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

poster: flamekrayt
subject: familiars' orders
date: Fri Aug 13 08:11:13 2004

maybe it could be coded in such a way that familiars can put and take items directly from safes/chests? it would be much help and it would bring a lot of convience to shapeshifters(for form that can't carry items)/necromancers(for familiars that help the player carry items that he himself can't carry, or has to space to carry the item).



my thoughts anyways, or has this idea been done and rejected before?

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

poster: Korthrun
subject: compliments to the tuner
date: Sat Aug 14 04:09:12 2004

We have this tuner, which works rather well, to make the mobs we
kill lots worth less exp.
This topic in itsself has been discussed to death.
For the recored I think its a great idea.
I mean, if you do the same action 100 times, you have stopped
'learning' from the expierence.
It becomes so much easier for you to do.
oops
Odd, the monsters that are killed a lot by us, are still as hard to kill.
You would think, that after fighting a troll so many times, I leaern
hardly anything from it, I would have thier combat styles down.
I would know the fiegnts they fall for
I would know how they try to block, and the kinds of attacks they use.
Of course I would learn less, it was an easier fight.
What am I getting at?
You score a CRITICAL hit!
Your knowledge of Trolls fighting style gives you an advantage!
[100] (50000000%) You pee on Troll.

Of course those numbers are just blahblah
maybe it could be a part of the player object.
it should reset in the manner the tuner does
if I haven't fought trolls for a month, I am just not going to be as
good at it
k
tx

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

poster: Soulleech
subject: >compliments to the tuner
date: Sat Aug 14 04:56:11 2004

Logical, and beneficial, but the tuner's for balancing I think and not for logics. Putting that in there will allow one to kill mobs faster so it's like a counter to tuning... therefore making tuning pretty useless...

besides, tuners count the number of times a mob is killed, not how many times it is killed by you...

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

poster: Korthrun
subject: >>compliments to the tuner
date: Sat Aug 14 04:58:44 2004

thats pretty much what myrddin said
04:45:23 Myrddin [foo2]: the problem with your idea korth is that it
makes sense
04:45:50 Myrddin [foo2]: the point of the tuner is not logical
though, it is just to force us to kill other mobs
04:46:05 Myrddin [foo2]: it just coincidence that a logical reason also works

and getting a super special hit in every now and again wouldn't
cancel out the tuner

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

poster: Korthrun
subject: >>compliments to the tuner
date: Sat Aug 14 05:01:45 2004

as a followup to:
besides, tuners count the number of times a mob is killed, not how
many times it is killed by you...

I am not suggesting we alter the tuner at all
i think this would be ancie compliment
a counter on the persons body (or some more code efficient way) that
notes how many times in time period X i have killed this mob
the higher that number, the higher the chance of getting the special hit
could add a check in, when a hit crits, to see if its a megasuper omg wtf crit
or something

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

poster: Soulleech
subject: >>>compliments to the tuner
date: Sat Aug 14 05:02:54 2004

Gonna have to be pretty rare for it to be reasonable, else if you kill a mob that has exp reduced faster it's the same as killing it slower but each gives more exp...

Tuner's reasonable in that it forces you to kill other mobs because what would all the area's points be everyone all cycle one place time after time after time?

Everyone would just keep killing the same mobs and there would be very little progression. Having mobs tuned forces players to go in search of new areas to kill. 

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

poster: Korthrun
subject: >>>>compliments to the tuner
date: Sat Aug 14 05:05:46 2004

the
mobs
would
still
get
tuned
just
the
same

the frequency would be up to the admins. i think makeing a check for
it in a ciritcal would minimilize it pretty well
again
the tuner, would in no way change at all in regards to this idea
not one bit
the tuner would still work
you would kill the mobs maybe 1-3% faster
IF you killed them frequently enough
and thier xp value would go down
if 1-3% faster balances out the %downtune of a mob
then make it less than 1-3%

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

poster: Alacor
subject: >>>>>compliments to the tuner
date: Sat Aug 14 05:06:57 2004

Also, the tuner doesent force anyone to change areas....trolls are
constantly killed, and still get killed, dispite the tune

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

poster: Soulleech
subject: >>>>>compliments to the tuner
date: Sat Aug 14 05:08:24 2004

Umm, no, the tuning recover as an area is left alone for a while...

The average tunning for RD is over 110%... If you dont mind me mentioning that...

And if the advantages dont come that often then why have them at all, I doubt many people will notice 1-3% increase in solo rate much :)

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

poster: Korthrun
subject: >>>>>>compliments to the tuner
date: Sat Aug 14 05:08:24 2004

to clarify one thing
since it is obviously not clear
This is a nice little perk thing, another message we see and a bit
of added damage.
I am not talking about being able to fucking 3 hit kill a 500k mob.

p.s.
sososososo true alacor, so true

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

poster: Korthrun
subject: >>>>>>compliments to the tuner
date: Sat Aug 14 05:09:16 2004

On Sat Aug 14 05:08:24 2004 Soulleech wrote post #9:
> Umm, no, the tuning recover as an area is left alone for a while...

> The average tunning for RD is over 110%... If you dont mind me mentioning
that...

> And if the advantages dont come that often then why have them at all, I
doubt many people will notice 1-3% increase in solo rate much :)
its a game
for fucking fun
this idea is not to improve my rate
ATTN: YOU ARE PLAYING A GAME

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

poster: Soulleech
subject: >>>>>>>compliments to the tuner
date: Sat Aug 14 05:10:47 2004

what is this idea for then?

:/

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

poster: Alacor
subject: >>>>>>>>compliments to the tuner
date: Sat Aug 14 05:11:56 2004

On Sat Aug 14 05:10:47 2004 Soulleech wrote post #12:
> what is this idea for then?

> :/
umm...fun?

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

poster: Soulleech
subject: >>>>>>>>>compliments to the tuner
date: Sat Aug 14 05:13:45 2004

so it's like a new version of criticals except only for highly tuned mobs?

Good then... I love combat spam :)

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

poster: Expandrew
subject: counter tuner
date: Sat Aug 14 09:03:18 2004

i actually like this idea A LOT korth, but the one thing i didn't
notice mentioned is that wouldn't the mobs also start to become more
resistant to you?  wouldn't they happen to notice your fighting
style?
say, for instance, they take a lot of phys damage during the day as
they're slaughtered over and over, shouldn't they become more used
to having to deal with phys hits?  i suppose this would have to work
with skills and spells only though or else figs would get totally
screwed over by this proposal.
but if you were to implement such moves, the mobs should also gain
some sort of a bonus along those lines as well(if there isn't one
already)
-xpand

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

poster: Highpriest
subject: >counter tuner
date: Sat Aug 14 09:54:57 2004

On Sat Aug 14 09:03:18 2004 Expandrew wrote post #15:
> i actually like this idea A LOT korth, but the one thing i didn't
> notice mentioned is that wouldn't the mobs also start to become more
> resistant to you?  wouldn't they happen to notice your fighting
> style?
> say, for instance, they take a lot of phys damage during the day as
> they're slaughtered over and over, shouldn't they become more used
> to having to deal with phys hits?  i suppose this would have to work
> with skills and spells only though or else figs would get totally
> screwed over by this proposal.
> but if you were to implement such moves, the mobs should also gain
> some sort of a bonus along those lines as well(if there isn't one
> already)
> -xpand
This reminds me.... If the mob you killed is dead, wouldn't it make
sense that the repoped mob is another mob, with the same desc etc?
Then viewing it from another angle, things like Lloth (for example)
would exist after you killed it, and it would be the same Lloth
(unless there's lots of Lloth in the game)....


Another thing to comment is that both the player and mob learn from
each other when they fight, so the result is that the fight is
equally tough the next time (or maybe the difference in strength is
smaller because the weaker learns more from the stronger party)

-HP

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

poster: Korthrun
subject: >counter tuner
date: Sun Aug 15 00:37:54 2004

On Sat Aug 14 09:03:18 2004 Expandrew wrote post #15:
> i actually like this idea A LOT korth, but the one thing i didn't
> notice mentioned is that wouldn't the mobs also start to become more
> resistant to you?  wouldn't they happen to notice your fighting
> style?
> say, for instance, they take a lot of phys damage during the day as
> they're slaughtered over and over, shouldn't they become more used
> to having to deal with phys hits?  i suppose this would have to work
> with skills and spells only though or else figs would get totally
> screwed over by this proposal.
> but if you were to implement such moves, the mobs should also gain
> some sort of a bonus along those lines as well(if there isn't one
> already)
> -xpand
my way in thinking was kinda player biased, but you know, its a
different troll every time ;) we are the same player :p
eheh or something

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

poster: Tektor
subject: xp tuner
date: Sun Aug 15 13:29:26 2004

The only complaint I have with the tuner is yes it forces you to
look for other areas to kill. However I see no point in the
following situation:
Player A camps xp spot 1, Player B who has never killed in spot 1
gets the crap tune that player A put on it. Ok so player B goes to
spot 2. But wait a minute Player C has been camping spot 2 and its
also a crappy tune. Player B gets shafted because while they are
exploring new areas for them they are not new areas to others and
they are still getting hit with the tuner even though they have
never killed in these areas. I have gone to new areas my self and
found tunes to be in place It makes for finding new areas irritating
and instead its easier to just take the tune for the places your
used to.

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

poster: Moridin
subject: >xp tuner
date: Sun Aug 15 13:31:44 2004

On Sun Aug 15 13:29:26 2004 Tektor wrote post #18:
> Player A camps xp spot 1, Player B who has never killed in spot 1
> gets the crap tune that player A put on it. Ok so player B goes to
> spot 2. But wait a minute Player C has been camping spot 2 and its
> also a crappy tune. Player B gets shafted because while they are
> exploring new areas for them they are not new areas to others and
> they are still getting hit with the tuner even though they have
> never killed in these areas. I have gone to new areas my self and
> found tunes to be in place It makes for finding new areas irritating
> and instead its easier to just take the tune for the places your
> used to.
heh, well, as they have said umpteen times, the tuner is NOT there
to make you move, it is there to try to balance the difficulty of
the mob with the exp reward. which it does, albeit, imo, it is a bit
on the easy side getting exps, but anyway. Move or not, your choice,
but the tuner is in no way designed with your perambulations or lack
thereof in mind

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

poster: Korthrun
subject: >>xp tuner
date: Sun Aug 15 13:33:02 2004

lets not start a tuner thread please
thanks

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

poster: Moridin
subject: >>>xp tuner
date: Sun Aug 15 13:38:11 2004

On Sun Aug 15 13:33:02 2004 Korthrun wrote post #20:
> lets not start a tuner thread please
> thanks
agreed

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

poster: Kaos
subject: >>>>xp tuner
date: Sun Aug 15 18:11:33 2004

On Sun Aug 15 13:38:11 2004 Moridin wrote post #21:
> On Sun Aug 15 13:33:02 2004 Korthrun wrote post #20:
> > lets not start a tuner thread please
> > thanks
> agreed
I think this mud needs playerkilling

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

poster: Grasfer
subject: >>>>>xp tuner
date: Sun Aug 15 19:07:12 2004

On Sun Aug 15 18:11:33 2004 Kaos wrote post #22:
> On Sun Aug 15 13:38:11 2004 Moridin wrote post #21:
> > On Sun Aug 15 13:33:02 2004 Korthrun wrote post #20:
> > > lets not start a tuner thread please
> > > thanks
> > agreed
> I think this mud needs playerkilling
Or strongholds

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

poster: Ligea
subject: Did you sell your eq?
date: Mon Aug 16 11:02:04 2004

Tell me what and where and I'd be happy to return it.  (sorry
rhiella, it's not a chap)

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

poster: Mixer
subject: >>>compliments to the tuner
date: Mon Aug 16 12:05:35 2004

On Sat Aug 14 04:58:44 2004 Korthrun wrote post #4:
> thats pretty much what myrddin said
> 04:45:23 Myrddin [foo2]: the problem with your idea korth is that it
> makes sense
> 04:45:50 Myrddin [foo2]: the point of the tuner is not logical
> though, it is just to force us to kill other mobs
> 04:46:05 Myrddin [foo2]: it just coincidence that a logical reason also
works
> 
> and getting a super special hit in every now and again wouldn't
> cancel out the tuner
Well its a fine idea except:
To track this kind of information on each body is ridiculous
And if we give it to the players naturally the monsters should
learn from fighting you... So how about the monsters can hit
super mega-death crits on you or your guild?

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

poster: temuthril
subject: Race items
date: Mon Aug 16 13:34:34 2004

How about some eq that are useful only on certain races?



For example if a Troll wears them they dont give any stat increases but if a Mindflayer wears them they give good stats?

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

poster: Tahnval
subject: >>>>compliments to the tuner
date: Mon Aug 16 23:12:57 2004

On Mon Aug 16 12:05:35 2004 Mixer wrote post #25:
> On Sat Aug 14 04:58:44 2004 Korthrun wrote post #4:
> > thats pretty much what myrddin said
> > 04:45:23 Myrddin [foo2]: the problem with your idea korth is that it
> > makes sense
> > 04:45:50 Myrddin [foo2]: the point of the tuner is not logical
> > though, it is just to force us to kill other mobs
> > 04:46:05 Myrddin [foo2]: it just coincidence that a logical reason also
> works
> > 
> > and getting a super special hit in every now and again wouldn't
> > cancel out the tuner
> Well its a fine idea except:
> To track this kind of information on each body is ridiculous
> And if we give it to the players naturally the monsters should
> learn from fighting you... So how about the monsters can hit
> super mega-death crits on you or your guild?
More plausibly, they would learn weak points.  For example, they
would hit mist mages in mist form with spells of any type other
than phys, even if the rated damage was much less than their
phys-type skills.  

Then you'd have to code something up for learning ability for mobs.
Obviously, canny gnome engineer will learn much more quickly and
effectively than a horse, for example.

I don't think the current tuner is optimal, but it works
if you don't try to make it logically correct and it's
much less fuss than alternative methods.

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

poster: Korthrun
subject: >>>>compliments to the tuner
date: Tue Aug 17 01:13:06 2004

On Mon Aug 16 12:05:35 2004 Mixer wrote post #25:
> On Sat Aug 14 04:58:44 2004 Korthrun wrote post #4:
> > thats pretty much what myrddin said
> > 04:45:23 Myrddin [foo2]: the problem with your idea korth is that it
> > makes sense
> > 04:45:50 Myrddin [foo2]: the point of the tuner is not logical
> > though, it is just to force us to kill other mobs
> > 04:46:05 Myrddin [foo2]: it just coincidence that a logical reason also
> works
> > 
> > and getting a super special hit in every now and again wouldn't
> > cancel out the tuner
> Well its a fine idea except:
> To track this kind of information on each body is ridiculous
> And if we give it to the players naturally the monsters should
> learn from fighting you... So how about the monsters can hit
> super mega-death crits on you or your guild?
I don't know exactly how it is handled, but I have seen similar
things on a handful of other muds
These muds don't have the hardware or coding expierence/expertise
that this mud does.
Maybe it resets at boot, or every week, or something like that.
I would be fine with mobs having the same learning ability, though
as I mentioned in a players are whiny bitches sort of way, it isn't
nessicerily the same mob each time, unless someone is ressing the
mobs :p

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

poster: Kelyr
subject: >>>>>compliments to the tuner
date: Tue Aug 17 01:15:58 2004

Hrm, just something I thought of . . .
It makes sense to me that players fighting the same monsters over
and over again would learn the monsters weak points. It just makes
sense . . .
What doesn't make sense to me, is how the monsters are learning our
weak points. Why? Because we are slaughtering them. They are unable
to learn our weak points, because we keep killing them!

My thoughts.
Kelyr

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

poster: Soulleech
subject: >>>>>>compliments to the tuner
date: Tue Aug 17 03:59:41 2004

But then, in eq parties, for mobs that kills eq parties over and over, that mobs should have learned quite a lot from killing all those highbies right? so when they get reved they should see a much more beefed up mob :)

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

poster: Korthrun
subject: >>>>>>>compliments to the tuner
date: Tue Aug 17 05:44:21 2004

that is a great idea

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

poster: Belgarion
subject: castles
date: Tue Aug 17 11:22:52 2004

would be nifty with a remove command, like alter room delete, alter
guard delete, alter door delete etc..

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

poster: Chrono
subject: eheh
date: Tue Aug 17 13:50:19 2004

in refrence to learning weaknesses and weakspots and what not, lets
do it.. only lets do it to the max and remove vulning spells from
abjurer tree, since it will replace half of their job?
eehhheheh jk, lub all u k

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

poster: Wagro
subject: Shirija's conquest
date: Sat Aug 21 05:35:51 2004

Please make the corpses not reanmiate for the normal time period, or
at least give like 20 sec so it doesnt compeltely screw necros over.
It's fine and dandy for them to come back big, but this is basically
a 1 hour suck for us as we cant do anything without new corpses :(

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

poster: flamekrayt
subject: plan and desc
date: Sun Aug 22 10:34:00 2004

I think I have asked this a few times over, 'How do I clear (reset) my desc/plan, not just clear it', but i still can't get that answer, or maybe there isn't one.



So, can i suggest a command or such that resets the plan and/or desc of a player.

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

poster: Flamekrayt
subject: >plan and desc
date: Mon Aug 23 09:31:12 2004

On Sun Aug 22 10:34:00 2004 flamekrayt wrote post #36 in ideas:

> I think I have asked this a few times over, 'How do I clear (reset) my desc/plan, not just clear it', but i still can't get that answer, or maybe there isn't one.

> 

> 

> 

> So, can i suggest a command or such that resets the plan and/or desc of a player.



------> So sorry, I have found out how to reset your plan, so now it is the resetting of a player's desciption that remains...

