaky ass area and could invole a really sweet ass eq mob

-----------------

poster: Draco
subject: emote
date: Thu Jan 23 05:18:08 2003

i want an americal idol emote about simon plz, his derogatory manner
that he bashes peoples dreams with is just too damn hilarious

-----------------

poster: Tranquil
subject: >It Area
date: Fri Jan 24 13:52:50 2003

On Thu Jan 23 05:00:11 2003 Darc wrote post #1673:
> i think there should be an area based on stephans king's IT
> that would be a freaky ass area and could invole a really sweet ass eq mob

As a follow on from this, it would be cool is there was an area full
of asses. Freaky asses, sweet asses, any kind of ass you could think
of. that would be really nice. thx k bye


-----------------

poster: Ant
subject: >>It Area
date: Fri Jan 24 13:53:26 2003

On Fri Jan 24 13:52:50 2003 Tranquil wrote post #1675:
> On Thu Jan 23 05:00:11 2003 Darc wrote post #1673:
> > i think there should be an area based on stephans king's IT
> > that would be a freaky ass area and could invole a really sweet ass eq mob
> 
> As a follow on from this, it would be cool is there was an area full
> of asses. Freaky asses, sweet asses, any kind of ass you could think
> of. that would be really nice. thx k bye
> 
A donkey area... nice idea ;)

-----------------

poster: Kiliana
subject: rufrin
date: Sat Jan 25 06:11:12 2003

I suggest that maybe we have a channel for rufrin. i mean.. i cant
type last sales to see what he's buying. be nice if you could have
last rufrin to see if he's buying your stuff.

-----------------

poster: Darc
subject: Limit 1
date: Sun Jan 26 01:25:02 2003

i think you should be limtied to getting only one millionth clock kill
it would give equally everyone a chance.
im not whining i just think it would be an idea

-----------------

poster: Wildchild
subject: >Limit 1
date: Sun Jan 26 01:26:11 2003

On Sun Jan 26 01:25:02 2003 Darc wrote post #1678:
> i think you should be limtied to getting only one millionth clock kill
> it would give equally everyone a chance.
> im not whining i just think it would be an idea

So then instead of getting the 27th million kill you get kill # 27,000,001?

-WildChild

-----------------

poster: Draco
subject: >>Limit 1
date: Sun Jan 26 01:27:20 2003

On Sun Jan 26 01:26:11 2003 Wildchild wrote post #1679:
> On Sun Jan 26 01:25:02 2003 Darc wrote post #1678:
> > i think you should be limtied to getting only one millionth clock kill
> > it would give equally everyone a chance.
> > im not whining i just think it would be an idea
> 
> So then instead of getting the 27th million kill you get kill # 27,000,001?
> 
> -WildChild
everyone every time is given an equal and fair chance, dont whine to
change it just because you aren't as lucky as darkside. he was
lucky, you werent, end of story.

-----------------

poster: Darc
subject: Ok, maybe not
date: Sun Jan 26 01:31:27 2003

it didnt come out the way i meant it too
after reading it i realize how much a dumbass i was on writing that
congrats darkside, sorry everyone

-----------------

poster: Zifnab
subject: >rufrin
date: Sun Jan 26 19:27:18 2003

On Sat Jan 25 06:11:12 2003 Kiliana wrote post #1677:
> I suggest that maybe we have a channel for rufrin. i mean.. i cant
> type last sales to see what he's buying. be nice if you could have
> last rufrin to see if he's buying your stuff.
If people would sales as its intended its no problem.

-----------------

poster: Jaws
subject: guild mastery
date: Mon Jan 27 00:34:11 2003

Hi, I know there are some in wizland that are opposed to this
but it would be cool if second alpha trees could earn mastery points
Im not sayin at the same rate, or get the guild object
just earn some of the points, maybe at like 1/4th the rate of normal

Jaws

-----------------

poster: Lu
subject: allie the alien
date: Wed Jan 29 16:51:07 2003

why is allie the alien killable
a: if you kill her, you cannot do the quest
b: having an aggro 2.8m mob sitting in cs when you didnt attack her
sux wangnuts
c: as was seen last time it was run, she can whipe out loads of
players sitting there
d: please make her unkillable
d(part 2): thanks, -lu

-----------------

poster: Bahgtru
subject: >allie the alien
date: Wed Jan 29 16:51:43 2003

On Wed Jan 29 16:51:07 2003 Lu wrote post #1687:
> why is allie the alien killable
> a: if you kill her, you cannot do the quest
> b: having an aggro 2.8m mob sitting in cs when you didnt attack her
> sux wangnuts
> c: as was seen last time it was run, she can whipe out loads of
> players sitting there
> d: please make her unkillable
> d(part 2): thanks, -lu
Isn't she an eq mob?

-----------------

poster: Litho
subject: >>allie the alien
date: Wed Jan 29 18:35:14 2003

On Wed Jan 29 16:51:43 2003 Bahgtru wrote post #1688:
> On Wed Jan 29 16:51:07 2003 Lu wrote post #1687:
> > why is allie the alien killable
> > a: if you kill her, you cannot do the quest
> > b: having an aggro 2.8m mob sitting in cs when you didnt attack her
> > sux wangnuts
> > c: as was seen last time it was run, she can whipe out loads of
> > players sitting there
> > d: please make her unkillable
> > d(part 2): thanks, -lu
> Isn't she an eq mob?
No, she has eq res's but no eq. I also felt the wrath of her when
idling at cs, some incompetent newbie attacked her, died, and she
aread, either make her unkillable or make it so she does'nt area.

-----------------

poster: Sirc
subject: Re; Allie The Alien
date: Wed Jan 29 18:39:46 2003

I have to agree with Lu, i got killed 5-8 times by Allie The Alien
since monday, came home from school, and i was dead.

-----------------

poster: Ant
subject: allie
date: Wed Jan 29 18:48:20 2003

stop idling at cs. problem solved. And as far as killing allie goes
if it's killed, the event ends.

-----------------

poster: Mamoru
subject: >allie
date: Wed Jan 29 18:48:44 2003

On Wed Jan 29 18:48:20 2003 Ant wrote post #1691:
> stop idling at cs. problem solved. And as far as killing allie goes
> if it's killed, the event ends.
woot!
end of story

-----------------

poster: Zifnab
subject: >>>allie the alien
date: Wed Jan 29 19:15:14 2003

On Wed Jan 29 18:35:14 2003 Litho wrote post #1689:
> On Wed Jan 29 16:51:43 2003 Bahgtru wrote post #1688:
> > On Wed Jan 29 16:51:07 2003 Lu wrote post #1687:
> > > why is allie the alien killable
> > > a: if you kill her, you cannot do the quest
> > > b: having an aggro 2.8m mob sitting in cs when you didnt attack her
> > > sux wangnuts
> > > c: as was seen last time it was run, she can whipe out loads of
> > > players sitting there
> > > d: please make her unkillable
> > > d(part 2): thanks, -lu
> > Isn't she an eq mob?
> No, she has eq res's but no eq. I also felt the wrath of her when
> idling at cs, some incompetent newbie attacked her, died, and she
> aread, either make her unkillable or make it so she does'nt area.
Gasp...

Dont idle in cs


-----------------

poster: Uno
subject: >>>>allie the alien
date: Wed Jan 29 19:24:52 2003

On Wed Jan 29 19:15:14 2003 Zifnab wrote post #1693:
> > > > d: please make her unkillable
> > > > d(part 2): thanks, -lu
> > > Isn't she an eq mob?
> > No, she has eq res's but no eq. I also felt the wrath of her when
> > idling at cs, some incompetent newbie attacked her, died, and she
> > aread, either make her unkillable or make it so she does'nt area.
> Gasp...
> 
> Dont idle in cs
> 
It's not just idlers.... CS is a common place for people to gather.
And I don't see how saying 'don't idle in CS' addresses the rather
valid points Lu has about her.

It doesn't seem to me that she needs to be a 'monster' but could
just as easily be an 'npc' and serve the same function.

As it is she wipes out lots of players that just get unlucky for either
passing THROUGH CS or waiting for someone there to start a party.
I sit at CS quite often and there is quite a lot of non-idle activity there.

-----------------

poster: Daneel
subject: >>>>>allie the alien
date: Wed Jan 29 21:14:02 2003

If people didn't idle in cs when said newbie attacked her, she 
wouldn't be agro to said people.

I really don't see any validity in Lu's points at all.
(a) That's part of the quest - don't kill her, help her.  If 
you _can't_ kill her, it pretty much makes that meaningless.
(b) It's not the mud's job to protect you.
(c) And this is a problem because?
(d) isn't a reason at all, so no real point in addressing it.

     -Daneel

-----------------

poster: Draco
subject: >>>>>>allie the alien
date: Wed Jan 29 21:16:23 2003

On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> If people didn't idle in cs when said newbie attacked her, she 
> wouldn't be agro to said people.
> 
> I really don't see any validity in Lu's points at all.
> (a) That's part of the quest - don't kill her, help her.  If 
> you _can't_ kill her, it pretty much makes that meaningless.
> (b) It's not the mud's job to protect you.
> (c) And this is a problem because?
> (d) isn't a reason at all, so no real point in addressing it.
> 
>      -Daneel
only thing i cant see with allie is why she doesnt drop at least one
piece of eq, it would seem logical that if she can give you the eq
for completeing the event, that if you killed her she would most
obviously drop the eq as well when killed.

-----------------

poster: Uno
subject: >>>>>>allie the alien
date: Wed Jan 29 23:15:12 2003

On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> wouldn't be agro to said people.
> 
> I really don't see any validity in Lu's points at all.
> (a) That's part of the quest - don't kill her, help her.  If 
> you _can't_ kill her, it pretty much makes that meaningless.
> (b) It's not the mud's job to protect you.
> (c) And this is a problem because?
> (d) isn't a reason at all, so no real point in addressing it.
> 
>      -Daneel
err, sorry, i have 'lu filter' turned on...
It's fine if you don't want to change it. I'm sure clones takes
more lives than allie does in all honesty, but my points are that

1. why is she an eq level monster? all she does is catalyze an event quest.
an npc would do the same thing without the high newbie death toll, which
i somehow doubt was the original intention of the event.

2. She doesn't just kill idle people. She can and will area whenever
someone aggro passes through the room. This can and will cause death to
ANYONE sitting at CS, not just idle people.


-----------------

poster: Quillz
subject: >>>>>>>allie the alien
date: Wed Jan 29 23:15:57 2003

On Wed Jan 29 23:15:12 2003 Uno wrote post #1697:
> On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> > wouldn't be agro to said people.
> > 
> > I really don't see any validity in Lu's points at all.
> > (a) That's part of the quest - don't kill her, help her.  If 
> > you _can't_ kill her, it pretty much makes that meaningless.
> > (b) It's not the mud's job to protect you.
> > (c) And this is a problem because?
> > (d) isn't a reason at all, so no real point in addressing it.
> > 
> >      -Daneel
> err, sorry, i have 'lu filter' turned on...
> It's fine if you don't want to change it. I'm sure clones takes
> more lives than allie does in all honesty, but my points are that
> 
> 1. why is she an eq level monster? all she does is catalyze an event quest.
> an npc would do the same thing without the high newbie death toll, which
> i somehow doubt was the original intention of the event.
> 
> 2. She doesn't just kill idle people. She can and will area whenever
> someone aggro passes through the room. This can and will cause death to
> ANYONE sitting at CS, not just idle people.
> 
I was unidle, and I died!
And I like gum balls**

-----------------

poster: Wagro
subject: >>>>>>>>allie the alien
date: Thu Jan 30 00:09:45 2003

save
As a player who does this event all the time, I think part of it
should actually be finding Allie. Perhaps her location should be
displayed similarly to how the shards are. Would solve the Cs
problem and make the event a little bit more challenging.
Ps, has anyone else noticed that when you do the event as a caster,
it seems to always give the caster item, and when done as fighter it
always gives the fighter item? would be cool if it could give either
one at random. Also, I believe that her description says she has 8
legs or something. Why not have 8 different items or whatever? :)

-----------------

poster: Zifnab
subject: >>>>>>>>>allie the alien
date: Thu Jan 30 00:11:27 2003

On Thu Jan 30 00:09:45 2003 Wagro wrote post #1699:
> save
> As a player who does this event all the time, I think part of it
> should actually be finding Allie. Perhaps her location should be
> displayed similarly to how the shards are. Would solve the Cs
> problem and make the event a little bit more challenging.
> Ps, has anyone else noticed that when you do the event as a caster,
> it seems to always give the caster item, and when done as fighter it
> always gives the fighter item? would be cool if it could give either
> one at random. Also, I believe that her description says she has 8
> legs or something. Why not have 8 different items or whatever? :)
it is a 50/50 chance for either charm.

-----------------

poster: Wagro
subject: >>>>>>>>>>allie the alien
date: Thu Jan 30 00:12:24 2003

On Thu Jan 30 00:11:27 2003 Zifnab wrote post #1700:
> On Thu Jan 30 00:09:45 2003 Wagro wrote post #1699:
> > save
> > As a player who does this event all the time, I think part of it
> > should actually be finding Allie. Perhaps her location should be
> > displayed similarly to how the shards are. Would solve the Cs
> > problem and make the event a little bit more challenging.
> > Ps, has anyone else noticed that when you do the event as a caster,
> > it seems to always give the caster item, and when done as fighter it
> > always gives the fighter item? would be cool if it could give either
> > one at random. Also, I believe that her description says she has 8
> > legs or something. Why not have 8 different items or whatever? :)
> it is a 50/50 chance for either charm.
Fair enough, guess its just MIS. Would still be neat though to
actually have to find allie,  instead of her always being in CS.

-----------------

poster: Mixer
subject: >>>>>>>>>allie the alien
date: Thu Jan 30 07:27:22 2003

On Thu Jan 30 00:09:45 2003 Wagro wrote post #1699:
> save
> As a player who does this event all the time, I think part of it
> should actually be finding Allie. Perhaps her location should be
> displayed similarly to how the shards are. Would solve the Cs
> problem and make the event a little bit more challenging.
> Ps, has anyone else noticed that when you do the event as a caster,
> it seems to always give the caster item, and when done as fighter it
> always gives the fighter item? would be cool if it could give either
> one at random. Also, I believe that her description says she has 8
> legs or something. Why not have 8 different items or whatever? :)
This is a cool idea Wags :)

-----------------

poster: Rancor
subject: Observe opponent
date: Thu Jan 30 07:38:25 2003

Why is this skill restricted to outdoors?  ok well I should refrase
this why is it only restricted to outdoors.  the skill description
and I quote "Woodlords, when outdoors and close to Nature, can be
even more precise"  So why is this just an outside thing.  Find
weakness for abjurers is not 100 percent acutae and needs two and
sometimes 3 castings to get a good reading.  how about we change
this skill to sometimes throw back a random result when indoors? 
the skill help leads one to believe that it is just a bit less
acturate when one is not as close to nature.  

Just an idea
Rancor

-----------------

poster: Goroharahad
subject: >>>>>>allie the alien
date: Thu Jan 30 13:12:58 2003

On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> If people didn't idle in cs when said newbie attacked her, she 
> wouldn't be agro to said people.
> 
> I really don't see any validity in Lu's points at all.
> (a) That's part of the quest - don't kill her, help her.  If 
> you _can't_ kill her, it pretty much makes that meaningless.
> (b) It's not the mud's job to protect you.
> (c) And this is a problem because?
> (d) isn't a reason at all, so no real point in addressing it.
> 
>      -Daneel
Maybe make it unkillable to very low level so noone gets the nice
idea to create a new character and screw regular players ?


-----------------

poster: Ant
subject: >>>>>>>allie the alien
date: Thu Jan 30 17:47:29 2003

On Thu Jan 30 13:12:58 2003 Goroharahad wrote post #1704:
> On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> > If people didn't idle in cs when said newbie attacked her, she 
> > wouldn't be agro to said people.
> > 
> > I really don't see any validity in Lu's points at all.
> > (a) That's part of the quest - don't kill her, help her.  If 
> > you _can't_ kill her, it pretty much makes that meaningless.
> > (b) It's not the mud's job to protect you.
> > (c) And this is a problem because?
> > (d) isn't a reason at all, so no real point in addressing it.
> > 
> >      -Daneel
> Maybe make it unkillable to very low level so noone gets the nice
> idea to create a new character and screw regular players ?
> 
Thanks for bringing that idea to common knowledge ;)

-----------------

poster: Daneel
subject: >>>>>>>allie the alien
date: Thu Jan 30 20:25:19 2003

On Thu Jan 30 13:12:58 2003 Goroharahad wrote post #1704:
> On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> > If people didn't idle in cs when said newbie attacked her, she 
> > wouldn't be agro to said people.
> > 
> > I really don't see any validity in Lu's points at all.
> > (a) That's part of the quest - don't kill her, help her.  If 
> > you _can't_ kill her, it pretty much makes that meaningless.
> > (b) It's not the mud's job to protect you.
> > (c) And this is a problem because?
> > (d) isn't a reason at all, so no real point in addressing it.
> > 
> >      -Daneel
> Maybe make it unkillable to very low level so noone gets the nice
> idea to create a new character and screw regular players ?
> 
This event applies just as much to newbies as to anyone else, and 
they are just as capable of winning it.  They should be subject
to the full experience of it.

People idiotic and mean enough to do what you suggest should just
be unceremoniously booted off, if you ask me.

-----------------

poster: Zifnab
subject: >>>>>>>>allie the alien
date: Thu Jan 30 20:27:28 2003

On Thu Jan 30 20:25:19 2003 Daneel wrote post #1706:
> On Thu Jan 30 13:12:58 2003 Goroharahad wrote post #1704:
> > On Wed Jan 29 21:14:02 2003 Daneel wrote post #1695:
> > > If people didn't idle in cs when said newbie attacked her, she 
> > > wouldn't be agro to said people.
> > > 
> > > I really don't see any validity in Lu's points at all.
> > > (a) That's part of the quest - don't kill her, help her.  If 
> > > you _can't_ kill her, it pretty much makes that meaningless.
> > > (b) It's not the mud's job to protect you.
> > > (c) And this is a problem because?
> > > (d) isn't a reason at all, so no real point in addressing it.
> > > 
> > >      -Daneel
> > Maybe make it unkillable to very low level so noone gets the nice
> > idea to create a new character and screw regular players ?
> > 
> This event applies just as much to newbies as to anyone else, and 
> they are just as capable of winning it.  They should be subject
> to the full experience of it.
> 
> People idiotic and mean enough to do what you suggest should just
> be unceremoniously booted off, if you ask me.
and they will be along with their normal character.

-----------------

poster: Balinor
subject: >>>>>>>allie the alien
date: Fri Jan 31 09:43:38 2003

Is Allie on random loot table? If so then it is eq mob :)
-Balipffftt...
*

-----------------

poster: Wix
subject: newbie spider cave
date: Sat Feb  1 20:26:41 2003

I killed the spider that poisons you, 200% poison.

I have a lil over 400 hps.
The poison only goes down by 1% each time it hits you and does 20-50
pts of damage each time
There is no place for someone to find a cure to the poison unless
there is a healer on that actually has the spell studied.
Chances of dying... VERY high.

This doesn't seem like the way to welcome new people to IoM...

Maybe add a potion that cures poison to the apothecary in town?

-Wix Lix

-----------------

poster: Wix
subject: >newbie spider cave
date: Sat Feb  1 23:37:34 2003

On Sat Feb  1 20:26:41 2003 Wix wrote post #1709:
> I killed the spider that poisons you, 200% poison.
> 
> I have a lil over 400 hps.
> The poison only goes down by 1% each time it hits you and does 20-50
> pts of damage each time
> There is no place for someone to find a cure to the poison unless
> there is a healer on that actually has the spell studied.
> Chances of dying... VERY high.
> 
> This doesn't seem like the way to welcome new people to IoM...
> 
> Maybe add a potion that cures poison to the apothecary in town?
> 
> -Wix Lix

Or maybe just add an anti-venom or some such to the loot given away
by the spider. That way if you do manage to kill it, you can relish
in the kill, and not be immediately forced to worry about dying from
the poison:)

-----------------

poster: Draco
subject: >>newbie spider cave
date: Sat Feb  1 23:41:25 2003

On Sat Feb  1 23:37:34 2003 Wix wrote post #1710:
> On Sat Feb  1 20:26:41 2003 Wix wrote post #1709:
> > I killed the spider that poisons you, 200% poison.
> > 
> > I have a lil over 400 hps.
> > The poison only goes down by 1% each time it hits you and does 20-50
> > pts of damage each time
> > There is no place for someone to find a cure to the poison unless
> > there is a healer on that actually has the spell studied.
> > Chances of dying... VERY high.
> > 
> > This doesn't seem like the way to welcome new people to IoM...
> > 
> > Maybe add a potion that cures poison to the apothecary in town?
> > 
> > -Wix Lix
> 
> Or maybe just add an anti-venom or some such to the loot given away
> by the spider. That way if you do manage to kill it, you can relish
> in the kill, and not be immediately forced to worry about dying from
> the poison:)
btw there is another option instead of wanting to try finding a
healer. there are also druids(herbalists) that can mix antidotes.
from what ive seen most shamans/gem blasters have this studied, so
if you get poisoned, dont be afraid to ask one that is semi idle or
just soloing if they can create one for you, they might even do it
for free since it costs a whole 14 gold to create one.

-----------------

poster: Malifix
subject: >>>newbie spider cave
date: Sun Feb  2 03:43:23 2003

OK, here's the deal on the queen spiders.  The quest involves both
trying to find them (and I deliberately made them very easy to find
if you look at the room descs) and trying to figure out how to kill
them.  I made the poison high on purpose for that reason.  This was
also meant as a learning exercise for newbies/lowbies.  When you
learn how to find and kill the queens, you have gained valuable
skills for playing on this mud.  At least, that was my intention. 
Also, I tested the quest with my newbie chars, and found it very
easy to do.  I'm not going to say how, because it's a quest, but
there are at least 3 different ways to do it.  I'm sorry if it is
frustrating for some, but after all, it's a quest and gives a task
point.  When you consider what you might have to pay for sloatsac eq
to get one task point, this one is very very cheap.  Frankly, it is
much easier to do than feline puzzle or obsessive collector for
example.  And, when you are done, you have learned a methodology for
killing  big/nasty mobs that you might not otherwise try.  One last
word.  I personally prefer quests/puzzles that are challanging and
make me think over ones that are just repetitive or time-consuming
(read boring).  When I make a quest and/or an area I try to
concentrate on making it entertaining and something that makes you
think a little.  I will -never- make such that require puzzling over
syntax, but I will try to make you think.  For example, the queens
are where they are for a very logical reason.  If you give some
thought to where you might expect to find queens, you can almost go
right to them.  That is all.  I sincerely hope you all enjoy this
area and the ones to come.  Malifix the Mad.

-----------------

poster: Draco
subject: >>>>newbie spider cave
date: Sun Feb  2 06:37:50 2003

On Sun Feb  2 03:43:23 2003 Malifix wrote post #1712:
> OK, here's the deal on the queen spiders.  The quest involves both
> trying to find them (and I deliberately made them very easy to find
> if you look at the room descs) and trying to figure out how to kill
> them.  I made the poison high on purpose for that reason.  This was
> also meant as a learning exercise for newbies/lowbies.  When you
> learn how to find and kill the queens, you have gained valuable
> skills for playing on this mud.  At least, that was my intention. 
> Also, I tested the quest with my newbie chars, and found it very
> easy to do.  I'm not going to say how, because it's a quest, but
> there are at least 3 different ways to do it.  I'm sorry if it is
> frustrating for some, but after all, it's a quest and gives a task
> point.  When you consider what you might have to pay for sloatsac eq
> to get one task point, this one is very very cheap.  Frankly, it is
> much easier to do than feline puzzle or obsessive collector for
> example.  And, when you are done, you have learned a methodology for
> killing  big/nasty mobs that you might not otherwise try.  One last
> word.  I personally prefer quests/puzzles that are challanging and
> make me think over ones that are just repetitive or time-consuming
> (read boring).  When I make a quest and/or an area I try to
> concentrate on making it entertaining and something that makes you
> think a little.  I will -never- make such that require puzzling over
> syntax, but I will try to make you think.  For example, the queens
> are where they are for a very logical reason.  If you give some
> thought to where you might expect to find queens, you can almost go
> right to them.  That is all.  I sincerely hope you all enjoy this
> area and the ones to come.  Malifix the Mad.
there is one other alternative for you people that i was thinking of
as well. When highbies do eq, do you think they would do eq with say
12m xp onhand (maybe 100k equiv for a newb or something like that).
of course you wouldnt if you think your going to die, so maybe there
is something you should do about that

-----------------

poster: Malifix
subject: >>>>>newbie spider cave
date: Sun Feb  2 08:19:35 2003

On Sun Feb  2 06:37:50 2003 Draco wrote post #1713:
> On Sun Feb  2 03:43:23 2003 Malifix wrote post #1712:
> > OK, here's the deal on the queen spiders.  The quest involves both
> > trying to find them (and I deliberately made them very easy to find
> > if you look at the room descs) and trying to figure out how to kill
> > them.  I made the poison high on purpose for that reason.  This was
> > also meant as a learning exercise for newbies/lowbies.  When you
> > learn how to find and kill the queens, you have gained valuable
> > skills for playing on this mud.  At least, that was my intention. 
> > Also, I tested the quest with my newbie chars, and found it very
> > easy to do.  I'm not going to say how, because it's a quest, but
> > there are at least 3 different ways to do it.  I'm sorry if it is
> > frustrating for some, but after all, it's a quest and gives a task
> > point.  When you consider what you might have to pay for sloatsac eq
> > to get one task point, this one is very very cheap.  Frankly, it is
> > much easier to do than feline puzzle or obsessive collector for
> > example.  And, when you are done, you have learned a methodology for
> > killing  big/nasty mobs that you might not otherwise try.  One last
> > word.  I personally prefer quests/puzzles that are challanging and
> > make me think over ones that are just repetitive or time-consuming
> > (read boring).  When I make a quest and/or an area I try to
> > concentrate on making it entertaining and something that makes you
> > think a little.  I will -never- make such that require puzzling over
> > syntax, but I will try to make you think.  For example, the queens
> > are where they are for a very logical reason.  If you give some
> > thought to where you might expect to find queens, you can almost go
> > right to them.  That is all.  I sincerely hope you all enjoy this
> > area and the ones to come.  Malifix the Mad.
> there is one other alternative for you people that i was thinking of
> as well. When highbies do eq, do you think they would do eq with say
> 12m xp onhand (maybe 100k equiv for a newb or something like that).
> of course you wouldnt if you think your going to die, so maybe there
> is something you should do about that
good point

-----------------

poster: Korthrun
subject: familiars
date: Sun Feb  2 20:03:47 2003

On another mud I played I saw this and thought it was a nifty idea.
basicly you have to love and care for your fam.
if you didnt 'pet wolf' or 'pet bear' or wahtever, it would turn on
you eventually, or just wander away
you also had to tell it to eat every now and then or it would just
run away to eat and never come back
there was also an 
order familiarname status 
command

-----------------

poster: Rancor
subject: >familiars
date: Mon Feb  3 00:55:26 2003

All this will do korthrun is just give me another trig that I have
in zmud,  Wow hey look the mob doed pet wolf,bear,eagle.  just
another mundane thing one would have to do in this game.

-----------------

poster: Tro
subject: Spider quest
date: Mon Feb  3 12:49:03 2003

I think you all have said too much about that quest! :) I banged my
head for weeks and weeks on that quest. I love every moment in
retrospect. But it is a very hard quest, if you do not get help or
allready know how quests work. I had no clue when I started that you
can ask npc's. And this was way too much help here. I manipulated
every text object in a hundred ways. How was I suppoused to know it
was a mapping quest (since you said it allready). Awesome quest you
wizard who made it!!!   