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

poster: Zifnab
subject: >>compliments to the tuner
date: Mon Aug 23 14:13:03 2004

On Sat Aug 14 04:56:11 2004 Soulleech wrote post #3:
> Logical, and beneficial, but the tuner's for balancing I think and not for
logics. Putting that in there will allow one to kill mobs faster so it's
like a counter to tuning... therefore making tuning pretty useless...
> 
> besides, tuners count the number of times a mob is killed, not how many
times it is killed by you...
Don't forget the opposite is true as well. If you fight trolls over and
over the trolls also learn your fighting patterns/styles.
So it is a wash.

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

poster: Daneel
subject: >Shirija's conquest
date: Mon Aug 23 15:02:28 2004

On Sat Aug 21 05:35:51 2004 Wagro wrote post #35 in ideas:

> Please make the corpses not reanmiate for the normal time period, or

> at least give like 20 sec so it doesnt compeltely screw necros over.

> It's fine and dandy for them to come back big, but this is basically

> a 1 hour suck for us as we cant do anything without new corpses :(



It's a 1 hour suck for lots of people.



Feel free to kill ozy if you want it to be over more quickly.



                  -Daneel

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

poster: Zyz
subject: >>Shirija's conquest
date: Mon Aug 23 17:15:01 2004

On Mon Aug 23 15:02:28 2004 Daneel wrote post #39:
> 
> It's a 1 hour suck for lots of people.
> 
> 
> 
> Feel free to kill ozy if you want it to be over more quickly.
> 
> 
> 
>                   -Daneel

Can't kill things if unable to heal. This event functionally removes
all prots and heals (including regen) from one guild. Since the
event came before the guild, it's a guild issue.

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

poster: Tahnval
subject: >>Shirija's conquest
date: Mon Aug 23 21:08:21 2004

On Mon Aug 23 15:02:28 2004 Daneel wrote post #39:
> On Sat Aug 21 05:35:51 2004 Wagro wrote post #35 in ideas:
> 
> > Please make the corpses not reanmiate for the normal time period, or
> 
> > at least give like 20 sec so it doesnt compeltely screw necros over.
> 
> > It's fine and dandy for them to come back big, but this is basically
> 
> > a 1 hour suck for us as we cant do anything without new corpses :(
> 
> 
> 
> It's a 1 hour suck for lots of people.
> 
> 
> 
> Feel free to kill ozy if you want it to be over more quickly.
> 
> 
> 
>                   -Daneel
What other guilds require corpses?

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

poster: Communist
subject: >>>Shirija's conquest
date: Mon Aug 23 22:44:50 2004

On Mon Aug 23 21:08:21 2004 Tahnval wrote post #41:
> On Mon Aug 23 15:02:28 2004 Daneel wrote post #39:
> > On Sat Aug 21 05:35:51 2004 Wagro wrote post #35 in ideas:
> > 
> > > Please make the corpses not reanmiate for the normal time period, or
> > 
> > > at least give like 20 sec so it doesnt compeltely screw necros over.
> > 
> > > It's fine and dandy for them to come back big, but this is basically
> > 
> > > a 1 hour suck for us as we cant do anything without new corpses :(
> > 
> > 
> > 
> > It's a 1 hour suck for lots of people.
> > 
> > 
> > 
> > Feel free to kill ozy if you want it to be over more quickly.
> > 
> > 
> > 
> >                   -Daneel
> What other guilds require corpses?
it's not just a necro guild thing
evil priest uses corpse to fill blood vessel
also, i'd imagine the event also annoys the players with eat corpse
so don't think you're the only ones hurt

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

poster: Rockman
subject: >>>>Shirija's conquest
date: Tue Aug 24 00:09:41 2004

On Mon Aug 23 22:44:50 2004 Communist wrote post #42:
> > > Feel free to kill ozy if you want it to be over more quickly.
> > > 
> > > 
> > > 
> > >                   -Daneel
> > What other guilds require corpses?
> it's not just a necro guild thing
> evil priest uses corpse to fill blood vessel
> also, i'd imagine the event also annoys the players with eat corpse
> so don't think you're the only ones hurt
plus in addition to the corpses themselves are the continual stuns,
which just screws everyone over

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

poster: Wagro
subject: >>>>Shirija's conquest
date: Tue Aug 24 00:10:23 2004

On Mon Aug 23 22:44:50 2004 Communist wrote post #42:
> On Mon Aug 23 21:08:21 2004 Tahnval wrote post #41:
> > On Mon Aug 23 15:02:28 2004 Daneel wrote post #39:
> > > On Sat Aug 21 05:35:51 2004 Wagro wrote post #35 in ideas:
> > > 
> > > > Please make the corpses not reanmiate for the normal time period, or
> > > 
> > > > at least give like 20 sec so it doesnt compeltely screw necros over.
> > > 
> > > > It's fine and dandy for them to come back big, but this is basically
> > > 
> > > > a 1 hour suck for us as we cant do anything without new corpses :(
> > > 
> > > 
> > > 
> > > It's a 1 hour suck for lots of people.
> > > 
> > > 
> > > 
> > > Feel free to kill ozy if you want it to be over more quickly.
> > > 
> > > 
> > > 
> > >                   -Daneel
> > What other guilds require corpses?
> it's not just a necro guild thing
> evil priest uses corpse to fill blood vessel
> also, i'd imagine the event also annoys the players with eat corpse
> so don't think you're the only ones hurt
At least evil priest can cut themselves for blood, necro is jsut
shafted, no healing, no protting, nada

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

poster: Daneel
subject: >>>>>Shirija's conquest
date: Tue Aug 24 14:39:16 2004

Even necros are not about to tackly ozy solo.  So with respect to
my solution, lack of healing and protting is basically a non-issue.

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

poster: Zyz
subject: >>>>>>Shirija's conquest
date: Tue Aug 24 22:56:05 2004

On Tue Aug 24 14:39:16 2004 Daneel wrote post #45:
> Even necros are not about to tackly ozy solo.  So with respect to
> my solution, lack of healing and protting is basically a non-issue.

The solution would require necros to join a party that can 1-run
Ozymandias, hope that some other party kills Ozymandias, or not use
pets at all (which is like requiring woodsman not to use woodsman
weapons). It's just not likely to be a viable option. But this issue
has been somewhat addressed on the guild side. 

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

poster: Kelyr
subject: Name Purge
date: Thu Aug 26 04:38:28 2004

Hi it's Kelyr ^^
I was wondering if we could have a character name purge. I'm not
sure if we are due for one or not. But theres a name I'd really like
to get my hands on, by a player that appears to have abandoned the
game.

Anyways, I'd be very thankful if we could purge, and I'm sure it'll
free up some extra space.
Thank ya
Kelyr 

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

poster: Khosan
subject: >Name Purge
date: Thu Aug 26 08:59:06 2004

On Thu Aug 26 04:38:28 2004 Kelyr wrote post #47:
> Hi it's Kelyr ^^
> I was wondering if we could have a character name purge. I'm not
> sure if we are due for one or not. But theres a name I'd really like
> to get my hands on, by a player that appears to have abandoned the
> game.
> 
> Anyways, I'd be very thankful if we could purge, and I'm sure it'll
> free up some extra space.
> Thank ya
> Kelyr 

We purge players from time to time. But we don't delete players above
some minimum worth. So you will never be able to take the name Jant,
no matter how long he stays away for.

IMHO it is best this way so you don't get "old X" and "new X". Besides
use your imagination and come up with an original name.

Khosan

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

poster: Zifnab
subject: >>Name Purge
date: Thu Aug 26 17:58:58 2004

> 
> We purge players from time to time. But we don't delete players above
> some minimum worth. So you will never be able to take the name Jant,
> no matter how long he stays away for.
> 
> IMHO it is best this way so you don't get "old X" and "new X". Besides
> use your imagination and come up with an original name.
> 
> Khosan

As Khosan mentioned we do purges once in a while.
The last one was on March 23

Tue Mar 23 19:16:51 2004: purge complete!!!
Total players: 9188 Purged players 2740


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

poster: Kuron
subject: Levitate
date: Sat Aug 28 02:54:52 2004

I think this spell could be useful, just needs a couple things. 
First, Wildchild brought up an interesting fact that coders could
put in boulders or other miscellaneus objects in to rooms that will
work with this spell.  Second, I think that since it is in the
psychics tree, when you levitate a cauldron potion at a mob, it
should explode, doing extra dmg.  It's an interesting spell that is
seldom used, and I think with a couple changes it could be very
fun.
Kuron

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

poster: Moridin
subject: forget
date: Sat Aug 28 13:53:12 2004

since mind vortex was changed, maybe change forget so in addition to
them failing the spell, we can resist it even if they succeed, or
that we can have some spells/skills that are not affected or only
reduced a % not totally forgotten

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

poster: Wagro
subject: Bounty selection
date: Sun Aug 29 03:33:24 2004

How about giving bounties that are within a certain range of your
best solo kill, since that is an indication of the best thing you
can solo for that reinc :)

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

poster: Kasma
subject: >Bounty selection
date: Sun Aug 29 19:20:48 2004

check out my solo
never will i be able to do that again
is kinda cool premise for something else though
kas

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

poster: Wagro
subject: >>Bounty selection
date: Sun Aug 29 19:22:12 2004

On Sun Aug 29 19:20:48 2004 Kasma wrote post #53:
> check out my solo
> never will i be able to do that again
> is kinda cool premise for something else though
> kas
Help clear_best

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

poster: Kasma
subject: >>Bounty selection
date: Sun Aug 29 19:23:45 2004

isnt the point of getting a sweet solo to show it off?
oh well

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

poster: Wagro
subject: >>>Bounty selection
date: Sun Aug 29 19:24:21 2004

On Sun Aug 29 19:23:45 2004 Kasma wrote post #55:
> isnt the point of getting a sweet solo to show it off?
> oh well
well if you cant do it again, that doesnt mean much. And I'm
assuming that solo kill of your's isnt really solo anyway :)

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

poster: Kaos
subject: >>Bounty selection
date: Sun Aug 29 21:59:17 2004

On Sun Aug 29 19:20:48 2004 Kasma wrote post #53:
> check out my solo
> never will i be able to do that again
> is kinda cool premise for something else though
> kas
your solo kill sucks

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

poster: Darktooth
subject: Party Bonus
date: Mon Aug 30 21:52:17 2004

Would it work if in a party if a person gets the killing blow they get
a exp bonus or extra shares?

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

poster: Darktooth
subject: New "Warrior" guild
date: Tue Aug 31 00:08:07 2004

Native Warrior guild based with primitive hunting with spears, arrows
trapping enslaving and harvesting crops.

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

poster: Soulleech
subject: >Party Bonus
date: Tue Aug 31 00:09:13 2004

On Mon Aug 30 21:52:17 2004 Darktooth wrote post #60 in ideas:

> Would it work if in a party if a person gets the killing blow they get

> a exp bonus or extra shares?



those ppl are probably getting the most exp shares already anyway...

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

poster: Sebastian
subject: DIsarm
date: Tue Aug 31 13:36:10 2004

I notice when you get disarmed and try to wield it say your hand
hurts.  But when you are able to wield you don't get a message
saying you can so you jsut randomly type wield blah, is there a way
we can get a message? something along the lines of "You hand no
longer hurts and you are able to wield a weapon again."
thanks
-Seb

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

poster: Wagro
subject: >DIsarm
date: Tue Aug 31 14:54:09 2004

On Tue Aug 31 13:36:10 2004 Sebastian wrote post #63:
> I notice when you get disarmed and try to wield it say your hand
> hurts.  But when you are able to wield you don't get a message
> saying you can so you jsut randomly type wield blah, is there a way
> we can get a message? something along the lines of "You hand no
> longer hurts and you are able to wield a weapon again."
> thanks
> -Seb
This has been proposed before. The main reason it doesn't exist is
because it prevents people from just making a trigger to do it,
makes disarm a little more irksome.

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

poster: Justus
subject: >>DIsarm
date: Tue Aug 31 15:00:04 2004

On Tue Aug 31 14:54:09 2004 Wagro wrote post #64:
> On Tue Aug 31 13:36:10 2004 Sebastian wrote post #63:
> > I notice when you get disarmed and try to wield it say your hand
> > hurts.  But when you are able to wield you don't get a message
> > saying you can so you jsut randomly type wield blah, is there a way
> > we can get a message? something along the lines of "You hand no
> > longer hurts and you are able to wield a weapon again."
> > thanks
> > -Seb
> This has been proposed before. The main reason it doesn't exist is
> because it prevents people from just making a trigger to do it,
> makes disarm a little more irksome.
you can allways make timer to do this so its bad excuse.

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

poster: Lu
subject: >>>DIsarm
date: Tue Aug 31 15:02:07 2004

On Tue Aug 31 15:00:04 2004 Justus wrote post #65:
> On Tue Aug 31 14:54:09 2004 Wagro wrote post #64:
> > On Tue Aug 31 13:36:10 2004 Sebastian wrote post #63:
> > > I notice when you get disarmed and try to wield it say your hand
> > > hurts.  But when you are able to wield you don't get a message
> > > saying you can so you jsut randomly type wield blah, is there a way
> > > we can get a message? something along the lines of "You hand no
> > > longer hurts and you are able to wield a weapon again."
> > > thanks
> > > -Seb
> > This has been proposed before. The main reason it doesn't exist is
> > because it prevents people from just making a trigger to do it,
> > makes disarm a little more irksome.
> you can allways make timer to do this so its bad excuse.
can always get nuked for being a retard thats unable to re-arm
him/herself without the help of a trigset

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

poster: Switchblade
subject: >>>>DIsarm
date: Wed Sep  1 06:01:16 2004

On Tue Aug 31 15:02:07 2004 Lu wrote post #66:
> On Tue Aug 31 15:00:04 2004 Justus wrote post #65:
> > On Tue Aug 31 14:54:09 2004 Wagro wrote post #64:
> > > On Tue Aug 31 13:36:10 2004 Sebastian wrote post #63:
> > > > I notice when you get disarmed and try to wield it say your hand
> > > > hurts.  But when you are able to wield you don't get a message
> > > > saying you can so you jsut randomly type wield blah, is there a way
> > > > we can get a message? something along the lines of "You hand no
> > > > longer hurts and you are able to wield a weapon again."
> > > > thanks
> > > > -Seb
> > > This has been proposed before. The main reason it doesn't exist is
> > > because it prevents people from just making a trigger to do it,
> > > makes disarm a little more irksome.
> > you can allways make timer to do this so its bad excuse.
> can always get nuked for being a retard thats unable to re-arm
> him/herself without the help of a trigset

shriek, lu thinks I'm a retard!  HAPPY HAPPY JOY JOY!

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

poster: Daeva
subject: airship
date: Thu Sep  2 00:47:13 2004

to change the text when the gnomish airship from
The ferry has arrived at Workshop.
 to something more airshippish
// daeva

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

poster: Tamaritha
subject: >New "Warrior" guild
date: Thu Sep  2 18:25:36 2004

On Tue Aug 31 00:08:07 2004 Darktooth wrote post #61 in ideas:

> Native Warrior guild based with primitive hunting with spears, arrows

> trapping enslaving and harvesting crops.







...sounds more like a "Primitives" guild. 

Why don't we add "clubbing opposite sex half to death" as a new way of marriage specifically for guild members too?



AND DON'T FORGET THE GRASS HUTS AND THE LOINCLOTH AS GUILD ITEM!!! :p

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

poster: Uno
subject: >airship
date: Thu Sep  2 21:06:56 2004

On Thu Sep  2 00:47:13 2004 Daeva wrote post #68:
> to change the text when the gnomish airship from
> The ferry has arrived at Workshop.
>  to something more airshippish
> // daeva
AHHHHAHAHAHA TEH ZEPPELIN HAS LANDED!!!!!!1111
ALERT TEH PROFESSOR OTTO VON ROMPSEKOPF AND SOUND TEH ALARM FOR NAZI
CRABS!!11111

how about that?


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

poster: Byllk
subject: >>New "Warrior" guild
date: Fri Sep  3 11:04:40 2004

On Thu Sep  2 18:25:36 2004 Tamaritha wrote post #69:
> On Tue Aug 31 00:08:07 2004 Darktooth wrote post #61 in ideas:

> > Native Warrior guild based with primitive hunting with spears, arrows

> > trapping enslaving and harvesting crops.

> 

> 

> 

> ...sounds more like a "Primitives" guild. 

> Why don't we add "clubbing opposite sex half to death" as a new way of
marriage specifically for guild members too?

> 

> AND DON'T FORGET THE GRASS HUTS AND THE LOINCLOTH AS GUILD ITEM!!! :p
In my opinion the guild item should be a huge fallos symbol,
strapped on the forehead.

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

poster: soulleech
subject: autoloot default "on"
date: Sat Sep  4 05:33:48 2004

why not have it on automatically when you log in... there aren't too many circumstances where it would be turned off.

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

poster: Tahnval
subject: >autoloot default "on"
date: Sat Sep  4 05:35:00 2004

On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:
> why not have it on automatically when you log in... there aren't too many
circumstances where it would be turned off.
I haven't had autoloot turned on for at least a couple of years.

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

poster: Soulleech
subject: >>autoloot default "on"
date: Sat Sep  4 05:36:03 2004

On Sat Sep  4 05:35:00 2004 Tahnval wrote post #73 in ideas:

> On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:

> > why not have it on automatically when you log in... there aren't too many

> circumstances where it would be turned off.

> I haven't had autoloot turned on for at least a couple of years.



does the majority of the mud? it's easy to notice if you're picking up a lot of crap, but it's not so easy to notice that the looting message of a couple hundred gold...

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

poster: Tranquil
subject: >>autoloot default "on"
date: Sat Sep  4 05:36:24 2004

On Sat Sep  4 05:35:00 2004 Tahnval wrote post #73:
> On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:
> > why not have it on automatically when you log in... there aren't too many
> circumstances where it would be turned off.
> I haven't had autoloot turned on for at least a couple of years.

And many other people don't use it for various reasons too. If you
want it on when you login, add it to your login trigger.


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

poster: Soulleech
subject: >>>autoloot default "on"
date: Sat Sep  4 05:37:42 2004

On Sat Sep  4 05:36:24 2004 Tranquil wrote post #75 in ideas:

> On Sat Sep  4 05:35:00 2004 Tahnval wrote post #73:

> > On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:

> > > why not have it on automatically when you log in... there aren't too many

> > circumstances where it would be turned off.

> > I haven't had autoloot turned on for at least a couple of years.

> 

> And many other people don't use it for various reasons too. If you

> want it on when you login, add it to your login trigger.



the messages u get when u log in from a day's offline is the same as if you just got disconnected, you'll then just turn autoloot off instead...

But then again I guess I could then turn it back on with the autoloot message off... errr, okay, thx

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

poster: Tranquil
subject: >>>>autoloot default "on"
date: Sat Sep  4 05:39:54 2004

On Sat Sep  4 05:37:42 2004 Soulleech wrote post #76:
> On Sat Sep  4 05:36:24 2004 Tranquil wrote post #75 in ideas:

> > On Sat Sep  4 05:35:00 2004 Tahnval wrote post #73:

> > > On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:

> > > > why not have it on automatically when you log in... there aren't too
many

> > > circumstances where it would be turned off.

> > > I haven't had autoloot turned on for at least a couple of years.

> > 

> > And many other people don't use it for various reasons too. If you

> > want it on when you login, add it to your login trigger.

> 

> the messages u get when u log in from a day's offline is the same as if
you just got disconnected, you'll then just turn autoloot off instead...

> But then again I guess I could then turn it back on with the autoloot
message off... errr, okay, thx

Actually, the roconnect message is different from the login message.
i have different things triggered on both of these.


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

poster: Tahnval
subject: >>>autoloot default "on"
date: Sat Sep  4 05:40:57 2004

On Sat Sep  4 05:36:03 2004 Soulleech wrote post #74:
> On Sat Sep  4 05:35:00 2004 Tahnval wrote post #73 in ideas:

> > On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:

> > > why not have it on automatically when you log in... there aren't too
many

> > circumstances where it would be turned off.

> > I haven't had autoloot turned on for at least a couple of years.

> 

> does the majority of the mud? it's easy to notice if you're picking up a
lot of crap, but it's not so easy to notice that the looting message of a
couple hundred gold...
I trigger to get gold and get gems when a mob dies.  I used to
trigger to have my eagle loot, when I had one.  Now, I just leave it
on the floor.

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

poster: soulleech
subject: form down msg for shifter
date: Sat Sep  4 07:30:04 2004

give a message for when form is about to go... 

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

poster: Tranquil
subject: >form down msg for shifter
date: Sat Sep  4 07:47:37 2004

On Sat Sep  4 07:30:04 2004 soulleech wrote post #79:
> give a message for when form is about to go... 
that would remove both a) the only risk from being shifter, and b)
all the excitement from shifter. it's fine as it is.

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

poster: Soulleech
subject: >>form down msg for shifter
date: Sat Sep  4 07:50:34 2004

On Sat Sep  4 07:47:37 2004 Tranquil wrote post #80 in ideas:

> On Sat Sep  4 07:30:04 2004 soulleech wrote post #79:

> > give a message for when form is about to go... 

> that would remove both a) the only risk from being shifter, and b)

> all the excitement from shifter. it's fine as it is.



let's give that excitement to nethers too, wouldn't wanna hog it all... sure the form's shorter, but that only lets them stay more alert, right? :)

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

poster: Andros
subject: shifter form
date: Sat Sep  4 07:51:37 2004

ok then lets changed forms to only lasting 15 min so shifters can
die as often as nethers would

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

poster: Soulleech
subject: >shifter form
date: Sat Sep  4 07:52:40 2004

On Sat Sep  4 07:51:37 2004 Andros wrote post #82 in ideas:

> ok then lets changed forms to only lasting 15 min so shifters can

> die as often as nethers would



make shifting faster, and make sp regen faster too to compensate

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

poster: Tranquil
subject: >shifter form
date: Sat Sep  4 07:52:55 2004

On Sat Sep  4 07:51:37 2004 Andros wrote post #82:
> ok then lets changed forms to only lasting 15 min so shifters can
> die as often as nethers would

and add a controlling spell which, if down, will kill the shifter
when form drops.


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

poster: Soulleech
subject: >>shifter form
date: Sat Sep  4 07:54:16 2004

On Sat Sep  4 07:52:55 2004 Tranquil wrote post #84 in ideas:

> On Sat Sep  4 07:51:37 2004 Andros wrote post #82:

> > ok then lets changed forms to only lasting 15 min so shifters can

> > die as often as nethers would

> 

> and add a controlling spell which, if down, will kill the shifter

> when form drops.

>

controlling spell? what are you talking about? where did that come from? :/

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

poster: Tranquil
subject: >>>shifter form
date: Sat Sep  4 07:55:10 2004

On Sat Sep  4 07:54:16 2004 Soulleech wrote post #85:
> On Sat Sep  4 07:52:55 2004 Tranquil wrote post #84 in ideas:

> > On Sat Sep  4 07:51:37 2004 Andros wrote post #82:

> > > ok then lets changed forms to only lasting 15 min so shifters can

> > > die as often as nethers would

> > 

> > and add a controlling spell which, if down, will kill the shifter

> > when form drops.

> >

> controlling spell? what are you talking about? where did that come from? :/

spend some time learning more about the nether guild tree, and you
might find out =)

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

poster: Soulleech
subject: >>>>shifter form
date: Sat Sep  4 07:56:22 2004

> > controlling spell? what are you talking about? where did that come from? :/

> 

> spend some time learning more about the nether guild tree, and you

> might find out =)



07:54:49: Andros tells you: nethers have a control spell that they have to keep up otherwise if their nether body drops they die instantly

07:55:01: You tell Andros : but shifters aren't dealing with elements

07:55:07: You tell Andros : so that doesn't even make sense

07:55:07: Andros tells you: heh

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

poster: Tranquil
subject: >>>>>shifter form
date: Sat Sep  4 07:57:55 2004

On Sat Sep  4 07:56:22 2004 Soulleech wrote post #87:
> > > controlling spell? what are you talking about? where did that come
from? :/

> > 

> > spend some time learning more about the nether guild tree, and you

> > might find out =)

> 

> 07:54:49: Andros tells you: nethers have a control spell that they have to
keep up otherwise if their nether body drops they die instantly

> 07:55:01: You tell Andros : but shifters aren't dealing with elements

> 07:55:07: You tell Andros : so that doesn't even make sense

> 07:55:07: Andros tells you: heh

Oh, amazing. shifters aren't dealing with elements, therefore
shouldn't be compared to nether mages, right? ok, then why are you
asking for a form drop message again?

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

poster: Soulleech
subject: >>>>>>shifter form
date: Sat Sep  4 08:07:04 2004

because form message has nothing to do with elements, the only part I'm referring to is the message, I'm not comparing the entire guilds against each other. 

I'm asking for a message of warning for form drop, not a reformation of the guild mechanics...

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

poster: Tranquil
subject: >>>>>>>shifter form
date: Sat Sep  4 08:10:05 2004

On Sat Sep  4 08:07:04 2004 Soulleech wrote post #89:
> because form message has nothing to do with elements, the only part I'm
referring to is the message, I'm not comparing the entire guilds against
each other. 

> I'm asking for a message of warning for form drop, not a reformation of
the guild mechanics...

I believe that Daneel coded shapeshifter forms without drop warning
messages for a reason. Everything else about the guild appears
complete and well coded. I assume that, if he had wanted form drop
warning messages, they would be there. It's about the only element
of risk involved with playing ss, so if you don't like it, reinc.

Once you do that, please delete this spam thread, we've already
talked about all of this on channels, and there's no need to
reiterate it any more through news posts.

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

poster: Soulleech
subject: >>>>>>>>shifter form
date: Sat Sep  4 08:15:11 2004

On Sat Sep  4 08:10:05 2004 Tranquil wrote post #90 in ideas:

> On Sat Sep  4 08:07:04 2004 Soulleech wrote post #89:

> > because form message has nothing to do with elements, the only part I'm

> referring to is the message, I'm not comparing the entire guilds against

> each other. 



> > I'm asking for a message of warning for form drop, not a reformation of

> the guild mechanics...

> 

> I believe that Daneel coded shapeshifter forms without drop warning

> messages for a reason. Everything else about the guild appears

> complete and well coded. I assume that, if he had wanted form drop

> warning messages, they would be there. It's about the only element

> of risk involved with playing ss, so if you don't like it, reinc.

> 

> Once you do that, please delete this spam thread, we've already

> talked about all of this on channels, and there's no need to

> reiterate it any more through news posts.



This is an idea thread, and I suggested an idea. You have already expressed your opinions concerning my suggestion, time upon time, and have taken it a lot further than I ever intended. Please leave it at that because all I asked for is a message, if it is not implemented, then it will not be. This is a suggestion, not a demand. neither of us have the power to force Daneel to do anything, so please leave this alone and do not take it personally upon me. Thx.

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

poster: Moridin
subject: >>>>>>>>>shifter form
date: Sat Sep  4 10:05:00 2004

On Sat Sep  4 08:15:11 2004 Soulleech wrote post #91:
> > messages for a reason. Everything else about the guild appears

> > complete and well coded. I assume that, if he had wanted form drop

> > warning messages, they would be there. It's about the only element

> > of risk involved with playing ss, so if you don't like it, reinc.

> > 

> > Once you do that, please delete this spam thread, we've already

> > talked about all of this on channels, and there's no need to

> > reiterate it any more through news posts.

> 

> This is an idea thread, and I suggested an idea. You have already
expressed your opinions concerning my suggestion, time upon time, and have
taken it a lot further than I ever intended. Please leave it at that because
all I asked for is a message, if it is not implemented, then it will not be.
This is a suggestion, not a demand. neither of us have the power to force
Daneel to do anything, so please leave this alone and do not take it
personally upon me. Thx.
nethers sometimes have the form drop without warning, and I am a
shifter and I think form dropping without warning always is a ok, if
thats what daneel wanted, thats ok with me, just means I need to be
more alert when the time shifted goes over a certain amount

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

poster: Tektor
subject: >>>>>shifter form
date: Sat Sep  4 13:28:11 2004

Actualy it would make sense soulleech, learn more about shifters.
Help skill dragon breath:
Perhaps the scariest, and most difficult, branch of study in the
lore of dragons is that of their breath - how it works, how it's
used, how to use it without hurting oneself.  All these are made no
easier by the pure elemental energy surrounding the student at the
time of study.

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

poster: Lu
subject: >autoloot default "on"
date: Sat Sep  4 15:10:23 2004

On Sat Sep  4 05:33:48 2004 soulleech wrote post #72:
> why not have it on automatically when you log in... there aren't too many
circumstances where it would be turned off.
alot of people do not use autoloot, so they would argue, plz make
autoloot default off, you can append a simple line to your logon
script however "autoloot on"
if you don't have a logon script, a simple welcome to islands of
myth -> autoloot on trigger will work

-lu, the fuckin genious

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

poster: Byllk
subject: >form down msg for shifter
date: Sat Sep  4 16:12:25 2004

On Sat Sep  4 07:30:04 2004 soulleech wrote post #79:
> give a message for when form is about to go... 
ditto that, would be handy for mist/lava form as well

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

poster: Darc
subject: >>form down msg for shifter
date: Sat Sep  4 17:24:38 2004

On Sat Sep  4 16:12:25 2004 Byllk wrote post #95 in ideas:

> On Sat Sep  4 07:30:04 2004 soulleech wrote post #79:

> > give a message for when form is about to go... 

> ditto that, would be handy for mist/lava form as well



set a trig for form going down in mist and lava form as it is only like one line. but as for shifter you should be able to see the mass number or stats that fluxuate when you lose your form

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

poster: Belgarion
subject: >>>>>>shifter form
date: Sat Sep  4 19:50:22 2004

maybe because he doesn't like the idee of dying cus form drops all
of a sudden? its just my wild guess offcourse, and you that are so
brilliant might know some other reasons that would fit very well and
therefor asking, but I would asume it is the annoyment of dying when
form drops, and therfor want a message telling when the form is
about to drop so he can stay out of combat, also i would asume he
used nethermage as example of a guild that have a down message..
this is offcourse also only a guess... but if it is so i think he
made some right thoughts about it.


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

poster: Daneel
subject: >>autoloot default "on"
date: Sat Sep  4 23:58:13 2004

>-lu, the fuckin genious
er, genius
(sorry, couldn't resist)

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

poster: Byllk
subject: >>>form down msg for shifter
date: Sun Sep  5 12:38:24 2004

On Sat Sep  4 17:24:38 2004 Darc wrote post #96:
> On Sat Sep  4 16:12:25 2004 Byllk wrote post #95 in ideas:

> > On Sat Sep  4 07:30:04 2004 soulleech wrote post #79:

> > > give a message for when form is about to go... 

> > ditto that, would be handy for mist/lava form as well

> 

> set a trig for form going down in mist and lava form as it is only like
one line. but as for shifter you should be able to see the mass number or
stats that fluxuate when you lose your form
whe it's _about_ to go, smartypants

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

poster: Kaiser
subject: Cleric Guilds
date: Sun Sep  5 16:39:20 2004

  This has probably been mentioned before but I couldn't find it
anywhere.  Would be cool if there we Paladin and Blackguard cleric
betas.  Seems like a cool new twist.  Of course i think that some of
the existing harmer and weaver gammas/bravos should be incorporated
into the gammas/bravos of paladin and blackguard.  Like... paladin
could also join either confessor or healer, blackguard could join
magical torturer, simular to animist.  Just an idea, hope someday it
could be used.


- Kaiser

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

poster: Wildchild
subject: autoloot
date: Mon Sep  6 19:20:37 2004

While I don't see the need to set autoloot as default on or off, I
wonder why it hasn't been made a permanent variable that holds the
status over a logout/reboot.

I also wonder what ever happened to the possibility of getting
autodig/autoeat added as well, for those that use those.

-WildChild

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

poster: Maduo
subject: chalk in hell
date: Tue Sep  7 06:03:43 2004

chalk should work in hell =)

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

poster: Rockman
subject: ignore purge
date: Wed Sep  8 20:21:37 2004

ignore purge
Purged 1 players from your ignore list.
Have the purge list out who is purged like friends purge does?

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

poster: Darktooth
subject: new verb, shouldnt walk be a verb on the all verbs list?
date: Fri Sep 10 01:08:40 2004

why is walk not on the all verbs list? could we please put it on?

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

poster: Korthrun
subject: >new verb, shouldnt walk be a verb on the all verbs list?
date: Fri Sep 10 01:09:07 2004

On Fri Sep 10 01:08:40 2004 Darktooth wrote post #104:
> why is walk not on the all verbs list? could we please put it on?
walk is a command not a verb

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

poster: Zifnab
subject: >new verb, shouldnt walk be a verb on the all verbs list?
date: Fri Sep 10 01:23:32 2004

On Fri Sep 10 01:08:40 2004 Darktooth wrote post #104:
> why is walk not on the all verbs list? could we please put it on?
it is not a verb. it is a command. Just like all other commands
it is not listed under all verbs.

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

poster: Mixer
subject: Going away
date: Fri Sep 10 12:14:39 2004

How about morons who want to post their goings away that I neither
care about nor want to read, use the junk newsgroup.

I'm over seeing never will bes posting that they are taking a break!

Quit while you're behind, and do it quietly.

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

poster: Darktooth
subject: Dsell? wonder
date: Sat Sep 11 20:38:31 2004

i dont know if you can add a spell/skill to guilds or not but just 
wondering if it is possible to add a spell/skill in traveler
to allow dselling, make the guild more attractive.

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

poster: Fegler
subject: witch guilds
date: Sat Sep 11 21:52:02 2004

please move them from the mugak area!
its annoying to have to chance of dying every time i wanna train something.
yes, i know that the mobs are only aggro during night.
but why should i have to wait for the day to be able to train?
thats just a sucky thing!

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

poster: Oxolotl
subject: >witch guilds
date: Sun Sep 12 00:34:17 2004

either that or make the other guilds more challenging/dangerous to get to. 
I agree that is a little unfair.

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

poster: Lorric
subject: guild locations
date: Sun Sep 12 03:10:37 2004

while your at it after someone has completed the quest to reach and
the dragon master guild how about some secret passage to return to
that guild withought doing that whole quest every time and dont say
crap like ' just max everything while your there so you dont have to
go back" or 'make a script for the quest'.

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

poster: Ant
subject: >guild locations
date: Sun Sep 12 11:27:56 2004

On Sun Sep 12 03:10:37 2004 Lorric wrote post #111:
> while your at it after someone has completed the quest to reach and
> the dragon master guild how about some secret passage to return to
> that guild withought doing that whole quest every time and dont say
> crap like ' just max everything while your there so you dont have to
> go back" or 'make a script for the quest'.
If you don't want other people to post replies to your ideas, use
the 'idea' command.

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

poster: Apathy
subject: combat time
date: Sun Sep 12 20:28:41 2004

In addition to mud age, it would be neat if the mud would also keep
track of the total amount of time we spend in combat.  I gather that
the mud already does something like this for eq decay anyway, and it
would be a fun statistic to look at.

-Apathy

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

poster: Zifnab
subject: >combat time
date: Sun Sep 12 22:46:06 2004

On Sun Sep 12 20:28:41 2004 Apathy wrote post #113:
> In addition to mud age, it would be neat if the mud would also keep
> track of the total amount of time we spend in combat.  I gather that
> the mud already does something like this for eq decay anyway, and it
> would be a fun statistic to look at.
> 
> -Apathy
No it doesnt.