-----------------

poster: Tro
subject: Spider quest
date: Mon Feb  3 12:51:15 2003

But very hard for a true newbie! That quest made me take a rest from
quests. I was that mindly tired from it. So i say again. Do hard
quests. Let us sweat. But do not call a quest like Breeder Bob easy
- then you forgot how newbies are. Tro - a newbie :) **

-----------------

poster: Echo
subject: Arena
date: Tue Feb  4 00:51:11 2003

Since we cant get healed in the arena, how about we could have like
a "sign up to play arena for X minute"
So, while people are in that, they would get heals right before
battles or something etc etc
And, it wouldnt be abusable, since they would be tied to the arena
"area" (+a prot room)
For whatever X minutes is (ie: 10 minutes minimum)
So, that way, people wouldnt go get all healed up, and run off
feedback would be nice
-Echo

-----------------

poster: Draco
subject: floating disc
date: Tue Feb  4 02:09:30 2003

maybe make it so the floating disc doesnt dispell if you die in the
arena. it is the only thing you can cast that will go down when you
die in the arena, and for mist mages, it can make it particularly
hard to get your stuff back when the opposig person keeps killing
you before you can get the eq.

-----------------

poster: Malifix
subject: >Spider quest
date: Tue Feb  4 07:11:09 2003

On Mon Feb  3 12:51:15 2003 Tro wrote post #1718:
> But very hard for a true newbie! That quest made me take a rest from
> quests. I was that mindly tired from it. So i say again. Do hard
> quests. Let us sweat. But do not call a quest like Breeder Bob easy
> - then you forgot how newbies are. Tro - a newbie :) **
Good point.  And thanks for the kudos.  :)
Malifix the Mad

-----------------

poster: Goroharahad
subject: >Spider quest
date: Tue Feb  4 12:40:42 2003

Thank you Tro, I had no idea which quest it was about.

-----------------

poster: Kiliana
subject: poison
date: Wed Feb  5 19:06:48 2003

about poison.. perhaps poison could just have the effects of
starvation? i mean, for newbies, poison curing is pretty hard to get
from another player. lotsa big people act like they dont have the
time to help someone small. and in my opinion, dying to a newbie
isnt that big of a deal. but not being able to regen for a few hours
is still a pretty rough punishment. or maybe make it a combo of
both. i mean, if your poisened at 200 percent, thats alot of poison.
it will hurt you. but if your down to like.. 30 percent poison, it
shouldnt hurt you that much, just would keep you from regenning hps.
that would make it kinda realistic. if you get bit by a rattlesnake,
thats alot of poison! might kill you. but if you get bit by a bee,
thats not much poison. wont really kill you, just make you feel
yucky:)

-----------------

poster: Kiliana
subject: eq decay
date: Wed Feb  5 23:26:28 2003

Would it be possible to organize decaying eq? like, at the moment i
dont really see any organization at all. would it be possible to
organize it by top condition? like, all eq at 100 percent condition
is on top, then the more worn it is the further down the list it
goes (when you type checkeq). I mean, its just so cluttered, and
seeing your eq listed from best max condition to worst max condition
would be nice. At the moment i notice that it seems to be organized
by its current condition. That doesnt really organize anything,
since most people keep their eq repaired pretty well. Just seems
like it would be alot cleaner and neater, as well as helping you be
able to scan through and see what is messed up, if it was organized
by max cond and not current cond. Thanks

-----------------

poster: Wix
subject: Grynzf
date: Sat Feb  8 23:12:58 2003

Would be awesome if there was a way to give him 'all' the items in
your inventory to him.

At this time you have to go through and hit g, 1, a, g, 2, a, g, 3,
a, etc etc all the way to g, 0, a,. As you can see it is a bit
rediculous. :D

-Wix Lix

ps: if their is a way to do this pls let me know =)

-----------------

poster: Zifnab
subject: >Grynzf
date: Sat Feb  8 23:26:21 2003

On Sat Feb  8 23:12:58 2003 Wix wrote post #1725:
> Would be awesome if there was a way to give him 'all' the items in
> your inventory to him.
> 
> At this time you have to go through and hit g, 1, a, g, 2, a, g, 3,
> a, etc etc all the way to g, 0, a,. As you can see it is a bit
> rediculous. :D
> 
> -Wix Lix
> 
> ps: if their is a way to do this pls let me know =)


p.s. Give all to gryznf
*


-----------------

poster: Malifix
subject: >>Grynzf
date: Sun Feb  9 01:29:57 2003

On Sat Feb  8 23:26:21 2003 Zifnab wrote post #1726:
> On Sat Feb  8 23:12:58 2003 Wix wrote post #1725:
> > Would be awesome if there was a way to give him 'all' the items in
> > your inventory to him.
> > 
> > At this time you have to go through and hit g, 1, a, g, 2, a, g, 3,
> > a, etc etc all the way to g, 0, a,. As you can see it is a bit
> > rediculous. :D
> > 
> > -Wix Lix
> > 
> > ps: if their is a way to do this pls let me know =)
> 
> 
> p.s. Give all to gryznf
> *
> 
rofl

-----------------

poster: Revenant
subject: Light in newbie area.
date: Sun Feb  9 01:42:48 2003

It would kind of help to have some light in the newbie areas around
adventurers guild on Illium City. Makes it completely impossible to
get a Ring of Infravision when it's dark. I don't see this as right
for newbies.
-Rev

-----------------

poster: Celine
subject: party actions
date: Mon Feb 10 01:42:54 2003

newcommand called party actions. similar to actions some command but
reports entire party. have w? toggle for ppl not using
skills/spells. red or something for red, grey for dead.ploc

-----------------

poster: Darc
subject: monk guild
date: Tue Feb 11 20:23:57 2003

there should be a monk guild it would be a really cool edition to 
the fig guilds

-----------------

poster: Tahnval
subject: >monk guild
date: Wed Feb 12 00:02:40 2003

Wouldn't that be rather like Martial Artist?

-----------------

poster: Tranquil
subject: >>monk guild
date: Wed Feb 12 00:29:26 2003

On Wed Feb 12 00:02:40 2003 Tahnval wrote post #1731:
> Wouldn't that be rather like Martial Artist?

Actually, 'monk' has more faith-based conotations, when looking at
the meaning of the word 'monk'. Just because other muds (which we
are not) choose to cannibalise the name to look like a version of MA
(which as Tahnval pointed out, we already have), there is no reason
for us to follow suit.


-----------------

poster: Tahnval
subject: >>>monk guild
date: Wed Feb 12 00:48:35 2003

On Wed Feb 12 00:29:26 2003 Tranquil wrote post #1732:
> On Wed Feb 12 00:02:40 2003 Tahnval wrote post #1731:
> > Wouldn't that be rather like Martial Artist?
> 
> Actually, 'monk' has more faith-based conotations, when looking at
> the meaning of the word 'monk'. Just because other muds (which we
> are not) choose to cannibalise the name to look like a version of MA
> (which as Tahnval pointed out, we already have), there is no reason
> for us to follow suit.
> 
That's a good point, but I said it would be like MA because
the original poster specified a fighter guild called "Monk".

It's an idea that could fit into either subtree, but I don't
see how it could be adequately different from guild subtrees
we already have.

-----------------

poster: Celine
subject: >>>>>monk guild
date: Wed Feb 12 00:53:11 2003

wooo... summon a clerical staff and then kick ass with it while
healing. sounds fine by me. always thought it would be cool to twirl
those staffs a bit better.

-----------------

poster: Wix
subject: familiars
date: Wed Feb 12 04:18:30 2003

Not sure if this only happens with the Wolfhidebag or with all
familiars... but it would be nice if people like ahab and sisong
only talked to you and not the 4 familiars that walk in with you...
creates alot of spam.

-Wix

-----------------

poster: Mixer
subject: >>>monk guild
date: Wed Feb 12 11:06:57 2003

On Wed Feb 12 00:29:26 2003 Tranquil wrote post #1732:
> On Wed Feb 12 00:02:40 2003 Tahnval wrote post #1731:
> > Wouldn't that be rather like Martial Artist?
> 
> Actually, 'monk' has more faith-based conotations, when looking at
> the meaning of the word 'monk'. Just because other muds (which we
> are not) choose to cannibalise the name to look like a version of MA
> (which as Tahnval pointed out, we already have), there is no reason
> for us to follow suit.
> 
Well the D&D Monk is essentially a Martial Artist, this may be
what Tahnval is referring to.

-----------------

poster: Tranquil
subject: >>>>monk guild
date: Wed Feb 12 11:07:51 2003

On Wed Feb 12 11:06:57 2003 Mixer wrote post #1737:
> On Wed Feb 12 00:29:26 2003 Tranquil wrote post #1732:
> > On Wed Feb 12 00:02:40 2003 Tahnval wrote post #1731:
> > > Wouldn't that be rather like Martial Artist?
> > 
> > Actually, 'monk' has more faith-based conotations, when looking at
> > the meaning of the word 'monk'. Just because other muds (which we
> > are not) choose to cannibalise the name to look like a version of MA
> > (which as Tahnval pointed out, we already have), there is no reason
> > for us to follow suit.
> > 
> Well the D&D Monk is essentially a Martial Artist, this may be
> what Tahnval is referring to.

I would like to remind people, this is not D&D, this is IoM. If this
was D&D, almost the entire mud would be different than it is today.


-----------------

poster: Tahnval
subject: >>>>monk guild
date: Wed Feb 12 12:52:07 2003

On Wed Feb 12 11:06:57 2003 Mixer wrote post #1737:
> On Wed Feb 12 00:29:26 2003 Tranquil wrote post #1732:
> > On Wed Feb 12 00:02:40 2003 Tahnval wrote post #1731:
> > > Wouldn't that be rather like Martial Artist?
> > 
> > Actually, 'monk' has more faith-based conotations, when looking at
> > the meaning of the word 'monk'. Just because other muds (which we
> > are not) choose to cannibalise the name to look like a version of MA
> > (which as Tahnval pointed out, we already have), there is no reason
> > for us to follow suit.
> > 
> Well the D&D Monk is essentially a Martial Artist, this may be
> what Tahnval is referring to.
No - I was referring to a *fighter* guild called "Monk", which
is what the original poster was talking about.  A *cleric*
guild called "Monk" would be the faith-based type.

-----------------

poster: Darc
subject: Clan Wars
date: Wed Feb 12 23:15:41 2003

i have an idea that we should have clans war in the arena the top
clan should get a trophy or a statue or something

-----------------

poster: Draco
subject: >Clan Wars
date: Thu Feb 13 00:13:32 2003

On Wed Feb 12 23:15:41 2003 Darc wrote post #1740:
> i have an idea that we should have clans war in the arena the top
> clan should get a trophy or a statue or something
no point to something like this, Babes clan would beat the hell out
of any clan around, end of story

-----------------

poster: Darc
subject: follow up - monk guild
date: Thu Feb 13 00:49:21 2003

i totally agree with having monks be in the cleric guildtree, that
would be another nice adition
for higher levels cleric to be able to solo and would be a little change
i understand that MA is like monk but if you put it in the cleric
tree i would be cool

-----------------

poster: Draco
subject: >follow up - monk guild
date: Thu Feb 13 00:50:33 2003

On Thu Feb 13 00:49:21 2003 Darc wrote post #1742:
> i totally agree with having monks be in the cleric guildtree, that
> would be another nice adition
> for higher levels cleric to be able to solo and would be a little change
> i understand that MA is like monk but if you put it in the cleric
> tree i would be cool
higher level clerics can solo. As a healer myself, i could solo
about 40k.min, and i know some that were able to do at least
100k/min. any guild can solo, you just need to know how.

-----------------

poster: Ronan
subject: >>Clan Wars
date: Thu Feb 13 00:51:09 2003

On Thu Feb 13 00:13:32 2003 Draco wrote post #1741:
> On Wed Feb 12 23:15:41 2003 Darc wrote post #1740:
> > i have an idea that we should have clans war in the arena the top
> > clan should get a trophy or a statue or something
> no point to something like this, Babes clan would beat the hell out
> of any clan around, end of story
We are Lovers not fighters in Babes
Moan
Ronana

-----------------

poster: Litho
subject: >>follow up - monk guild
date: Thu Feb 13 00:51:24 2003

On Thu Feb 13 00:50:33 2003 Draco wrote post #1743:
> On Thu Feb 13 00:49:21 2003 Darc wrote post #1742:
> > i totally agree with having monks be in the cleric guildtree, that
> > would be another nice adition
> > for higher levels cleric to be able to solo and would be a little change
> > i understand that MA is like monk but if you put it in the cleric
> > tree i would be cool
> higher level clerics can solo. As a healer myself, i could solo
> about 40k.min, and i know some that were able to do at least
> 100k/min. any guild can solo, you just need to know how.
That is true, but the trick is to solo without tapping. I could
sustain about a 140k/min rate myself solo, but it was risky as mf,
and time consuming :p

-----------------

poster: Goroharahad
subject: >>>follow up - monk guild
date: Thu Feb 13 16:59:02 2003

On Thu Feb 13 00:51:24 2003 Litho wrote post #1745:
> On Thu Feb 13 00:50:33 2003 Draco wrote post #1743:
> > On Thu Feb 13 00:49:21 2003 Darc wrote post #1742:
> > > i totally agree with having monks be in the cleric guildtree, that
> > > would be another nice adition
> > > for higher levels cleric to be able to solo and would be a little change
> > > i understand that MA is like monk but if you put it in the cleric
> > > tree i would be cool
> > higher level clerics can solo. As a healer myself, i could solo
> > about 40k.min, and i know some that were able to do at least
> > 100k/min. any guild can solo, you just need to know how.
> That is true, but the trick is to solo without tapping. I could
> sustain about a 140k/min rate myself solo, but it was risky as mf,
> and time consuming :p
Sorry for the intrusion but ... I'd understand 140k could be time
consuming, but 140k/min ????

Sorry again, it is late

-----------------

poster: Litho
subject: >>>>follow up - monk guild
date: Thu Feb 13 18:33:14 2003

On Thu Feb 13 16:59:02 2003 Goroharahad wrote post #1750:
> On Thu Feb 13 00:51:24 2003 Litho wrote post #1745:
> > On Thu Feb 13 00:50:33 2003 Draco wrote post #1743:
> > > On Thu Feb 13 00:49:21 2003 Darc wrote post #1742:
> > > > i totally agree with having monks be in the cleric guildtree, that
> > > > would be another nice adition
> > > > for higher levels cleric to be able to solo and would be a little
change
> > > > i understand that MA is like monk but if you put it in the cleric
> > > > tree i would be cool
> > > higher level clerics can solo. As a healer myself, i could solo
> > > about 40k.min, and i know some that were able to do at least
> > > 100k/min. any guild can solo, you just need to know how.
> > That is true, but the trick is to solo without tapping. I could
> > sustain about a 140k/min rate myself solo, but it was risky as mf,
> > and time consuming :p
> Sorry for the intrusion but ... I'd understand 140k could be time
> consuming, but 140k/min ????
> 
> Sorry again, it is late
Thats correct, with 1050, my hand of god does HUGE damage, and is
about 129 sps, lay hands restore about 450 just in skill, with
consecrate ground, not to mention the 57/60heartbeat of regen i had.
 It dropped to 140 when i had to stop and consecrate, usually a bit
higher..

-----------------

poster: Litho
subject: >>>>>follow up - monk guild
date: Thu Feb 13 18:33:23 2003

On Thu Feb 13 18:33:14 2003 Litho wrote post #1751:
> > > and time consuming :p
> > Sorry for the intrusion but ... I'd understand 140k could be time
> > consuming, but 140k/min ????
> > 
> > Sorry again, it is late
> Thats correct, with 1050, my hand of god does HUGE damage, and is
> about 129 sps, lay hands restore about 450 just in skill, with
> consecrate ground, not to mention the 57/60heartbeat of regen i had.
>  It dropped to 140 when i had to stop and consecrate, usually a bit
> higher..
1050 wis, btw

-----------------

poster: Koma
subject: >>>>>>follow up - monk guild
date: Thu Feb 13 23:09:37 2003

On Thu Feb 13 18:33:23 2003 Litho wrote post #1752:
> On Thu Feb 13 18:33:14 2003 Litho wrote post #1751:
> > > > and time consuming :p
> > > Sorry for the intrusion but ... I'd understand 140k could be time
> > > consuming, but 140k/min ????
> > > 
> > > Sorry again, it is late
> > Thats correct, with 1050, my hand of god does HUGE damage, and is
> > about 129 sps, lay hands restore about 450 just in skill, with
> > consecrate ground, not to mention the 57/60heartbeat of regen i had.
> >  It dropped to 140 when i had to stop and consecrate, usually a bit
> > higher..
> 1050 wis, btw

That is so awesome. I'm just like wow. I cannot fathom how much you
rule, it's just way beyond my comprehension. WOW!!!!!! thats all i
can say.

-----------------

poster: Kiliana
subject: bard skill
date: Fri Feb 14 02:25:15 2003

I wsa kinda thinking of a neat idea for a bard skill. I'd call it
"song of learning." the bard would have to sing, and while singing
he could do nothing else.. kind of like regen trance, only he could
move with the party. and while he sings, each person would gain like
10 percent to their xp rate when fully trained. a song that would
allow the people to more fully learn from the experience of killing
the monster.

-----------------

poster: Litho
subject: Charge talisman.
date: Fri Feb 14 08:13:35 2003

Maybe have it not take eps and such when its already full?
,
,

-----------------

poster: Ant
subject: >Charge talisman.
date: Fri Feb 14 08:15:46 2003

On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> Maybe have it not take eps and such when its already full?
> ,
> ,
I have a better idea! Let's make the talisman explode and kill you if
you charge it while it's full! :D

Wheeeeeeeeee!!!!!!!

-----------------

poster: Litho
subject: >>Charge talisman.
date: Fri Feb 14 08:46:06 2003

On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > Maybe have it not take eps and such when its already full?
> > ,
> > ,
> I have a better idea! Let's make the talisman explode and kill you if
> you charge it while it's full! :D
> 
> Wheeeeeeeeee!!!!!!!
As long as we have a way to know its full, sure.

-----------------

poster: Goroharahad
subject: >>>>>>>follow up - monk guild
date: Fri Feb 14 12:43:15 2003

On Thu Feb 13 23:09:37 2003 Koma wrote post #1753:
> On Thu Feb 13 18:33:23 2003 Litho wrote post #1752:
> > On Thu Feb 13 18:33:14 2003 Litho wrote post #1751:
> > > > > and time consuming :p
> > > > Sorry for the intrusion but ... I'd understand 140k could be time
> > > > consuming, but 140k/min ????
> > > > 
> > > > Sorry again, it is late
> > > Thats correct, with 1050, my hand of god does HUGE damage, and is
> > > about 129 sps, lay hands restore about 450 just in skill, with
> > > consecrate ground, not to mention the 57/60heartbeat of regen i had.
> > >  It dropped to 140 when i had to stop and consecrate, usually a bit
> > > higher..
> > 1050 wis, btw
> 
> That is so awesome. I'm just like wow. I cannot fathom how much you
> rule, it's just way beyond my comprehension. WOW!!!!!! thats all i
> can say.
My point was rather that generally speaking a rate is not time
consuming, just spend less time at this rate :)
That was either too subtle or too dumb. Please don't tell me.

Over

-----------------

poster: Ant
subject: >>>Charge talisman.
date: Fri Feb 14 13:26:58 2003

On Fri Feb 14 08:46:06 2003 Litho wrote post #1758:
> On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > Maybe have it not take eps and such when its already full?
> > > ,
> > > ,
> > I have a better idea! Let's make the talisman explode and kill you if
> > you charge it while it's full! :D
> > 
> > Wheeeeeeeeee!!!!!!!
> As long as we have a way to know its full, sure.
Gah! Where's the fun in that?! Damn wussies... ;)

-----------------

poster: Quillz
subject: >>Charge talisman.
date: Fri Feb 14 14:58:40 2003

On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > Maybe have it not take eps and such when its already full?
> > ,
> > ,
> I have a better idea! Let's make the talisman explode and kill you if
> you charge it while it's full! :D
> 
> Wheeeeeeeeee!!!!!!!
Hey, it happens to nether mages, why not witches? 
Q the Witch KillAr!

-----------------

poster: Draco
subject: >>>Charge talisman.
date: Fri Feb 14 15:16:18 2003

On Fri Feb 14 14:58:40 2003 Quillz wrote post #1761:
> On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > Maybe have it not take eps and such when its already full?
> > > ,
> > > ,
> > I have a better idea! Let's make the talisman explode and kill you if
> > you charge it while it's full! :D
> > 
> > Wheeeeeeeeee!!!!!!!
> Hey, it happens to nether mages, why not witches? 
> Q the Witch KillAr!
nah, nethers only possibly die if they lose control or your body
falls, and you get a warning for both.

-----------------

poster: Sephiroth
subject: Dew
date: Fri Feb 14 15:30:22 2003

Distant Ew... spell for navigator or confessor or something

-----------------

poster: Draco
subject: >Dew
date: Fri Feb 14 15:31:46 2003

On Fri Feb 14 15:30:22 2003 Sephiroth wrote post #1763:
> Distant Ew... spell for navigator or confessor or something
i really dont understand why you people want this. hey, now annoying
people that like to spam and piss people off would have a newway to
spam you

-----------------

poster: Quillz
subject: >>Dew
date: Fri Feb 14 15:41:11 2003

On Fri Feb 14 15:31:46 2003 Draco wrote post #1764:
> On Fri Feb 14 15:30:22 2003 Sephiroth wrote post #1763:
> > Distant Ew... spell for navigator or confessor or something
> i really dont understand why you people want this. hey, now annoying
> people that like to spam and piss people off would have a newway to
> spam you
I think casting a spell at someone repeatedly can hardly be called spam. 
If you want spam, just talk to Ronan or myself. 
We've mastered the arts. 
Q

-----------------

poster: Goroharahad
subject: >>>>Charge talisman.
date: Fri Feb 14 17:33:33 2003

On Fri Feb 14 15:16:18 2003 Draco wrote post #1762:
> On Fri Feb 14 14:58:40 2003 Quillz wrote post #1761:
> > On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > > Maybe have it not take eps and such when its already full?
> > > > ,
> > > > ,
> > > I have a better idea! Let's make the talisman explode and kill you if
> > > you charge it while it's full! :D
> > > 
> > > Wheeeeeeeeee!!!!!!!
> > Hey, it happens to nether mages, why not witches? 
> > Q the Witch KillAr!
> nah, nethers only possibly die if they lose control or your body
> falls, and you get a warning for both.
Draco, get some exp and go nether. I am finding new ways to die with
no mob help every other day.

-----------------

poster: Ronan
subject: >>>Charge talisman.
date: Fri Feb 14 19:09:35 2003

On Fri Feb 14 08:46:06 2003 Litho wrote post #1758:
> On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > Maybe have it not take eps and such when its already full?
> > > ,
> > > ,
> > I have a better idea! Let's make the talisman explode and kill you if
> > you charge it while it's full! :D
> > 
> > Wheeeeeeeeee!!!!!!!
> As long as we have a way to know its full, sure.
Why even trip on eps as witch, not like you need them for anything
besides to charge
ronana

-----------------

poster: Draco
subject: >>>>>Charge talisman.
date: Fri Feb 14 19:11:53 2003

On Fri Feb 14 17:33:33 2003 Goroharahad wrote post #1766:
> On Fri Feb 14 15:16:18 2003 Draco wrote post #1762:
> > On Fri Feb 14 14:58:40 2003 Quillz wrote post #1761:
> > > On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > > > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > > > Maybe have it not take eps and such when its already full?
> > > > > ,
> > > > > ,
> > > > I have a better idea! Let's make the talisman explode and kill you if
> > > > you charge it while it's full! :D
> > > > 
> > > > Wheeeeeeeeee!!!!!!!
> > > Hey, it happens to nether mages, why not witches? 
> > > Q the Witch KillAr!
> > nah, nethers only possibly die if they lose control or your body
> > falls, and you get a warning for both.
> Draco, get some exp and go nether. I am finding new ways to die with
> no mob help every other day.
i am failing to see any significant point being made with this
comment goro, and btw, nether isnt my style, i don't like messing
with silly prots and not being able to idle or else i die, ect, not
appealin to me

-----------------

poster: Quillz
subject: >>>>Charge talisman.
date: Fri Feb 14 19:12:28 2003

On Fri Feb 14 19:09:35 2003 Ronan wrote post #1767:
> On Fri Feb 14 08:46:06 2003 Litho wrote post #1758:
> > On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > > Maybe have it not take eps and such when its already full?
> > > > ,
> > > > ,
> > > I have a better idea! Let's make the talisman explode and kill you if
> > > you charge it while it's full! :D
> > > 
> > > Wheeeeeeeeee!!!!!!!
> > As long as we have a way to know its full, sure.
> Why even trip on eps as witch, not like you need them for anything
> besides to charge
> ronana
Die, Witches, Die!
Q who died time and time again as Nether. 

ps.  Don't give your energy ball to anyone.  
pss.  Don't give your energy ball to anyone when you have 20m+ xp on. 
psss.  that's a lot of s's. 

-----------------

poster: Lu
subject: >>>>Charge talisman.
date: Fri Feb 14 19:54:34 2003

afaik, you look at the talisman, and the mssgs tell you whether its
full  or not, it doesnt say 'full' so you have to use some common
sense

-----------------

poster: Jazaman
subject: Wanted Emote
date: Fri Feb 14 20:39:08 2003

fluffy:  You are not FlUFfy, you are FAT!

and all the derivatives and what not for LIV etc.

j
Jazaman the fattest loser on the mud (per height anyways)

-----------------

poster: Celine
subject: >>>>>Charge talisman.
date: Fri Feb 14 20:58:30 2003

On Fri Feb 14 19:12:28 2003 Quillz wrote post #1769:
> On Fri Feb 14 19:09:35 2003 Ronan wrote post #1767:
> > On Fri Feb 14 08:46:06 2003 Litho wrote post #1758:
> > > On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > > > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > > > Maybe have it not take eps and such when its already full?
> > > > > ,
> > > > > ,
> > > > I have a better idea! Let's make the talisman explode and kill you if
> > > > you charge it while it's full! :D
> > > > 
> > > > Wheeeeeeeeee!!!!!!!
> > > As long as we have a way to know its full, sure.
> > Why even trip on eps as witch, not like you need them for anything
> > besides to charge
> > ronana
> Die, Witches, Die!
> Q who died time and time again as Nether. 
> 
> ps.  Don't give your energy ball to anyone.  
> pss.  Don't give your energy ball to anyone when you have 20m+ xp on. 
> psss.  that's a lot of s's. 
ps - ps = post script. therefor pss would = post script script. its
pps. thanks

-----------------

poster: Draco
subject: >>>>>>Charge talisman.
date: Fri Feb 14 21:35:42 2003

On Fri Feb 14 20:58:30 2003 Celine wrote post #1773:
> On Fri Feb 14 19:12:28 2003 Quillz wrote post #1769:
> > On Fri Feb 14 19:09:35 2003 Ronan wrote post #1767:
> > > On Fri Feb 14 08:46:06 2003 Litho wrote post #1758:
> > > > On Fri Feb 14 08:15:46 2003 Ant wrote post #1757:
> > > > > On Fri Feb 14 08:13:35 2003 Litho wrote post #1756:
> > > > > > Maybe have it not take eps and such when its already full?
> > > > > > ,
> > > > > > ,
> > > > > I have a better idea! Let's make the talisman explode and kill you
if
> > > > > you charge it while it's full! :D
> > > > > 
> > > > > Wheeeeeeeeee!!!!!!!
> > > > As long as we have a way to know its full, sure.
> > > Why even trip on eps as witch, not like you need them for anything
> > > besides to charge
> > > ronana
> > Die, Witches, Die!
> > Q who died time and time again as Nether. 
> > 
> > ps.  Don't give your energy ball to anyone.  
> > pss.  Don't give your energy ball to anyone when you have 20m+ xp on. 
> > psss.  that's a lot of s's. 
> ps - ps = post script. therefor pss would = post script script. its
> pps. thanks
with all the misspellings and acronyms and so on that we use, does
it really matter?