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

poster: flamekrayt
subject: emotes
date: Wed Sep 15 10:24:21 2004

just suggestions...:



what you type: habit

what you would see: You state that its not 'style', its a habit.

what others see: Flamekrayt states that its not 'style', its a habit.



what you type: sparty

what you see: You turn on the disco lights, hand out the drinks, and shout 'Let's Get The Party Started!'.

what others see: Flamekrayt turns on the disco light, hands out the drinks, and shouts 'Let's Get The Party Started!'.



what you type: charge

what you see: You say 'Ready men? CHARGE!!!'

what others see: Flamekrayt goes 'Ready men? CHARGE!!!'



what you type: hush

what you see: You coo 'Hush now...there is nothing to be afraid of'.

what others see: Flamekrayt coos 'Hush now...there is nothing to be afraid of'.



what you type: so LIV

what you see: You say to LIV 'Is that so?'

what others see: Flamekrayt says to you 'Is that so?'



what you type: layoff

what you see: You scream 'Layoff!!! Its mine!'

what others see: Flamekrayt screams 'Layoff!!! Its mine!'

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

poster: Ranja
subject: >>guild locations
date: Wed Sep 15 18:46:51 2004

make a script for the quest

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

poster: sweeterevil
subject: b-day stuffs
date: Sat Sep 18 13:54:30 2004

I think we should have birthday cakes balloons and decorations

avail. to buy in the toy shop we had/have fireworks and fun

stuffs like that. Oh and if there is a wiz out there sweet 

enough to do this can you PLEASE do it before Oct.2nd. I'd

love that wiz forever :)

 Sweets

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

poster: Wagro
subject: diagnose
date: Sat Sep 18 19:41:41 2004

It would be nice if diagnose would give a more meaningful output
when used on monsters. "god like amount" or "a shit load" is not
really all that useful, maybe an estimate of % wise or a numerical
reading i.e. about 90% would be nice, and would actually give this
spell some usefulness

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

poster: mintorus
subject: Herbalists
date: Sun Sep 19 11:44:34 2004

It would be good if all the herbalist & any other guild that uses herbs. If the spells would check inside you herb pouch for ingredients & not just in your inventory.

Minto


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

poster: Tranquil
subject: >Herbalists
date: Sun Sep 19 14:18:02 2004

On Sun Sep 19 11:44:34 2004 mintorus wrote post #119:
> It would be good if all the herbalist & any other guild that uses herbs.
If the spells would check inside you herb pouch for ingredients & not just
in your inventory.
> 
> Minto
> 

To get around this you can make stacked do commands that will get
the corresponding herbs from your pouch when you start your spell.

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

poster: Ranja
subject: >b-day stuffs
date: Sun Sep 19 14:47:57 2004

On Sat Sep 18 13:54:30 2004 sweeterevil wrote post #117:
> I think we should have birthday cakes balloons and decorations
> 
> avail. to buy in the toy shop we had/have fireworks and fun
> 
> stuffs like that. Oh and if there is a wiz out there sweet 
> 
> enough to do this can you PLEASE do it before Oct.2nd. I'd
> 
> love that wiz forever :)
> 
>  Sweets
Before 21. sept plz
JAG HAR FÖDELSESDAG

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

poster: soulleech
subject: race lead items
date: Wed Sep 22 06:22:28 2004

I'm a necro, dont have much inv, have just enough space for weapons of minions, but if I get race lead I can't really choose to drop it. Unlike the old system where you type race lead to lead, now u dont really get a choice, so could they be made to not take up any inv space or be refused at the user's request? 

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

poster: elvis
subject: Party ratings
date: Fri Sep 24 19:36:04 2004

This is kind of minor, but it seems to me that party ratings could be

reworked. It seems to me to be considered "Expert" at around 9K/min 

for the party (a high noob's rate) is a little out of date.



Also, perhaps the party rating could take into account either the number

of members of the party, or the combined number of levels or xp worth

of the members in that party when calculating rate.

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

poster: Soulleech
subject: >Party ratings
date: Sun Sep 26 18:16:55 2004

On Fri Sep 24 19:36:04 2004 elvis wrote post #123 in ideas:

> This is kind of minor, but it seems to me that party ratings could be

> 

> reworked. It seems to me to be considered "Expert" at around 9K/min 

> 

> for the party (a high noob's rate) is a little out of date.

> 

> 

> 

> Also, perhaps the party rating could take into account either the number

> 

> of members of the party, or the combined number of levels or xp worth

> 

> of the members in that party when calculating rate.



aye, aye, and gold too, since golding parties shouldn't be rated by xp alone.

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

poster: justin
subject: dracon
date: Wed Sep 29 18:43:16 2004

i would like to offer this new race as a possibility.  its called the dracon.  its half human, half dragon.  its obviuosly a caster, since most dragons have majestic powers.  i think it would be neet to give a color option to those who are this race.  the color has certain properties that the dracon would be better at.  



As an example of chart

Dracon

Variety - Energy Type the color is best with or resists most or something 

Black - Acid 

Blue - Electricity 

Brass - Fire 

Bronze - Electricity 

Copper - Acid 

Gold - Fire 

Green - Acid 

Red - Fire 

Silver - Cold 

White - Cold 


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

poster: Tsinummoc
subject: >dracon
date: Wed Sep 29 18:46:10 2004

On Wed Sep 29 18:43:16 2004 justin wrote post #125:
> i would like to offer this new race as a possibility.  its called the
dracon.  its half human, half dragon.  its obviuosly a caster, since most
dragons have majestic powers.  i think it would be neet to give a color
option to those who are this race.  the color has certain properties that
the dracon would be better at.  

> 

> As an example of chart

> Dracon

> Variety - Energy Type the color is best with or resists most or something 

> Black - Acid 

> Blue - Electricity 

> Brass - Fire 

> Bronze - Electricity 

> Copper - Acid 

> Gold - Fire 

> Green - Acid 

> Red - Fire 

> Silver - Cold 

> White - Cold 

http://www.islandsofmyth.org/3k/cgi/guildtree.c?name=dragon%20lord
seems WAY too similar to what we already have there

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

poster: Ranja
subject: >>dracon
date: Wed Sep 29 21:31:41 2004

On Wed Sep 29 18:46:10 2004 Tsinummoc wrote post #126:
> On Wed Sep 29 18:43:16 2004 justin wrote post #125:
> > i would like to offer this new race as a possibility.  its called the
> dracon.  its half human, half dragon.  its obviuosly a caster, since most
> dragons have majestic powers.  i think it would be neet to give a color
> option to those who are this race.  the color has certain properties that
> the dracon would be better at.  

> > 

> > As an example of chart

> > Dracon

> > Variety - Energy Type the color is best with or resists most or
something 

> > Black - Acid 

> > Blue - Electricity 

> > Brass - Fire 

> > Bronze - Electricity 

> > Copper - Acid 

> > Gold - Fire 

> > Green - Acid 

> > Red - Fire 

> > Silver - Cold 

> > White - Cold 

> http://www.islandsofmyth.org/3k/cgi/guildtree.c?name=dragon%20lord
> seems WAY too similar to what we already have there
Dragon lord is a Guild, not a race cooouugh.

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

poster: Tranquil
subject: >>>dracon
date: Thu Sep 30 03:27:35 2004

On Wed Sep 29 21:31:41 2004 Ranja wrote post #127:
> On Wed Sep 29 18:46:10 2004 Tsinummoc wrote post #126:
> > On Wed Sep 29 18:43:16 2004 justin wrote post #125:
> > > i would like to offer this new race as a possibility.  its called the
> > dracon.  its half human, half dragon.  its obviuosly a caster, since most
> > dragons have majestic powers.  i think it would be neet to give a color
> > option to those who are this race.  the color has certain properties that
> > the dracon would be better at.  

> > > 

> > > As an example of chart

> > > Dracon

> > > Variety - Energy Type the color is best with or resists most or
> something 

> > > Black - Acid 

> > > Blue - Electricity 

> > > Brass - Fire 

> > > Bronze - Electricity 

> > > Copper - Acid 

> > > Gold - Fire 

> > > Green - Acid 

> > > Red - Fire 

> > > Silver - Cold 

> > > White - Cold 

> > http://www.islandsofmyth.org/3k/cgi/guildtree.c?name=dragon%20lord
> > seems WAY too similar to what we already have there
> Dragon lord is a Guild, not a race cooouugh.

Something that also should be niticed, is the fact that dracons,
according to dragonlance novels, are quite dumb compared to their
unaltered cousins. They are much smaller, and their abilities seem
far more fighterish than casterish.

Anyway, if we're going to put in a new race or two, would it not be
more fun to have original races? about 80% of d&d style muds these
days have dracons, and part of what makes this mud fun, at least for
me, is the distinction between this mud and the rest of the herd, as
it were.


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

poster: Tahnval
subject: >>>>dracon
date: Thu Sep 30 07:02:02 2004

I think it would be a difficult job to get a new race that was
in balance.  We already have many races that are barely used.
Now's a bad time, too, as the admins are snowed under with
the problems caused by the move.

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

poster: Sebastian
subject: Redemption
date: Thu Sep 30 15:10:50 2004

Maybe have it so if the caster fails it, the caster loses a level of
align, from godlike to saint, saint to holy man, holyman to good,
etc, would encourage healers to max things, hehe

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

poster: Eponine
subject: truth in advertising
date: Sun Oct  3 05:04:49 2004

a warp blade should have a special which allows the wielder to warp
nuff said

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

poster: Belgarion
subject: exp machine dress
date: Tue Oct  5 20:18:43 2004

make player lose exp for pressing button, give jant 10%

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

poster: Darktooth
subject: clan arena
date: Thu Oct  7 01:34:31 2004

dig grave
Clan's group up and fight each other to rule iom

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

poster: Alacor
subject: >clan arena
date: Thu Oct  7 01:35:43 2004

Nods, would be cool, except that most clans never have their full
membership online at the same time

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

poster: Tranquil
subject: >>clan arena
date: Thu Oct  7 15:08:02 2004

You can do this in either arena already.

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

poster: Darktooth
subject: tesselevala proof
date: Sat Oct  9 08:38:08 2004

bah, no longer should i be able to accidently sell my trophy to gem store
this is the fourth time **

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

poster: Zifnab
subject: >tesselevala proof
date: Sat Oct  9 11:25:37 2004

On Sat Oct  9 08:38:08 2004 Darktooth wrote post #136:
> bah, no longer should i be able to accidently sell my trophy to gem store
> this is the fourth time **
learn the keep command

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

poster: Communist
subject: eq bounties
date: Sat Oct  9 16:11:57 2004

It'd be nice if Tesselavala didn't give eq bounties on once-per-boot
monsters that have already been killed or ar otherwise
unkillable....

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

poster: Zifnab
subject: >eq bounties
date: Sat Oct  9 17:48:54 2004

On Sat Oct  9 16:11:57 2004 Communist wrote post #138:
> It'd be nice if Tesselavala didn't give eq bounties on once-per-boot
> monsters that have already been killed or ar otherwise
> unkillable....
of course it would be nice. But we do not track that information
so she has no way of knowing how often a monster resets.

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

poster: Belgarion
subject: bushes
date: Sat Oct  9 20:10:09 2004

Andros seems to emerge from bushes.
la bushes
There is no at bushes here.
can we add a item for bushes in cs, since MANNY just pop out from it!
/belg

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

poster: temuthril
subject: A suggestion
date: Mon Oct 11 12:58:10 2004

Why can't I connect to Islands of Myth through port 23?



Khosan can you make it open? :)

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

poster: Zifnab
subject: >A suggestion
date: Mon Oct 11 13:11:16 2004

On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:
> Why can't I connect to Islands of Myth through port 23?

> 

> Khosan can you make it open? :)
we have already said no on this.

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

poster: Temuthril
subject: >>A suggestion
date: Mon Oct 11 13:12:10 2004

On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:

> On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:

> > Why can't I connect to Islands of Myth through port 23?



> > 



> > Khosan can you make it open? :)

> we have already said no on this.

Why not? And I haven't seen the previous no.

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

poster: Temuthril
subject: >>A suggestion
date: Mon Oct 11 13:13:22 2004

On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:

> On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:

> > Why can't I connect to Islands of Myth through port 23?



> > 



> > Khosan can you make it open? :)

> we have already said no on this.

Why not? And I haven't seen the previous no.

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

poster: Khosan
subject: >>>A suggestion
date: Mon Oct 11 13:13:49 2004

On Mon Oct 11 13:13:22 2004 Temuthril wrote post #145:
> On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:

> > On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:

> > > Why can't I connect to Islands of Myth through port 23?

> 

> > > 

> 

> > > Khosan can you make it open? :)

> > we have already said no on this.

> Why not? And I haven't seen the previous no.
You would have to be a fool to run the mud as root to allow it to
grap port 23.

Khosan

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

poster: Temuthril
subject: >>A suggestion
date: Mon Oct 11 13:14:28 2004

On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:

> On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:

> > Why can't I connect to Islands of Myth through port 23?



> > 



> > Khosan can you make it open? :)

> we have already said no on this.



 Why not? And I haven't seen the previous no.

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

poster: Temuthril
subject: >>>>A suggestion
date: Mon Oct 11 13:20:08 2004

On Mon Oct 11 13:13:49 2004 Khosan wrote post #146 in ideas:

> On Mon Oct 11 13:13:22 2004 Temuthril wrote post #145:

> > On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:



> > > On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:



> > > > Why can't I connect to Islands of Myth through port 23?



> > 



> > > > 



> > 



> > > > Khosan can you make it open? :)



> > > we have already said no on this.



> > Why not? And I haven't seen the previous no.

> You would have to be a fool to run the mud as root to allow it to

> grap port 23.

> 

> Khosan



...Icesus.org is available through port 23.

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

poster: Tigran
subject: >>>>>A suggestion
date: Mon Oct 11 13:21:05 2004

On Mon Oct 11 13:20:08 2004 Temuthril wrote post #148:
> On Mon Oct 11 13:13:49 2004 Khosan wrote post #146 in ideas:

> > On Mon Oct 11 13:13:22 2004 Temuthril wrote post #145:

> > > On Mon Oct 11 13:11:16 2004 Zifnab wrote post #143 in ideas:

> 

> > > > On Mon Oct 11 12:58:10 2004 temuthril wrote post #142:

> 

> > > > > Why can't I connect to Islands of Myth through port 23?

> 

> > > 

> 

> > > > > 

> 

> > > 

> 

> > > > > Khosan can you make it open? :)

> 

> > > > we have already said no on this.

> 

> > > Why not? And I haven't seen the previous no.

> > You would have to be a fool to run the mud as root to allow it to

> > grap port 23.

> > 

> > Khosan

> 

> ...Icesus.org is available through port 23.
John Doe jumped off a cliff.  At the bottom fo the cliff are lots of
sharp jagged rocks.  Are you going to follow him?

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

poster: Gabriel
subject: lockers
date: Mon Oct 11 14:30:01 2004

It would be cool if we could rent/buy lockers in illium to keep
lodes/eq we have fs. . . save a lot of trips through my hotwired
house, if you know what i mean.
Just a thought.

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

poster: Apathy
subject: >>>>>>A suggestion
date: Mon Oct 11 17:42:36 2004

> > > You would have to be a fool to run the mud as root to allow it to
> > > grap port 23.
> > > 
> > > Khosan
> > 
> > ...Icesus.org is available through port 23.
> John Doe jumped off a cliff.  At the bottom fo the cliff are lots of
> sharp jagged rocks.  Are you going to follow him?

Just to point out, there are ways to do this that aren't so
dangerous.  You could, for example, run a small root-owned process
that simply mirrors port 3000 on port 23.  A simple process like
that would be relatively easy to secure, especially if all the
parameters were hard-coded in.  That said, there may be other
security issues to running a mud on port 23 that aren't so obvious...

-Apathy

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

poster: Magneto
subject: >>>>>>>A suggestion
date: Mon Oct 11 17:50:30 2004

On Mon Oct 11 17:42:36 2004 Apathy wrote post #151:
> > > > You would have to be a fool to run the mud as root to allow it to
> > > > grap port 23.
> > > > 
> > > > Khosan
> > > 
> > > ...Icesus.org is available through port 23.
> > John Doe jumped off a cliff.  At the bottom fo the cliff are lots of
> > sharp jagged rocks.  Are you going to follow him?
> 
> Just to point out, there are ways to do this that aren't so
> dangerous.  You could, for example, run a small root-owned process
> that simply mirrors port 3000 on port 23.  A simple process like
> that would be relatively easy to secure, especially if all the
> parameters were hard-coded in.  That said, there may be other
> security issues to running a mud on port 23 that aren't so obvious...
> 
> -Apathy
It is also a generally bad idea to run your service over a another services
standard port.  