-----------------

poster: Ant
subject: >>>>>>>Charge talisman.
date: Sat Feb 15 10:43:10 2003

Just to straighten this out. It's in fact "Post Scriptum", as the
expression is Latin.

- Ant, the smartass ;)

-----------------

poster: Wix
subject: note
date: Sat Feb 15 20:10:38 2003

Would it be possible to make the notepad have an editor? Possibly
something to allow you to change the number of a note... 

Ex:
You have 6 notes. You would like the new note to be number 3 not
number 7. You type note 3 'blah', and it puts the note between 2 and
4 instead of at the end of the list.

Also, when you delete a note, maybe change it to note delete #, so
that note 3 'blah' doesn't delete note 3. Furthermore, if 'note
delete 3' is entered, 4 would become 3 and so on. Atm it just leaves
an empty number.

-WixLix

-----------------

poster: Celine
subject: >>>>>>>>Charge talisman.
date: Sat Feb 15 20:38:13 2003

gratzi.

-----------------

poster: Kiliana
subject: store spell
date: Sun Feb 16 05:08:58 2003

I suggest there be a way to discharge your stored spell. for
example, i had elec dtype stored. was killing a monster immune to it
in eq. we died, and had a regen break. it would have been nice to go
back into combat with the right dtype stored in the amulet.. but
since i couldnt aim the amulet at the sky and discharge the spell, i
wasnt able to use the amulet when i wanted to. Its rare, but would
be nice to be able to aim the amulet at nothing.

-----------------

poster: Thriss
subject: >>>>>>>>follow up - monk guild
date: Sun Feb 16 08:06:09 2003

just a thought if monk was added to cleric section maybe we would
have the third option open for a faith route.
 we have weavers on the good side
we have harmers ont he bad side
monks would follow a study the world path requiring them to be neutral?
they wouldnt have the most powerful 'spells' per say 
but they would have a  more balanced one with the world path that
would give them strength
and which they would lose a lot of benefits from being polarized too
much one way or the other
or could be set up that they would have benefits and disadvatages
from becoming polarized(i.e. saintly/demonic)
 any jsut my two cents would make an interesting additional path for
the cleric set almost something towards animist so has a lot of
discussions left in it

-----------------

poster: Litho
subject: >>>>>>>>>follow up - monk guild
date: Sun Feb 16 10:49:20 2003

On Sun Feb 16 08:06:09 2003 Thriss wrote post #1779:
> just a thought if monk was added to cleric section maybe we would
> have the third option open for a faith route.
>  we have weavers on the good side
> we have harmers ont he bad side
> monks would follow a study the world path requiring them to be neutral?
> they wouldnt have the most powerful 'spells' per say 
> but they would have a  more balanced one with the world path that
> would give them strength
> and which they would lose a lot of benefits from being polarized too
> much one way or the other
> or could be set up that they would have benefits and disadvatages
> from becoming polarized(i.e. saintly/demonic)
>  any jsut my two cents would make an interesting additional path for
> the cleric set almost something towards animist so has a lot of
> discussions left in it
Hi, templar is a bit of both.

-----------------

poster: Wix
subject: quests
date: Sun Feb 16 18:42:12 2003

I was thinking about how most quests give tps, including the newbie
quests. I can see how tps might be something that a midbie to
highbie would be very interested in attaining, but no real use for 2
tps can be found to someone who has just begun the mud. They do not
have the gold to purchase eqs that they could 'tpsac' nor would they
have any idea that something like this existed. In my opinion,
50-100k exp would be 100 times more benefitial and helpful to
actually getting your foot in the door.

Wix looks at his idle tps and sighs.

-WixLix

-----------------

poster: Afkaserious
subject: >quests
date: Sun Feb 16 18:59:18 2003

On Sun Feb 16 18:42:12 2003 Wix wrote post #1781:
> I was thinking about how most quests give tps, including the newbie
> quests. I can see how tps might be something that a midbie to
> highbie would be very interested in attaining, but no real use for 2
> tps can be found to someone who has just begun the mud. They do not
> have the gold to purchase eqs that they could 'tpsac' nor would they
> have any idea that something like this existed. In my opinion,
> 50-100k exp would be 100 times more benefitial and helpful to
> actually getting your foot in the door.
> 
> Wix looks at his idle tps and sighs.
> 
> -WixLix
Afaik it used to be that way, wix, but someone created a secondary,
did a few quests, bought some xp lotto tickets and won
Blame him for not getting xp from quests.

-----------------

poster: Zifnab
subject: >>quests
date: Sun Feb 16 19:09:20 2003

On Sun Feb 16 18:59:18 2003 Afkaserious wrote post #1782:
> On Sun Feb 16 18:42:12 2003 Wix wrote post #1781:
> > I was thinking about how most quests give tps, including the newbie
> > quests. I can see how tps might be something that a midbie to
> > highbie would be very interested in attaining, but no real use for 2
> > tps can be found to someone who has just begun the mud. They do not
> > have the gold to purchase eqs that they could 'tpsac' nor would they
> > have any idea that something like this existed. In my opinion,
> > 50-100k exp would be 100 times more benefitial and helpful to
> > actually getting your foot in the door.
> > 
> > Wix looks at his idle tps and sighs.
> > 
> > -WixLix
> Afaik it used to be that way, wix, but someone created a secondary,
> did a few quests, bought some xp lotto tickets and won
> Blame him for not getting xp from quests.
we have tried everything, exp, gold and tps. By far
the TP's are the best option.


-----------------

poster: Draco
subject: >>>quests
date: Sun Feb 16 19:15:32 2003

On Sun Feb 16 19:09:20 2003 Zifnab wrote post #1783:
> On Sun Feb 16 18:59:18 2003 Afkaserious wrote post #1782:
> > On Sun Feb 16 18:42:12 2003 Wix wrote post #1781:
> > > I was thinking about how most quests give tps, including the newbie
> > > quests. I can see how tps might be something that a midbie to
> > > highbie would be very interested in attaining, but no real use for 2
> > > tps can be found to someone who has just begun the mud. They do not
> > > have the gold to purchase eqs that they could 'tpsac' nor would they
> > > have any idea that something like this existed. In my opinion,
> > > 50-100k exp would be 100 times more benefitial and helpful to
> > > actually getting your foot in the door.
> > > 
> > > Wix looks at his idle tps and sighs.
> > > 
> > > -WixLix
> > Afaik it used to be that way, wix, but someone created a secondary,
> > did a few quests, bought some xp lotto tickets and won
> > Blame him for not getting xp from quests.
> we have tried everything, exp, gold and tps. By far
> the TP's are the best option.
> 
two things about this stuff.

1) i have seen many newbie able to buy midbie eqs becuase they go
golding alot. That is one option for you, to be able to get eqs to
sac and get those tasty TPS. Another thing you can do is go
exploring. when you get your 3rd explore bonus you only need 10 tps
to get 1lesser/1greater wish. If i do remember correcty, there are
enough newbie quests out there that you are able to do that will
give you the 10 TPS needed for those extra 10.

2) Quests actually have a combination of differant things right now.
It was true that xp was silly for it, but many quests still give you
gold for completing it, prince forrester is an example of this,
along with TPS'.

-----------------

poster: Tranquil
subject: >>>>quests
date: Sun Feb 16 19:35:41 2003

> two things about this stuff.
> 
> 1) i have seen many newbie able to buy midbie eqs becuase they go
> golding alot. That is one option for you, to be able to get eqs to
> sac and get those tasty TPS. Another thing you can do is go
> exploring. when you get your 3rd explore bonus you only need 10 tps
> to get 1lesser/1greater wish. If i do remember correcty, there are
> enough newbie quests out there that you are able to do that will
> give you the 10 TPS needed for those extra 10.

Speaking of njuubies....

Three explore rewards will net you one lesser wish (20 tps) and one
greater wish (40 tps), so in this particular example, newbie quest tps
are pretty much irrelevent.
 
> 2) Quests actually have a combination of differant things right now.
> It was true that xp was silly for it, but many quests still give you
> gold for completing it, prince forrester is an example of this,
> along with TPS'.

This, to my knowledge, is true. However, from the perspective of any player
who has had a minimum of six months of fairly active mudding, the rewards
were upped considerably when the experience point reward was removed in
favour of the then newly-introduced quest tp reward.

Most equipment that Sloatinok (the only source of tps other than quest and
explore rewards) will pay 2 tps for, usually tend to go for anything up to
a meg on sales. So really, to receive even one task point is like being
given 200-500k gold, in addition to any other rewards of gold, equipment,
or experience, that the quest gives.

So, in essence, tp rewards are something that you don't have much
opportunity to appreciate, as a newbie. But once you've played for a fair
while, and realise just how easy to gain and endlessly available both
experience and gold are, the true worth of those tps will not go unnoticed.


-----------------

poster: Switchblade
subject: Who command
date: Sun Feb 16 22:03:20 2003


I meant to post this some time ago, but i guess i forgot.

When putting a party together i would make liberal use of "who open"

I'd have a command for open abjurers
a command for open healers.

but for whatever damage i needed i'd need to use multiple commands

not a big deal but i thought it would be nifty if the who command
was altered to be able to type, say

who open guild nether_mage sorcerer chanter_of_deep_earth dragon_master

So I could see what kind of blasting power was available with one
command, and one list.  I suppose even niftier, if you could have an
option to exclude any idle players..   just a thought, if is not
difficult to implement, it would be nice if you could list multiple
guilds for the who command.  

or, if there is already an easy way to do so please let me know.  I
suppose i could trig 4 commands

who open guild nether mage
who open guild sorcerer
who open guild chanter of deep earth
who open guild dragon master

but this is kind of spammy..  also would be neat if list was ordered
according to my preference (say MAs first, sorcerors next, etc etc)

but i dunno if this is nice.. i thought it would be cool if you just had 
more complex filtering available with the who command.. 

spam off.

-switchy


-switch


-----------------

poster: Nefardec
subject: possible area?
date: Mon Feb 17 05:36:11 2003

Hi, I haven't been on in a while, but I had an idea for an area the
other day and thought I may as well throw it on here when I went to
see how the mud has been going.  

A neat area would be a Gawain and the Green Knight area, with the
green knight as an EQ mob and the green sash as a nice piece of EQ
from him.  The player could explore the green chapel and other areas
from the legend.

-nef

-----------------

poster: Malifix
subject: >quests
date: Mon Feb 17 06:12:09 2003

They used to do that until someone figured out you could rack up
couple hundred k exp that way, then enter exp lotto
If you dont win, just make another char
Someone did that once, so no more exp for quests
And those onesies and twosies add up for us highbies, so it is best
left the way it is

-----------------

poster: Switchblade
subject: Essence eye for skills?
date: Mon Feb 17 20:50:42 2003



I think it would be neat to have an essence eye type skills for MAs.. i think
that is the skill that allows casters to see when a spell is going to go off
i think it would be useful for me, and maybe other fighter types, 

like sometimes dragon possession falls, and sometimes, especially in party,
an essence eye type skill (maybe call it skill awareness), would help me to 
decide whether to continue with dragon possession or break it and tiger claw,
since I might expect my tank to move b4 DP goes off..  ok, I hope that was
clear....

-switch

-----------------

poster: Draco
subject: >Essence eye for skills?
date: Mon Feb 17 20:52:48 2003

On Mon Feb 17 20:50:42 2003 Switchblade wrote post #1789:
> 
> I think it would be neat to have an essence eye type skills for MAs.. i
think
> that is the skill that allows casters to see when a spell is going to go off
> i think it would be useful for me, and maybe other fighter types, 
> 
> like sometimes dragon possession falls, and sometimes, especially in party,
> an essence eye type skill (maybe call it skill awareness), would help me to 
> decide whether to continue with dragon possession or break it and tiger
claw,
> since I might expect my tank to move b4 DP goes off..  ok, I hope that was
> clear....
> 
> -switch
actually if you get essence eye when you go say, cleric secondary
alpha guild, the essence eye skill from there will work for all of
your skills. Itsone of those things where yes it is nice, but if
every guild had it it would be no fun

-----------------

poster: Switchblade
subject: >>Essence eye for skills?
date: Mon Feb 17 21:19:41 2003

-from draco

"actually if you get essence eye when you go say, cleric secondary
alpha guild, the essence eye skill from there will work for all of
your skills. Itsone of those things where yes it is nice, but if
every guild had it it would be no fun"

-  I disagree that it would be no fun.  To me, if its useful, its
fun.  Also,  there are many things that are cool that casters will
still have (like QC working in combat and out of combat, whereas
motion control only works out of combat), and will still have so it
will still be neat to play those guilds :)
   If it were something fundamental from cleric that would be
"stolen" if added to fighter-types or exclusively MAs, like, say..
the ability to "ref" yourself, or heal yourself..  uhh, wait a
minute.. i can meditate.. i can refresh myself...  uhh..  yeah, why
would i want a cleric secondary again? :)
tunnels are far more useful, IMO of course. 


      Really, any "disadvantage" or feature, if you like, can become
a positive part of the guild if you take an interest in playing
well.  Definitely as nether I would get a sense of when it was time
to refresh body/control even without using the timers had put in. 
So i am not gonna whine incessantly if it isn't put it, since it
doesn't have a HUGE impact on the game.

-  Fundamentally tho, i have a hard time believing that a dragon
MASTER, an omicron level guild, master of his body, mind, and chi,
would not have any specific knowledge about how close he is to
getting skills off, while a caster-type, even a lowly level 10 who
uses spectral push can have an extremely intimate knowledge of it.. 

   
   Anyway, i have spammed too much..  I just thought it would be a
nifty thing to have, it would take some of the drudgery/annoyance
out of playing...

-switch




-----------------

poster: Draco
subject: consider
date: Mon Feb 17 22:27:50 2003

maybe somehow consider should be redone to fit a players worth/guild
better. i remember as 20m fig i could take out mobs that were
stronger than me by the words of consider, but now if i was to take
on a mob that is only stronger than me, i would end up fleeing in
the first round because the mob is 100-150k. it seems practical to
make things a little more even so you don't get your head shoved up
your butt by a mob because of consider being way differant than
previous levels you have been
(side note: at my level it says a 10k mob is a weakling, meaning i
should be ble to blast them to bits with one spell, and this is far
from true) 

-----------------

poster: Mixer
subject: >consider
date: Tue Feb 18 07:36:46 2003

On Mon Feb 17 22:27:50 2003 Draco wrote post #1792:
> maybe somehow consider should be redone to fit a players worth/guild
> better. i remember as 20m fig i could take out mobs that were
> stronger than me by the words of consider, but now if i was to take
> on a mob that is only stronger than me, i would end up fleeing in
> the first round because the mob is 100-150k. it seems practical to
> make things a little more even so you don't get your head shoved up
> your butt by a mob because of consider being way differant than
> previous levels you have been
> (side note: at my level it says a 10k mob is a weakling, meaning i
> should be ble to blast them to bits with one spell, and this is far
> from true) 
Consider is hopeless, it just compares monster level to your level,
far too many variables with monster type, inherits, skills etc
as well as your skills, training, eq, race etc etc etc.

-----------------

poster: Switchblade
subject: clan tattoos
date: Tue Feb 18 08:56:08 2003


Always thought it would be nifty if tattoos could give small bonuses
when you are partying with a certain # of clan members..  
heck, maybe just a special that goes off, giving a small party heal
occassionally

maybe the tattoo could be a semi-magical object that binds the clan together,
with minor magical powers of its own..  

heck, i thought maybe if strongholds were ever finished, you could
turn the tattoo
into a more important object by enchanting it via some quest-type
thing for your clan
or having an NPC who you could buy a sort of upgrade for it..  well, something
to think about, i think a magical tattoo would be kind of nifty

-switcharoo

-----------------

poster: Litho
subject: >clan tattoos
date: Tue Feb 18 08:57:15 2003

On Tue Feb 18 08:56:08 2003 Switchblade wrote post #1794:
> with minor magical powers of its own..  
> 
> heck, i thought maybe if strongholds were ever finished, you could
> turn the tattoo
> into a more important object by enchanting it via some quest-type
> thing for your clan
> or having an NPC who you could buy a sort of upgrade for it..  well,
something
> to think about, i think a magical tattoo would be kind of nifty
> 
> -switcharoo
Dude, thats a really cool idea..that rocks :-)

-----------------

poster: Tulsa
subject: >clan tattoos
date: Tue Feb 18 08:58:36 2003

That is one of the better ideas that I have heard.
Err..read.
Well, whatever. Cool idea anyways.

-----------------

poster: Krankok
subject: bremen
date: Tue Feb 18 13:05:06 2003

mondo props to my boy bremen for helping me with some exp. he is my
new favorite healer(sry cagen :P). 

-----------------

poster: Roirraw
subject: parchesi
date: Wed Feb 19 01:57:12 2003

there should be a game like the pachesi boards in dw3 where u can
win/lose exp and gold and even get crappy items and rarely good
ones

-----------------

poster: Zifnab
subject: >parchesi
date: Wed Feb 19 03:02:38 2003

On Wed Feb 19 01:57:12 2003 Roirraw wrote post #1798:
> there should be a game like the pachesi boards in dw3 where u can
> win/lose exp and gold and even get crappy items and rarely good
> ones

We had that, it was called the lottery,prior to the exp lottery..

whine, whine, whine

-----------------

poster: Athena
subject: parchesi
date: Wed Feb 19 12:57:53 2003

I agree with Zif, what happened to lottery anyway. I miss that game.
Was fun to not know what you would get. Exp lottery rules but
lottery was so much fun.
Whine Whine, also.
Athy

-----------------

poster: Roirraw
subject: parchesi
date: Wed Feb 19 18:07:24 2003

seems all the stuff that seemed cool is gone before others have a
chance to experience it

-----------------

poster: Draco
subject: >parchesi
date: Wed Feb 19 18:13:34 2003

On Wed Feb 19 18:07:24 2003 Roirraw wrote post #1801:
> seems all the stuff that seemed cool is gone before others have a
> chance to experience it
such is the real life. I would have loved to live back in the middle
ages and be able to fight another suit-clad warrior with swords, or
even live back in the time of the dinosaurs. things come and go, you
just have to accept that there is at least still a mud at all (btw
im betting 3 years ago this mud didnt have rufrin, in fact i would
bet all my eq on it)

-----------------

poster: What
subject: >>parchesi
date: Wed Feb 19 21:15:33 2003

No Rufrin? Now you're talking crazy.

-----------------

poster: Ligea
subject: New spell ideas
date: Fri Feb 21 02:02:39 2003

I think it would be cool if high preists could have a kinda haim
that damages all the undead in the mud.  Something big enough to
kill all the corpse zombies, but not any real monsters (unless a
bunch of hps team up).  As a side effect all undead in the game
would be aggro to that player...

Also harmers could have a "channel undead power" spell where they
get power based on the number of undead roaming around.  Maybe they
could channel it through a single random undead somewhere in the
game.  That choosen undead could become bigger and bigger the longer
it goes without dying.  If the undead gets killed, something bad
happens to the player channelling though it.

Those would probably cause insane lag, but I think they'd be neat...thoughts?

-----------------

poster: Kasma
subject: the new spell
date: Fri Feb 21 02:03:33 2003

unbalanced.



-----------------

poster: Ertai
subject: Rainbow focus
date: Fri Feb 21 04:24:55 2003

It would be fun to have a focus for prismatic spray just like the other
damage types.  Have it special based on the random damage it does.
Like it does cold so it has a chance to do a cold special.
Would make this spell rock and maybe see some mainstream use.
My two cents.  Ertai.

-----------------

poster: Litho
subject: >Rainbow focus
date: Fri Feb 21 05:13:48 2003

On Fri Feb 21 04:24:55 2003 Ertai wrote post #1806:
> It would be fun to have a focus for prismatic spray just like the other
> damage types.  Have it special based on the random damage it does.
> Like it does cold so it has a chance to do a cold special.
> Would make this spell rock and maybe see some mainstream use.
> My two cents.  Ertai.
A "focus" on prismatic spray would infact, stop it from being
prismatic, but a stun special for each dtype would be cool if thats
what you were insinuating.

-----------------

poster: Ertai
subject: >>Rainbow focus
date: Fri Feb 21 05:19:33 2003

On Fri Feb 21 05:13:48 2003 Litho wrote post #1807:
> On Fri Feb 21 04:24:55 2003 Ertai wrote post #1806:
> > It would be fun to have a focus for prismatic spray just like the other
> > damage types.  Have it special based on the random damage it does.
> > Like it does cold so it has a chance to do a cold special.
> > Would make this spell rock and maybe see some mainstream use.
> > My two cents.  Ertai.
> A "focus" on prismatic spray would infact, stop it from being
> prismatic, but a stun special for each dtype would be cool if thats
> what you were insinuating.
The amulet would focus on producing a better rainbow effect.  It would
be cool to see random specials pop from this spell.  It was not meant
as a exp machine.  Just something to make it a bit cooler. 

-----------------

poster: Switchblade
subject: reinc freezes
date: Fri Feb 21 07:20:22 2003


this is for all the bunnies out there

   There is a command to freeze your char for x hours so you can't
play it for that
time..  I thought it would be neat to have a command that would disable your 
ability to be reinced for x hours..  i think it would get some use, and 
although one can say that willpower should suffice, i need only point to the
existence of the freeze command to see that there is some need/use for such a
feature.  Sometimes people reinc on a whim or are prone to do so in 
less than clear states of mind, so perhaps such persons could avail themselves
of this feature.  whatcha think? :)

-switcharoo

-----------------

poster: Bluemoon
subject: >reinc freezes
date: Fri Feb 21 07:23:01 2003

On Fri Feb 21 07:20:22 2003 Switchblade wrote post #1809:
> this is for all the bunnies out there
> 
>    There is a command to freeze your char for x hours so you can't
> play it for that
> time..  I thought it would be neat to have a command that would disable
your 
> ability to be reinced for x hours..  i think it would get some use, and 
> although one can say that willpower should suffice, i need only point to the
> existence of the freeze command to see that there is some need/use for
such a
> feature.  Sometimes people reinc on a whim or are prone to do so in 
> less than clear states of mind, so perhaps such persons could avail
themselves
> of this feature.  whatcha think? :)
> 
> -switcharoo
Id be a gigbie if that were in place...

-----------------

poster: Darc
subject: >> reinc freezes
date: Fri Feb 21 07:25:10 2003

that is an awesome ideas i agree with i be worth alot too if i had that
(btw i dont know how to reply)

-----------------

poster: Wix
subject: resistances
date: Fri Feb 21 07:40:37 2003

Would be ubercool if there was a way to check your resistances to
specific things. Not sure if this could be info availible all the
time via a command such as score or 'resistances' or some such.

It would show your resistances to all the different damage types. 

This idea came from the use of spirit blessing. It is an alpha level
animist skill, and it summons random spirits to your aid. These
spirits sometimes give you resistances I believe, but I really do
not see how they are really useful, and there is no way to check how
much resistance it actually gives. Nor is there a way to compare it
with other things. 

Anyways just an idea and open for suggestions.

-WixLix

-----------------

poster: Zifnab
subject: >reinc freezes
date: Fri Feb 21 11:51:04 2003

On Fri Feb 21 07:20:22 2003 Switchblade wrote post #1809:
> this is for all the bunnies out there
> 
>    There is a command to freeze your char for x hours so you can't
> play it for that
> time..  I thought it would be neat to have a command that would disable
your 
> ability to be reinced for x hours..  i think it would get some use, and 
> although one can say that willpower should suffice, i need only point to the
> existence of the freeze command to see that there is some need/use for
such a
> feature.  Sometimes people reinc on a whim or are prone to do so in 
> less than clear states of mind, so perhaps such persons could avail
themselves
> of this feature.  whatcha think? :)
> 
> -switcharoo

the freeze commands real purpose is for wizards to freeze players.
It is a side effect that you can use it as a player to freeze yourself.

As you said use self control

-----------------

poster: Afkaserious
subject: >resistances
date: Fri Feb 21 18:17:13 2003

On Fri Feb 21 07:40:37 2003 Wix wrote post #1812:
> Would be ubercool if there was a way to check your resistances to
> specific things. Not sure if this could be info availible all the
> time via a command such as score or 'resistances' or some such.
> 
> It would show your resistances to all the different damage types. 
> 
> This idea came from the use of spirit blessing. It is an alpha level
> animist skill, and it summons random spirits to your aid. These
> spirits sometimes give you resistances I believe, but I really do
> not see how they are really useful, and there is no way to check how
> much resistance it actually gives. Nor is there a way to compare it
> with other things. 
> 
> Anyways just an idea and open for suggestions.
> 
> -WixLix
Personally, I'd love to be able to actually see how much spr I have.

-----------------

poster: Nick
subject: resistance check
date: Fri Feb 21 23:49:04 2003

I think it would be cool if there were a skill/spell that enabled
you to see your current level of resistances on all damage types. 
Like psychic gaze, but usable on players.

-----------------

poster: Korthrun
subject: new argument for colors command
date: Sat Feb 22 05:45:05 2003

would be cool if we could modify the colors of time changes
stuff like 
night falls around you
etc
i still dont know how to check ing game time without looking at the clock 
so i use the weather which you cant always see :p its easy to miss
time changes while moving in combat etc

-----------------

poster: Fox
subject: Races...
date: Sat Feb 22 22:08:01 2003

Since the races plaque is set on how well they fit into a certain
guild... maybe could add how they rate on stats to that guild. ie:
Regening and basic stats.
Foxx

-----------------

poster: Kjara
subject: New emote idea
date: Mon Feb 24 09:44:31 2003

Hrm, i noticed today there wasn't a "all your base are belong to us"
as this is a classic, i was wonder if we could get it?

-----------------

poster: Uno
subject: clan caps
date: Tue Feb 25 00:34:09 2003

i wonder if we could consider raising clan caps again?
iirc when we went to 15 it was due to increased playerbase...
i'm fuzzy w/ numbers but i've been trying to play devil's advocate
and consider a reason not to have a 20 member cap and i can't...
i guess if you took it too far you could say the number
of clans would eventually tend toward 1 w/ no limits and we'd have
conglomerates instead of true 'clans' but i don't see why not 20
or even 25... one major part of me squirming about 15 is that
i hate having to kick my emeritus members to make way for new blood...
esp. when they were excellent clanmates while active...
it's splitting hairs to ask for an 'emeritus' position in clans
when they are essentially social entities anyway, but i don't
consider a cap of 20-25 is unreasonable given our growing playerbase
and the desire to preserve the memory of clanmates past (sniff sniff)

ok that was sappy but i hope i made my point clearly enough...
maybe an 'emeritus' classification isn't so proposterous for
pure role-playing/sociological purposes?
after all we have fireworks and santa claus for fun...
honestly 60% of the fun i get from the game isn't in the mechanic but
rather the social experiment and the development of communities...
(i've done this diatribe before so i won't reiterate)
i'm not trying to criticize fireworks or santa claus just trying
to draw a parallel...

to sum up:
1. could we have a clan cap increase?
2. does anyone even like the emeritus idea?
2a. 2a. sorry i didn't flesh out 2 more lucidly... i'm just an idea rat...

-----------------

poster: Uno
subject: >clan caps
date: Tue Feb 25 00:52:36 2003

On Tue Feb 25 00:34:09 2003 Uno wrote post #1820:
> honestly 60% of the fun i get from the game isn't in the mechanic but
> rather the social experiment and the development of communities...
> (i've done this diatribe before so i won't reiterate)
> i'm not trying to criticize fireworks or santa claus just trying
> to draw a parallel...
> 
> to sum up:
> 1. could we have a clan cap increase?
> 2. does anyone even like the emeritus idea?
> 2a. 2a. sorry i didn't flesh out 2 more lucidly... i'm just an idea rat...
it was pointed out to me that 1 reason not to expand cap was that...
if at some point in the future we decided to re-implement some of the
clan functions, that a lower cap would be more desirable...

this actually strengthens my emeritus suggestion and it goes like so:
15 active members/5-10 emeritus members where the 5-10 emeritus members
would have limited access to future clan functions...
then could have a time-based system for restoring 'active' membership
for returned clannies or creating new 'emeritus' designees.
e.g. only can create 1 emeritus per month and only restore 1 emeritus
to active membership per month... or year... or whatever...