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

poster: Korthrun
subject: >>>>>>>>A suggestion
date: Mon Oct 11 20:25:56 2004

On Mon Oct 11 17:50:30 2004 Magneto wrote post #152:
> On Mon Oct 11 17:42:36 2004 Apathy wrote post #151:
> > > > > You would have to be a fool to run the mud as root to allow it to
> > > > > grap port 23.
> > > > > 
> > > > > Khosan
> > > > 
> > > > ...Icesus.org is available through port 23.
> > > John Doe jumped off a cliff.  At the bottom fo the cliff are lots of
> > > sharp jagged rocks.  Are you going to follow him?
> > 
> > Just to point out, there are ways to do this that aren't so
> > dangerous.  You could, for example, run a small root-owned process
> > that simply mirrors port 3000 on port 23.  A simple process like
> > that would be relatively easy to secure, especially if all the
> > parameters were hard-coded in.  That said, there may be other
> > security issues to running a mud on port 23 that aren't so obvious...
> > 
> > -Apathy
> It is also a generally bad idea to run your service over a another services
> standard port.  
Though I do agree with everything the admins have to say on this,
and see no reason to put the mud on port 23 (if your network admins
blocked off non standard ports then you are prolly somewhere you
shouldn't be mudding), I wanted to add that this can be done (imho)
pretty securly via ssh port forwarding.
ssh -f root@localhost -L 23:localhost:3000
Then theres a little ssh tunnel forwarding port 23 to 3000

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

poster: Lu
subject: >>>>>>>>A suggestion
date: Tue Oct 12 00:18:20 2004

On Mon Oct 11 17:50:30 2004 Magneto wrote post #152:
> On Mon Oct 11 17:42:36 2004 Apathy wrote post #151:
> > > > > You would have to be a fool to run the mud as root to allow it to
> > > > > grap port 23.
> > > > > 
> > > > > Khosan
> > > > 
> > > > ...Icesus.org is available through port 23.
> > > John Doe jumped off a cliff.  At the bottom fo the cliff are lots of
> > > sharp jagged rocks.  Are you going to follow him?
> > 
> > Just to point out, there are ways to do this that aren't so
> > dangerous.  You could, for example, run a small root-owned process
> > that simply mirrors port 3000 on port 23.  A simple process like
> > that would be relatively easy to secure, especially if all the
> > parameters were hard-coded in.  That said, there may be other
> > security issues to running a mud on port 23 that aren't so obvious...
> > 
> > -Apathy
> It is also a generally bad idea to run your service over a another services
> standard port.  
it's also pretty obious that we have plently of people that gladly
connect to port 3k, why should we open another just for 1 persons
silly request?  no reason even given to why he wants port 23 open...
probably so he can haxor the mud and nuke baer. BAD T
MHuathlsioflhil.

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

poster: Belgarion
subject: who
date: Wed Oct 13 08:13:07 2004

who unidle
i would like

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

poster: Chrono
subject: just a thought
date: Wed Oct 13 14:43:38 2004

how about upping the maximum number able to join one clan, as it is
it's 15 people, right?
well compairing the cost of a clan (200k gold to join, hmm 400k to
start?) it's really much cheaper for everyone especially the creator
to just create a private channel and saving it (170k?) and you can
invite/disinivte or whatever to however many people you want and
whenever you want.
i think that maybe upping the maximum persons to a clan just a tad,
and lowering the cost to joining/start significantly cheaper (maybe
100k to join, 200k to start) it could make clans a -little- more
appealing.
also to compare, disreguarding friendships and such, there's nothing
effective to your character by joining a clan, other than: you get a
tattoo; a clan title; and a clan has it's own account
so when comparing the two is, 15 people maximum, a shared bank
account, and some tattoo worth all the cost of joining and creating
a clan?

or we can just disreguard this and up the cost to saving a private
channel to 500k gold eheh or do nothing at all to either
not whining, it's just my opinion that a clan could be more worthwhile

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

poster: Ranja
subject: >bushes
date: Wed Oct 13 16:54:40 2004

On Sat Oct  9 20:10:09 2004 Belgarion wrote post #140:
> Andros seems to emerge from bushes.
> la bushes
> There is no at bushes here.
> can we add a item for bushes in cs, since MANNY just pop out from it!
> /belg
Only good woodsmen can see the bushes :)
Since you can pathfind to any outside room, it would be kinky to add
bushes to all rooms

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

poster: Darktooth
subject: counter
date: Thu Oct 14 04:55:24 2004

at all possible to get a counter for your finger id?
see how popular or unpopular you are, just for shats and giggles

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

poster: Uno
subject: >just a thought
date: Thu Oct 14 15:25:58 2004

On Wed Oct 13 14:43:38 2004 Chrono wrote post #156:
> also to compare, disreguarding friendships and such, there's nothing
> effective to your character by joining a clan, other than: you get a
> tattoo; a clan title; and a clan has it's own account
> so when comparing the two is, 15 people maximum, a shared bank
> account, and some tattoo worth all the cost of joining and creating
> a clan?
> 
> or we can just disreguard this and up the cost to saving a private
> channel to 500k gold eheh or do nothing at all to either
> not whining, it's just my opinion that a clan could be more worthwhile
These observations are all pretty true, but they are also not
particularly new.
I think it's been acknowledged for some time now that clans are little more
than the components you mentioned. There is some possibility that some day
they will turn into more... (I'm speaking for the wizzes, ROFL I"M
LIEK DRACO LALALA)
but until then why mess w/ the formula? Personally, I think the
things you mentioned:
bank account, tattoo, etc. are pretty neat and worth paying extra for.
Are they 'effective'? maybe not, but i'd pay 5 meg for my moose
brackets back... 
some costs are just associated w/ role-playing and fun, not
increasing party share.

(moose brackets would totally be role-playing tho m00se m00se m00se
m00se m00se

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

poster: Belgarion
subject: Carebears!
date: Mon Oct 18 14:41:25 2004

If you wear all carebear eq you get a tiny bonus (like 3 to all
stats or alike) and changes race to "Carebear", would rock for those
who repeatable kill them for the full set!
/belg

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

poster: Tigran
subject: >Carebears!
date: Mon Oct 18 14:49:19 2004

On Mon Oct 18 14:41:25 2004 Belgarion wrote post #160:
> If you wear all carebear eq you get a tiny bonus (like 3 to all
> stats or alike) and changes race to "Carebear", would rock for those
> who repeatable kill them for the full set!
> /belg
This will only work if every communication attempt they try to make ends with:

"CAREBEAR SHARE!!!"

Tigran, whose daughter watches WAY too much of the CareBears Videos.

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

poster: Monkey
subject: >>Carebears!
date: Mon Oct 18 14:54:31 2004

On Mon Oct 18 14:49:19 2004 Tigran wrote post #161:
> On Mon Oct 18 14:41:25 2004 Belgarion wrote post #160:
> > If you wear all carebear eq you get a tiny bonus (like 3 to all
> > stats or alike) and changes race to "Carebear", would rock for those
> > who repeatable kill them for the full set!
> > /belg
> This will only work if every communication attempt they try to make ends
with:
> 
> "CAREBEAR SHARE!!!"
> 
> Tigran, whose daughter watches WAY too much of the CareBears Videos.
i think tigran watches too much carebears....so do i....i'm sad...i
watched them as a kid and now they're back again...i feel somewhat
old...damn...CAREBEARS RULE!
btw Share-A-Lot, Sunshine, the twins were my favs

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

poster: Darktooth
subject: a is it possible to get a prayer for enreg?
date: Wed Oct 20 23:43:14 2004

a is it possible to get a prayer for enreg?

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

poster: Anlo
subject: Hoho emote
date: Thu Oct 21 21:49:07 2004

hoho - You hoho like Santa Claus.

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

poster: Wagro
subject: finger info
date: Fri Oct 22 05:23:24 2004

Maybe next to each guild in finger info could have a () so you can see if a person is maxxed in a
guild/has a certain spell/skill etc. I.E. People assuming any and
all members of navigator have summon

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

poster: Sebastian
subject: Mind vortex
date: Sat Oct 23 10:59:40 2004

I was wondering..since Witch Mind vortex was changed, could it be
possible that monster mind vortex also takes skills/spells to 33%?
It seems a bit unfair for us to feel the wrath of the tune, but for
the monsters to not.  I know i'm the last person to talk about
fairness, but i think some ppl would agree with me about the monster
mind vortex situation.

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

poster: Andros
subject: >Mind vortex
date: Sat Oct 23 11:01:58 2004

On Sat Oct 23 10:59:40 2004 Sebastian wrote post #166:
> I was wondering..since Witch Mind vortex was changed, could it be
> possible that monster mind vortex also takes skills/spells to 33%?
> It seems a bit unfair for us to feel the wrath of the tune, but for
> the monsters to not.  I know i'm the last person to talk about
> fairness, but i think some ppl would agree with me about the monster
> mind vortex situation.
i agree, maybe give us more chance to resist it?

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

poster: Moridin
subject: >>Mind vortex
date: Sat Oct 23 18:55:19 2004

On Sat Oct 23 11:01:58 2004 Andros wrote post #167 in ideas:

> On Sat Oct 23 10:59:40 2004 Sebastian wrote post #166:

> > I was wondering..since Witch Mind vortex was changed, could it be

> > possible that monster mind vortex also takes skills/spells to 33%?

> > It seems a bit unfair for us to feel the wrath of the tune, but for

> > the monsters to not.  I know i'm the last person to talk about

> > fairness, but i think some ppl would agree with me about the monster

> > mind vortex situation.

> i agree, maybe give us more chance to resist it?



I couldn't have said it better myself (though I tried in idea posting 51)

*huddles closer to the fire* brrr, I'm all frozen over here, I wanna be somewhere warmer, like... Rome!

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

poster: Darktooth
subject: map choice
date: Fri Oct 29 02:40:46 2004

Set a choice for size of map when typing map, sometimes bvar just
looks like a big green mass

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

poster: Korthrun
subject: >map choice
date: Fri Oct 29 02:49:04 2004

I think you may be missing the line above the map that says:
Looking into the distance you can see:
The map is what your character can see in the distance. We are given
something extra here, ill paste an example:
ffffffffffffffff|ffffp+-cccpRcccc
ffffffffffffff?f|ffffffpcccpRcccc
?fffffffffffffff|fff?ffpcccp?RRRR
ffffffffffffffff|fffffffppp/?pppp
ffffffffffffffff*---------+------
ffff^^^fff^^^?fffffffffffffffpppp
fff^^^^^^^^^^^^^fffffffffffffffff
ff^^^^^^^^^^^^^^^^^ffffffffffffff
ff^^^^FFF?FFFffff^^f^^fffffffffff
see how we can see whats on the otherside of the mountains?
how nice of the wizzes to allow us to do that
however
I can see something like a magical cartographer moving into the city
I hear daran is working on. 
Maybe the availabilty of magical maps that show the entirety of
whatever its a map of, and where you are on it.
Have a map for east/west bvar or wahtever areas etc
Have it cost moeny but not be obscene
250k? 300k? Something like that

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

poster: Monkey
subject: Maps
date: Fri Oct 29 06:29:51 2004

If you want to see the map in its entirety, there are websites that
have the island maps.

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

poster: Rockman
subject: oddworld eq tune
date: Fri Oct 29 19:49:58 2004

Is there any way then to mark the eq as coming from oddworld, i can
just see the shit coming now, people that dont know where every eq
piece comes from buys nice piece of eq for lots of money then has no
way of knowing that the piece cant be pyro until attempting to do it
himself, or nighbies selling near broken eq to lowbies letting the
lowbies think the eq can be repaired back up, etc

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

poster: Oruk
subject: >oddworld eq tune
date: Fri Oct 29 20:08:42 2004

On Fri Oct 29 19:49:58 2004 Rockman wrote post #172:
> Is there any way then to mark the eq as coming from oddworld, i can
> just see the shit coming now, people that dont know where every eq
> piece comes from buys nice piece of eq for lots of money then has no
> way of knowing that the piece cant be pyro until attempting to do it
> himself, or nighbies selling near broken eq to lowbies letting the
> lowbies think the eq can be repaired back up, etc
its pretty easy
if you say the eq name out loud
and it sounds like its from oddworld
like
red frilly dress
jockstrap of mighty upheaval
then its from oddworld

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

poster: Slayn
subject: >>oddworld eq tune
date: Fri Oct 29 20:12:41 2004

isnt blood stained axe a weapon from odd?
there are still weapons from there that would seem to be "in theme"
therefore newbie/lowbie purchases of doom will still happen
-slyna

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

poster: Rockman
subject: >>>oddworld eq tune
date: Fri Oct 29 20:14:41 2004

On Fri Oct 29 20:12:41 2004 Slayn wrote post #174:
> isnt blood stained axe a weapon from odd?
> there are still weapons from there that would seem to be "in theme"
> therefore newbie/lowbie purchases of doom will still happen
> -slyna
my point exactly, there are eqs that looks in theme that are from oddworld.

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

poster: Fegler
subject: odd world eq
date: Sat Oct 30 11:16:26 2004

cant wizards ask the builders if they can come up with more theme
going stuff? or ask them to change the stats to wiz stuff or
something? so a fighter doesnt have to run around in high heels or
whatever
i dont know much about the eq, so i dont know if high heels is fig
or caster, or if they really exist...
but isnt it an idea?

*hugs form Fegleri*

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

poster: Belgarion
subject: >odd world eq
date: Sat Oct 30 11:20:24 2004

On Sat Oct 30 11:16:26 2004 Fegler wrote post #176:
> cant wizards ask the builders if they can come up with more theme
> going stuff? or ask them to change the stats to wiz stuff or
> something? so a fighter doesnt have to run around in high heels or
> whatever
> i dont know much about the eq, so i dont know if high heels is fig
> or caster, or if they really exist...
> but isnt it an idea?
> 
> *hugs form Fegleri*
problem at this point is that the coder refuses to chenge the area,
because she spent alot of time on it, so realy its not that
not-understandable.. but ya, area wont change and afaik thats
final.

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

poster: Tektor
subject: >>odd world eq
date: Sat Oct 30 13:39:00 2004

On Sat Oct 30 11:20:24 2004 Belgarion wrote post #177:
> On Sat Oct 30 11:16:26 2004 Fegler wrote post #176:
> > cant wizards ask the builders if they can come up with more theme
> > going stuff? or ask them to change the stats to wiz stuff or
> > something? so a fighter doesnt have to run around in high heels or
> > whatever
> > i dont know much about the eq, so i dont know if high heels is fig
> > or caster, or if they really exist...
> > but isnt it an idea?
> > 
> > *hugs form Fegleri*
> problem at this point is that the coder refuses to chenge the area,
> because she spent alot of time on it, so realy its not that
> not-understandable.. but ya, area wont change and afaik thats
> final.
Would it be that hard to have some one say go through sunnydale and
change it into a peasant type village with knights instead of
soldiers, and vamps could still exist, and maybe the schools become
magic schools. buffy could still be a vampire slayer, and others
could still have roles like willow is a witch, anya is a demon,
glory is a demon ect. Then move the area to another island and do
the same with the rest of the areas? Maybe find some builders
willing to devote time to making all the areas become in theme.
Places like wildchilds area with the clay statues seems more than in
theme to me.

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

poster: Seth
subject: >>>odd world eq
date: Sat Oct 30 14:35:48 2004

On Sat Oct 30 13:39:00 2004 Tektor wrote post #178:
> Would it be that hard to have some one say go through sunnydale and
> change it into a peasant type village with knights instead of
> soldiers, and vamps could still exist, and maybe the schools become
> magic schools. buffy could still be a vampire slayer, and others
> could still have roles like willow is a witch, anya is a demon,
> glory is a demon ect. Then move the area to another island and do
> the same with the rest of the areas? Maybe find some builders
> willing to devote time to making all the areas become in theme.
> Places like wildchilds area with the clay statues seems more than in
> theme to me.
problem is that the coder of the area wont change it

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

poster: Zifnab
subject: >odd world eq
date: Sat Oct 30 16:01:53 2004

On Sat Oct 30 11:16:26 2004 Fegler wrote post #176:
> cant wizards ask the builders if they can come up with more theme
> going stuff? or ask them to change the stats to wiz stuff or
> something? so a fighter doesnt have to run around in high heels or
> whatever
> i dont know much about the eq, so i dont know if high heels is fig
> or caster, or if they really exist...
> but isnt it an idea?
> 
> *hugs form Fegleri*

it is a great idea but only lately have I had builders actually
fix an old area. There were a couple done years ago but to be honest
lately not much has come off the builder port.

The other issue is that the wizard in question does not
want her items changed and I can understand that. She worked
hard on the area.

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

poster: Fegler
subject: >>odd world eq
date: Sat Oct 30 19:02:36 2004

On Sat Oct 30 16:01:53 2004 Zifnab wrote post #180:
> > 
> > *hugs form Fegleri*
> 
> it is a great idea but only lately have I had builders actually
> fix an old area. There were a couple done years ago but to be honest
> lately not much has come off the builder port.
> 
> The other issue is that the wizard in question does not
> want her items changed and I can understand that. She worked
> hard on the area.
understandable
and players could see this as a way to get the prices down on this
eq, cause sooner or later its gonna break anyway. so its not that
expensive anymore then
imo thats what should become of this
thou, the bad thing might be that the players doesnt kill the mobs
anymore, and that would be sad :(
No


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

poster: Ant
subject: >>>odd world eq
date: Sun Oct 31 11:25:23 2004

On Sat Oct 30 13:39:00 2004 Tektor wrote post #178:
> On Sat Oct 30 11:20:24 2004 Belgarion wrote post #177:
> > On Sat Oct 30 11:16:26 2004 Fegler wrote post #176:
> > > cant wizards ask the builders if they can come up with more theme
> > > going stuff? or ask them to change the stats to wiz stuff or
> > > something? so a fighter doesnt have to run around in high heels or
> > > whatever
> > > i dont know much about the eq, so i dont know if high heels is fig
> > > or caster, or if they really exist...
> > > but isnt it an idea?
> > > 
> > > *hugs form Fegleri*
> > problem at this point is that the coder refuses to chenge the area,
> > because she spent alot of time on it, so realy its not that
> > not-understandable.. but ya, area wont change and afaik thats
> > final.
> Would it be that hard to have some one say go through sunnydale and
> change it into a peasant type village with knights instead of
> soldiers, and vamps could still exist, and maybe the schools become
> magic schools. buffy could still be a vampire slayer, and others
> could still have roles like willow is a witch, anya is a demon,
> glory is a demon ect. Then move the area to another island and do
> the same with the rest of the areas? Maybe find some builders
> willing to devote time to making all the areas become in theme.
> Places like wildchilds area with the clay statues seems more than in
> theme to me.
Yes it would. Do you want to re-desc the whole area? Descing is by
far the most tedious part of area creation. I sure as hell don't
wanna do it, especially since I think the creator of the area wouldn't
be too happy about it.

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

poster: Belgarion
subject: >>>odd world eq
date: Mon Nov  1 05:44:59 2004

i would miss  my kitchen sink *tear* (jk) good idee but it wouldn't
be fair to creator of the area, and she wont do it herself.