-----------------

poster: Bluemoon
subject: >>clan caps
date: Tue Feb 25 00:55:09 2003

Good idea, I vote yes. Is this a dictatormocracy or do we just say
no cuz its a good idea now?

-----------------

poster: Quillz
subject: >>clan caps
date: Tue Feb 25 01:00:07 2003

On Tue Feb 25 00:52:36 2003 Uno wrote post #1821:
> On Tue Feb 25 00:34:09 2003 Uno wrote post #1820:
> > honestly 60% of the fun i get from the game isn't in the mechanic but
> > rather the social experiment and the development of communities...
> > (i've done this diatribe before so i won't reiterate)
> > i'm not trying to criticize fireworks or santa claus just trying
> > to draw a parallel...
> > 
> > to sum up:
> > 1. could we have a clan cap increase?
> > 2. does anyone even like the emeritus idea?
> > 2a. 2a. sorry i didn't flesh out 2 more lucidly... i'm just an idea rat...
> it was pointed out to me that 1 reason not to expand cap was that...
> if at some point in the future we decided to re-implement some of the
> clan functions, that a lower cap would be more desirable...
> 
> this actually strengthens my emeritus suggestion and it goes like so:
> 15 active members/5-10 emeritus members where the 5-10 emeritus members
> would have limited access to future clan functions...
> then could have a time-based system for restoring 'active' membership
> for returned clannies or creating new 'emeritus' designees.
> e.g. only can create 1 emeritus per month and only restore 1 emeritus
> to active membership per month... or year... or whatever...
I really like this idea as well.  I myself am not the leader of the
clan I am in, but we are indeed full, and people sometimes ask me if
I could ask the leader if they could join.  
It seems like there will always be times when even the most active
players will have to go inactive for awhile.
It sucks having to think of wether or not you should kick an
inactive member just to let a fresh new member in. 

(ps - I hate bluemoon)

Anywho - I guess I'm saying I really like the idea of extending the
cap on clans by 5 or 10. 
Q

-----------------

poster: Draco
subject: adv. guild
date: Tue Feb 25 17:32:30 2003

was thinking that we could possibly make this area light all the
time so newbies can find their way to the newbie equipment storage
to get a ring of infravision if they need to due to race, many a
time a newbie gets stuck because they cant see and didnt anticipate
it happening.

-----------------

poster: Warchief
subject: >adv. guild
date: Tue Feb 25 20:04:20 2003

On Tue Feb 25 17:32:30 2003 Draco wrote post #1824:
> was thinking that we could possibly make this area light all the
> time so newbies can find their way to the newbie equipment storage
> to get a ring of infravision if they need to due to race, many a
> time a newbie gets stuck because they cant see and didnt anticipate
> it happening.

I thought newbies already had inherent infravision, I guess not
though, perhaps it would be another worthwhile newbie perk?

-Chief

-----------------

poster: Eomer
subject: new item
date: Sun Mar  2 17:14:58 2003

it would be cool to have some sort of bag of holding....you could
put anything in it and it could hold as much weight as you could.

-----------------

poster: Kaos
subject: elementalist
date: Mon Mar  3 08:58:25 2003

hey i just thought of a great idea to improve partyability for
elementalists. how about you ditch the nether ring guild item,
and you get one ring for each gamma (fire, earth, etc).
and if 4 elementalist go together, they can take the ring and eahc
can shout something representing their favorite gamma, like
"EARTH" "WIND", "FIRE", "ICE"!!  and then some superhero familiar
could come, could call him captain elementalguild or something!
he could perhaps help the elementalist fight environmental issues, or
just monsters...

for no reason, here's a picture of the dude who was captain planet's
voice (not related to this idea btw)
http://www.mccallie.org/tornadoX/images/11-19-01pics/Image34.jpg


-----------------

poster: Darc
subject: clan tell
date: Mon Mar  3 22:25:03 2003

there should be a command that you can send a tell to everyone
in your clan. I know that there is a clan channel, but a clan tell
might be sort of cool too.

-----------------

poster: Flick
subject: Inquisitor
date: Mon Mar  3 22:31:23 2003

There should be another guild or two in the inquisitor tree ... all
there is is harmer and thats not a whole lot of choice... should try
to make a whole nother guild... i know its hard to do so i dont need
reply's like oh but its a hard thing to do to make a new guild.

-----------------

poster: Draco
subject: >clan tell
date: Mon Mar  3 22:33:28 2003

On Mon Mar  3 22:25:03 2003 Darc wrote post #1830:
> there should be a command that you can send a tell to everyone
> in your clan. I know that there is a clan channel, but a clan tell
> might be sort of cool too.
what would be the point of this? if you want totalk to your clan,
use the channel

-----------------

poster: Monkey
subject: Hmm
date: Tue Mar  4 01:34:53 2003

Here's an idea (should be in diff newsgroup but oh well)
Mudcon in Seattle. You could meet Athy and LH and me and Switchblade
and me and others as well as me.

-----------------

poster: Darc
subject: gaze person
date: Tue Mar  4 02:01:27 2003

ok, you can gaze a mob, but can you gaze a person tanking the mob?
this might help for eq in a way

-----------------

poster: Draco
subject: >gaze person
date: Tue Mar  4 02:04:54 2003

On Tue Mar  4 02:01:27 2003 Darc wrote post #1834:
> ok, you can gaze a mob, but can you gaze a person tanking the mob?
> this might help for eq in a way
cast psychic gaze on a is mainly for finding a mobs weakness. you
would never need to gaze a tank, because no matter what there
resists are, you would use the same prots all the time, like for
instance Gacid, lphys and lpoi for wyvern i believe are the prots.
the tanks own res's wont matter, as these are the dtypes done by
wyvern

-draco, forever follow-uping on darc's posts just because it drives
him nuts :-)


-----------------

poster: Kjara
subject: gaze
date: Tue Mar  4 02:10:13 2003

Using the same prots on the tank is not quite always true, sometimes
you would use different prots on a mino then a giant, due to the
mino's extrem vuln to psi, however you can usually figure out
someone's resists to what is needed to deternime prots if you know
something about tank races and tank eq

-----------------

poster: Afkaserious
subject: >>gaze person
date: Tue Mar  4 02:12:01 2003

On Tue Mar  4 02:04:54 2003 Draco wrote post #1835:
> On Tue Mar  4 02:01:27 2003 Darc wrote post #1834:
> > ok, you can gaze a mob, but can you gaze a person tanking the mob?
> > this might help for eq in a way
> cast psychic gaze on a is mainly for finding a mobs weakness. you
> would never need to gaze a tank, because no matter what there
> resists are, you would use the same prots all the time, like for
> instance Gacid, lphys and lpoi for wyvern i believe are the prots.
> the tanks own res's wont matter, as these are the dtypes done by
> wyvern
> 
> -draco, forever follow-uping on darc's posts just because it drives
> him nuts :-)
> 
Actually, draco, when you disrupt a monster, his resistance in gaze
actually changes, the same if you were to cast a shield on him ie:
grap

-----------------

poster: Ixtlilton
subject: >>>gaze person
date: Tue Mar  4 02:12:40 2003

orpo

-----------------

poster: Draco
subject: >>>gaze person
date: Tue Mar  4 02:12:40 2003

On Tue Mar  4 02:12:01 2003 Afkaserious wrote post #1837:
> On Tue Mar  4 02:04:54 2003 Draco wrote post #1835:
> > On Tue Mar  4 02:01:27 2003 Darc wrote post #1834:
> > > ok, you can gaze a mob, but can you gaze a person tanking the mob?
> > > this might help for eq in a way
> > cast psychic gaze on a is mainly for finding a mobs weakness. you
> > would never need to gaze a tank, because no matter what there
> > resists are, you would use the same prots all the time, like for
> > instance Gacid, lphys and lpoi for wyvern i believe are the prots.
> > the tanks own res's wont matter, as these are the dtypes done by
> > wyvern
> > 
> > -draco, forever follow-uping on darc's posts just because it drives
> > him nuts :-)
> > 
> Actually, draco, when you disrupt a monster, his resistance in gaze
> actually changes, the same if you were to cast a shield on him ie:
> grap
duh i know that you fruit, but what i have said basically stays the same

-----------------

poster: Ant
subject: >elementalist
date: Tue Mar  4 08:06:33 2003


I LUV IT! ITS A GRAET IDEA!!!11 WE SHUD DO IT!!!!11
U HAEV GREAT IDEAS, KOAS!!!!11 UR MY FAVORITE, eventhough you
cheat in Quake... ;)


-----------------

poster: Coal
subject: gaze person
date: Wed Mar  5 13:32:35 2003

Actually i would be in favor of this. I would like to know hoe much
resistance i have vs certtain things, who's shields prot vs how
much, and how much on average my champions trance prots etc. It
would be usefull for those die hard arena types who like to retune
to match thier opponents weaknesses. Orpo doesn't gaze a player btw,
it tells you what types of damage they are taking, and I'm not sure
it even lists it in order of most taken or if it's totally random in
the report.
-Cola

-----------------

poster: Darc
subject: protection from good message
date: Wed Mar  5 16:30:33 2003

does protection from good have a message when it protects you?
i was just womdering bc prots like body of stone and such do.
it would be nice to see when i am actually getting
"protection from good" as the spell says it does

-----------------

poster: Draco
subject: >protection from good message
date: Wed Mar  5 17:13:16 2003

On Wed Mar  5 16:30:33 2003 Darc wrote post #1842:
> does protection from good have a message when it protects you?
> i was just womdering bc prots like body of stone and such do.
> it would be nice to see when i am actually getting
> "protection from good" as the spell says it does
yes there is, it is / / surrounded by a black aura.

-----------------

poster: Darc
subject: COMBAT prot good message
date: Wed Mar  5 17:16:10 2003

i meant for when you are in combat DRACO!

-----------------

poster: Darc
subject: ritual dagger
date: Wed Mar  5 22:07:53 2003

it should have a cool special

-----------------

poster: Draco
subject: >ritual dagger
date: Wed Mar  5 22:10:00 2003

On Wed Mar  5 22:07:53 2003 Darc wrote post #1845:
> it should have a cool special
it does have a cool special, its called you can drain blood from you
and corpses and use the 5 blood spells and the 7 prayers/blood
magic

-----------------

poster: Darc
subject: align prot
date: Thu Mar  6 18:42:29 2003

i know this is sort of a bitch thing, but it would be nice if there
was a spell you
could cast on yourself to keep your align down, for like harmers,
and align up for healers
(Go Go Gadget Draco Reply)

-----------------

poster: Tahnval
subject: New emote
date: Thu Mar  6 19:53:32 2003

From my experiences as mist mage, I would like this emote:

"You solemnly inform everyone that you tap like a woodpecker on speed"
"You whisper to everyone that  taps like a woodpecker on speed"

Any name will do for the emote, like 'tahnval2' for my ego or
'woodpecker' or something. 

-----------------

poster: Bluemoon
subject: Rufrin spam reduction
date: Thu Mar  6 23:25:26 2003

Imagine never hearing rufrin speak on sales, but instead getting
mails like this with his offers, like they talked about!
From   : Rufrin
Date   : Thu Mar  6 23:21:37 2003
Subject: Rufrin has an offer for you!
---------------------------------------
Dear valued customer,
Have you ever wanted to refinance, but havent had the time to check rates?
Well arent you in luck, we have the answer for you!
Now you can refinance for as low as 2.9%!
Come to my shop...I have a home refinancing kit for sale for 2,634,767 gold.
We know you'll love this offer!
Rufrin



To be removed from this mailing, please click here.
Wouldnt that help?!

-----------------

poster: Tahnval
subject: >Rufrin spam reduction
date: Fri Mar  7 00:08:17 2003

I'd love to get a mail a minute from Rufrin, it would remind
me of my email inbox IRL - full of junk.

-----------------

poster: Pedron
subject: >New emote
date: Fri Mar  7 04:03:01 2003

On Thu Mar  6 19:53:32 2003 Tahnval wrote post #1848:
> From my experiences as mist mage, I would like this emote:
> 
> "You solemnly inform everyone that you tap like a woodpecker on speed"
> "You whisper to everyone that  taps like a woodpecker on speed"
> 
> Any name will do for the emote, like 'tahnval2' for my ego or
> 'woodpecker' or something. 
go thrikhren and train black mist and find 
rooms with lots of minimonsters..

-----------------

poster: Draco
subject: >align prot
date: Fri Mar  7 19:00:19 2003

On Thu Mar  6 18:42:29 2003 Darc wrote post #1847:
> i know this is sort of a bitch thing, but it would be nice if there
> was a spell you
> could cast on yourself to keep your align down, for like harmers,
> and align up for healers
> (Go Go Gadget Draco Reply)
actually i have a half and half thing. this is a good idea for
harmers, since it IS hard to keep the align where you want it, and
as of right now the only thing that a harmer can use to get his
align down after it being raped in a eq party is eye of the dragon
(pressing it out of combat brings your align more evil). Healers
have a few options for this. they can use firm belief, which slows
the lossage of align down, or they can cast that one spell, i forget
its name in the avatar branch.
so to sum up, plz add align helping spell to harmer, healer has enough

-----------------

poster: Roirraw
subject: this is what u are doing
date: Sun Mar  9 01:46:36 2003

there should be a "this is what u are doing this is what i want u to
do" emote from the movie master of disguse

-----------------

poster: Quillz
subject: Witches
date: Fri Mar 14 01:06:51 2003

I realize that witches had one good attack spell...but tuning that
one spell doesn't make much sense to me. 
If there have been parties where witches were taken over or instead
of an evoker - I havn't seen it. 
Basically I'm saying I do not believe they were "more efficient"
than primary blasting guilds, and tuning the one good attack spell
they have seems a bit harsh to me. 

If I'm wrong, and if witches were taking over spots where evokers
normally were, please correct me.  
Q who enjoys blasting along side witches

-----------------

poster: Rancor
subject: >Witches
date: Fri Mar 14 01:12:39 2003

I have seen some parties as of late that have had witches replacing
the "norm" blasting power.  But then again I have seen a group of
three phys dmgers pull a far better rate than witches or blasters
can.  Shrug I kind of agree with quillz on this one. They had only
consistantly used attack spell and it was tuned.  alot of the thing
with whitches blasting is they deal decent dmg and also psi is a
vulnerable dtype so shrug it is kinda a toss up.  
Rancor

-----------------

poster: Wix
subject: newbie area
date: Fri Mar 14 05:01:56 2003

I believe this has been posted more than once, but I guess something
still should be said about the matter. The newbie area starting at
adv and going se etc from there should have some source of light
added to the rooms. I just reinced into a race that cannot see in
the dark, and I basically can not function:( It is slightly
frustrating. I was told upon entering one room to look at the sign
in the room. So I did and recieved: It is too dark to see anything!


Anyways,  I could easily see a newbie logging on for their first
time, and being totally blind, just logging back off never to
return. Maybe add infravision to the list of things you receive as a
newbie, and taking it away upon reaching lvl 10 or 15. This would
help players to learn their way around and how to communicate before
being blinded by the mud. Hopefully I could get some feedback on
this from wizards or players. 

-WixLix

-----------------

poster: Wix
subject: >newbie area
date: Fri Mar 14 05:09:48 2003

On Fri Mar 14 05:01:56 2003 Wix wrote post #1857:
> I believe this has been posted more than once, but I guess something
> still should be said about the matter. The newbie area starting at
> adv and going se etc from there should have some source of light
> added to the rooms. I just reinced into a race that cannot see in
> the dark, and I basically can not function:( It is slightly
> frustrating. I was told upon entering one room to look at the sign
> in the room. So I did and recieved: It is too dark to see anything!
> 
> 
> Anyways,  I could easily see a newbie logging on for their first
> time, and being totally blind, just logging back off never to
> return. Maybe add infravision to the list of things you receive as a
> newbie, and taking it away upon reaching lvl 10 or 15. This would
> help players to learn their way around and how to communicate before
> being blinded by the mud. Hopefully I could get some feedback on
> this from wizards or players. 
> 
> -WixLix
And seeing as there is no help available on the newbie channel, I
tried to just play with out being able to see. People with menu's
like achman or a shop do not function. So basically I am totally
screwed and cannot do a single thing. Would truly love to see
something done about this, and it not just get lost in all the other
news.

-WixLix

-----------------

poster: Zifnab
subject: >>newbie area
date: Fri Mar 14 05:34:13 2003

> > return. Maybe add infravision to the list of things you receive as a
> > newbie, and taking it away upon reaching lvl 10 or 15. This would
> > help players to learn their way around and how to communicate before
> > being blinded by the mud. Hopefully I could get some feedback on
> > this from wizards or players. 
> > 
> > -WixLix
> And seeing as there is no help available on the newbie channel, I
> tried to just play with out being able to see. People with menu's
> like achman or a shop do not function. So basically I am totally
> screwed and cannot do a single thing. Would truly love to see
> something done about this, and it not just get lost in all the other
> news.
> 
> -WixLix

I would suggest that based on the equipment you are
carring you made it dark youself.  The rooms are 
lit more than normal.

-----------------

poster: Wix
subject: >>>newbie area
date: Fri Mar 14 05:37:23 2003

On Fri Mar 14 05:34:13 2003 Zifnab wrote post #1859:
> > > return. Maybe add infravision to the list of things you receive as a
> > > newbie, and taking it away upon reaching lvl 10 or 15. This would
> > > help players to learn their way around and how to communicate before
> > > being blinded by the mud. Hopefully I could get some feedback on
> > > this from wizards or players. 
> > > 
> > > -WixLix
> > And seeing as there is no help available on the newbie channel, I
> > tried to just play with out being able to see. People with menu's
> > like achman or a shop do not function. So basically I am totally
> > screwed and cannot do a single thing. Would truly love to see
> > something done about this, and it not just get lost in all the other
> > news.
> > 
> > -WixLix
> 
> I would suggest that based on the equipment you are
> carring you made it dark youself.  The rooms are 
> lit more than normal.

It seems that you would be correct, If darkwood staff would do
something like that. Although I did not realize that a darkwood
staff gave +darkness. Anyways thanks for the response =)

-WixLix

-----------------

poster: Wix
subject: >>>>newbie area
date: Fri Mar 14 05:38:35 2003

And btw, the desc on the staff says that it "emits" an earie green light.

-WixLix

-----------------

poster: Litho
subject: >Witches
date: Fri Mar 14 10:05:59 2003

On Fri Mar 14 01:06:51 2003 Quillz wrote post #1855:
> one spell doesn't make much sense to me. 
> If there have been parties where witches were taken over or instead
> of an evoker - I havn't seen it. 
> Basically I'm saying I do not believe they were "more efficient"
> than primary blasting guilds, and tuning the one good attack spell
> they have seems a bit harsh to me. 
> 
> If I'm wrong, and if witches were taking over spots where evokers
> normally were, please correct me.  
> Q who enjoys blasting along side witches
Hi, witches were taken over me, and i didn't tap and had incred..shrug

-----------------

poster: Chrono
subject: >Witches
date: Fri Mar 14 10:17:26 2003

ooo, incred and not tapping... deserves a praise, perhaps exp
parties aren't about being "good", btw witches did do a pretty damn
good job at blasting, i believe their soul steal did a bit more than
evoker four rounders do, plus their exessive amount of qc they have
from qc dream, anyway, i bet they might still be a good blaster,
i've only asked ronan, no other witches tho, but considering they
have a high qc(most do anyway), they shouldn't be bad at it.:)

-----------------

poster: Erec
subject: > Witches
date: Fri Mar 14 17:49:03 2003

Well, witches certainly could (don't know if we still can) blast 
quite adequately.  I don't know if, in a perfect world, we blast
(er, used to blast) better than evokers - but high-level witch
tends to attract people who actually pay attention, rather than
sleeping their way through parties.  That alone, no matter how
badly you tune down soul steal, will make them better blasters
than your average evoker.

       -Erec

-----------------

poster: Roirraw
subject: frozen people
date: Sat Mar 15 04:40:28 2003

people who freze themselves or have been frozen it should say on
their plan.  be easier if u have a friend that hasn't been on for a
long time to c if something happened to his acocunt or him

-----------------

poster: Ronan
subject: >> Witches
date: Sat Mar 15 07:00:57 2003

On Fri Mar 14 17:49:03 2003 Erec wrote post #1864:
> Well, witches certainly could (don't know if we still can) blast 
> quite adequately.  I don't know if, in a perfect world, we blast
> (er, used to blast) better than evokers - but high-level witch
> tends to attract people who actually pay attention, rather than
> sleeping their way through parties.  That alone, no matter how
> badly you tune down soul steal, will make them better blasters
> than your average evoker.
> 
>        -Erec
Nuff said, ppl who dont slack tend to do a bit more dmg
Now im not pointing any fingers or anything just agreeing with Erec...
Ronana

-----------------

poster: Nick
subject: Yellow mist
date: Sat Mar 15 19:42:30 2003

' I am FLACCID!!!
I think that if you are a mist mage and you train mist lore above a
certain percent, maybe 90 or so, you should be able to avoid the
effects of yellow mist. Seeing as how you are a master of mist lore
and all...

-----------------

poster: Pedron
subject: >Yellow mist
date: Sun Mar 16 05:46:59 2003

On Sat Mar 15 19:42:30 2003 Nick wrote post #1867:
> ' I am FLACCID!!!
> I think that if you are a mist mage and you train mist lore above a
> certain percent, maybe 90 or so, you should be able to avoid the
> effects of yellow mist. Seeing as how you are a master of mist lore
> and all...
Yeah, supermaster mistmages like me should be immune 
to yellow and blue mist bad effects I say!
Be funny if monsters using those spells were immune to 
them too. ;)

-pedron supermaster mistmage!

-----------------

poster: Asee
subject: Shapeshifter
date: Sun Mar 16 17:58:07 2003

Can we get a Down message for the shapes, like "you feel less like a
~ as you return to normal form"

-----------------

poster: Draco
subject: >Shapeshifter
date: Sun Mar 16 20:11:10 2003

On Sun Mar 16 17:58:07 2003 Asee wrote post #1869:
> Can we get a Down message for the shapes, like "you feel less like a
> ~ as you return to normal form"
you do have a down message for it, you just have to search through
the 24 lines of spam from all those stat changes...hmm...maybe you
should just look for that?

-----------------

poster: Coal
subject: darkwoodstaff
date: Sun Mar 16 23:17:14 2003

hi this item emits darkness. It's an EVIL weapon made by evil
creatures that live in the dark. The fact is that the green light
"emited" can only be seen in the dark with infra...so therefore it's
light that can only be seen in the dark. Kinda like a glow in the
dark stick with firefly butts attached.
-Btw i gotta agree with the rancor/quillz on this witch tune thingy.
-COalpants

-----------------

poster: Pedron
subject: who guild foo
date: Sun Mar 16 23:47:16 2003

when you type who guild , it ought to list the 
people in that guild from highest to lowest rank!
We can see their levels in all the other whos.  Would be 
neat to see their guild ranks in who guild foo.

-pedron foo

-----------------

poster: Roirraw
subject: univeral target
date: Mon Mar 17 03:17:25 2003

there should be a target that works on all monster like cast spell
on first target be good to prevent attacking several monsters at a
time

-----------------

poster: Zifnab
subject: >univeral target
date: Mon Mar 17 03:31:24 2003

On Mon Mar 17 03:17:25 2003 Roirraw wrote post #1873:
> there should be a target that works on all monster like cast spell
> on first target be good to prevent attacking several monsters at a
> time
why do you need this? 

cast X at monster, then just cast X from there out. How do
you accidently cast at multiple targets

-----------------

poster: Roirraw
subject: universal target
date: Mon Mar 17 03:37:09 2003

if u have a bunch of newbies that don't c that there are different
targets ie:faeries,crack in one room and they think that it's still
the same target ex:kill a next room b and a party attacks b (first
in room) someone attacks not seeing it's a new target tank has
problem

-----------------

poster: Phire
subject: >universal target
date: Mon Mar 17 03:37:45 2003

On Mon Mar 17 03:37:09 2003 Roirraw wrote post #1875:
> if u have a bunch of newbies that don't c that there are different
> targets ie:faeries,crack in one room and they think that it's still
> the same target ex:kill a next room b and a party attacks b (first
> in room) someone attacks not seeing it's a new target tank has
> problem
then teach the newbies after the partywipe. Sometimes that is the only
way people learn.

-----------------

poster: Wildchild
subject: >>universal target
date: Mon Mar 17 06:33:39 2003

On Mon Mar 17 03:37:45 2003 Phire wrote post #1876:
> On Mon Mar 17 03:37:09 2003 Roirraw wrote post #1875:
> > if u have a bunch of newbies that don't c that there are different
> > targets ie:faeries,crack in one room and they think that it's still
> > the same target ex:kill a next room b and a party attacks b (first
> > in room) someone attacks not seeing it's a new target tank has
> > problem
> then teach the newbies after the partywipe. Sometimes that is the only
> way people learn.

No kidding. Instead of making it even easier for them to NOT learn,
teach them something for once :P

Of course, along these same lines, discouraging people from making a
chanenl and then posting collector dirs as the channel topic is a
good idea as well imo :)

-WildChild



-----------------

poster: Lu
subject: >>universal target
date: Mon Mar 17 08:53:12 2003

wow, you understood that phire? im totally lost

-----------------

poster: Bluemoon
subject: >>>universal target
date: Mon Mar 17 09:01:51 2003

On Mon Mar 17 08:53:12 2003 Lu wrote post #1878:
> wow, you understood that phire? im totally lost
I think the only plus side is like blast monster would be good, like
the target=monster...instead of blasting faerie, the hulk, then
insert monster name here
Its the lazymans way I guess

-----------------

poster: Zifnab
subject: >>>>universal target
date: Mon Mar 17 13:01:39 2003

On Mon Mar 17 09:01:51 2003 Bluemoon wrote post #1879:
> On Mon Mar 17 08:53:12 2003 Lu wrote post #1878:
> > wow, you understood that phire? im totally lost
> I think the only plus side is like blast monster would be good, like
> the target=monster...instead of blasting faerie, the hulk, then
> insert monster name here
> Its the lazymans way I guess

nod. While we are at it we will change all descs to look like 
this...

a room
a thing in the room
a monster

la thing - A thing in the room
la monster - a monster.

Sure make area reviews a lot quicker.

A single id for every monster in the game wont happen.