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

poster: Sebastian
subject: >>>>odd world eq
date: Mon Nov  1 05:46:26 2004

On Mon Nov  1 05:44:59 2004 Belgarion wrote post #183:
> i would miss  my kitchen sink *tear* (jk) good idee but it wouldn't
> be fair to creator of the area, and she wont do it herself.
And also, if not just the out of theme eq, there is some in theme
eq. Ie. Mask of veins, satan's pentagram..

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

poster: outraider
subject: Alingment
date: Fri Nov  5 13:32:41 2004

It would be nice if players would get special appearance from their alingment. Demonic and satanic would grow horns, wings and tail. Saint and god like would get  angel wings, white robe (no slots needed) and holy aura. Also when char gets these thing it would hardes for him to turn back to other alingment, healer's would lose their good status just be grinning at good monsters.



It would be cool if people would see "He has long demonic horns, large wings and long tail" when they look at me.

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

poster: Uno
subject: >Alingment
date: Fri Nov  5 16:15:15 2004

On Fri Nov  5 13:32:41 2004 outraider wrote post #185:
> It would be nice if players would get special appearance from their
alingment. Demonic and satanic would grow horns, wings and tail. Saint and
god like would get  angel wings, white robe (no slots needed) and holy aura.
Also when char gets these thing it would hardes for him to turn back to
other alingment, healer's would lose their good status just be grinning at
good monsters.

> 

> It would be cool if people would see "He has long demonic horns, large
wings and long tail" when they look at me.
This sounds too much like fable to me
worst rpg ever... total time to complete: 10 hrs

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

poster: Ranja
subject: >Alingment
date: Fri Nov  5 18:12:42 2004

On Fri Nov  5 13:32:41 2004 outraider wrote post #185:
> It would be nice if players would get special appearance from their
alingment. Demonic and satanic would grow horns, wings and tail. Saint and
god like would get  angel wings, white robe (no slots needed) and holy aura.
Also when char gets these thing it would hardes for him to turn back to
other alingment, healer's would lose their good status just be grinning at
good monsters.

> 

> It would be cool if people would see "He has long demonic horns, large
wings and long tail" when they look at me.
Ehh, angels grow wings, and demons grow horns. plz dont make dwarves
grow horns if they slay a child or add penises to the faeries, would
be too 'oddworldish'.

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

poster: Flick
subject: I noticed that mist mages were mage to be able to wield summoned objects.. but shouldnt they prob be able to also wear race leadership items
date: Sun Nov  7 22:26:45 2004

cause it is a special honor to wear em and all.. thought.. it might be nice
anyways thanks for readin

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

poster: Flick
subject: mistys
date: Sun Nov  7 22:27:57 2004

i meant to write
i noticed that mist mages were made to wield summoned objects
and it would be pretty nice if they could also wear race leadership items
cause they come and go and what not... but hey thought it might be nice
thanks for readin..peace

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

poster: Holyman
subject: >>Alingment
date: Wed Nov 10 03:23:40 2004

On Fri Nov  5 16:15:15 2004 Uno wrote post #186 in ideas:

> On Fri Nov  5 13:32:41 2004 outraider wrote post #185:

> > It would be nice if players would get special appearance from their

> alingment. Demonic and satanic would grow horns, wings and tail. Saint and

> god like would get  angel wings, white robe (no slots needed) and holy aura.

> Also when char gets these thing it would hardes for him to turn back to

> other alingment, healer's would lose their good status just be grinning at

> good monsters.

> 

> > 

> 

> > It would be cool if people would see "He has long demonic horns, large

> wings and long tail" when they look at me.

> This sounds too much like fable to me

> worst rpg ever... total time to complete: 10 hrs



It took you 10 hrs to beat fable? even if you do all the xtras that along time

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

poster: holyman
subject: Cauldron Magic
date: Wed Nov 10 18:34:55 2004

As some may or may not know or care or care not i got bored with harmer and in an attempt to respark my wanting to play this game i reinced cauldron yesterday. More to the point the last time i tried it I was only worth 40m and now I am worth about 320m. Due to logic i thought that since i sucked at it I would do much better this time considering the xp increase. But i was wrong. May I PLEEEEEAAASSSE make the suggestion that there be some sort of mastery skill created in the cauldron guild or something to affect the ammount of throwbacks on potions. In my latest run I had 12 out of 15 potions tossed back at me from at 150kish monster "depending on tune of course" now i can see the need for throwbacks to kinda of level off cauldron but that seems a little much. Its not like im trying to kill a 1m or even a 300 or 400kish monsie. Anywhoo to sum this up can a mastery be created or just the functioning of throwbacks themselves to help limit the amount of throwbacks to a more reasonable amount.

                                Thanks tons.....Holyman

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

poster: Soulleech
subject: >Cauldron Magic
date: Fri Nov 12 05:18:12 2004

On Wed Nov 10 18:34:55 2004 holyman wrote post #191 in ideas:

> As some may or may not know or care or care not i got bored with harmer and in an attempt to respark my wanting to play this game i reinced cauldron yesterday. More to the point the last time i tried it I was only worth 40m and now I am worth about 320m. Due to logic i thought that since i sucked at it I would do much better this time considering the xp increase. But i was wrong. May I PLEEEEEAAASSSE make the suggestion that there be some sort of mastery skill created in the cauldron guild or something to affect the ammount of throwbacks on potions. In my latest run I had 12 out of 15 potions tossed back at me from at 150kish monster "depending on tune of course" now i can see the need for throwbacks to kinda of level off cauldron but that seems a little much. Its not like im trying to kill a 1m or even a 300 or 400kish monsie. Anywhoo to sum this up can a mastery be created or just the functioning of throwbacks themselves to help limit the amount of throwbacks to a more reasonable amount.

> 

>                                 Thanks tons.....Holyman





You know, you seem like you're looking for progression and growth potential in the guild... well, guess what guild has that and more? NECROMANCERS!!!! That's right, ff to join the fastest growing guild in Islands of myth, complete with your own posse at your disposal, there to obey your every whims, not to mention friendly guild-mates to help you along on your every step!! Don't wait, join today! 

:D

-Soulleech

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

poster: flamekrayt
subject: 2 suggestions for mist mages
date: Sat Nov 13 15:36:59 2004

1) since we can raise and lower our floating discs, could we also use it to scoop things up from the ground with it? :) so we don't have to solidify after a few kills/every kill.



2) as Flick suggested, probably race lead items can be coded in such a way that allows mist mages to wear them.  After all, they are referred to as ‘magical item’ when you solidify (in the case where you have the race lead and went into mist form and solidified and got the race lead item back).

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

poster: Sleet
subject: Mind sponge
date: Sat Nov 13 23:47:00 2004

Why isn't Mind Sponge A Skill?
I think that wuld make soem pretty good sense, and it would
certainly make the skill a great deal more useful for everyoen.
Useful, but not to the extent that it would be abused, and useful
for players of all levels
right now i dont really see it helpign anyone.
I love you

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

poster: Byllk
subject: >mistys
date: Mon Nov 15 02:33:16 2004

On Sun Nov  7 22:27:57 2004 Flick wrote post #189:
> i meant to write
> i noticed that mist mages were made to wield summoned objects
> and it would be pretty nice if they could also wear race leadership items
> cause they come and go and what not... but hey thought it might be nice
> thanks for readin..peace
can mist mages wear summoned objects??? Like lava-mould gear??

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

poster: Tranquil
subject: >unkeep
date: Mon Nov 15 16:59:07 2004

On Mon Nov 15 16:58:25 2004 Apathy wrote post #196:
> At the moment we have the following commands for keeping things:
> 
> keep  - Toggles one item between kept/unkept
> keep  - Marks multiple items kept
> keep all - Marks everything kept
> keep clear - Marks everything unkept
> 
> What we're missing is a command to mark multiple items - but not
> necessarily *everything* - unkept.  Currently, to do this we have to
> either unkeep them one-by-one, which can be a pain (keep 1st gem;
> keep 2nd gem; ... keep 119th gem; ...), or we do keep clear and then
> rekeep everything we still want kept, which can also be a pain.
> 
> So how about adding an unkeep verb that can be used to mark multiple
> items unkept?
> 
> -Apathy

Try 'unkeep gems'.


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

poster: Korthrun
subject: success_rate
date: Mon Nov 15 20:00:32 2004

Would be neato if the bottom of each columns had totals.
The last few lines may look like:
Spell Name                      Success  Fail Percent    Studied
party lesser shield                  21     0     100        100
whisper's recall                      0     5       0          5
Totals:                              21     5    (avg)50%    (avg)52%


or something

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

poster: Korthrun
subject: cast friends changes
date: Tue Nov 16 12:26:13 2004

Since we have this, and it keeps us pretty safe castle wise (it's
your fault 100% at this point if you get ripped off), would be neat
to have more of a message than the:
You can no longer enter a castle that you are not supposed to be in.
Since we lost guards as guards, mayeb we can assume that guards come
with the castle, slint hires some dwarves, and it says something
like 'The dwarven guard blocks your way.' or some such, non
attackable, not in room, maybe as a lookable island. or have him
build the castles with built in 'magical guardians' that just
prevent you
blahblahetc
yammmer
blaah blah yackity schmakity
k
tx

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

poster: Sebastian
subject: acid infuse/evoker acid spell
date: Wed Nov 17 01:11:21 2004

Maybe make it so it just makes so you can't cast, now i have an ugly
success rate because its letting me cast with 0% spells

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

poster: Nereece
subject: Newbie Plaque?
date: Thu Nov 18 17:04:51 2004

Maybe have an exp plaque for people only level 15 and under... or
have it cap off at a certain worth (10M, 15M, whatever) so once you
pass the top worth for the newbie plaque, you're between plaques
until you reach the minimum to get onto the other.
 

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

poster: nevyn
subject: Engravations
date: Thu Nov 18 18:47:10 2004

Make some shopguy engrave your eq with your name on it for perhaps 50k / piece.

Can only be removed by the one who made the engravement. At least this would be

some in-theme theft-protection. People will know if someone stole eqs but it wont

prevent them from doing it. 



/nev

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

poster: Wagro
subject: Death message
date: Sun Nov 21 21:49:27 2004

It would be cool if we had the option of toggling wether or not we
appeared on the death channel when we died. Give the circumstances
these days, it would be nice to be able to keep people from
harassing you when you die, wether it be stealing eq, killing mobs,
etc.

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

poster: Zifnab
subject: >Death message
date: Sun Nov 21 21:53:12 2004

On Sun Nov 21 21:49:27 2004 Wagro wrote post #203:
> It would be cool if we had the option of toggling wether or not we
> appeared on the death channel when we died. Give the circumstances
> these days, it would be nice to be able to keep people from
> harassing you when you die, wether it be stealing eq, killing mobs,
> etc.

It seems to me that Ixtlilton has already modified the guild
a long way from his original design and removed/lowered 
a lot of the risks he had in mind for the guild.

Why don't we just put you guys in a room and allow you to
bring the monsters to you to be 100% safe.

If the guild is to risky for you reinc.

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

poster: Kuron
subject: Gaze
date: Tue Nov 23 18:19:25 2004

Make it usable on players in arena, k thanks

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

poster: Slayn
subject: TOL
date: Wed Nov 24 23:55:18 2004

hi. was just wondering if there could be a plaque for the top 10 bleeders
in tol. events score tol shows it. just not right at the end. 
isnt a major need. i just think it would be nice.
-slyna

ahah

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

poster: Moridin
subject: channels
date: Sat Nov 27 00:05:16 2004

the possibility of the owner of a channel to add another person (or
more possibly) who can invite/banish etc ppl on the channel (cant do
anything to the owner of course)

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

poster: Tigran
subject: >channels
date: Sat Nov 27 19:43:00 2004

On Sat Nov 27 00:05:16 2004 Moridin wrote post #209:
> the possibility of the owner of a channel to add another person (or
> more possibly) who can invite/banish etc ppl on the channel (cant do
> anything to the owner of course)
This already exists.  If a player creates a channel and leave it
public, they can banish people that they want.  The syntax is: 

[channelname] ban [who] [reason]

i.e. "myth ban moridin Being a git."

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

poster: Roirraw
subject: >>channels
date: Sat Nov 27 19:46:36 2004

On Sat Nov 27 19:43:00 2004 Tigran wrote post #210 in ideas:

> On Sat Nov 27 00:05:16 2004 Moridin wrote post #209:

> > the possibility of the owner of a channel to add another person (or

> > more possibly) who can invite/banish etc ppl on the channel (cant do

> > anything to the owner of course)

> This already exists.  If a player creates a channel and leave it

> public, they can banish people that they want.  The syntax is: 



Moridin basically wants another admin for his channel so if it is public and he's gone there's someone else to "maintain the peace"

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

poster: Tigran
subject: >>>channels
date: Sat Nov 27 19:53:06 2004

On Sat Nov 27 19:46:36 2004 Roirraw wrote post #211:
> On Sat Nov 27 19:43:00 2004 Tigran wrote post #210 in ideas:

> > On Sat Nov 27 00:05:16 2004 Moridin wrote post #209:

> > > the possibility of the owner of a channel to add another person (or

> > > more possibly) who can invite/banish etc ppl on the channel (cant do

> > > anything to the owner of course)

> > This already exists.  If a player creates a channel and leave it

> > public, they can banish people that they want.  The syntax is: 

> 

> Moridin basically wants another admin for his channel so if it is public
and he's gone there's someone else to "maintain the peace"
Oh, sorry, misread that.  That said, ummm, I would not hold my
breath expecting this anytime in the near future.  I think this is
probably an edge case.

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

poster: Moridin
subject: hits
date: Sun Nov 28 14:27:50 2004

should be possible to block for those who dont want to see, and it
should be possible to either change the colours of the text for
people, or the colour for everyone who choses not to block it or
muffle it or whatnot, can be set to something bright and shiny

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

poster: Belgarion
subject: >hits
date: Sun Nov 28 14:29:14 2004

i realy dont get what you are after...

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

poster: Moridin
subject: >>hits
date: Sun Nov 28 14:29:51 2004

On Sun Nov 28 14:29:14 2004 Belgarion wrote post #214:
> i realy dont get what you are after...
thats ok, we still love you

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

poster: Zifnab
subject: >>>hits
date: Sun Nov 28 15:34:09 2004

On Sun Nov 28 14:29:51 2004 Moridin wrote post #215:
> On Sun Nov 28 14:29:14 2004 Belgarion wrote post #214:
> > i realy dont get what you are after...
> thats ok, we still love you
I don't understand either. You might want to explain it
better.

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

poster: Moridin
subject: >>>>hits
date: Sun Nov 28 16:51:40 2004

On Sun Nov 28 15:34:09 2004 Zifnab wrote post #216:
> On Sun Nov 28 14:29:51 2004 Moridin wrote post #215:
> > On Sun Nov 28 14:29:14 2004 Belgarion wrote post #214:
> > > i realy dont get what you are after...
> > thats ok, we still love you
> I don't understand either. You might want to explain it
> better.
the command hits
shows records
when a new record is made/old one broken, a mudwide msg is given to
inform people of this
this msg is nonbold, white, and rather hard to notice, so make
people able to change the colour of it
or set it to a bright colour, either way, also make people able to
block it, or add to muffs

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

poster: Belgarion
subject: >>>>>hits
date: Sun Nov 28 17:11:26 2004

On Sun Nov 28 16:51:40 2004 Moridin wrote post #217:
> On Sun Nov 28 15:34:09 2004 Zifnab wrote post #216:
> > On Sun Nov 28 14:29:51 2004 Moridin wrote post #215:
> > > On Sun Nov 28 14:29:14 2004 Belgarion wrote post #214:
> > > > i realy dont get what you are after...
> > > thats ok, we still love you
> > I don't understand either. You might want to explain it
> > better.
> the command hits
> shows records
> when a new record is made/old one broken, a mudwide msg is given to
> inform people of this
> this msg is nonbold, white, and rather hard to notice, so make
> people able to change the colour of it
> or set it to a bright colour, either way, also make people able to
> block it, or add to muffs
and i thoguht you were master of triggers.. *cries*

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

poster: Tsinummoc
subject: >hits
date: Sun Nov 28 17:55:59 2004

might also be interesting to remove nonexistent players from hits, i.e.

Largest current Spell Attack:
By: Sebastian

>finger sebastian
No such player.

eheh i think that explains something

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

poster: Zifnab
subject: >>hits
date: Mon Nov 29 01:20:30 2004

On Sun Nov 28 17:55:59 2004 Tsinummoc wrote post #219:
> might also be interesting to remove nonexistent players from hits, i.e.
> 
> Largest current Spell Attack:
> By: Sebastian
> 
> >finger sebastian
> No such player.
> 
> eheh i think that explains something
Get a better hit than him and he will disappear

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

poster: Tranquil
subject: New emote
date: Mon Nov 29 07:48:59 2004

dictionary LIV STR:

You calmly open a large dictionary and search for the word 'STR'.
Upon finding it, you promptly wallop LIV across the face with it.


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

poster: Tahnval
subject: >New emote
date: Mon Nov 29 08:27:00 2004

On Mon Nov 29 07:48:59 2004 Tranquil wrote post #221:
> dictionary LIV STR:
> 
> You calmly open a large dictionary and search for the word 'STR'.
> Upon finding it, you promptly wallop LIV across the face with it.
> 
I like that one!

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

poster: Tranquil
subject: >>New emote
date: Tue Nov 30 00:30:54 2004

On Mon Nov 29 08:27:00 2004 Tahnval wrote post #222:
> On Mon Nov 29 07:48:59 2004 Tranquil wrote post #221:
> > dictionary LIV STR:
> > 
> > You calmly open a large dictionary and search for the word 'STR'.
> > Upon finding it, you promptly wallop LIV across the face with it.
> > 
> I like that one!
It seems that someone else did too =) Thanks to whomever it was that
put it in =)

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

poster: Tektor
subject: Santa
date: Tue Nov 30 11:41:20 2004

Would be interesting for eq to have a chance to be saveable. Seen
people get multiple reinc tickets and others get nosave piece after
nosave piece. Or maybe add more midbie pieces to him that are
savable so people atleast have a better chance to get something they
can keep or sell for small gold.