-----------------

poster: Pedron
subject: >>>>>universal target
date: Mon Mar 17 14:28:01 2003

On Mon Mar 17 13:01:39 2003 Zifnab wrote post #1880:
> On Mon Mar 17 09:01:51 2003 Bluemoon wrote post #1879:
> > On Mon Mar 17 08:53:12 2003 Lu wrote post #1878:
> > > wow, you understood that phire? im totally lost
> > I think the only plus side is like blast monster would be good, like
> > the target=monster...instead of blasting faerie, the hulk, then
> > insert monster name here
> > Its the lazymans way I guess
> 
> nod. While we are at it we will change all descs to look like 
> this...
> 
> a room
> a thing in the room
> a monster
> 
> la thing - A thing in the room
> la monster - a monster.
> 
> Sure make area reviews a lot quicker.
> 
> A single id for every monster in the game wont happen.
how about id just the monsters to monster if they're all 
monsters and a bunch are just missing monster 
for an id. :)

-pedron hides

-----------------

poster: Draco
subject: >>>>>>universal target
date: Mon Mar 17 20:17:48 2003

On Mon Mar 17 14:28:01 2003 Pedron wrote post #1881:
> On Mon Mar 17 13:01:39 2003 Zifnab wrote post #1880:
> > On Mon Mar 17 09:01:51 2003 Bluemoon wrote post #1879:
> > > On Mon Mar 17 08:53:12 2003 Lu wrote post #1878:
> > > > wow, you understood that phire? im totally lost
> > > I think the only plus side is like blast monster would be good, like
> > > the target=monster...instead of blasting faerie, the hulk, then
> > > insert monster name here
> > > Its the lazymans way I guess
> > 
> > nod. While we are at it we will change all descs to look like 
> > this...
> > 
> > a room
> > a thing in the room
> > a monster
> > 
> > la thing - A thing in the room
> > la monster - a monster.
> > 
> > Sure make area reviews a lot quicker.
> > 
> > A single id for every monster in the game wont happen.
> how about id just the monsters to monster if they're all 
> monsters and a bunch are just missing monster 
> for an id. :)
> 
> -pedron hides
well an idea for future areas to come out is do what malice did for
the crack, making the hulks and basilisks and all that other stuff
id to miner. universal target is not needed, but if you want it at
least a little easier, become a builder and have all the mobs id to
a particular word if there is more than one type

-----------------

poster: Roirraw
subject: >>>>>>universal target
date: Mon Mar 17 23:20:36 2003

On Mon Mar 17 14:28:01 2003 Pedron wrote post #1881:
> On Mon Mar 17 13:01:39 2003 Zifnab wrote post #1880:
> > On Mon Mar 17 09:01:51 2003 Bluemoon wrote post #1879:
> > > On Mon Mar 17 08:53:12 2003 Lu wrote post #1878:
> > > > wow, you understood that phire? im totally lost
> > > I think the only plus side is like blast monster would be good, like
> > > the target=monster...instead of blasting faerie, the hulk, then
> > > insert monster name here
> > > Its the lazymans way I guess
> > 
> > nod. While we are at it we will change all descs to look like 
> > this...
> > 
> > a room
> > a thing in the room
> > a monster
> > 
> > la thing - A thing in the room
> > la monster - a monster.
> > 
> > Sure make area reviews a lot quicker.
> > 
> > A single id for every monster in the game wont happen.
> how about id just the monsters to monster if they're all 
> monsters and a bunch are just missing monster 
> for an id. :)
> 
> -pedron hides
i didn't say break it down that bad but some areas have it (southern
party of newbie forest) y can't others

-----------------

poster: Tak
subject: >>>>>>>universal target
date: Tue Mar 18 01:17:12 2003

um, seems to me that this would make botting much much easier.
NOT a good thing
just teach everyone to target nothing, let tank attack
most parties run this way
makes everything nice and simple.
tak

-----------------

poster: Draco
subject: magical torturers
date: Thu Mar 20 22:48:20 2003

just an idea that i had, but maybe since the torturer guildmaster
has his own rack, that members, and i do stress members of the
guild, should be able to pay him like 10k or something to get the
skill rack used on themselves, since you cannot rack yourself
conventionally and there are never really many harmers on at all
-draco

-----------------

poster: Chrono
subject: magical torturers
date: Thu Mar 20 22:50:11 2003

honestly, you would run all the way to your guild master for a rack
that don't last very long, at least it wouldn't be long enuff to be
efficient to pay 10k AND have to walk to your guild:), however, it
don't make sense but it still would be cool if harmers -could- rack
themselves.

-----------------

poster: Lokie
subject: magical torturers
date: Thu Mar 20 22:52:14 2003

they used to be able to i guess there was a good reason to remove it.

-----------------

poster: Chrono
subject: magical torturers
date: Thu Mar 20 22:55:08 2003

maybe it didn't make sense, i wasn't here when they could, but i
know it wouldn't be "out of tune" for them to be able, in my
experience, harmer solo, was not only boring (as most all solo is),
but it wasn't very.. i dunno, the solo rate wasn't that good, at
lower worth (150m-ish) could only do same rate as cauldron or mist
mage (in comparison), at higher worth i guess they solo better than
those, but that's not until higher worth, and by then you could be
another guild that can party and solo a good rate:), in anycase,
just think it would be cool, and helpful to the "not so popular"
guild

-----------------

poster: Celine
subject: >magical torturers
date: Thu Mar 20 23:08:00 2003

On Thu Mar 20 22:50:11 2003 Chrono wrote post #1886:
> honestly, you would run all the way to your guild master for a rack
> that don't last very long, at least it wouldn't be long enuff to be
> efficient to pay 10k AND have to walk to your guild:), however, it
> don't make sense but it still would be cool if harmers -could- rack
> themselves.
He is _the_ guildmaster. Presumably the bes tof the best, if nothing
else perhaps his would have extended duration if nothing else. Like
this idea alot, would've been cool as harmer.

-----------------

poster: Shadowmage
subject: Help files
date: Fri Mar 21 00:46:50 2003

The coding help files are WAY too shallow. It is extremely hard for
newer people who aren't familiar
with the language to get stuck, and they have to ask for help.
However, since wizzes are by definition
idle (heh heh), it's very time-consuming to make just even 1 piece
of innovative eq. Also, good time to bring up that
there is STILL no 10k startup by java ;)
-shadow

-----------------

poster: Kiliana
subject: Fig Skill
date: Fri Mar 21 01:09:39 2003

My idea for a new fighter skill. I'd place it pretty high. "Troop
command".. it would allow highbie fighters to keep their party in
"tight control". Relativly silly, but would basically need to be
used, and would last for quite awhile. While in use, if the user is
the party leader, it would allow him tight command of his troops,
forcing them to follow him wherever he goes. for example, if he uses
it in cs, his party would autofollow, and if he entered a portal, 
they would automatically enter it without typing enter portal. It
would allow highbie figs to run a tighter ship.. causing him to be
able to quickly drag his party through like.. for example,  the
hyboria portals.. or that place in dragons where you have to enter
hole, W, s. flame away.

-----------------

poster: Zifnab
subject: >Help files
date: Fri Mar 21 01:12:39 2003

On Fri Mar 21 00:46:50 2003 Shadowmage wrote post #1890:
> The coding help files are WAY too shallow. It is extremely hard for
> newer people who aren't familiar
> with the language to get stuck, and they have to ask for help.
> However, since wizzes are by definition
> idle (heh heh), it's very time-consuming to make just even 1 piece
> of innovative eq. Also, good time to bring up that
> there is STILL no 10k startup by java ;)
> -shadow

There doesnt need to be a java client. You can use any telnet app
and you can use web ed to edit.

i have repeatedly asked new builders to let me know what documents
would help them get going. Guess what including you, I have no 
answers from anyone.

-----------------

poster: Draco
subject: >Help files
date: Fri Mar 21 01:14:54 2003

On Fri Mar 21 00:46:50 2003 Shadowmage wrote post #1890:
> The coding help files are WAY too shallow. It is extremely hard for
> newer people who aren't familiar
> with the language to get stuck, and they have to ask for help.
> However, since wizzes are by definition
> idle (heh heh), it's very time-consuming to make just even 1 piece
> of innovative eq. Also, good time to bring up that
> there is STILL no 10k startup by java ;)
> -shadow
a few things you need to remember. number 1:coding help files are
pretty easy to follow, 90% of my questions i was directed to an
example and i was shown how to do it in that file with a little
brainpower (yes i have that)
number 2: there are plenty of people that are on quite frequesntly
such as oruk for instance that know really everything you need to
know about making areas and stuff. if no one answers, just search
through helpfiles, you will eventually learn to know what to look
for

-----------------

poster: Rockman
subject: >>Help files
date: Fri Mar 21 01:15:45 2003

On Fri Mar 21 01:12:39 2003 Zifnab wrote post #1892:
> > of innovative eq. Also, good time to bring up that
> > there is STILL no 10k startup by java ;)
> > -shadow
> 
> There doesnt need to be a java client. You can use any telnet app
> and you can use web ed to edit.
> 
> i have repeatedly asked new builders to let me know what documents
> would help them get going. Guess what including you, I have no 
> answers from anyone.
I would like to comment that I think the help files are very, ummmm,
helpful and do exactly what zifnab kinda said, don't complain unless
you have some input to add, and having a java app is just silly for
the wizzes to put up for 10k, there is telnet, and many other FREE
mud clients that are relatively small and work rather well.

-----------------

poster: Draco
subject: >>>Help files
date: Fri Mar 21 01:17:51 2003

On Fri Mar 21 01:15:45 2003 Rockman wrote post #1894:
> On Fri Mar 21 01:12:39 2003 Zifnab wrote post #1892:
> > > of innovative eq. Also, good time to bring up that
> > > there is STILL no 10k startup by java ;)
> > > -shadow
> > 
> > There doesnt need to be a java client. You can use any telnet app
> > and you can use web ed to edit.
> > 
> > i have repeatedly asked new builders to let me know what documents
> > would help them get going. Guess what including you, I have no 
> > answers from anyone.
> I would like to comment that I think the help files are very, ummmm,
> helpful and do exactly what zifnab kinda said, don't complain unless
> you have some input to add, and having a java app is just silly for
> the wizzes to put up for 10k, there is telnet, and many other FREE
> mud clients that are relatively small and work rather well.
oh yeah i forgot about this issue as well, use telnet. editing in
the mud is tedious work and ALOT easier to do by going to the link
on the webpage to the webed thingy. (i don't know if this is working
atm so don't make those comments, just saying it is there and if its
not working will be working asap just like everything else)

-----------------

poster: Pedron
subject: >>Help files
date: Fri Mar 21 02:59:53 2003

On Fri Mar 21 01:12:39 2003 Zifnab wrote post #1892:
> On Fri Mar 21 00:46:50 2003 Shadowmage wrote post #1890:
> > The coding help files are WAY too shallow. It is extremely hard for
> > newer people who aren't familiar
> > with the language to get stuck, and they have to ask for help.
> > However, since wizzes are by definition
> > idle (heh heh), it's very time-consuming to make just even 1 piece
> > of innovative eq. Also, good time to bring up that
> > there is STILL no 10k startup by java ;)
> > -shadow
> 
> There doesnt need to be a java client. You can use any telnet app
> and you can use web ed to edit.
> 
> i have repeatedly asked new builders to let me know what documents
> would help them get going. Guess what including you, I have no 
> answers from anyone.
All I ever needed was a list of the 
things I could make in a /std kind of file 
for all the shortcutty things you could stuff in an 
object as new attributes.
As well templates of simple and complex 
rooms/monsters/equipment/items ought to 
do the trick.  Just tell a person 
how to navigate the file trees with cd, more, rm, ed,
foo and they should be ok looking over other wizzie shoulders or 
in public directories..  Emphasize importance 
of having same number of left paranthesi and right, and 
any dummy should be able to make stuff. :)

Oh yeah, mkdir a helpful command too!
And put rsif in!  Rsif make stuff a million 
times easier in the right hands.. blowup in your face 
sometimes, but still ok. :)

Oh well, I'm not a builder right now, so I'll quit spaming.

-pedron foo

ps> Maybe give a basic file tree to new builders that has 
/templates for basic room/object/monster template files to look at, 
/area /area/rooms ../mobs ../obj or so for them to 
have an idea how to form their directories..


-----------------

poster: Pedron
subject: >>>>Help files
date: Fri Mar 21 03:01:05 2003

On Fri Mar 21 01:17:51 2003 Draco wrote post #1895:
> On Fri Mar 21 01:15:45 2003 Rockman wrote post #1894:
> > On Fri Mar 21 01:12:39 2003 Zifnab wrote post #1892:
> > > > of innovative eq. Also, good time to bring up that
> > > > there is STILL no 10k startup by java ;)
> > > > -shadow
> > > 
> > > There doesnt need to be a java client. You can use any telnet app
> > > and you can use web ed to edit.
> > > 
> > > i have repeatedly asked new builders to let me know what documents
> > > would help them get going. Guess what including you, I have no 
> > > answers from anyone.
> > I would like to comment that I think the help files are very, ummmm,
> > helpful and do exactly what zifnab kinda said, don't complain unless
> > you have some input to add, and having a java app is just silly for
> > the wizzes to put up for 10k, there is telnet, and many other FREE
> > mud clients that are relatively small and work rather well.
> oh yeah i forgot about this issue as well, use telnet. editing in
> the mud is tedious work and ALOT easier to do by going to the link
> on the webpage to the webed thingy. (i don't know if this is working
> atm so don't make those comments, just saying it is there and if its
> not working will be working asap just like everything else)
Use CRT!  CRT kicks telnet's ass for copy/pasting accurately at least..

-----------------

poster: Shadowmage
subject: >>Help files
date: Fri Mar 21 03:02:38 2003

Do you mean the help files on the web page? Those are pretty basic, and if
you're satisfied with just that, your eq must be, no offense or
anything, pretty boring :P
Also, for me, 90% of the time i just got a single command as an
answer and had to test it out
myself. Who were u asking? He or she must be some sort of Super-wiz :)
-shadow

-----------------

poster: Kiliana
subject: fig skill
date: Fri Mar 21 03:03:32 2003

I recently posted an idea for a fig skill. I was thinking of that
party control skill as a help for getting to areas when someone
needs a bathroom break. i wasnt thinking of botting. once again i
posted a post without giving it proper thought. it wont happen
again. Thank you all for putting up with my idiocy regarding most
all issues.

-----------------

poster: Pedron
subject: >>>Help files
date: Fri Mar 21 03:04:32 2003

On Fri Mar 21 03:02:38 2003 Shadowmage wrote post #1898:
> Do you mean the help files on the web page? Those are pretty basic, and if
> you're satisfied with just that, your eq must be, no offense or
> anything, pretty boring :P
> Also, for me, 90% of the time i just got a single command as an
> answer and had to test it out
> myself. Who were u asking? He or she must be some sort of Super-wiz :)
> -shadow
So mail zifnab what kind of thing you needed help making, 
suggest he make a helpfile for it and put it in 
a helpyfiley place. :P
Fussing in grand vague ways on idea board on port 3k isn't 
helping. :)

-----------------

poster: Shadowmage
subject: >>>>Help files
date: Fri Mar 21 03:07:44 2003

Rockman-
When i first started programming, i first copied the most basic
weapon file on the help file. It didn't work.
There was an error. (void setup() was written as void_setup() )
Draco:
Dloads are forbiddon at school. School is where i play ~75% of the
time, so i can't use anything of the sort. Only Java.
Wouldn't one only have to copy the code for opening the game on 3k
for java to the address of the one on 10k?
(p.s. i am actually able to program at school now b/c i secretly
dload a copy of Golte on the school comp. if they catch me,
i'll be in deep shit, so i would rather not do that..)
-shadow

-----------------

poster: Zifnab
subject: >>>>Help files
date: Fri Mar 21 03:08:32 2003

On Fri Mar 21 03:04:32 2003 Pedron wrote post #1900:
> On Fri Mar 21 03:02:38 2003 Shadowmage wrote post #1898:
> > Do you mean the help files on the web page? Those are pretty basic, and if
> > you're satisfied with just that, your eq must be, no offense or
> > anything, pretty boring :P
> > Also, for me, 90% of the time i just got a single command as an
> > answer and had to test it out
> > myself. Who were u asking? He or she must be some sort of Super-wiz :)
> > -shadow
> So mail zifnab what kind of thing you needed help making, 
> suggest he make a helpfile for it and put it in 
> a helpyfiley place. :P
> Fussing in grand vague ways on idea board on port 3k isn't 
> helping. :)

well we have to understand that I think shadowmage is
confused. 'commands' do nothing to help code, so I have
no clue what that means. And again, I alwasy stell builders
you ahve questions and no one is around, mail me I will
answer usually within a few days.

This really does not belong here anyway

-----------------

poster: Draco
subject: >>>>>Help files
date: Fri Mar 21 03:08:41 2003

On Fri Mar 21 03:07:44 2003 Shadowmage wrote post #1901:
> Rockman-
> When i first started programming, i first copied the most basic
> weapon file on the help file. It didn't work.
> There was an error. (void setup() was written as void_setup() )
> Draco:
> Dloads are forbiddon at school. School is where i play ~75% of the
> time, so i can't use anything of the sort. Only Java.
> Wouldn't one only have to copy the code for opening the game on 3k
> for java to the address of the one on 10k?
> (p.s. i am actually able to program at school now b/c i secretly
> dload a copy of Golte on the school comp. if they catch me,
> i'll be in deep shit, so i would rather not do that..)
> -shadow
shadowmage, telnet is not something you download, the webed is not
something you download.

-----------------

poster: Zifnab
subject: >>>>>Help files
date: Fri Mar 21 03:09:44 2003

On Fri Mar 21 03:07:44 2003 Shadowmage wrote post #1901:
> Rockman-
> When i first started programming, i first copied the most basic
> weapon file on the help file. It didn't work.
> There was an error. (void setup() was written as void_setup() )
> Draco:
> Dloads are forbiddon at school. School is where i play ~75% of the
> time, so i can't use anything of the sort. Only Java.
> Wouldn't one only have to copy the code for opening the game on 3k
> for java to the address of the one on 10k?
> (p.s. i am actually able to program at school now b/c i secretly
> dload a copy of Golte on the school comp. if they catch me,
> i'll be in deep shit, so i would rather not do that..)
> -shadow
download putty, put it on a floppy and problem is solved, no
downloads and you can telnet from anywhere.


Like I said pleas elimit this to the builder port.

-----------------

poster: Apathy
subject: >>>>>Help files
date: Fri Mar 21 03:11:02 2003

On Fri Mar 21 03:07:44 2003 Shadowmage wrote post #1901:
> Rockman-
> When i first started programming, i first copied the most basic
> weapon file on the help file. It didn't work.
> There was an error. (void setup() was written as void_setup() )
> Draco:
> Dloads are forbiddon at school. School is where i play ~75% of the
> time, so i can't use anything of the sort. Only Java.
> Wouldn't one only have to copy the code for opening the game on 3k
> for java to the address of the one on 10k?
> (p.s. i am actually able to program at school now b/c i secretly
> dload a copy of Golte on the school comp. if they catch me,
> i'll be in deep shit, so i would rather not do that..)
> -shadow

fwiw, I have a javaclient test build on my webpage that connects to
10k, although at the moment it's gone due to the crash. Hopefully
it'll be restored sometime soonish.

-Apathy

-----------------

poster: Pedron
subject: >>>>>Help files
date: Fri Mar 21 03:15:02 2003

On Fri Mar 21 03:08:32 2003 Zifnab wrote post #1902:
> On Fri Mar 21 03:04:32 2003 Pedron wrote post #1900:
> > On Fri Mar 21 03:02:38 2003 Shadowmage wrote post #1898:
> > > Do you mean the help files on the web page? Those are pretty basic,
and if
> > > you're satisfied with just that, your eq must be, no offense or
> > > anything, pretty boring :P
> > > Also, for me, 90% of the time i just got a single command as an
> > > answer and had to test it out
> > > myself. Who were u asking? He or she must be some sort of Super-wiz :)
> > > -shadow
> > So mail zifnab what kind of thing you needed help making, 
> > suggest he make a helpfile for it and put it in 
> > a helpyfiley place. :P
> > Fussing in grand vague ways on idea board on port 3k isn't 
> > helping. :)
> 
> well we have to understand that I think shadowmage is
> confused. 'commands' do nothing to help code, so I have
> no clue what that means. And again, I alwasy stell builders
> you ahve questions and no one is around, mail me I will
> answer usually within a few days.
> 
> This really does not belong here anyway
rsif command helps code! RSIF replace something in file or 
foobariniwhatever.

You can change all the 1s to 25s in all the *.c files, 
or change all the Perples to Purples!
if you got any 10s or 100s in there, they turn into 250s or s
so, so you might rsif set_level(1 to 25 so as 
not to rsif the other 1s in there..

RSIF command helps coding! :)
Very great for plagiarizing and messing up entire directories 
in one fell swoop too, but can only use it in files you have 
edit access to anyway, so builders can only muck themselves. :)

-pedron foo

-----------------

poster: Asee
subject: ss
date: Fri Mar 21 07:19:08 2003

would be nice if  you atleast could keep your castle key in shape form

-----------------

poster: Tektor
subject: Splitting
date: Fri Mar 21 22:20:19 2003

I learned fun new things about splitting like you don't have to keep
buying dolls to redo your reinc (Its where all my worth went eheh).
Would be kind of cool if you could sell bodies back with like a
10-20% penalty starting at 5m and working up kinda like how you buy
them. For people who messed up or those who just don't want the
extra bodies anymore. Just a thought. And its an exp sink since if
you get rid of them you lose a % of what you put into it.

-----------------

poster: Celine
subject: health
date: Sat Mar 22 00:19:50 2003

sure its been proposed before.. and shot down before.. but wouldnt
monsters and conversely players get less effiecient with their
skills/spells involved with combat as their health dropped? shrug,
would make sense and could be interesting.. would prob be to big of
a change though.


-----------------

poster: Bluemoon
subject: >>Help files
date: Sun Mar 23 01:57:00 2003

You could have asked zif to post something specific if you needed,
he was always more than willing to help me when i was building,
considering I understood very little.
Random bitching about it wont get it to work, talking to people
nicely might get you somewhere...
Also, try the wiz channel...

-----------------

poster: Proxima
subject: Crystals
date: Tue Mar 25 02:52:45 2003

Crystal Dragons, yeah, they suck now.  I noticed that they have a
special that is pretty decent
, and it's not insanely powerful like that you can't go there or
anything.  This area was easily
my favorite area to go, and offered me the most mobs, and good loot
really.  I really wish that, even though
the damage that they do seems to be upped a bit, that the worth of
the mobs would at least go back to what it was.
Maybe if the mobs had a ridiculous weakness to some evoker dtype
they'd be ok as is, but as of now, I don't
want to xp in the area like ever :(
Missing her baby crystals,
Prox.

-----------------

poster: Rancor
subject: >Crystals
date: Tue Mar 25 02:59:19 2003

yeah 140k mobs that special and do from what I hear at least 1k
specials are a little rediculous and they assist.  Now I think they
did need a bit of a tune before but shrug this seems a bit out of
hand.  Crystals were removed long ago.  then put back into the game
only to get thier worth tuned down and thier specials tuned up.
Something does not seem right to me?   has someone cleared the whole
area yet?  I mean do the mobs worth grow as you get farther in?  do
they s[pecial less are these 140k mobs just kinda crappy blockers? 
Cause if the area is as I have heard 5 or 6 people tell me now that
is not right and another area has just been removed from the game.  
        As a side fact I saw a party pulling 2m a min today. 
Crystals get removed and 2m a min is ok?  yes it takes highbies to
get that 2m a min(in hell) but I don't see any lowbies killing
crystals either.

-----------------

poster: Pedron
subject: >>Crystals
date: Tue Mar 25 03:04:12 2003

On Tue Mar 25 02:59:19 2003 Rancor wrote post #1914:
> yeah 140k mobs that special and do from what I hear at least 1k
> specials are a little rediculous and they assist.  Now I think they
> did need a bit of a tune before but shrug this seems a bit out of
> hand.  Crystals were removed long ago.  then put back into the game
> only to get thier worth tuned down and thier specials tuned up.
> Something does not seem right to me?   has someone cleared the whole
> area yet?  I mean do the mobs worth grow as you get farther in?  do
> they s[pecial less are these 140k mobs just kinda crappy blockers? 
> Cause if the area is as I have heard 5 or 6 people tell me now that
> is not right and another area has just been removed from the game.  
>         As a side fact I saw a party pulling 2m a min today. 
> Crystals get removed and 2m a min is ok?  yes it takes highbies to
> get that 2m a min(in hell) but I don't see any lowbies killing
> crystals either.
I forget how, but when they first came out, I was one 
of a bunch of people who waved hi to crystal dragon king.
I was standing next to lucifer the next second, but I saw the guy. :)

I think reason for the tunes to power weas the high concentration 
of monsters pretty well broke 
some standards of area building with respect to 
how many monsters can be piled up in an average room. :)

Anyway, I could tank them when they were 300k with smaller areas and 
blocking exits and such.  Took a hell of 
an exp party to hold me up, but we did alright where I had no 
right to be tanking. ;)  If I recall, we made piles of money in there 
even if I got killed a bit for it..

-pedron foo 250m worth kind of lowbie. ;)

-----------------

poster: Rancor
subject: >>>Crystals
date: Tue Mar 25 03:07:22 2003

pedron notice you said it took a hell of a support group behind you
to tank there so yes you had a right to be there if you have the
group.  and ok yeah so down the mobs per room rather than killing
the area.would be a more satisfying tune.   or get rid of the cash
they offer and keep the exp or down the exp a bit and keep the cash
but down the mobs per room.  I mean why down then to half thier
worth and up thier specials and make the area unattrractive I mean
we already have enough areas that go untouched in exp why make
another one.
Rancor

-----------------

poster: Pedron
subject: >>>>Crystals
date: Tue Mar 25 03:13:59 2003

On Tue Mar 25 03:07:22 2003 Rancor wrote post #1916:
> pedron notice you said it took a hell of a support group behind you
> to tank there so yes you had a right to be there if you have the
> group.  and ok yeah so down the mobs per room rather than killing
> the area.would be a more satisfying tune.   or get rid of the cash
> they offer and keep the exp or down the exp a bit and keep the cash
> but down the mobs per room.  I mean why down then to half thier
> worth and up thier specials and make the area unattrractive I mean
> we already have enough areas that go untouched in exp why make
> another one.
> Rancor
I swear there were like 4-5 dragons in EVERY SINGLE ROOM though.
If they were thinned out, I'm betting there's still a bunch 
for you to worry about the assists.  The amount of exp/gold you can 
pull down if you can effectively exp in there 
was incredible, maybe it's been halved rather than the monster population 
itself getting halved, but it should be 
doable with something like tahnval for a tank and 
the kind of blasters I had when I tanked it. ;)

PS> Last time I tanked it was first time it came out, so my info is old.
The monsters were 300k+ blocking/area guys with little or no assist iirc.
Assist make it more interesting, but if they're half the size and
you focusfire well, 
still doable I'm sure.  There are exp areas 
suitable for lesser parties if they can't handle the crystal dragons.
I'll eat my boots if some highbies can't put together an exp 
party to erradicate a population of 140k dragons however 
fancy the dragons are though..

-pedron foospam

-----------------

poster: Trunks
subject: >>>>>Crystals
date: Tue Mar 25 06:03:12 2003

I guess crystals wont be tanked by witches anymore..or 800k 5man rates.

-----------------

poster: Daneel
subject: Crystals
date: Tue Mar 25 08:22:49 2003

Guys, listen when you're in a party.
I told you at the time, the worth loss was a mistake

-----------------

poster: Litho
subject: >>>>>>Crystals
date: Tue Mar 25 10:58:19 2003

On Tue Mar 25 06:03:12 2003 Trunks wrote post #1918:
> I guess crystals wont be tanked by witches anymore..or 800k 5man rates.
Seems to me the changed has been made to promote bigger parties.
Such as demons do.  Though, silvers are a diffrent story..they have
been done what? once maybe twice in all existance..look into that.

-----------------

poster: Daneel
subject: >>>>>>>Crystals
date: Tue Mar 25 16:24:43 2003

On Tue Mar 25 10:58:19 2003 Litho wrote post #1920:
> On Tue Mar 25 06:03:12 2003 Trunks wrote post #1918:
> > I guess crystals wont be tanked by witches anymore..or 800k 5man rates.
> Seems to me the changed has been made to promote bigger parties.
> Such as demons do.  Though, silvers are a diffrent story..they have
> been done what? once maybe twice in all existance..look into that.
Silvers were made to promote clever parties.

I guess there's just only been one of those.

-----------------

poster: Ronan
subject: >>>>>>>>Crystals
date: Tue Mar 25 18:40:14 2003

On Tue Mar 25 16:24:43 2003 Daneel wrote post #1921:
> On Tue Mar 25 10:58:19 2003 Litho wrote post #1920:
> > On Tue Mar 25 06:03:12 2003 Trunks wrote post #1918:
> > > I guess crystals wont be tanked by witches anymore..or 800k 5man rates.
> > Seems to me the changed has been made to promote bigger parties.
> > Such as demons do.  Though, silvers are a diffrent story..they have
> > been done what? once maybe twice in all existance..look into that.
> Silvers were made to promote clever parties.
> 
> I guess there's just only been one of those.
Puh whose commin with me ill still tank!
Ronana The Crazed

-----------------

poster: Apathy
subject: trivia
date: Sat Mar 29 06:26:53 2003

It would be nice to have a short delay between the end of one trivia
question and the beginning of the next one. As it is, I often lose
my chance to answer a question because I answered the previous one a
split second late.

-Apathy

-----------------

poster: Tranquil
subject: Crash recovery
date: Sat Mar 29 10:38:57 2003

This is an idea that technically should not be required, but as we
have been a little unstable lately, appears that it might be worth
having - at least from a player perspective.

We recently crashed, and following that crash, I checked myself out
on the plaque, and got an estimate worth from a friendly healer.
Somehting I noticed was that, while player files usually seem to
suffer from said crashes, I have noticed that the exp plaque rarely
does. I'll use my own recent research as an example:

Plaque:  85)  Tranquil       100          1,321,500,330
Estimate worth:            for a total of 1,309,054,410 xp.

A difference - loss - of 12m exp is evident here. Now, it has been
said that wizards will not reimburse exp after a crash. That's quite
understandable, as no-one would want to be on the receiving end of
possibly as much as 100 players, all wanting reimbursement of
varying amounts of exp.

However, a function could be coded to save the exp plaque status
after a crash, and the first time each player logs in afterwards,
check that backed-up exp plaque for that player's posted worth.

If the posted worth is higher than the player's current total worth
(of all bodies), then it is almost definate that said player was
earning experience before the crash, and a reimbursement could be
added (to the player's current body, if applicable) at login.

A function like this should be fairly easy to code - most builders
should be capable of doing this correctly. Automatic eq
reimbursements would probably be more difficult to organise, and I'm
not sure that gold would be reimbursable at all, however any
further/alternate suggestion(s) to address the issue of crash damage
control, are more than welcome.

- Tranquil's Idea Factory


-----------------

poster: Zifnab
subject: >trivia
date: Sat Mar 29 20:52:43 2003

On Sat Mar 29 06:26:53 2003 Apathy wrote post #1923:
> It would be nice to have a short delay between the end of one trivia
> question and the beginning of the next one. As it is, I often lose
> my chance to answer a question because I answered the previous one a
> split second late.
> 
> -Apathy
its funny. I had a longer delay and people complained..
shrug either way people will complain I suppose.

-----------------

poster: Zifnab
subject: >Crash recovery
date: Sat Mar 29 20:56:49 2003

> A function like this should be fairly easy to code - most builders
> should be capable of doing this correctly. Automatic eq
> reimbursements would probably be more difficult to organise, and I'm
> not sure that gold would be reimbursable at all, however any
> further/alternate suggestion(s) to address the issue of crash damage
> control, are more than welcome.
> 
> - Tranquil's Idea Factory
> 



So player A, reincs intentinally loses 10% of his worth. logs off before
the plaque updated and 7 hours before a crash. so he still has that worth on 
the plaque, has his new reinc, the mud crashes, said player logs in
and is given 
his exp back. Effectively a free reinc.


-----------------

poster: Lu
subject: >>Crash recovery
date: Sat Mar 29 20:57:49 2003

w00t i wanna abuse that bug!!

-----------------

poster: Khosan
subject: >Crash recovery
date: Sat Mar 29 22:15:08 2003

You can't say that the plaque is less effected by crashes. It just
doesn't save as often as the player files, and it doesn't save
at the same time as the players. This means there is a change that
the plaque will have newer data than the player file, and there is a
change that the player file will have the most recent data. The probability
for the later is far greater.

What we (the wizzes at least) define as "suffer" is when a player file
gets corrupted. In that case there is nothing to do except restore a
backup of the file.

Khosan

-----------------

poster: Pedron
subject: >>Crash recovery
date: Sun Mar 30 13:50:48 2003

On Sat Mar 29 20:56:49 2003 Zifnab wrote post #1926:
> > A function like this should be fairly easy to code - most builders
> > should be capable of doing this correctly. Automatic eq
> > reimbursements would probably be more difficult to organise, and I'm
> > not sure that gold would be reimbursable at all, however any
> > further/alternate suggestion(s) to address the issue of crash damage
> > control, are more than welcome.
> > 
> > - Tranquil's Idea Factory
> > 
> 
> 
> 
> So player A, reincs intentinally loses 10% of his worth. logs off before
> the plaque updated and 7 hours before a crash. so he still has that worth
on 
> the plaque, has his new reinc, the mud crashes, said player logs in
> and is given 
> his exp back. Effectively a free reinc.
> 
If said player is psychic and knows when the mud will crash..

-----------------

poster: Zifnab
subject: >>>Crash recovery
date: Sun Mar 30 16:44:45 2003

On Sun Mar 30 13:50:48 2003 Pedron wrote post #1929:
> On Sat Mar 29 20:56:49 2003 Zifnab wrote post #1926:
> > > A function like this should be fairly easy to code - most builders
> > > should be capable of doing this correctly. Automatic eq
> > > reimbursements would probably be more difficult to organise, and I'm
> > > not sure that gold would be reimbursable at all, however any
> > > further/alternate suggestion(s) to address the issue of crash damage
> > > control, are more than welcome.
> > > 
> > > - Tranquil's Idea Factory
> > > 
> > 
> > 
> > 
> > So player A, reincs intentinally loses 10% of his worth. logs off before
> > the plaque updated and 7 hours before a crash. so he still has that worth
> on 
> > the plaque, has his new reinc, the mud crashes, said player logs in
> > and is given 
> > his exp back. Effectively a free reinc.
> > 
> If said player is psychic and knows when the mud will crash..
Does not have to be psychic. It has been happening enough lately that
the chances are good.

We have talked about having the driver write a backup copy of
the original player file prior to saving the new one.

That way we would have a backup of the player file on line instead
of needing a backup.

-----------------

poster: Apathy
subject: >>trivia
date: Sun Mar 30 18:20:51 2003

On Sat Mar 29 20:52:43 2003 Zifnab wrote post #1925:
> On Sat Mar 29 06:26:53 2003 Apathy wrote post #1923:
> > It would be nice to have a short delay between the end of one trivia
> > question and the beginning of the next one. As it is, I often lose
> > my chance to answer a question because I answered the previous one a
> > split second late.
> > 
> > -Apathy
> its funny. I had a longer delay and people complained..
> shrug either way people will complain I suppose.

Well, maybe the delay could be specified in the start_trivia
command. That way the people who like the delay can have it and the
people who don't like the delay can choose not to use it, and if
anybody doesn't like the choice they can take it up with the person
who started the trivia instead of the wizzes.

-Apathy

-----------------

poster: Mixer
subject: >>>>Crash recovery
date: Mon Mar 31 05:46:44 2003

On Sun Mar 30 16:44:45 2003 Zifnab wrote post #1930:
> On Sun Mar 30 13:50:48 2003 Pedron wrote post #1929:
> > On Sat Mar 29 20:56:49 2003 Zifnab wrote post #1926:
> > > > A function like this should be fairly easy to code - most builders
> > > > should be capable of doing this correctly. Automatic eq
> > > > reimbursements would probably be more difficult to organise, and I'm
> > > > not sure that gold would be reimbursable at all, however any
> > > > further/alternate suggestion(s) to address the issue of crash damage
> > > > control, are more than welcome.
> > > > 
> > > > - Tranquil's Idea Factory
> > > > 
> > > 
> > > 
> > > 
> > > So player A, reincs intentinally loses 10% of his worth. logs off before
> > > the plaque updated and 7 hours before a crash. so he still has that
worth
> > on 
> > > the plaque, has his new reinc, the mud crashes, said player logs in
> > > and is given 
> > > his exp back. Effectively a free reinc.
> > > 
> > If said player is psychic and knows when the mud will crash..
> Does not have to be psychic. It has been happening enough lately that
> the chances are good.
> 
> We have talked about having the driver write a backup copy of
> the original player file prior to saving the new one.
> 
> That way we would have a backup of the player file on line instead
> of needing a backup.
Hmm, its a worry when we have to double-buffer player files :)

-----------------

poster: Tranquil
subject: >>Crash recovery
date: Mon Mar 31 07:21:22 2003

On Sat Mar 29 20:56:49 2003 Zifnab wrote post #1926:
> > A function like this should be fairly easy to code - most builders
> > should be capable of doing this correctly. Automatic eq
> > reimbursements would probably be more difficult to organise, and I'm
> > not sure that gold would be reimbursable at all, however any
> > further/alternate suggestion(s) to address the issue of crash damage
> > control, are more than welcome.
> > 
> > - Tranquil's Idea Factory
> > 
> 
> 
> 
> So player A, reincs intentinally loses 10% of his worth. logs off before
> the plaque updated and 7 hours before a crash. so he still has that worth
on 
> the plaque, has his new reinc, the mud crashes, said player logs in
> and is given 
> his exp back. Effectively a free reinc.
> 

Actually, it would not be any kind of reinc. If his player character
is backed up from before said reinc, it would return as it was,
before his reinc. If it saved after reinc, then the plaque would
have updated by that time anyway, therefore the loss would be
recorded. In either case, the player is not receiving any extra
worth, or making any reinc tax back, etc etc.

On the other hand, we have literally hundreds of player hours being
lost in every crash. I myself lost four hours gameplay. If only
fifty players were online at crash time, and each had been mudding
an average of two hours at that point, that's one hundred game hours
completely lost.

As I said in my previous post, if we were stable, this would be a
non issue anyway. I am merely thinking of the players here, and
their efforts towards building a character being hampered, in some
cases quite badly, by the current instability of this mud.


-----------------

poster: Chrono
subject: halfelf
date: Mon Mar 31 10:15:57 2003

compairing halfelf, elf and human something seems a little,
strange.. "out of tune" even if you want to say. here are things i
notice about halfelf.

stats for halfelf look most suited for a more fighter based guild,
while still being semi-effective at a caster, the stats still lean
towards fighter based.
moreover being stat based more towards fig types, the skill cost is
"slower" than humans, while their spell rate is "faster", which just
seems weird judging by stats.
secondly, i just think their exp rate could be a -tad- higher, being
they are half human and half elf, and both of those races have
relativly high exp rates, but that isn't much of a big deal.

i just think all and all that halfelf should be redone or at least
looked into, cuz it seems to me for that anyone that would like to
try "different races" they'd have a harder time with halfelf.

-----------------

poster: Khosan
subject: >>>Crash recovery
date: Mon Mar 31 15:15:31 2003

On Mon Mar 31 07:21:22 2003 Tranquil wrote post #1934:
> > 
> 
> Actually, it would not be any kind of reinc. If his player character
> is backed up from before said reinc, it would return as it was,
> before his reinc. If it saved after reinc, then the plaque would
> have updated by that time anyway, therefore the loss would be
> recorded. In either case, the player is not receiving any extra
> worth, or making any reinc tax back, etc etc.

Why do you assume that the plaque updates when the player file saves?
It doesn't. So it is perfectly possible that the player reinced,
player file saved, mud crashed. And now you propose when the mud
comes back up, that we should give the player free exp just because
the plaque is showing a higher worth for this player than his player
file, even tho the player file is actually correct (assuming the mud
crashes right after the player file saved). This would be the common
case since player files save much more frequently than the plaque.

Khosan

-----------------

poster: Goroharahad
subject: >halfelf
date: Tue Apr  1 15:54:38 2003

On Mon Mar 31 10:15:57 2003 Chrono wrote post #1935:
> compairing halfelf, elf and human something seems a little,
> strange.. "out of tune" even if you want to say. here are things i
> notice about halfelf.
> 
> stats for halfelf look most suited for a more fighter based guild,
> while still being semi-effective at a caster, the stats still lean
> towards fighter based.
> moreover being stat based more towards fig types, the skill cost is
> "slower" than humans, while their spell rate is "faster", which just
> seems weird judging by stats.
> secondly, i just think their exp rate could be a -tad- higher, being
> they are half human and half elf, and both of those races have
> relativly high exp rates, but that isn't much of a big deal.
> 
> i just think all and all that halfelf should be redone or at least
> looked into, cuz it seems to me for that anyone that would like to
> try "different races" they'd have a harder time with halfelf.
Do you mean I suck ? 

Goro :(

-----------------

poster: Tak
subject: revive dead
date: Wed Apr  2 06:55:06 2003

was thinking with all this talk about rev levels, and getting revved
tonight with 3 peoples globes in my inv, that it would be cool if
there was a way to touch all globes, with each extra globe reducing
penalty say 2%. anyway, nough blather
tak

-----------------

poster: Litho
subject: >revive dead
date: Wed Apr  2 09:15:47 2003

On Wed Apr  2 06:55:06 2003 Tak wrote post #1938:
> was thinking with all this talk about rev levels, and getting revved
> tonight with 3 peoples globes in my inv, that it would be cool if
> there was a way to touch all globes, with each extra globe reducing
> penalty say 2%. anyway, nough blather
> tak
I think that would RULE dude, great idea, seriously :-) and command
for it = touch globes

-----------------

poster: Mamoru
subject: >>revive dead
date: Wed Apr  2 09:16:47 2003

On Wed Apr  2 09:15:47 2003 Litho wrote post #1939:
> On Wed Apr  2 06:55:06 2003 Tak wrote post #1938:
> > was thinking with all this talk about rev levels, and getting revved
> > tonight with 3 peoples globes in my inv, that it would be cool if
> > there was a way to touch all globes, with each extra globe reducing
> > penalty say 2%. anyway, nough blather
> > tak
> I think that would RULE dude, great idea, seriously :-) and command
> for it = touch globes
but how would the rev xp get divided amongst the healers then?

my two cents
mams

-----------------

poster: Litho
subject: >>>revive dead
date: Wed Apr  2 09:17:35 2003

On Wed Apr  2 09:16:47 2003 Mamoru wrote post #1940:
> > > tonight with 3 peoples globes in my inv, that it would be cool if
> > > there was a way to touch all globes, with each extra globe reducing
> > > penalty say 2%. anyway, nough blather
> > > tak
> > I think that would RULE dude, great idea, seriously :-) and command
> > for it = touch globes
> but how would the rev xp get divided amongst the healers then?
> 
> my two cents
> mams
Simply do it by how much is taken from rev and divide it all equally
within the healers

-----------------

poster: Chrono
subject: >revive dead
date: Wed Apr  2 09:59:37 2003

i dislike this idea, besides 20% isn't much for on hand xp loss.,
good thing it isn't 50% or 75%:)

-----------------

poster: Bluemoon
subject: >>revive dead
date: Wed Apr  2 19:23:14 2003

On Wed Apr  2 09:59:37 2003 Chrono wrote post #1942:
> i dislike this idea, besides 20% isn't much for on hand xp loss.,
> good thing it isn't 50% or 75%:)
I agree, pretty soon people would just wait for enough healers to
come rev them for a 5% loss or something

-----------------

poster: Litho
subject: >>>revive dead
date: Wed Apr  2 19:43:35 2003

On Wed Apr  2 19:23:14 2003 Bluemoon wrote post #1943:
> On Wed Apr  2 09:59:37 2003 Chrono wrote post #1942:
> > i dislike this idea, besides 20% isn't much for on hand xp loss.,
> > good thing it isn't 50% or 75%:)
> I agree, pretty soon people would just wait for enough healers to
> come rev them for a 5% loss or something
And the problem here is what? they'd have to wait, and it would be a
team effort on healers

-----------------

poster: Quillz
subject: >>>>revive dead
date: Wed Apr  2 19:45:05 2003

On Wed Apr  2 19:43:35 2003 Litho wrote post #1944:
> On Wed Apr  2 19:23:14 2003 Bluemoon wrote post #1943:
> > On Wed Apr  2 09:59:37 2003 Chrono wrote post #1942:
> > > i dislike this idea, besides 20% isn't much for on hand xp loss.,
> > > good thing it isn't 50% or 75%:)
> > I agree, pretty soon people would just wait for enough healers to
> > come rev them for a 5% loss or something
> And the problem here is what? they'd have to wait, and it would be a
> team effort on healers
I agree with litho.  If they want jto wait, well, it's their time
lost.  And no one said that it coudln't be capped at 15% or
something...so people cant lower the penalty to 8 or 5....
anywho - I really like the idea of multiple globes. 
Q

-----------------

poster: Litho
subject: >>>>>revive dead
date: Wed Apr  2 19:45:45 2003

On Wed Apr  2 19:45:05 2003 Quillz wrote post #1945:
> > > > good thing it isn't 50% or 75%:)
> > > I agree, pretty soon people would just wait for enough healers to
> > > come rev them for a 5% loss or something
> > And the problem here is what? they'd have to wait, and it would be a
> > team effort on healers
> I agree with litho.  If they want jto wait, well, it's their time
> lost.  And no one said that it coudln't be capped at 15% or
> something...so people cant lower the penalty to 8 or 5....
> anywho - I really like the idea of multiple globes. 
> Q
Me too, i'd like having it as low as 10% would be acceptable, but it
would require like 5 healers.

-----------------

poster: Mamoru
subject: >>>>>>revive dead
date: Wed Apr  2 19:47:26 2003

On Wed Apr  2 19:45:45 2003 Litho wrote post #1946:
> On Wed Apr  2 19:45:05 2003 Quillz wrote post #1945:
> > > > > good thing it isn't 50% or 75%:)
> > > > I agree, pretty soon people would just wait for enough healers to
> > > > come rev them for a 5% loss or something
> > > And the problem here is what? they'd have to wait, and it would be a
> > > team effort on healers
> > I agree with litho.  If they want jto wait, well, it's their time
> > lost.  And no one said that it coudln't be capped at 15% or
> > something...so people cant lower the penalty to 8 or 5....
> > anywho - I really like the idea of multiple globes. 
> > Q
> Me too, i'd like having it as low as 10% would be acceptable, but it
> would require like 5 healers.
*cough* Join Hands
make it even tougher... has to be high priests with joined hands

mams

-----------------

poster: Litho
subject: >>>>>>>revive dead
date: Wed Apr  2 19:49:27 2003

On Wed Apr  2 19:47:26 2003 Mamoru wrote post #1947:
> > > lost.  And no one said that it coudln't be capped at 15% or
> > > something...so people cant lower the penalty to 8 or 5....
> > > anywho - I really like the idea of multiple globes. 
> > > Q
> > Me too, i'd like having it as low as 10% would be acceptable, but it
> > would require like 5 healers.
> *cough* Join Hands
> make it even tougher... has to be high priests with joined hands
> 
> mams
I was also thinking that, but maybe a alpha or beta skill (probably
work best in avatar), called avatar cooperation..

-----------------

poster: Mamoru
subject: >>>>>>>>revive dead
date: Wed Apr  2 19:49:57 2003

On Wed Apr  2 19:49:27 2003 Litho wrote post #1948:
> On Wed Apr  2 19:47:26 2003 Mamoru wrote post #1947:
> > > > lost.  And no one said that it coudln't be capped at 15% or
> > > > something...so people cant lower the penalty to 8 or 5....
> > > > anywho - I really like the idea of multiple globes. 
> > > > Q
> > > Me too, i'd like having it as low as 10% would be acceptable, but it
> > > would require like 5 healers.
> > *cough* Join Hands
> > make it even tougher... has to be high priests with joined hands
> > 
> > mams
> I was also thinking that, but maybe a alpha or beta skill (probably
> work best in avatar), called avatar cooperation..
good thoughts

-----------------

poster: Quillz
subject: >>>>>>>>>revive dead
date: Wed Apr  2 19:52:00 2003

On Wed Apr  2 19:49:57 2003 Mamoru wrote post #1949:
> On Wed Apr  2 19:49:27 2003 Litho wrote post #1948:
> > On Wed Apr  2 19:47:26 2003 Mamoru wrote post #1947:
> > > > > lost.  And no one said that it coudln't be capped at 15% or
> > > > > something...so people cant lower the penalty to 8 or 5....
> > > > > anywho - I really like the idea of multiple globes. 
> > > > > Q
> > > > Me too, i'd like having it as low as 10% would be acceptable, but it
> > > > would require like 5 healers.
> > > *cough* Join Hands
> > > make it even tougher... has to be high priests with joined hands
> > > 
> > > mams
> > I was also thinking that, but maybe a alpha or beta skill (probably
> > work best in avatar), called avatar cooperation..
> good thoughts
Dont follow up with two words to tstuff like this, - k thx. 
Anywho, maybe put an affecting skill in Avatar, but I really don't
think the bonuses should be that low in the guild tree. 
If anything, make it so only high priests can offer such low rev
costs - or it would most likely get out of hand, with a ton of
little avatards throwing globes at you. 
Q

-----------------

poster: Tektor
subject: Splitting
date: Thu Apr  3 05:53:03 2003

Would be interesting if the plaque still reflected the xp spent on
voodoo dolls since you always keep those bodies even if they
themselves are empty.

-----------------

poster: Zifnab
subject: >Splitting
date: Thu Apr  3 06:50:32 2003

On Thu Apr  3 05:53:03 2003 Tektor wrote post #1951:
> Would be interesting if the plaque still reflected the xp spent on
> voodoo dolls since you always keep those bodies even if they
> themselves are empty.
no. you lose the exp you spent on the doll.

-----------------

poster: Mamoru
subject: just a thought
date: Thu Apr  3 08:05:22 2003

i was just thinking, maybe healers (at higher levels in guild rank)
should get an escape death special from their ankh
something along the lines of: The gods thank you for your loyal
devotion, and grant you protection.
that way there are ppl around to rev other ppl....
again, just a thought
mams

-----------------

poster: Pedron
subject: >just a thought
date: Thu Apr  3 08:12:14 2003

On Thu Apr  3 08:05:22 2003 Mamoru wrote post #1953:
> i was just thinking, maybe healers (at higher levels in guild rank)
> should get an escape death special from their ankh
> something along the lines of: The gods thank you for your loyal
> devotion, and grant you protection.
> that way there are ppl around to rev other ppl....
> again, just a thought
> mams
Request admins to put +escape death at increasing %s 
going along with increasing ranks. :)
Not many people use escape death eq for the escape 
death stat that I've seen..

-----------------

poster: Trunks
subject: >>just a thought
date: Thu Apr  3 08:27:03 2003

High priests get death ritual which gives them escape death

-----------------

poster: Energystar
subject: clients
date: Fri Apr  4 17:29:43 2003

Do we have a channel to talk about mudclients? Would be nice to have
one if not.
--es.

-----------------

poster: Wildchild
subject: >clients
date: Sat Apr  5 02:06:31 2003

On Fri Apr  4 17:29:43 2003 Energystar wrote post #1956:
> Do we have a channel to talk about mudclients? Would be nice to have
> one if not.
> --es.

Geek doesn't suffice? :)

-WildChild

-----------------

poster: Spoof
subject: aim
date: Sat Apr  5 02:16:44 2003

Could we have a option like icq but for aim?

Spoof

-----------------

poster: Litho
subject: New emotes
date: Sun Apr  6 11:57:12 2003

syeah - You go, "Shit yeah!"
word LIV - You turn to LIV and say, "Word."

-----------------

poster: Pedron
subject: mistmage lodestones
date: Sun Apr  6 13:11:03 2003

let us rub lodestones on the ground while in mistform! :P

-----------------

poster: Afkaserious
subject: Summary
date: Mon Apr  7 19:50:45 2003

How about adding kills to the summary?
We can know our daily kills, and total
Well, that's all
Afka

-----------------

poster: Pedron
subject: super raena
date: Tue Apr  8 01:37:18 2003

Make her do revives with minimum possible 
revive exp penalty to player.
Make her do normal reincs for people too.

Ask raena for revive, ask raena for reinc.

Remember, not special lowcost reincs or supercheap revives- 
just a revive as though she were best trained avatar 
and normal cost reinc.  Healers would love it! ;)

-pedron fooberdoo

-----------------

poster: Pedron
subject: >super raena
date: Tue Apr  8 01:39:16 2003

On Tue Apr  8 01:37:18 2003 Pedron wrote post #1963:
> Make her do revives with minimum possible 
> revive exp penalty to player.
> Make her do normal reincs for people too.
> 
> Ask raena for revive, ask raena for reinc.
> 
> Remember, not special lowcost reincs or supercheap revives- 
> just a revive as though she were best trained avatar 
> and normal cost reinc.  Healers would love it! ;)
> 
> -pedron fooberdoo
Ask raena for ereg!  Ask raena for.. that feed people spell..
ask raena for food!  ask raena for.. 
oh well that enough.. share suffering! ok.. that enough for real now. :)

-pedron superdedoo

-----------------

poster: Litho
subject: >>super raena
date: Tue Apr  8 01:40:28 2003

On Tue Apr  8 01:39:16 2003 Pedron wrote post #1964:
> > Remember, not special lowcost reincs or supercheap revives- 
> > just a revive as though she were best trained avatar 
> > and normal cost reinc.  Healers would love it! ;)
> > 
> > -pedron fooberdoo
> Ask raena for ereg!  Ask raena for.. that feed people spell..
> ask raena for food!  ask raena for.. 
> oh well that enough.. share suffering! ok.. that enough for real now. :)
> 
> -pedron superdedoo
Ask raena for head?
,

-----------------

poster: Pedron
subject: New Spell: Call to Glory!
date: Tue Apr  8 01:46:28 2003

A big holy area attack spell that blinds all the 
aggressive/attacking monsters in the room!
And hurts them too, but blind them to make them 
hit less frequently.  If they weren't aggressive 
and you shoot them with this, they just get hurt bad and turn on you.
Not blinded since they were minding their own business till you 
blasted them.

Could be Blinding Light or Holy Radiance or whatever other name.
Just thought Call to Glory had a ring to it.
Maybe instead of miss a bit more, it fuddles their spell/skill use 
temporarily.  Either way, something neat like that 
in Avatar/Exorcist+  Templar maybe, weaken power and 
consider it a sharp defensive spell. :)

-Pedron foo

-----------------

poster: Pedron
subject: >New Spell: Call to Glory!
date: Tue Apr  8 01:48:52 2003

On Tue Apr  8 01:46:28 2003 Pedron wrote post #1966:
> A big holy area attack spell that blinds all the 
> aggressive/attacking monsters in the room!
> And hurts them too, but blind them to make them 
> hit less frequently.  If they weren't aggressive 
> and you shoot them with this, they just get hurt bad and turn on you.
> Not blinded since they were minding their own business till you 
> blasted them.
> 
> Could be Blinding Light or Holy Radiance or whatever other name.
> Just thought Call to Glory had a ring to it.
> Maybe instead of miss a bit more, it fuddles their spell/skill use 
> temporarily.  Either way, something neat like that 
> in Avatar/Exorcist+  Templar maybe, weaken power and 
> consider it a sharp defensive spell. :)
> 
> -Pedron foo
And make a 1 line BOLD WHITE echoall go with it too!

Yes.. Something 1-line spammy for all the mud to see and not be 
hurt by the way that harmer thing does..

-NOAH!!!

-----------------

poster: Tektor
subject: Clan allinfo
date: Tue Apr  8 05:42:01 2003

Maybe have it sorted in aphlabetical order or somesuch or options on
ways to sort it.

-----------------

poster: Chewba
subject: Roving Mobs/ Revenge attacks
date: Wed Apr  9 08:33:23 2003

I think it would be a spiffing idea to have monsters roving about
the vmaps of each island. After all we wander around. there could be
different monsters and they would only attack players based on level
. . e.g. mr 100exp monster would not attack or be able to be killed
by lever 50 player
but mr 100 k exp monster would 
This could be evented like viking attack but personally i think they
should be roving all the time ... like gazelle on the plains or
wolves in the forests or geese migrating etc etc etc. 

Idea #2 we should have bounty hunter mobs that attack eq parties or
people that kill certain mobs. Imagine thinking your safe in cs
counting your loots after a run into newbie forest and BOBA FETT
zzzaps ya! dunno how it would work cos I aint thought it through and
its too early in the mornin.