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

poster: Uno
subject: >Santa
date: Tue Nov 30 17:52:12 2004

On Tue Nov 30 11:41:20 2004 Tektor wrote post #224:
> Would be interesting for eq to have a chance to be saveable. Seen
> people get multiple reinc tickets and others get nosave piece after
> nosave piece. Or maybe add more midbie pieces to him that are
> savable so people atleast have a better chance to get something they
> can keep or sell for small gold.
Hey Tektor,

The gift horse just called. He said stop staring at his mouth.

It makes him nervous.

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

poster: Nereece
subject: scritch
date: Tue Nov 30 21:23:44 2004

scritch 
 
You scritch  around the ears.
 
Just.. a little simple thing, I guess.
 
-Nereece

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

poster: Moridin
subject: safes
date: Wed Dec  1 19:37:34 2004

open all, and close all commands for them? would be neat when
searching for which safe has your item, heh

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

poster: Tektor
subject: >>Santa
date: Thu Dec  2 13:03:40 2004

On Tue Nov 30 17:52:12 2004 Uno wrote post #226:
> On Tue Nov 30 11:41:20 2004 Tektor wrote post #224:
> > Would be interesting for eq to have a chance to be saveable. Seen
> > people get multiple reinc tickets and others get nosave piece after
> > nosave piece. Or maybe add more midbie pieces to him that are
> > savable so people atleast have a better chance to get something they
> > can keep or sell for small gold.
> Hey Tektor,
> 
> The gift horse just called. He said stop staring at his mouth.
> 
> It makes him nervous.
Easy for someone to say who as actualy gotten a reinc ticket some of
us dont even have the time to use the nosave stuffs ;P Yes I find it
all cool and what not but I like looking at things from all sides.

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

poster: Tektor
subject: >>>Santa
date: Thu Dec  2 13:46:24 2004

On Thu Dec  2 13:03:40 2004 Tektor wrote post #229:
> On Tue Nov 30 17:52:12 2004 Uno wrote post #226:
> > On Tue Nov 30 11:41:20 2004 Tektor wrote post #224:
> > > Would be interesting for eq to have a chance to be saveable. Seen
> > > people get multiple reinc tickets and others get nosave piece after
> > > nosave piece. Or maybe add more midbie pieces to him that are
> > > savable so people atleast have a better chance to get something they
> > > can keep or sell for small gold.
> > Hey Tektor,
> > 
> > The gift horse just called. He said stop staring at his mouth.
> > 
> > It makes him nervous.
> Easy for someone to say who as actualy gotten a reinc ticket some of
> us dont even have the time to use the nosave stuffs ;P Yes I find it
> all cool and what not but I like looking at things from all sides.
Here is an example got a lowend cloak: Cloak of stars +3dex +9con
+9wis, and its nosave my idea was maybe some more lower eq could be
marked saveable or have a chance to save?

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

poster: Uno
subject: >>>Santa
date: Thu Dec  2 15:34:39 2004

On Thu Dec  2 13:03:40 2004 Tektor wrote post #229:
> > > savable so people atleast have a better chance to get something they
> > > can keep or sell for small gold.
> > Hey Tektor,
> > 
> > The gift horse just called. He said stop staring at his mouth.
> > 
> > It makes him nervous.
> Easy for someone to say who as actualy gotten a reinc ticket some of
> us dont even have the time to use the nosave stuffs ;P Yes I find it
> all cool and what not but I like looking at things from all sides.
I haven't gotten a ticket since 2002.
mr. poopy
guts

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

poster: Bahgtru
subject: >>>>Santa
date: Thu Dec  2 16:48:37 2004

On Thu Dec  2 13:46:24 2004 Tektor wrote post #230:
> On Thu Dec  2 13:03:40 2004 Tektor wrote post #229:
> > On Tue Nov 30 17:52:12 2004 Uno wrote post #226:
> > > On Tue Nov 30 11:41:20 2004 Tektor wrote post #224:
> > > > Would be interesting for eq to have a chance to be saveable. Seen
> > > > people get multiple reinc tickets and others get nosave piece after
> > > > nosave piece. Or maybe add more midbie pieces to him that are
> > > > savable so people atleast have a better chance to get something they
> > > > can keep or sell for small gold.
> > > Hey Tektor,
> > > 
> > > The gift horse just called. He said stop staring at his mouth.
> > > 
> > > It makes him nervous.
> > Easy for someone to say who as actualy gotten a reinc ticket some of
> > us dont even have the time to use the nosave stuffs ;P Yes I find it
> > all cool and what not but I like looking at things from all sides.
> Here is an example got a lowend cloak: Cloak of stars +3dex +9con
> +9wis, and its nosave my idea was maybe some more lower eq could be
> marked saveable or have a chance to save?
I got a nosave Dark cloak of Drow. It happens, just try again next
boot. A present a day for a month isn't something I think should be
considered out of tune

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

poster: Tahnval
subject: >>>>>Santa
date: Fri Dec  3 01:41:14 2004

On Thu Dec  2 16:48:37 2004 Bahgtru wrote post #232:
> > > > It makes him nervous.
> > > Easy for someone to say who as actualy gotten a reinc ticket some of
> > > us dont even have the time to use the nosave stuffs ;P Yes I find it
> > > all cool and what not but I like looking at things from all sides.
> > Here is an example got a lowend cloak: Cloak of stars +3dex +9con
> > +9wis, and its nosave my idea was maybe some more lower eq could be
> > marked saveable or have a chance to save?
> I got a nosave Dark cloak of Drow. It happens, just try again next
> boot. A present a day for a month isn't something I think should be
> considered out of tune
Hmm...as an idea, how about Santa presents existing in December
only, then desting?
Just a sort of in-theme halfway house idea.

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

poster: Flick
subject: >>>>>>santa
date: Fri Dec  3 01:44:44 2004

Whine bitch moan i havent had a ticket ever since i started playin
in 99 with another char back in the day
i have never gotten a ticket and i dont care
be freaking glad you got something and not coal or nothing at all
at least you all get something
santa never ever gives everyone what they want
he ONLY gives what you all get
so be grateful and freaking happy and stfu please its just free stuff anyways

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

poster: Oruk
subject: >>>>>>>santa
date: Sat Dec  4 07:15:34 2004

Aren't boots a lot shorter this year, so you get many more presents
and have a much higher chance to get a reinc ticket?

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

poster: Tektor
subject: >>>>>>>santa
date: Sat Dec  4 14:22:49 2004

On Fri Dec  3 01:44:44 2004 Flick wrote post #234:
> Whine bitch moan i havent had a ticket ever since i started playin
> in 99 with another char back in the day
> i have never gotten a ticket and i dont care
> be freaking glad you got something and not coal or nothing at all
> at least you all get something
> santa never ever gives everyone what they want
> he ONLY gives what you all get
> so be grateful and freaking happy and stfu please its just free stuff
anyways
If your gonna post a follow up, understand what the actual point of
the orignal post was before responding with something that doesn't
have anything to do with the idea. Not everyone has time to even
play this time of year some of us are working extra shifts so the
fact we get something that is gone soon as we log out is moot. I
really like tahnval's idea i had thought of the same thing my self.
Welcome to ideas if you dont have a positive response keep it to
yourself please. People just might remember next time you post an
idea.

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

poster: Alacor
subject: >>>>>>>>santa
date: Sat Dec  4 15:19:45 2004

So...you can't reply unless you agree with the poster? The Ideas
group is a totalitarian government?

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

poster: Rizzly
subject: >>>>>>>>>santa
date: Sat Dec  4 15:51:52 2004

No, you shouldn't respond unless you have something constructive to
say.  "Be grateful and freaking happy and stfu please it's just free
stuff anyways" is not a constructive comment.

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

poster: Ant
subject: >>>>>>>>>>santa
date: Sun Dec  5 12:23:30 2004

If you want to tell us about your ideas and don't want to risk getting
useless and unconstructive follow-ups, I suggest you use the idea command
Those posts go to wiz.player.ideas, which are only readable by wizards.

IMO, the whole ideas board could be removed and all ideas should be reported
to the wiz-board...

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

poster: Belgarion
subject: >>>>>>>>>santa
date: Sun Dec  5 18:54:55 2004

On Sat Dec  4 15:19:45 2004 Alacor wrote post #237:
> So...you can't reply unless you agree with the poster? The Ideas
> group is a totalitarian government?
what a usless reply, also he meant: dodn't talk alot of nonsense
jsut cus you disagree or jsut feel for whining, if you gonanr eplay,
replay with something conserning the original post, if i post, i
want a big aple in cs, you should not respond i loev litho, but you
could reply i dont think a apple in cs is in theme or alike..  KEEP
TO THE SUBJECT!

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

poster: Moridin
subject: success_rate
date: Mon Dec  6 16:54:01 2004

I think it would be neat if one could arrange the spells/skills
there either alphabetically or from frequenzy of use, if in addition
it could be arranged per body for those with multiples (might be
hard I guess, especially since some can be used by more then 1
body), anyway, thats my idea

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

poster: Rizzly
subject: Checkeq
date: Mon Dec  6 22:43:28 2004

Would be cool if the new checkeq could be made so that the
conditions were arranged from best current condition to worst.

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

poster: Soulleech
subject: >Checkeq
date: Mon Dec  6 22:44:52 2004

On Mon Dec  6 22:43:28 2004 Rizzly wrote post #242 in ideas:

> Would be cool if the new checkeq could be made so that the

> conditions were arranged from best current condition to worst.

have some description on checkeq that shows both max condition and when it should next be fixed again.

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

poster: Moridin
subject: >>Checkeq
date: Mon Dec  6 22:46:10 2004

On Mon Dec  6 22:44:52 2004 Soulleech wrote post #243:
> On Mon Dec  6 22:43:28 2004 Rizzly wrote post #242 in ideas:

> > Would be cool if the new checkeq could be made so that the

> > conditions were arranged from best current condition to worst.

> have some description on checkeq that shows both max condition and when it
should next be fixed again.
huh, "wehn it should next be fixed" ? and didnt he say it would be
made like it is supposed to be with boot or something? or possibly
new bodies? if you have new bodies and that was what was needed,
ignore me, for I am a troll

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

poster: Highpriest
subject: Opinion
date: Tue Dec  7 01:47:26 2004

Would be good if non-existing TP-saccable EQ can be in a way back
into the game for TP-saccing (that means no stats/bonuses/specials
in the EQ). When I started playing there's already a whole bunch of
them that are removed from the game and now i can't get the 'TP'
even I have the gold. Could get it back in a very special and rare
way, like extremely rare random drops or extrememly rare santa
present, or other creative ways such as using several any broken EQ

It's just a thought, wish, idea though.

-HP

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

poster: Moridin
subject: >Opinion
date: Tue Dec  7 01:49:27 2004

On Tue Dec  7 01:47:26 2004 Highpriest wrote post #245:
> into the game for TP-saccing (that means no stats/bonuses/specials
> in the EQ). When I started playing there's already a whole bunch of
> them that are removed from the game and now i can't get the 'TP'
> even I have the gold. Could get it back in a very special and rare
> way, like extremely rare random drops or extrememly rare santa
> present, or other creative ways such as using several any broken EQ
> 
> It's just a thought, wish, idea though.
> 
> -HP

or, instead of dropping statless eq, normal eq and pooleq with
stats, ie usable stuff, could drop, and if you want tps, you can go
sac that
when you run out of items in the game to sac, I guess you can either
beg them to add in a bunch of tpsac only items (yeah right) or...
you can ask to get a builder, and make a good area with perhaps some
small eqmob in too (not one with 123412341231 super new topslot
items please, thats SO yesteryear)

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

poster: Highpriest
subject: >>Opinion
date: Tue Dec  7 01:51:01 2004

On Tue Dec  7 01:49:27 2004 Moridin wrote post #246:
> On Tue Dec  7 01:47:26 2004 Highpriest wrote post #245:
> > into the game for TP-saccing (that means no stats/bonuses/specials
> > in the EQ). When I started playing there's already a whole bunch of
> > them that are removed from the game and now i can't get the 'TP'
> > even I have the gold. Could get it back in a very special and rare
> > way, like extremely rare random drops or extrememly rare santa
> > present, or other creative ways such as using several any broken EQ
> > 
> > It's just a thought, wish, idea though.
> > 
> > -HP
> 
> or, instead of dropping statless eq, normal eq and pooleq with
> stats, ie usable stuff, could drop, and if you want tps, you can go
> sac that
> when you run out of items in the game to sac, I guess you can either
> beg them to add in a bunch of tpsac only items (yeah right) or...
> you can ask to get a builder, and make a good area with perhaps some
> small eqmob in too (not one with 123412341231 super new topslot
> items please, thats SO yesteryear)
No, the point is not to get more ways of getting TP, but to be fair
and get those TP 'older' players had the chance to get

-HP

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

poster: Zifnab
subject: >>Opinion
date: Tue Dec  7 02:53:23 2004

On Tue Dec  7 01:49:27 2004 Moridin wrote post #246:
> On Tue Dec  7 01:47:26 2004 Highpriest wrote post #245:
> > into the game for TP-saccing (that means no stats/bonuses/specials
> > in the EQ). When I started playing there's already a whole bunch of
> > them that are removed from the game and now i can't get the 'TP'
> > even I have the gold. Could get it back in a very special and rare
> > way, like extremely rare random drops or extrememly rare santa
> > present, or other creative ways such as using several any broken EQ
> > 
> > It's just a thought, wish, idea though.
> > 
> > -HP
> 
> or, instead of dropping statless eq, normal eq and pooleq with
> stats, ie usable stuff, could drop, and if you want tps, you can go
> sac that
> when you run out of items in the game to sac, I guess you can either
> beg them to add in a bunch of tpsac only items (yeah right) or...
> you can ask to get a builder, and make a good area with perhaps some
> small eqmob in too (not one with 123412341231 super new topslot
> items please, thats SO yesteryear)
I would be highly surprised if anyone has run out of stuff to sac
but thats just me. And even if you have run out... that means
you have enough task points.

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

poster: Zifnab
subject: >>>Opinion
date: Tue Dec  7 02:54:32 2004

> No, the point is not to get more ways of getting TP, but to be fair
> and get those TP 'older' players had the chance to get
> 
> -HP

What about the players that sent in thousands of dollars
to Darkstaff how do we make that fair for you?

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

poster: Soulleech
subject: >>>Checkeq
date: Tue Dec  7 03:11:27 2004

> > have some description on checkeq that shows both max condition and when it

> should next be fixed again.

> huh, "wehn it should next be fixed" ? and didnt he say it would be

> made like it is supposed to be with boot or something? or possibly

> new bodies? if you have new bodies and that was what was needed,

> ignore me, for I am a troll



It will probably take a boot for your eq to get the more detailed

decay line in its description.



look like we have to check desc? If so it would be hectics looking through so many pieces of eq to see each eq's condition... dunno, still like the old number system better than word coding... 

who's puzzled by the old system again? :/

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

poster: Apathy
subject: >>>>Checkeq
date: Tue Dec  7 03:15:30 2004

On Tue Dec  7 03:11:27 2004 Soulleech wrote post #250:
> > > have some description on checkeq that shows both max condition and
when it

> > should next be fixed again.

> > huh, "wehn it should next be fixed" ? and didnt he say it would be

> > made like it is supposed to be with boot or something? or possibly

> > new bodies? if you have new bodies and that was what was needed,

> > ignore me, for I am a troll

> 

> It will probably take a boot for your eq to get the more detailed

> decay line in its description.

> 

> look like we have to check desc? If so it would be hectics looking through
so many pieces of eq to see each eq's condition... dunno, still like the old
number system better than word coding... 

> who's puzzled by the old system again? :/

Doesn't seem like a very big deal to me.  For the most part, use
checkeq.  If you have items that are getting low, go repair them. 
Then checkeq again.  If they're still low, go pyro them.  That
doesn't require looking at any descs at all.

Though I agree that I didn't see anything wrong with the old system myself...

-Apathy

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

poster: Tahnval
subject: >>>>Opinion
date: Tue Dec  7 03:16:39 2004

On Tue Dec  7 02:54:32 2004 Zifnab wrote post #249:
> > No, the point is not to get more ways of getting TP, but to be fair
> > and get those TP 'older' players had the chance to get
> > 
> > -HP
> 
> What about the players that sent in thousands of dollars
> to Darkstaff how do we make that fair for you?
Send us thousands of dollars, of course!  I'll take mine
in cash, please.

How many tps-worth of EQ has been removed, anyway?  Is it
a significant amount in comparison with the total number of tps
from all relevant eq available now?

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

poster: Wagro
subject: >>>>>Checkeq
date: Tue Dec  7 03:20:09 2004

While eq repair is being revamped, I would like to propose a humble
change. As far as I know, with regard to pyroing Gugnar will require
enough pyroclasts to take the piece to 100%. The problem with this
is, if you wait to repair to bearly beyond the threshold of what one
pyroclast can do, he will require two. It would be really nice if he
would only repair as much as you give him. I.E. if a piece is at 80%
max condition and a pyroclast can only repair 15%, it will repair
the piece to 95% instead of requiring a second pyroclast for the
final 5%. That, or it would be nice if there were different size
pryoclasts so you could give him "change" so less goes to waste. Of
course, if this would be implemented it would be somewhat necessary
for smaller monsters to drop the smaller pyroclasts etc.