So thats my food for thought.

toodle pip

Chewy Chewba

-----------------

poster: Chrono
subject: best_hit display
date: Wed Apr  9 13:51:49 2003

i think it would rock, mostly for fig types w/ multiple weapon
skills/types, but i think it would be cool to see on "best_hit
display" what weapon we hit our highest hit with, not that important
but i think it'd be a cool little extra.

so it could say: Your best weapon hit was a [54] and it was with
Hammer of the piercing Swords.

-----------------

poster: Rythion
subject: Emote: sure
date: Wed Apr  9 18:33:29 2003

I think this new sure emote is not as useful as the old SUUUUUUUURE one
umm
change back the old sure and make new sure something else?
or something like that
-Rythion

-----------------

poster: Litho
subject: >Emote: sure
date: Thu Apr 10 04:12:10 2003

On Wed Apr  9 18:33:29 2003 Rythion wrote post #1971:
> I think this new sure emote is not as useful as the old SUUUUUUUURE one
> umm
> change back the old sure and make new sure something else?
> or something like that
> -Rythion
I agree i look like an idiot when i try to critisize with the sure emote now

-----------------

poster: Chewba
subject: my heavenly body (or comets)
date: Thu Apr 10 09:21:51 2003

I think that we should have a comet that visits iom every few months
for a month or so. When the comet arrives this does strange things
to the monsters and they become slightly weaker but more aggro as
they are affected. This could spring a variety of events .. 
Players who reinc or are created in this time could be born with
deformaties and as a balance there could be a slight 
ncrese/decrease to one of their racial stats/maxes. I persoannally
would love to have a third nipple.

Anyways there is a nother half thought through idea for you all to chew on.

Thanks 

Mr Chewba

-----------------

poster: Bluemoon
subject: >my heavenly body (or comets)
date: Thu Apr 10 09:23:39 2003

On Thu Apr 10 09:21:51 2003 Chewba wrote post #1973:
> I think that we should have a comet that visits iom every few months
> for a month or so. When the comet arrives this does strange things
> to the monsters and they become slightly weaker but more aggro as
> they are affected. This could spring a variety of events ..  events here ..eg plagues...earthquakes...free eq>
> Players who reinc or are created in this time could be born with
> deformaties and as a balance there could be a slight 
> ncrese/decrease to one of their racial stats/maxes. I persoannally
> would love to have a third nipple.
> 
> Anyways there is a nother half thought through idea for you all to chew on.
> 
> Thanks 
> 
> Mr Chewba
I think its a good idea to start with...the comet part...and the
effects to mobs and such...not sure about the players though
But I think it'd be cool to also have cults that will sacrifice
themselves when the comets appear..EAT THE PUDDING!

-----------------

poster: Chewba
subject: >>my heavenly body (or comets)
date: Thu Apr 10 09:25:18 2003

On Thu Apr 10 09:23:39 2003 Bluemoon wrote post #1974:
> On Thu Apr 10 09:21:51 2003 Chewba wrote post #1973:
> > I think that we should have a comet that visits iom every few months
> > for a month or so. When the comet arrives this does strange things
> > to the monsters and they become slightly weaker but more aggro as
> > they are affected. This could spring a variety of events ..  > events here ..eg plagues...earthquakes...free eq>
> > Players who reinc or are created in this time could be born with
> > deformaties and as a balance there could be a slight 
> > ncrese/decrease to one of their racial stats/maxes. I persoannally
> > would love to have a third nipple.
> > 
> > Anyways there is a nother half thought through idea for you all to chew
on.
> > 
> > Thanks 
> > 
> > Mr Chewba
> I think its a good idea to start with...the comet part...and the
> effects to mobs and such...not sure about the players though
> But I think it'd be cool to also have cults that will sacrifice
> themselves when the comets appear..EAT THE PUDDING!
or Random Clans!!!

-----------------

poster: Kiliana
subject: bug channel
date: Thu Apr 10 23:27:37 2003

I suggest that a new channel, entitled bugs be reported. This
channel would be specifically for the discussion of bugs.. a channel
where you could discuss oddities, to determine whether or not its a
bug, or if your doing something wrong. Imho, if there was a
dedicated channel for this use, ,players could help each other, and
it would cut down on the amount of bug reports on things that arent
truly bugs.. while also having the dual purpose of helping people
through some of the stranger situations of the mud (such as the
confusion of having 2 safes with the same name!) anyway, flame away!
-love kili

-----------------

poster: Taric
subject: new wish thing
date: Mon Apr 14 03:26:11 2003

Buy an unchatcurse for 5 tps!

-----------------

poster: Switchblade
subject: new emote (obscenish)
date: Tue Apr 15 04:11:37 2003

freaky LIV STR
You moan as  blocks the sun with his penis, plunging  into
darkness once again.

freaky STR
You cackle as you block the sun with your penis, plunging  into
darkness once again.

freaky
You cackle as you block the sun with your penis!

freaky LIV
You moan as  blocks the sun with his penis, plunging your world
into darkness!

or something to that effect

-----------------

poster: Artea
subject: New damage rating
date: Wed Apr 16 03:30:33 2003

I would like to see a higher damage rating, or 2, added above
incredible.  Using evoker 4 rounder spells, I can do incredible
damage with only 1 piece of eq on, and there are many other mages at
an equal caliber, not to mention a more powerful spell (peb). 
Perhaps the mud has grown enough to make necessary 1 or 2 more
damage ratings?

art

-----------------

poster: Pedron
subject: >New damage rating
date: Wed Apr 16 03:32:27 2003

On Wed Apr 16 03:30:33 2003 Artea wrote post #1979:
> I would like to see a higher damage rating, or 2, added above
> incredible.  Using evoker 4 rounder spells, I can do incredible
> damage with only 1 piece of eq on, and there are many other mages at
> an equal caliber, not to mention a more powerful spell (peb). 
> Perhaps the mud has grown enough to make necessary 1 or 2 more
> damage ratings?
> 
> art
pretty sure incredible is just the rating given to a quantity of 
damage above foo.  you could still be doing foo + 100 or 
foo +1000 or foo +5 zillion damage I hope?  No actual cap?

-----------------

poster: Artea
subject: >>New damage rating
date: Wed Apr 16 03:35:09 2003

On Wed Apr 16 03:32:27 2003 Pedron wrote post #1980:
> On Wed Apr 16 03:30:33 2003 Artea wrote post #1979:
> > I would like to see a higher damage rating, or 2, added above
> > incredible.  Using evoker 4 rounder spells, I can do incredible
> > damage with only 1 piece of eq on, and there are many other mages at
> > an equal caliber, not to mention a more powerful spell (peb). 
> > Perhaps the mud has grown enough to make necessary 1 or 2 more
> > damage ratings?
> > 
> > art
> pretty sure incredible is just the rating given to a quantity of 
> damage above foo.  you could still be doing foo + 100 or 
> foo +1000 or foo +5 zillion damage I hope?  No actual cap?
Exactly..  what I'm saying is you can go well beyond foo now..
perhaps there should be a milestone or 2?  I realize your damage
isn't actually staying the same..

art

-----------------

poster: Mixer
subject: >new wish thing
date: Wed Apr 16 03:39:37 2003

On Mon Apr 14 03:26:11 2003 Taric wrote post #1977:
> Buy an unchatcurse for 5 tps!
No, stop acting like a bunghole for free.

-----------------

poster: Zyz
subject: >New damage rating
date: Wed Apr 16 04:25:02 2003

On Wed Apr 16 03:30:33 2003 Artea wrote post #1979:
> I would like to see a higher damage rating, or 2, added above
> incredible.  Using evoker 4 rounder spells, I can do incredible
> damage with only 1 piece of eq on, and there are many other mages at
> an equal caliber, not to mention a more powerful spell (peb). 
> Perhaps the mud has grown enough to make necessary 1 or 2 more
> damage ratings?
> 
> art
Are you sure the evoker spell damage is much higher than base
incredible? Even 5% higher? Sure we can add 500 int.. but does that
cause substantially higher damage? The 2-rounder incredible is
certainly lower damage than the 4-rounder incredible, but is it
comparable to the difference between the top of enormous and the
bottom of incredible? If people are doing a "rating" higher (e.g.
the difference between the bottom and top of HUGE), then I think
this is a good idea. If not, then not.. 

-----------------

poster: Lurch
subject: New race!
date: Thu Apr 17 01:45:21 2003

I thought, hey, wouldn't it be neat to have a race that like, started
at 1 inch or so and just continued to grow an inch at a time forever?
(well, maybe not forever, but I don't know how the growth system
works exactly) I came up with an idea, check this out.
(No, I'm not joking, I'm serious)

-----------------------------------------------------------------------------
                                   B l o b                                  
-----------------------------------------------------------------------------
Blobs are disgusting comglomerations of goo. They start out very small, and
grow very very slowly, but never stop growing. Those that are seen adventuring
have developed enough intelligence to be able to mold their gooey form into
a humanoid form. Though not adept at learning, they are persistant and
well-rounded students. They can sense their surroundings and devour nearly
anything, but have difficulty communicating with others.
-----------------------------------------------------------------------------
   Strength : Above Ave  Intelligence : Above Ave  Constitution : Poor      
   Wisdom   : Good       Dexterity    : Below Ave  Stamina      :
Below Ave      
   Hp regen : Average    Sp regen     : Good       Ep regen     :
Average      
-----------------------------------------------------------------------------
They can train skills up to 100%
They can study spells up to 100%
Their experience rate is ?? % (don't know how the system for this works)
Average height: Varies
Average mass: 5 per inch
They are considered to be totally repulsive creatures.
-----------------------------------------------------------------------------
They learn skills slower than humans.
They learn spells slower than humans.
They can see in the dark.
They can eat corpses.
They are naturally resistant to poison damage.
They are naturally resistant to physical damage.
They are naturally extremely vulnerable to cold damage.
They are naturally resistant to psionic damage.
They are naturally resistant to fire damage.
They are naturally vulnerable to magical damage.
They are naturally vulnerable to acid damage.
-----------------------------------------------------------------------------


-----------------

poster: Pedron
subject: >New race!
date: Thu Apr 17 03:10:13 2003

On Thu Apr 17 01:45:21 2003 Lurch wrote post #1985:
> I thought, hey, wouldn't it be neat to have a race that like, started
> at 1 inch or so and just continued to grow an inch at a time forever?
> (well, maybe not forever, but I don't know how the growth system
> works exactly) I came up with an idea, check this out.
> (No, I'm not joking, I'm serious)
> 
> -----------------------------------------------------------
-----------------
>                                    B l o b                                  
> -----------------------------------------------------------
-----------------
> Blobs are disgusting comglomerations of goo. They start out very small, and
> grow very very slowly, but never stop growing. Those that are seen
adventuring
> have developed enough intelligence to be able to mold their gooey form into
> a humanoid form. Though not adept at learning, they are persistant and
> well-rounded students. They can sense their surroundings and devour nearly
> anything, but have difficulty communicating with others.
> -----------------------------------------------------------
-----------------
>    Strength : Above Ave  Intelligence : Above Ave  Constitution : Poor      
>    Wisdom   : Good       Dexterity    : Below Ave  Stamina      :
> Below Ave      
>    Hp regen : Average    Sp regen     : Good       Ep regen     :
> Average      
> -----------------------------------------------------------
-----------------
> They can train skills up to 100%
> They can study spells up to 100%
> Their experience rate is ?? % (don't know how the system for this works)
> Average height: Varies
> Average mass: 5 per inch
> They are considered to be totally repulsive creatures.
> -----------------------------------------------------------
-----------------
> They learn skills slower than humans.
> They learn spells slower than humans.
> They can see in the dark.
> They can eat corpses.
> They are naturally resistant to poison damage.
> They are naturally resistant to physical damage.
> They are naturally extremely vulnerable to cold damage.
> They are naturally resistant to psionic damage.
> They are naturally resistant to fire damage.
> They are naturally vulnerable to magical damage.
> They are naturally vulnerable to acid damage.
> -----------------------------------------------------------
-----------------
> 
make em vuln to fire, res to acid I think..
Neat looking race to me, though nobody cares about my opinion. :)
They'd have to grow twice normal rate or something 
if starting at 1 inch..

-----------------

poster: Tranquil
subject: >New race!
date: Fri Apr 18 02:51:52 2003

You play retroMUD way too much...


-----------------

poster: Lurch
subject: >>New race!
date: Fri Apr 18 09:42:29 2003

On Fri Apr 18 02:51:52 2003 Tranquil wrote post #1987:
> You play retroMUD way too much...
> 
Never been there, what's the address? ;) (nevermind, btw)

and pedron, they're a blob of goo, it doesn't burn, but the acid
mixed with it and eats away throughout... at least that's the idea ;)

-----------------

poster: Draco
subject: charisma of races
date: Sun Apr 20 21:18:20 2003

from talking to a few people that reinc just a bit like me, i've
come to the conclusion that the charisma on races may alter a few
point but not much. I would like to see this be more various.

for instance, you are walking down the halls of your local mall, you
see an absolute gorgeous woman walking by. Half a minute later, you
see a totally butt-ugly woman walk by and you would like to run into
the bathroom and hurl uncontrollably.

What I would like to see happen is make the charisma of each race
altar more than a few points, to show that some are good looking,
some are average, and some should just go hide in a cave.

That is all
-Dracopants

-----------------

poster: Litho
subject: >charisma of races
date: Sun Apr 20 22:40:10 2003

On Sun Apr 20 21:18:20 2003 Draco wrote post #1989:
> see an absolute gorgeous woman walking by. Half a minute later, you
> see a totally butt-ugly woman walk by and you would like to run into
> the bathroom and hurl uncontrollably.
> 
> What I would like to see happen is make the charisma of each race
> altar more than a few points, to show that some are good looking,
> some are average, and some should just go hide in a cave.
> 
> That is all
> -Dracopants
I think trolls (or draco irl) should get 500 cha, tks

-----------------

poster: Draco
subject: >>charisma of races
date: Sun Apr 20 22:41:35 2003

On Sun Apr 20 22:40:10 2003 Litho wrote post #1990:
> On Sun Apr 20 21:18:20 2003 Draco wrote post #1989:
> > see an absolute gorgeous woman walking by. Half a minute later, you
> > see a totally butt-ugly woman walk by and you would like to run into
> > the bathroom and hurl uncontrollably.
> > 
> > What I would like to see happen is make the charisma of each race
> > altar more than a few points, to show that some are good looking,
> > some are average, and some should just go hide in a cave.
> > 
> > That is all
> > -Dracopants
> I think trolls (or draco irl) should get 500 cha, tks
i mean vary more with say 0-20 of average race charisman, not 0-500

-----------------

poster: Tektor
subject: >>>charisma of races
date: Sun Apr 20 22:42:41 2003

On Sun Apr 20 22:41:35 2003 Draco wrote post #1991:
> On Sun Apr 20 22:40:10 2003 Litho wrote post #1990:
> > On Sun Apr 20 21:18:20 2003 Draco wrote post #1989:
> > > see an absolute gorgeous woman walking by. Half a minute later, you
> > > see a totally butt-ugly woman walk by and you would like to run into
> > > the bathroom and hurl uncontrollably.
> > > 
> > > What I would like to see happen is make the charisma of each race
> > > altar more than a few points, to show that some are good looking,
> > > some are average, and some should just go hide in a cave.
> > > 
> > > That is all
> > > -Dracopants
> > I think trolls (or draco irl) should get 500 cha, tks
> i mean vary more with say 0-20 of average race charisman, not 0-500
that would affect bard alot i think cha should be more of a real
stat like the others

-----------------

poster: Baer
subject: >charisma of races
date: Mon Apr 21 02:04:36 2003

Well that first woman is an elf, the second woman is a troll.

-----------------

poster: Bahgtru
subject: >>charisma of races
date: Mon Apr 21 04:27:00 2003

On Mon Apr 21 02:04:36 2003 Baer wrote post #1993:
> Well that first woman is an elf, the second woman is a troll.
First is Jant, 2nd is ugly as Baer?

-----------------

poster: Switchblade
subject: dmg rating
date: Mon Apr 21 19:28:01 2003

I think uhh, there should be a damage rating above incredible..  
such that only maybe the top evokers can get to it..
it won't signify actually increasing anyones damage.. but might just be put in
towards the top of incredible so peeps can have bragging rights that they've
reached......    LUDICROUS DAMAAAAAAAGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

yeah you know it would be cool to say

d000d it is just LUDeycrous that my flaming strike is so
craazzzzyyy.. stay outta my way i do LUDICROUS damage!!!

well, i guess you could go around saying that now if you were like artea
but due to recent fix/tune to stats/damage on the high end
maybe a little silly damage rating would ease some bruised feeelings
-switcharoo the ridiculous

-----------------

poster: Phire
subject: >dmg rating
date: Mon Apr 21 19:29:37 2003

On Mon Apr 21 19:28:01 2003 Switchblade wrote post #1995:
> I think uhh, there should be a damage rating above incredible..  
> such that only maybe the top evokers can get to it..
> it won't signify actually increasing anyones damage.. but might just be
put in
> towards the top of incredible so peeps can have bragging rights that they've
> reached......    LUDICROUS DAMAAAAAAAGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
> 
> yeah you know it would be cool to say
> 
> d000d it is just LUDeycrous that my flaming strike is so
> craazzzzyyy.. stay outta my way i do LUDICROUS damage!!!
> 
> well, i guess you could go around saying that now if you were like artea
> but due to recent fix/tune to stats/damage on the high end
> maybe a little silly damage rating would ease some bruised feeelings
> -switcharoo the ridiculous
How do we know that there aren't higher damage ratings, but none of
us are uber enough to 
get it yet?


-----------------

poster: Draco
subject: >>dmg rating
date: Mon Apr 21 19:32:07 2003

On Mon Apr 21 19:29:37 2003 Phire wrote post #1996:
> On Mon Apr 21 19:28:01 2003 Switchblade wrote post #1995:
> > I think uhh, there should be a damage rating above incredible..  
> > such that only maybe the top evokers can get to it..
> > it won't signify actually increasing anyones damage.. but might just be
> put in
> > towards the top of incredible so peeps can have bragging rights that
they've
> > reached......    LUDICROUS DAMAAAAAAAGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
> > 
> > yeah you know it would be cool to say
> > 
> > d000d it is just LUDeycrous that my flaming strike is so
> > craazzzzyyy.. stay outta my way i do LUDICROUS damage!!!
> > 
> > well, i guess you could go around saying that now if you were like artea
> > but due to recent fix/tune to stats/damage on the high end
> > maybe a little silly damage rating would ease some bruised feeelings
> > -switcharoo the ridiculous
> How do we know that there aren't higher damage ratings, but none of
> us are uber enough to 
> get it yet?
> 
easy, as a 700m gem blaster i was doing incredible damage, no doubt
the low end of it, but if i was able to do that, certainly a 4gig
evoker with a topslot eq set would do much more than i was.

-----------------

poster: Switchblade
subject: >>dmg rating
date: Mon Apr 21 19:32:41 2003


I don't believe thats the case (tho of course i could be wrong)
even if there was - since recent tune i bet top peeps are at least
10% farther away
from that "beyond level" then they were b4 the tune so it will be a
looong ass time
if ever, b4 they get there....  SHRUGGGGGG   

-----------------

poster: Griffy
subject: wad area 
date: Wed Apr 23 08:20:58 2003

*You blow your wad all over Tuffgong!
now that i got tuffgong, i wana get everyone els in cs, but im lazzy
and cant share the love without typeing everyone in
how about an aera type wad emote?
nail everyone!
while we are at it, area humps!

-----------------

poster: Litho
subject: >wad area 
date: Wed Apr 23 08:21:25 2003

On Wed Apr 23 08:20:58 2003 Griffy wrote post #1999:
> *You blow your wad all over Tuffgong!
> now that i got tuffgong, i wana get everyone els in cs, but im lazzy
> and cant share the love without typeing everyone in
> how about an aera type wad emote?
> nail everyone!
> while we are at it, area humps!
Or...don't be lazy?
,


-----------------

poster: Griffy
subject: follow up
date: Wed Apr 23 08:21:37 2003

hump hump hump hump hump

-----------------

poster: Switchblade
subject: >>wad area 
date: Wed Apr 23 08:21:49 2003

or..  recipe for ultra spam maybe?  :)  no thanks!

-----------------

poster: Moose
subject: condition orbit
date: Wed Apr 23 19:22:23 2003

I think. Condition orbit should show if there is a mist in the room.

thanks

-----------------

poster: Tro
subject: Change a battle situation?
date: Wed Apr 23 20:23:02 2003

I have duoed with an Elementalist. He start the fight so he can get
a stun/dazed from his amulet or from a normal blast. When he gets a
stun/daze I can never follow with a normal assisting skill use. I am
also not fighting normally with my swords as the tank I am suppoused
to be. To engage I need to use commands for the specific mob. Is
there a reason why it is like this? I mean my idea is to code it so
the mob acknowledge he is attacked and "attack back", yet he is
stunned directly after. I wou
ld like to know why it is like this? Has it been exploited? Do you
guys think the mob being stunned should be as if the fight never
started? Is there another command I should use to "assist" my blast
starting Elementalist? Hugs and thanks!    Tro the Forever Newbie
**

-----------------

poster: Draco
subject: >Change a battle situation?
date: Thu Apr 24 01:29:55 2003

On Wed Apr 23 20:23:02 2003 Tro wrote post #2005:
> I have duoed with an Elementalist. He start the fight so he can get
> a stun/dazed from his amulet or from a normal blast. When he gets a
> stun/daze I can never follow with a normal assisting skill use. I am
> also not fighting normally with my swords as the tank I am suppoused
> to be. To engage I need to use commands for the specific mob. Is
> there a reason why it is like this? I mean my idea is to code it so
> the mob acknowledge he is attacked and "attack back", yet he is
> stunned directly after. I wou
> ld like to know why it is like this? Has it been exploited? Do you
> guys think the mob being stunned should be as if the fight never
> started? Is there another command I should use to "assist" my blast
> starting Elementalist? Hugs and thanks!    Tro the Forever Newbie
> **
well its like this, you were in first position, but since he stunned
the mob, your not thrown in because the mob has not recognized you
as a party member of his. if you dont attack, you will only be
recognized after the mob tries to strike back at him, and you step
in the way, then you are labeled as a combatant and you are able to
use skills without targeting.

If you need this explained clearer let me know, but i think this is
as clear as i need to be

-----------------

poster: Zyz
subject: >Change a battle situation?
date: Thu Apr 24 03:44:07 2003

On Wed Apr 23 20:23:02 2003 Tro wrote post #2005:
> also not fighting normally with my swords as the tank I am suppoused
> to be. To engage I need to use commands for the specific mob. Is
> there a reason why it is like this? I mean my idea is to code it so
> the mob acknowledge he is attacked and "attack back", yet he is
> stunned directly after. I wou
> ld like to know why it is like this? Has it been exploited? Do you
> guys think the mob being stunned should be as if the fight never
> started? Is there another command I should use to "assist" my blast
> starting Elementalist? Hugs and thanks!    Tro the Forever Newbie
> **
Draco explained why it happens in the previous post. To get around
this situation, simply type 'kill '  then 'use '
after the spell hits. Or, 'do kill ;use ', or just
make a command for the whole thing. Anyway, good luck.

-----------------

poster: Darc
subject: traveler herbs
date: Fri Apr 25 01:43:28 2003

traveler guilds needs a herb preference skill, not much point ion
mages getting yellow ones, is there?
this would help exp rate and other suchs things.

-----------------

poster: Draco
subject: >traveler herbs
date: Fri Apr 25 03:11:19 2003

On Fri Apr 25 01:43:28 2003 Darc wrote post #2008:
> traveler guilds needs a herb preference skill, not much point ion
> mages getting yellow ones, is there?
> this would help exp rate and other suchs things.
yes and why dont we just give mages healing spells,5000 HPS, and a 1
round spell that restores all of thier sps. comeon get real, many
mages dont even have traveler and have to wait like everyone else.
stop complaining

-----------------

poster: Zyz
subject: >>traveler herbs
date: Fri Apr 25 03:24:33 2003

On Fri Apr 25 03:11:19 2003 Draco wrote post #2009:
> On Fri Apr 25 01:43:28 2003 Darc wrote post #2008:
> > traveler guilds needs a herb preference skill, not much point ion
> > mages getting yellow ones, is there?
> > this would help exp rate and other suchs things.
> yes and why dont we just give mages healing spells,5000 HPS, and a 1
> round spell that restores all of thier sps. comeon get real, many
> mages dont even have traveler and have to wait like everyone else.
> stop complaining
Yeah, that idea was for ultimate power... he's paid for the traveler
levels, he's asking for a herb preference skill that he'd still have
to pay for, and herbs won't increase his rate much anyway. Stop
bitching at people for posting ideas.

-----------------

poster: Tektor
subject: Ignore
date: Fri Apr 25 05:17:18 2003

Ignore should be changed so that when you ignore someone you can't
send them a tell.
To me its abusing the purpose of the command. I see no point in
continuing to send someone tells when you obviously don't want to
conversate with them.

-----------------

poster: Griffy
subject: curse
date: Sat Apr 26 02:25:24 2003

i remember having the spell curse, think i was witch, now sure
but it needs to do something, you cast it and it ses the dude turns
into a frog,... annnd? he didnt.. 
should turn him into a frog! for real! no lose in ability, stats,
just hight, hes now a 1/2 foot tall green frog!
make a cool brand makrk "has anoyed griffy!" or "has been cursed by griffy"
or something like that
hell, if anyone likes that, could even give healers the "kiss frog" skill :P

-----------------

poster: Griffy
subject: haha
date: Sat Apr 26 02:28:39 2003

Tranquil tells you: we need some way to screen out poopy ideas
before they get posted in news
 eh eh

-----------------

poster: Zifnab
subject: >curse
date: Sat Apr 26 03:03:37 2003

On Sat Apr 26 02:25:24 2003 Griffy wrote post #2012:
> i remember having the spell curse, think i was witch, now sure
> but it needs to do something, you cast it and it ses the dude turns
> into a frog,... annnd? he didnt.. 
> should turn him into a frog! for real! no lose in ability, stats,
> just hight, hes now a 1/2 foot tall green frog!
> make a cool brand makrk "has anoyed griffy!" or "has been cursed by griffy"
> or something like that
> hell, if anyone likes that, could even give healers the "kiss frog" skill :P

The problem with this type of stuff and why it was removed is that
we attract a crowd of players that do this type of stuff strictly to annoy/
pester/bother other players. That is not the type of things we want players
doing just because they can.

-----------------

poster: Litho
subject: >>curse
date: Sat Apr 26 04:58:30 2003

On Sat Apr 26 03:03:37 2003 Zifnab wrote post #2014:
> > should turn him into a frog! for real! no lose in ability, stats,
> > just hight, hes now a 1/2 foot tall green frog!
> > make a cool brand makrk "has anoyed griffy!" or "has been cursed by
griffy"
> > or something like that
> > hell, if anyone likes that, could even give healers the "kiss frog"
skill :P
> 
> The problem with this type of stuff and why it was removed is that
> we attract a crowd of players that do this type of stuff strictly to annoy/
> pester/bother other players. That is not the type of things we want players
> doing just because they can.
If frog curse comes back, then you have to bring back banish from mnavs thx

-----------------

poster: Zifnab
subject: >>>curse
date: Sat Apr 26 14:54:46 2003

On Sat Apr 26 04:58:30 2003 Litho wrote post #2015:
> On Sat Apr 26 03:03:37 2003 Zifnab wrote post #2014:
> > > should turn him into a frog! for real! no lose in ability, stats,
> > > just hight, hes now a 1/2 foot tall green frog!
> > > make a cool brand makrk "has anoyed griffy!" or "has been cursed by
> griffy"
> > > or something like that
> > > hell, if anyone likes that, could even give healers the "kiss frog"
> skill :P
> > 
> > The problem with this type of stuff and why it was removed is that
> > we attract a crowd of players that do this type of stuff strictly to
annoy/
> > pester/bother other players. That is not the type of things we want
players
> > doing just because they can.
> If frog curse comes back, then you have to bring back banish from mnavs thx

Thank you for telling me what we _have_ to do.

Perhaps I could tell you a f ew things you have to do?

-----------------

poster: Jaws
subject: familiars
date: Mon Apr 28 01:24:33 2003

allow you to have ansi colors in their names

Jaws

-----------------

poster: Chrono
subject: for fun
date: Mon Apr 28 17:06:52 2003

nothing really useful but would be fun, i think it'd be cool to have
a new party command... "party times", shows each member, how long
each has been in the party, and how much xp they've made in that
time, dunno if it would be hard or not, but also don't make it reset
with "party reset".., anyway just a fun idea i thought of.:)

-----------------

poster: Jaws
subject: familiars
date: Tue Apr 29 02:57:36 2003

with the growing population of players with familiars
and with the abilities of the animal trainer tree
it would be nice if party heal and party refresh affected them as well

Jaws

-----------------

poster: Rancor
subject: Soul steal
date: Tue Apr 29 03:21:53 2003

save
Just putting this idea out there.  Soul steal got tuned a while
back.  Yes it was out dealing dmg in evoker which I do not believe
is right.  However witches are restricted to 2 or 3 even close to
decent dtypes(meaning blast spell could be usefull) Elec(shock),
Psi(soul steal and cyto), and Fire( spontaneous combustion)  My
current spell cost on soul steal is 151 with a top slot int set and
something like 700 int,  The spell does huge damage.( mind you I
know guild rank plays a big part)   I believe this spell cost to be
a bit high as it stand right now the dmg output of a witch(who is
also a mage) is nowhere near the output of an evoker. Evoker have
the same dmg rating if not a bit higher at my worth and set(I was
just one) and a significantly lower spell cost which lets them blast
for far longer(hence more dmg output) now I am not saying that they
should be equal,  as evoker are strickly dmg dealers,  how ever with
the majority of blast spells in witch at a limited use level and the
omicron spell costing me a whopping 150 sps this seems a little out
of balance.   Psi dmg is really not even valued as high as any of
the other dtypes now in an exp party or eq party.  AS  noone vulns
psi and all and evokers have a far less spell cost.  Maybe drop the
sps cost on soul steal a tad?  Just an IDEA no need to flame it.
Rancor

-----------------

poster: Quillz
subject: >Soul steal
date: Tue Apr 29 03:28:08 2003

I have to agree with rancor on this one.  I know the spell was
powerfull, but like I said before - they may have done a lot of
damage efficiently, but I -never- saw a witch chosen over evoker
(other than personal reasons). 
Also, evokers have all kinds of dtypes, and as Rancors said, witch has 3. 

And don't say "Ronan did this, and Ronan did that."
Ronan is a F*cking machine, and can do anything.  He's insane, so
quit basing shit off him. 
Q

-----------------

poster: Waz
subject: >Soul steal
date: Tue Apr 29 03:32:44 2003

I have to disagree with the need to tune soul steal, although
I know that in itself is an unpopular stance at present.

Having been witch both before and after the tune (some say part of
the reason it happened at all..), I think witch is still a very efficient 
blasting guild and I still did xp quite easily and well.
Even after the tune I could xp a meg in less than ten minutes, now
naturally I tapped a bit faster but what guild doesn't tap.
And my rank was nothing crazy, beginning fourth...my int was right
about where Rancor's is now.  The point is that each guild has certain
advantages and disadvantages.  If soul steal cost is dropped, should
diffuse magic be removed?  I know as evoker I'd love a spell that gave
me sps.
And it's a struggle now to even get to incredible dmg as evoker, so huge
dmg is not really that bad at all, imho.  It's just not as good as it was.

-Waz

-----------------

poster: Litho
subject: >>Soul steal
date: Tue Apr 29 03:35:23 2003

On Tue Apr 29 03:32:44 2003 Waz wrote post #2022:
> naturally I tapped a bit faster but what guild doesn't tap.
> And my rank was nothing crazy, beginning fourth...my int was right
> about where Rancor's is now.  The point is that each guild has certain
> advantages and disadvantages.  If soul steal cost is dropped, should
> diffuse magic be removed?  I know as evoker I'd love a spell that gave
> me sps.
> And it's a struggle now to even get to incredible dmg as evoker, so huge
> dmg is not really that bad at all, imho.  It's just not as good as it was.
> 
> -Waz
I am nether, have 820 int and my main spell (project energy blast)
costs 160 sps, so..don't complain

-----------------

poster: Jaws
subject: camp/normal fires
date: Tue Apr 29 03:44:25 2003

Dunno if they currently do, since we cannot see animal health
be nice if they healed familiars along with players

Jaws

-----------------

poster: Afkaserious
subject: >>>Soul steal
date: Tue Apr 29 03:49:25 2003

On Tue Apr 29 03:35:23 2003 Litho wrote post #2023:
> On Tue Apr 29 03:32:44 2003 Waz wrote post #2022:
> > naturally I tapped a bit faster but what guild doesn't tap.
> > And my rank was nothing crazy, beginning fourth...my int was right
> > about where Rancor's is now.  The point is that each guild has certain
> > advantages and disadvantages.  If soul steal cost is dropped, should
> > diffuse magic be removed?  I know as evoker I'd love a spell that gave
> > me sps.
> > And it's a struggle now to even get to incredible dmg as evoker, so huge
> > dmg is not really that bad at all, imho.  It's just not as good as it was.
> > 
> > -Waz
> I am nether, have 820 int and my main spell (project energy blast)
> costs 160 sps, so..don't complain
afktrig Lesser fire RESET
^shield up on Jaws
I think soul steal should be affected only while in a party, ie:
blablamember gets in your way, blocking the soul of MOB
Since solo witch was pretty hurt, afaik
Well thats all I have to say
And litho, your spell costs 160 sps and does twice as much as soul steal.

-----------------

poster: Litho
subject: >>>>Soul steal
date: Tue Apr 29 03:58:05 2003

On Tue Apr 29 03:49:25 2003 Afkaserious wrote post #2025:
> > > -Waz
> > I am nether, have 820 int and my main spell (project energy blast)
> > costs 160 sps, so..don't complain
> afktrig Lesser fire RESET
> ^shield up on Jaws
> I think soul steal should be affected only while in a party, ie:
> blablamember gets in your way, blocking the soul of MOB
> Since solo witch was pretty hurt, afaik
> Well thats all I have to say
> And litho, your spell costs 160 sps and does twice as much as soul steal.
does not do 2x as much as soulsteal. it does incred, steal does
huge, thats 1 notch, i could have low incred, they could have high
HUGE

-----------------

poster: Rancor
subject: soul steal
date: Tue Apr 29 03:59:14 2003

save
Waz if I could get evoker spell costs I would saccrifice diffuse
magic in a secoond.  I had spell costs of 115 as evoker.  witch does
a whole whopping 3 dtypes none of which are to be deemed as very
effective.  and out dtypes are not even popular in exp as how many
other guilds do psionic dmg.  none so how often will it get vulned
next to none.  Evoker is far far far better than witch as it stands
right now for blasting witch should not be better than evoker but I
think it should be good at the one dtype it does and should do well
psionic.  OR at the very lest let the psionist masteies effect soul
steal or something as the spell does psionic dmg and that is what
the psionist guild is all about psionic dmg.  Evoker and witch
cannot be compoared anymore and any tune that happened recently in
evoker with stats happenend in witch as well.
Rancor

-----------------

poster: Tranquil
subject: >soul steal
date: Tue Apr 29 04:51:05 2003


Firtly I will point out that I am not a witch, have never been a
witch, and have no intentions to reinc witch at the current or any
future time, therefore my own 'testing' of the changes made to this
guild have been from the perspective of a party member - in
particular, one tanking for them.

Having quite recently (last night) test-driven a high level witch in
an exp party, I have found them to be no less effective than an
evoker of the same worth. I have a few reasons for this:

Evokers are capable of one thing, and one thing only, that being
damage. Sure they have multiple damage types, however in a
co-ordinated exp party, this fact is not really important. Most, if
not all high level evokers have maxxed phys and pois damage spells,
both of which are major dtypes used in exp parties.

Witches on the other hand, can prot the tank to increase both hpmax
and dodging rate, and prot all decent level casters in the party for
a quite nice qc boost. The former helps with damage taking/healing
and the latter helps with damage dealing, assuming that those
blasters in the party have decent regen - I found that this was not
a problem with a number of evokers, and a single mid-level healer
looking after enreg.

They can also damage quite effectively. They may not have a
multitude of dtypes, however one of their available dtypes just
happens to be my preferred dtype - elec. Evokers can also do elec,
and any decent abjurer will have elec vuln maxxed, so switching from
the more popular poison damage to the little-understood and often
neglected elec damage, is not a big issue where overall damage
output is concerned.

Couple all of this with the added bonus of wellsprings to throw some
more healer sps into the fray, and you have a quite effective party
member.

Sure, a witch doesn't damage like an evoker, but if the choice is
between blasting as well as an evoker, or having the versatility
that witches currently do, as an exp tank with only one evoker in my
party, I'd be more inclined to take a witch along than I would to
take a second evoker - regardless of the recent changes made to
balance to the guild.


I admit that I could be wrong, but due to that recent testing, I
believe that the root of the problem with the witch guild's
perceived lowered effectiveness, lies not in the guild itself, but
rather lies in the fact that certain players are either, 1) Not
playing the guild to it's current full potential, or 2) Simply not
playing the guild as it is currently intended to be played.

That is all.

- Tranquil


-----------------

poster: Rancor
subject: soul steal
date: Tue Apr 29 05:55:03 2003

save
ok yes they have a "broad"  range of skills, as in dreams, some
blast spells, and nightmares.
The aspect of dreams I will cover first


Yes they have thier uses however I would not call them overly
usefull in exp,  they can be usefull for small tanks and woodsman, 
however I would not call them useful for a level 90 tank.  let alone
a tank like coal, zephyrus, jomo, fox, etc etc.  as most of the time
they have no need to parry no need to dodge more than they do, no
need for more resistances.    The qc dream is very ver decieving. 
Alot and I do mean alot of evokers will not tap with thier own qc
but will very quickly tapp even when pared with others once that
extra 25 percent qc is thrown in there that is a huge amount of qc. 
That is they will tapp if the tank moves alng nicely.  So yes I
agree they have thier points but I would far from call them a common
every party usage.  good for smaller less hps tanks



save
AS far as the dmg thing is concerned.  Well I really don't have an
issue with the dmg output the total dmg is fine for what the spell
actually does though I thinkt he spell cost is a bit high.  Witch
from what I know is the only guild that has psi as a dtype.   if
they are the only guild that does psi then they are somewhat
specialized in that manner. They have a guild that is call psionist
yet none of those masteries effect the psionic dmg spell soul steal.
 soul steal has its own dmg mastery but the masteries that cause a
special that causes more dmg, or that cause a stun are absent from
the spell soul steal.  talisman even has half of the training for
hypnotic gaze but soul steal is not effected by it.  Psionist is not
very popular amongst the witches that I have talked to(not 3 gig
witches)  maybe throw those masteries on to soul steal amd mkae
psionist far more popular among witches and improve the cost vs
reward output of soul steal? Just another idea
Rancor

-----------------

poster: Chrono
subject: >soul steal
date: Tue Apr 29 06:10:41 2003

hi, you forget soul steal also takes some energy from the mobs you
are hurting with soul steal, and transfers it into your talisman, in
essence keeping your talisman quite full for other uses, witch isn't
supposed to be a blast guild, and they aren't crappy as they are,
most gigbie witches have major qc (cuz of the dream), and then when
they have extra regen from whats that regen spell called, anyway i
forget right now, but you get that to help regen, which is almost
like an enreg for sp for witches, and then when you do tap you have
a further spell "diffuse magic", which on top of doing just a tad
bit of dmg, gives you sps. so really i don't see spell costs being
too much of a problem, nor is damage since witches qc makes up for
damaged lossed during the tune, and makes them pretty equal to a
same worthed evoker., furthermore, no one vulns psi cuz if you're
lucky there are 1 maybe even 2 witches on at a time that even bother
to xp:)

-----------------

poster: Lu
subject: >>>Soul steal
date: Tue Apr 29 06:37:49 2003

project has never been nethers 'main spell', ceb is *cackle* firepoop
oh, i guess i should make this post meaningful
Evoker can only make things go boom, currently for incredible dmg,
it costs the avg evoker(err i dunno) 100sps.  100sps for incredible
for a guild that is designed to make things die, and thats it.

Witch has a spell doing HUGE dmg, and it costs 150 sps, yes you will
tap, yes you have stun res, yes you have diffuse, yes you
have...uhh, a broom(yaay)

Nether does ludircrous amounts of dmg(2nd only to unholy sac) for
160 sps(which is a poopload) but you have a 70-80sp cost spell that
does a lot of dmg over a period of time(i love ceb)

Abjurer, ehehe, they dont count!!

hmm, non-int guilds suxor, so they don't count either

love your neighborhood ga, lu

-----------------

poster: Jaws
subject: animal trainer improvement ideas
date: Tue Apr 29 06:38:37 2003

ideas for animal trainer - 

move animal husbandry to lower glvl - like 3 or so

create new skill at glvl 10 - teach combat maneuvers
have this skill give extra attack and strengthen overall combat dmg - 
maybe link this to attack or natures rage skill(or equiv SS skill)

create new skill at glvl 5 or so - teach drink potions
allow familiar to drink herbalist potions

create new skill at glvl 9 orso - master trainer
 - allow teaching multiple extra abilities, have how many gauged by skill %,
and what kind of animal - IE animals from husbandry can learn more 

create new skill at glvl 3 orso - animal first aid
allow you to heal your pets dmg

create new skill at glvl 7 orso - teach resting
gives access to the camping skill - linked to trainers skill 
ENF
Jaws

-----------------

poster: Tranquil
subject: >soul steal
date: Tue Apr 29 06:51:26 2003

>save
>ok yes they have a "broad"  range of skills, as in dreams, some
>blast spells, and nightmares.
>The aspect of dreams I will cover first
>
>
>Yes they have thier uses however I would not call them overly
>usefull in exp,  they can be usefull for small tanks and woodsman, 
>however I would not call them useful for a level 90 tank.  let alone
>a tank like coal, zephyrus, jomo, fox, etc etc.  as most of the time
>they have no need to parry no need to dodge more than they do, no
>need for more resistances.

This may be true. Yes, these tanks generally hold rather high rates
while tanking, and no, they generally don't have much use for witch
dreams. However, I would like to point out one thing:

The players you mentioned are specialist tanks; Ie: they are Omicron
warriors, a guild that is built specifically for tanking.

There are more people who are willing to tank exp, and have the
skill to do so effectively, than just those four players. To
elaborate, most players above 500m worth have partied with one
particular, fairly large abjurer at least once in their mudding
career.

Were we 'just lucky' to be in the same parties? No, not really. The
fact is, said abjurer got so large because he spends less time
whining about how the majority of tanking players (of whatever
guild) do not have the worth to reach those same rates - and more
time partying, which has the effect of inflating those smaller
tankish types towards the point of being able to reach said party
rates.

If you choose to restrict yourself to partying with only certain
specialist-guild players, namely omicron warriors, then I would
suggest you reinc to a specialist guild so that -you- are more
effective in parties with said players. Otherwise, I refer to my
comment about playing guilds to their full potential. 

>   The qc dream is very ver decieving. 
>Alot and I do mean alot of evokers will not tap with thier own qc
>but will very quickly tapp even when pared with others once that
>extra 25 percent qc is thrown in there that is a huge amount of qc. 
>That is they will tapp if the tank moves alng nicely.  So yes I
>agree they have thier points but I would far from call them a common
>every party usage.  good for smaller less hps tanks

Perhaps you are not looking at this correctly. If Joe the 2g evoker
does not tap while chain blasting/channeling without a qc dream, he
will be putting out less damage output than he would if he had a qc
dream, even if he taps with said qc dream.

Why is that? Joe's spell does the exact same amount of damage with
qc dream, as it does without it. His stats are the same, his spell
cost is the same, and his regen is the same. The only thing that has
changed is he can pour his sps into damage spells faster than he was
previously able to. If he's tapping, then there's fair argument to
add another type of player - a bard - but I digress.

>save

I am still surprised at the number of players that don't use ! in
front of their triggers and timers...

>AS far as the dmg thing is concerned.  Well I really don't have an
>issue with the dmg output the total dmg is fine for what the spell
>actually does though I thinkt he spell cost is a bit high.  Witch
>from what I know is the only guild that has psi as a dtype.   if
>they are the only guild that does psi then they are somewhat
>specialized in that manner. They have a guild that is call psionist
>yet none of those masteries effect the psionic dmg spell soul steal.
>soul steal has its own dmg mastery but the masteries that cause a
>special that causes more dmg, or that cause a stun are absent from
>the spell soul steal.  talisman even has half of the training for
>hypnotic gaze but soul steal is not effected by it.  Psionist is not
>very popular amongst the witches that I have talked to(not 3 gig
>witches)  maybe throw those masteries on to soul steal amd mkae
>psionist far more popular among witches and improve the cost vs
>reward output of soul steal? Just another idea
>Rancor

Another thing you may have overlooked is the fact that Soul steal is
not primarily a blasting spell. Sure, it does some damage, just like
abj vulns and disrupts do some damage. The purpose of Soul steal is
to charge one's talisman directly from a mob's condition.

Somehow I doubt that anyone would agree that an evoker doing damage
even as low as Enormous rating to a mob when charging his amulet,
would either be balanced or make any sense from a realism point of
view, nor do I believe anyone would think the same of a gem blaster
draining his crystals.

I have no doubt that soul steal doesn't charge one's talisman as
much as channel and drain do for evokers and gem blasters
respectively, and I'd be quite surprised if it was cheap to cast.
Remember, it is a dual-effect spell, and you may do well to stop and
think about the reasons why dual-effect spells are not as effective
in both of their effects, or as cost-efficient, as a specialised
spell would be in it's single effect.


I'm quite open to debate, and certainly don't mind being corrected
on those things in which I may be incorrect. But if you're intent on
getting your perspective seen, I would suggest that you address
points with a more logical and objective view than you have thus
far.

As it is right now, it sounds to me as if you are simply cut because
your spell has been balanced in damage vs. sp cost, and you have not
raised many truly valid points in your post, besides the fact that
you are tapping while doing less damage than you used to, by using
one single spell that is not aimed specifically at damage alone.

- Tranquil


-----------------

poster: Rancor
subject: soul steal
date: Tue Apr 29 07:16:15 2003

I am not cut about the tune my god.  I knew about the spell cost and
stuff before comming into this reinc as I was witch before and after
the tune before this reinc.  It is simply and idea and really should
be left at that.  if I hated this guild so much like people are
implying I would not be it.  fact is I love it.  


So how about psionist masteries like hypnotic gaze, and uhh that
other one can't think of the name atm(the one that offers the dmg
special bonus)   be added as an effect to soul steal.   they are
applicable to spontaneous cmbustion and that is in talisman, as well
as a fire dmg spell and not psionic.  one would thing psionist
masteries would apply to psionic spells.   Dunno just an idea noone
has touched in response.

Rancor

-----------------

poster: Goroharahad
subject: >>soul steal
date: Tue Apr 29 07:52:14 2003

Hi, chameleon energy blast costs 102sps and does very high only.
THat's definitely a shitty damage/spr ratio

Upgrade abjus plz ?

-----------------

poster: Rancor
subject: >>>soul steal
date: Tue Apr 29 07:55:50 2003

On Tue Apr 29 07:52:14 2003 Goroharahad wrote post #2035:
> Hi, chameleon energy blast costs 102sps and does very high only.
> THat's definitely a shitty damage/spr ratio
> 
> Upgrade abjus plz ?
and you do the  dtype weakest to that mob. and like I said before it
was an idea not asking for the earth to move my god people let the
crap die. it is an idea not flaming anything for a tune.  bejesus 
like all of you have never thought something was out of tune.  cha
right!;)

-----------------

poster: Tranquil
subject: >animal trainer improvement ideas
date: Tue Apr 29 08:06:36 2003


In addition to this, allow it as a bravo prereq for woodsman. At the
moment, we must take herbalist gamma to join sylvan protector,
however the overall power of herbalist potions leaves MUCH to be
desired, from a woodsman's perspective - even with fast mixing and
wis eq - making herbalist a 10 level guild requirement, best left
empty for efficiency.

If we could, instead of being required to max herbalist, instead
require animal tamer (required for sylvan scout anyway) as the
second prerequisite guild for sylvan protector, and then require
animal trainer to be maxxed before joining the woodsman omicron, we
would have a useful guild with useful skills, without needing to
waste 10 levels on a guild which, to all intents and purposes,
considering time costs to create potions and balms, and xp costs to
take those levels, does not add to the ability of a woodsman.


-----------------

poster: Litho
subject: Split bodies.
date: Tue Apr 29 12:23:47 2003

I had a notion; that maybe your split bodies should share all the
gold credit as a whole, as is, i have 850m of credit on my nether
body (4g), and none on abj body (1g), it would be awesome if it just
transfered between the two.

-----------------

poster: Afkaserious
subject: >>>soul steal
date: Tue Apr 29 18:44:23 2003

On Tue Apr 29 07:52:14 2003 Goroharahad wrote post #2035:
> Hi, chameleon energy blast costs 102sps and does very high only.
> THat's definitely a shitty damage/spr ratio
> 
> Upgrade abjus plz ?
Fine goro, make witches rupt psi

-----------------

poster: Tektor
subject: >Split bodies.
date: Tue Apr 29 19:25:29 2003

On Tue Apr 29 12:23:47 2003 Litho wrote post #2038:
> I had a notion; that maybe your split bodies should share all the
> gold credit as a whole, as is, i have 850m of credit on my nether
> body (4g), and none on abj body (1g), it would be awesome if it just
> transfered between the two.
My cool notion was to be able to sell bodies back you dont want. Or
atleast be able to do some cool thing where you can kill them.
&&

-----------------

poster: Ronan
subject: Soul Steal
date: Tue Apr 29 22:09:41 2003

You guys make me laugh and stuff at work
thx
Ronana

-----------------

poster: Switchblade
subject: High Priests joining hands
date: Tue Apr 29 23:19:48 2003


Well I'm almost 100% sure this has been suggested before.  So if it has, 
just read it, and either ignore it or comment on it saying MORE than the fact
that its been posted before :)  

   I'm liking healer, and am liking idling in cathedral haiming and whatnot.  
Especially when Athena is around, since her haims and other spells
helped me a lot
as a soloing newbie - now I can assist her a little bit in healing the mud.

Well the idea is that high priests should get a join hands or something -
such that it would give maybe a % or two to haims and maybe knock a % off revs
done by an HP if they are done in a "holy circle" or whatnot.  It would just
be a fun sort of feature.  Could add some bonuses to confessor spells too, but
those don't matter so much.  possibly have any rev exp shared
amongst the circle
similarly to party shares in an xp party.  It might be overboard to
have tithes
distributed similarly, but it's another idea.  Something to think
about (again probably, as now i'm damn sure its been mentioned
before).
-switcharoo

-----------------

poster: Jaws
subject: More -animal ideas
date: Wed Apr 30 01:59:06 2003

mastery to improve natural abilities
 - eagle transport can go anywhere(that is outdoors), no island restrict
 - bear/wolf - hunting brings larger food items
 - falcon - can scout more than one room in a direction

skill carry items to others - default - same isle restrict - 
link to one of the masteries to gain trans-island (both people have
to be outdoors)
 - maybe only have this eagle/falcon

mastery for other skills that req usage outdoors - 
if not outdoors pets go away where they can get the item

mastery - animal loyalty - if u r about to die, they take the fatal
blow for you
 - has to have been taught bravery before it will

have animal loyalty work as a mastery for animal empathy 

natural weapon building - train pet in this and it helps you gather
materials for
the items, and when you weave shield/staff/blade, the item gains
better stat bonuses

teach hide tracks and track (for bear and wolf only)





Jaws

-----------------

poster: Pedron
subject: junk board
date: Wed Apr 30 02:42:51 2003

Get rid of the trigger spam detection on the junk newsgroup please. 
I was thinking about 
ramen noodles on it and my worthy triggerless free post was aborted!
-pedron

-----------------

poster: Zifnab
subject: >junk board
date: Wed Apr 30 02:54:38 2003

On Wed Apr 30 02:42:51 2003 Pedron wrote post #2044:
> Get rid of the trigger spam detection on the junk newsgroup please. 
> I was thinking about 
> ramen noodles on it and my worthy triggerless free post was aborted!
> -pedron

use ! in front of your trigger please.

thank  you

-----------------

poster: Tranquil
subject: >>junk board
date: Wed Apr 30 02:59:41 2003

On Wed Apr 30 02:54:38 2003 Zifnab wrote post #2045:
> On Wed Apr 30 02:42:51 2003 Pedron wrote post #2044:
> > Get rid of the trigger spam detection on the junk newsgroup please. 
> > I was thinking about 
> > ramen noodles on it and my worthy triggerless free post was aborted!
> > -pedron
> 
> use ! in front of your trigger please.
> 
> thank  you

I believe the point pedron was making here, is that if you start a
line with the word 'think' in a news post, the trigger detection
considers that to be a trigger, and aborts the post.


-----------------

poster: Pedron
subject: >>junk board
date: Wed Apr 30 03:06:03 2003

On Wed Apr 30 02:54:38 2003 Zifnab wrote post #2045:
> On Wed Apr 30 02:42:51 2003 Pedron wrote post #2044:
> > Get rid of the trigger spam detection on the junk newsgroup please. 
> > I was thinking about 
> > ramen noodles on it and my worthy triggerless free post was aborted!
> > -pedron
> 
> use ! in front of your trigger please.
> 
> thank  you
I wrote about thinking about ramen noodles, it wasn't a trigger. :)
Just made the mistake of having the next line begin with think or
so.

-----------------

poster: Wildchild
subject: >>>junk board
date: Wed Apr 30 05:49:56 2003

On Wed Apr 30 03:06:03 2003 Pedron wrote post #2047:
> On Wed Apr 30 02:54:38 2003 Zifnab wrote post #2045:
> > On Wed Apr 30 02:42:51 2003 Pedron wrote post #2044:
> > > Get rid of the trigger spam detection on the junk newsgroup please. 
> > > I was thinking about 
> > > ramen noodles on it and my worthy triggerless free post was aborted!
> > > -pedron
> > 
> > use ! in front of your trigger please.
> > 
> > thank  you
> I wrote about thinking about ramen noodles, it wasn't a trigger. :)
> Just made the mistake of having the next line begin with think or
> so.

Hmm. I have a better idea: get rid of the junk board since it wastes
bandwidth! :)

-WildChild

-----------------

poster: Celine
subject: >>>>junk board
date: Wed Apr 30 07:04:09 2003

On Wed Apr 30 05:49:56 2003 Wildchild wrote post #2048:
> On Wed Apr 30 03:06:03 2003 Pedron wrote post #2047:
> > On Wed Apr 30 02:54:38 2003 Zifnab wrote post #2045:
> > > On Wed Apr 30 02:42:51 2003 Pedron wrote post #2044:
> > > > Get rid of the trigger spam detection on the junk newsgroup please. 
> > > > I was thinking about 
> > > > ramen noodles on it and my worthy triggerless free post was aborted!
> > > > -pedron
> > > 
> > > use ! in front of your trigger please.
> > > 
> > > thank  you
> > I wrote about thinking about ramen noodles, it wasn't a trigger. :)
> > Just made the mistake of having the next line begin with think or
> > so.
> 
> Hmm. I have a better idea: get rid of the junk board since it wastes
> bandwidth! :)
> 
> -WildChild
OMG!! Something is here purely for fun! On a gaaaame! EEEk! hide and
run while you can, quick. shoooot it! its fuuun. eeeeeee.