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

poster: Moridin
subject: >>>>>>Checkeq
date: Tue Dec  7 10:00:19 2004

On Tue Dec  7 03:20:09 2004 Wagro wrote post #253:
> enough pyroclasts to take the piece to 100%. The problem with this
> is, if you wait to repair to bearly beyond the threshold of what one
> pyroclast can do, he will require two. It would be really nice if he
> would only repair as much as you give him. I.E. if a piece is at 80%
> max condition and a pyroclast can only repair 15%, it will repair
> the piece to 95% instead of requiring a second pyroclast for the
> final 5%. That, or it would be nice if there were different size
> pryoclasts so you could give him "change" so less goes to waste. Of
> course, if this would be implemented it would be somewhat necessary
> for smaller monsters to drop the smaller pyroclasts etc.
heh, I actually liked the idea about not needing to repair it to max
the best, because I have had items drop 0.1% lower then where I last
pyroed them with 1, and be told I needed 2, which was a bit
annoying, of course, this place isnt meant to be a soft cushion
where nothing can ever go less then perfect, so I'm sure we'll
survive if they dont change it too (but please change it,
plzplzplz!)


and highpriest, with your idea, they should actually give extra TPs
to some of the older players, since the max TP before was 5tp, then
they changed it to 10, so some items older players sacced at 5, is
now 10, and anyway, at any given time, more TPs have been added to
the game, then has been removed anywya, so I dont really see a need
for TP only items popping up all over tarnation (though, if someone
could hunt down friski and manage to convince her to reopen one of
the best areas on the mud, feel free to do so)

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

poster: Pity
subject: checkeq
date: Tue Dec  7 10:03:01 2004

the whole paying tps to older players is not a good idea. If you
think about it its not done anywhere
your parent made shit back in the day
when inflation went up they just got paid more. they dint get compensated
for past years workd. so why should you get free tps that you got as
a bonus anyways
tps is a bonus for doint the work of earning it or buying it.. 
so i think the whole older players get free tps is way unfair

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

poster: Ranja
subject: >>>Opinion
date: Tue Dec  7 15:41:41 2004

On Tue Dec  7 01:51:01 2004 Highpriest wrote post #247:
> On Tue Dec  7 01:49:27 2004 Moridin wrote post #246:
> > On Tue Dec  7 01:47:26 2004 Highpriest wrote post #245:
> > > into the game for TP-saccing (that means no stats/bonuses/specials
> > > in the EQ). When I started playing there's already a whole bunch of
> > > them that are removed from the game and now i can't get the 'TP'
> > > even I have the gold. Could get it back in a very special and rare
> > > way, like extremely rare random drops or extrememly rare santa
> > > present, or other creative ways such as using several any broken EQ
> > > 
> > > It's just a thought, wish, idea though.
> > > 
> > > -HP
> > 
> > or, instead of dropping statless eq, normal eq and pooleq with
> > stats, ie usable stuff, could drop, and if you want tps, you can go
> > sac that
> > when you run out of items in the game to sac, I guess you can either
> > beg them to add in a bunch of tpsac only items (yeah right) or...
> > you can ask to get a builder, and make a good area with perhaps some
> > small eqmob in too (not one with 123412341231 super new topslot
> > items please, thats SO yesteryear)
> No, the point is not to get more ways of getting TP, but to be fair
> and get those TP 'older' players had the chance to get
> 
> -HP
bla bla

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

poster: Rizzly
subject: >checkeq
date: Tue Dec  7 17:13:05 2004

On Tue Dec  7 10:03:01 2004 Pity wrote post #255:
> the whole paying tps to older players is not a good idea. If you
> think about it its not done anywhere
> your parent made shit back in the day
> when inflation went up they just got paid more. they dint get compensated
> for past years workd. so why should you get free tps that you got as
> a bonus anyways
> tps is a bonus for doint the work of earning it or buying it.. 
> so i think the whole older players get free tps is way unfair

Err... the thing about inflation is that prices go up, too.  Wish
costs have not changed, afaik.  Not supporting anything, just
clarifying a point.

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

poster: Apathy
subject: >>checkeq
date: Tue Dec  7 17:23:38 2004

On Tue Dec  7 17:13:05 2004 Rizzly wrote post #257:
> On Tue Dec  7 10:03:01 2004 Pity wrote post #255:
> > the whole paying tps to older players is not a good idea. If you
> > think about it its not done anywhere
> > your parent made shit back in the day
> > when inflation went up they just got paid more. they dint get compensated
> > for past years workd. so why should you get free tps that you got as
> > a bonus anyways
> > tps is a bonus for doint the work of earning it or buying it.. 
> > so i think the whole older players get free tps is way unfair
> 
> Err... the thing about inflation is that prices go up, too.  Wish
> costs have not changed, afaik.  Not supporting anything, just
> clarifying a point.

The way I see it, ultimately what's being asked for is that things
be adjusted in such a way that everybody will have had the chance to
earn the same number of tps.  There is simply no way to do this that
is both feasible and fair, and if it's not fair then we're likely to
just end up with even more people whining after the change than
before it.

That said, we do have a process for injecting new TPs into the mud:
building new areas, with new rooms and new eq.  It doesn't achieve
the goal stated above, but I think it reasonably approximates it. 
So if you want new TPs being added to the game, you have two
options:

1) become a builder and start building stuff
2) pick an existing builder, and get on their arse to actually log
onto 10k and build stuff once in a while

Well, that's my 5 cents (because pennies should be abolished)

-Apathy

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

poster: Byllk
subject: know alignment
date: Tue Dec  7 17:31:00 2004

HOw about, in these santa-times, when you cast know alignment on
yourself, a bar showing your progress towards next alignment (ex
saint-godlike)?? It could look like the health bar or something .
(command 'health' if you didn't know...) Or maybe making a value in
percent, positive for good progress and negative for evil progress
(regress?? :)) That would be handy AND make the option to cast it
upon yourself meaning anything.

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

poster: Ranja
subject: >>>checkeq
date: Tue Dec  7 19:14:51 2004

On Tue Dec  7 17:23:38 2004 Apathy wrote post #258:
> On Tue Dec  7 17:13:05 2004 Rizzly wrote post #257:
> > On Tue Dec  7 10:03:01 2004 Pity wrote post #255:
> > > the whole paying tps to older players is not a good idea. If you
> > > think about it its not done anywhere
> > > your parent made shit back in the day
> > > when inflation went up they just got paid more. they dint get
compensated
> > > for past years workd. so why should you get free tps that you got as
> > > a bonus anyways
> > > tps is a bonus for doint the work of earning it or buying it.. 
> > > so i think the whole older players get free tps is way unfair
> > 
> > Err... the thing about inflation is that prices go up, too.  Wish
> > costs have not changed, afaik.  Not supporting anything, just
> > clarifying a point.
> 
> The way I see it, ultimately what's being asked for is that things
> be adjusted in such a way that everybody will have had the chance to
> earn the same number of tps.  There is simply no way to do this that
> is both feasible and fair, and if it's not fair then we're likely to
> just end up with even more people whining after the change than
> before it.
> 
> That said, we do have a process for injecting new TPs into the mud:
> building new areas, with new rooms and new eq.  It doesn't achieve
> the goal stated above, but I think it reasonably approximates it. 
> So if you want new TPs being added to the game, you have two
> options:
> 
> 1) become a builder and start building stuff
> 2) pick an existing builder, and get on their arse to actually log
> onto 10k and build stuff once in a while
> 
> Well, that's my 5 cents (because pennies should be abolished)
> 
> -Apathy
Every time wizards spend their spare time working here people whine
for 2 weeks. 
Less whine, more praise.

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

poster: Korthrun
subject: Names
date: Wed Dec  8 01:01:29 2004

I like the idea of theme, and I like the idea of consistancy even
more. If something is going to be enforced, I feel it should be
enforced all the way.

I understand that to monitor every new name by hand is asking a LOT
of the admin team.
They have more pressing things to code/deal with.
I propose that upon character creation the name is matched against a
minor list, consisting of things like vilgarities, bodily fluids,
well known fantasy names etc.
If there is a conflict found, a mudmail could be sent to a player
rep/newbie guide/admin/wizling, and at thier lesure they can decide
to veto the name if it is found to be unacceptable.
Guidelines would have to be set, but the folks in those positions
have already shown some sense of waht is and is not aceptable in
this game.

If no conflict is found, the new player is made to wait a few
minutes, 3-5 maybe, while something is broadcast on the 'monitor' or
some other channel. If no wizards/rep/whatever are available to
approve the name within this time, it is allowed and a mail or
notification sent to the proper people. Maybe allow them to play,
wait 30 mins more for someone to unidle and then have the
notification sent, just to avoid excessive crap.

I feel that this would for one, prevent a lot of out of theme names,
and discourage people from making bs secondaries for 
arrasing/ripping people off.

Input?
Korf

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

poster: Uno
subject: >Names
date: Wed Dec  8 03:07:26 2004

On Wed Dec  8 01:01:29 2004 Korthrun wrote post #261:
> notification sent to the proper people. Maybe allow them to play,
> wait 30 mins more for someone to unidle and then have the
> notification sent, just to avoid excessive crap.
> 
> I feel that this would for one, prevent a lot of out of theme names,
> and discourage people from making bs secondaries for 
> arrasing/ripping people off.
> 
> Input?
> Korf
I have compiled a list of out of theme names to be banned.
They are as follows:
(note: this is obscene and out of theme, please don't read)































(no, seriously....)








































Ok fine, here they are:
asshole, assface, asscreme, asssmell, ass, asspants, bitchtits,
bigpenis, bigcock, bigboobs, bigvagina, bigtits, bonwabeads,
cocksucker, cocknballs, cockadoodle, cunt, cuntface, cuntdude,
cuntisgood, dicksmell, dildo, dookie, dick (not the man's name),
drippingwettwat, donkeypunch, diddle, deliciousass, eatmypussy,
eatmycock, eatabagofshit, eatshitanddie, eatme, erectionlad,
eatyourboob, fuck, fuckaduck, fuckasquirrel, fuckthings, fuckme,
fartmanfrommars, flatulationboy, frenchtickler, fragglefucker,
gspot, gonad, greatbigcock, greatbigcunt, gorgeoustwat,
gnawmynipple, gleekonmypussy, heifer, hairypussy, hairyballs,
hairythepaladin, inbetweenmybuttcheeks, holyshitmang,
inmymouthplease, ilovecock, iheartboobs, juicypussy, juicyjohnson,
johnholmes, john, jismgirl, jismboy, kissmyballs, kissmytits, kock,
kunt, koma, lickmytwat, lickmydick, lickme, longduckdong,
luciousthigh, masterbaiter, moistone, motherfucker, munge,
massivetits, massivecock, mungeboy, nakedasstitties, nippleman,
nipplesarefun, nudecats, nastyass, nastygash, orgazmo, orgasm,
ovulate, oralsexfan69, penis, penispussy, pussy, pooptastesgood,
poopgirl, poopsex.com, pissonme, pissonher, pussyeater, pussyman,
pussygirl, pussy, ilikepussy, queerbait, queenbitch, quaffmysemen,
redvagina, ribbedcondom, rubmytwat, rockthiscock, rickyschroeder,
raunchyrobert, shitface, shitforbrains, shitonmymouth, shitabiscuit,
squishybuns, suckme, suckmycock, suckafart, suckthiscopper, snatch,
sntachface, sweetpenis, testicleman, twat, twatface, titfucker,
tits, titly tittingham, titburglar, uvula, vulvaface, weaseldick,
wetcunt, wetsnatch, wetpussy, xenon, xrated, yousuck, youngslut,
zifnab

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

poster: Oxolotl
subject: >>Names
date: Wed Dec  8 11:32:11 2004

Haha, that certainly made my day go better.



I agree with korth, there are some totally crap names about the place atm.

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

poster: Magneto
subject: >>>Names
date: Wed Dec  8 16:20:25 2004

The general problem is it isn't trivial to change a character name for a lot 
of internal issues.  So a bad name is more often a nuke and restart than a 
rename.  So stuff that is bad but not really bad stays around.

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

poster: Apathy
subject: >Names
date: Wed Dec  8 18:40:42 2004

On Wed Dec  8 01:01:29 2004 Korthrun wrote post #261:
> If no conflict is found, the new player is made to wait a few
> minutes, 3-5 maybe, while something is broadcast on the 'monitor' or
> some other channel. If no wizards/rep/whatever are available to
> approve the name within this time, it is allowed and a mail or
> notification sent to the proper people. Maybe allow them to play,
> wait 30 mins more for someone to unidle and then have the
> notification sent, just to avoid excessive crap.

I for one would have a strong objection to any sort of waiting
period for new players whatsoever.  Something like that is just an
invitation for the new player, whose name is usually perfectly
acceptable anyway, to log off and go create a character on some
other mud where they won't have to deal with that.

-Apathy

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

poster: Tahnval
subject: >>Names
date: Thu Dec  9 02:43:07 2004

On Wed Dec  8 18:40:42 2004 Apathy wrote post #265:
> > wait 30 mins more for someone to unidle and then have the
> > notification sent, just to avoid excessive crap.
> 
> I for one would have a strong objection to any sort of waiting
> period for new players whatsoever.  Something like that is just an
> invitation for the new player, whose name is usually perfectly
> acceptable anyway, to log off and go create a character on some
> other mud where they won't have to deal with that.
> 
> -Apathy
Seconded.  We can't afford to discourage newbies.

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

poster: Moridin
subject: >>>Names
date: Thu Dec  9 14:57:18 2004

On Thu Dec  9 02:43:07 2004 Tahnval wrote post #266 in ideas:

> On Wed Dec  8 18:40:42 2004 Apathy wrote post #265:

> > > wait 30 mins more for someone to unidle and then have the

> > > notification sent, just to avoid excessive crap.

> > 

> > I for one would have a strong objection to any sort of waiting

> > period for new players whatsoever.  Something like that is just an

> > invitation for the new player, whose name is usually perfectly

> > acceptable anyway, to log off and go create a character on some

> > other mud where they won't have to deal with that.

> > 

> > -Apathy

> Seconded.  We can't afford to discourage newbies.



and as Magneto pointed out, it is a moot point anyway, too much hassle to change a lot of code which apparently doesnt take kindly to renaming.

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

poster: Belgarion
subject: >>>Opinion
date: Sat Dec 11 17:22:14 2004

also we should tell darkstaff to come back and do tp trivias and
slam tiamat and gice the eq away etc like old players got the chanse
to get.

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

poster: Belgarion
subject: >>>>Opinion
date: Sat Dec 11 17:27:08 2004

but but but.. i think it would be nifty if all those unic eq's could
be dropped as very rare pool eq, atm its a few ppl just stocked it
all up, would be awsome if more ppl could see them and not only for
x-mas.

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

poster: Goroharahad
subject: >>>>>Opinion
date: Sat Dec 11 18:18:22 2004

On Sat Dec 11 17:27:08 2004 Belgarion wrote post #269:
> but but but.. i think it would be nifty if all those unic eq's could
> be dropped as very rare pool eq, atm its a few ppl just stocked it
> all up, would be awsome if more ppl could see them and not only for
> x-mas.
I think that would suck.
The main point of a unique item is that it is unique. I bought a not
so rocking one an indecent price just to be wearer of a unique item
in this place where most ppls wear all the same topslot stuff.
Uniqueness rocks.

Goro

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

poster: Moridin
subject: >>>>>>Opinion
date: Sat Dec 11 20:38:03 2004

On Sat Dec 11 18:18:22 2004 Goroharahad wrote post #270:
> > be dropped as very rare pool eq, atm its a few ppl just stocked it
> > all up, would be awsome if more ppl could see them and not only for
> > x-mas.
> I think that would suck.
> The main point of a unique item is that it is unique. I bought a not
> so rocking one an indecent price just to be wearer of a unique item
> in this place where most ppls wear all the same topslot stuff.
> Uniqueness rocks.
> 
> Goro
agree with goro on this one

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

poster: Palmascay
subject: Arena
date: Mon Dec 13 18:32:50 2004

When black dragon vulns someone in arena, maybe that vuln could last
like 5mins, not like 1hour+ after the match.
ok, thanks just a little suggestion

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

poster: stomper
subject: event
date: Tue Dec 14 03:48:54 2004

How about a new event where everyones skills/spells get all switched around for like 10 mins?

The main idea here is to get some newbies some xp quick.  If they have like evoker spells from someone that has the all trained the best they can get a bit of xp quickly.

   Just a fun little idea.

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

poster: Korthrun
subject: >event
date: Tue Dec 14 03:51:39 2004

I am not sure if this is done by the feast of fools event, or if you
need to talk slower, and actually explain wtf you mean.
Try using less words like 'him it they her we us' and more words
like, 'The newbie, a highbie, lowest trained highest trained'

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

poster: Bahgtru
subject: >>event
date: Tue Dec 14 03:57:12 2004

On Tue Dec 14 03:51:39 2004 Korthrun wrote post #274:
> I am not sure if this is done by the feast of fools event, or if you
> need to talk slower, and actually explain wtf you mean.
> Try using less words like 'him it they her we us' and more words
> like, 'The newbie, a highbie, lowest trained highest trained'
I think he means that two players have their skills and spells
switched. Sure, this seems great for newbies, but I know a fair few
highbies that would be severely pissed off at suddenly having
terrible skills and spells.

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

poster: stomper
subject: event
date: Tue Dec 14 03:59:39 2004

ok, my idea for the new event is kindof like Feast of fools event already

so mabey just modify and tweak Feast of fools event to give newbie skills to a Highbie and hibie to newbie. I would like the spell/skill switch to be random so a highbie might end up with another highbies spell/skills, newbie with newbie skills/spells.

And yes there would be a few pissed people. but hey what does feast of fools do? im sure that pisses of a selected few also

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

poster: Griffy
subject: archers
date: Wed Dec 15 08:52:06 2004

We got Swords,staffs,daggers ext ext .. but no Bow and arrows?  
maybee add archer skills to animist tree maybee? or travler guild for hunting.
or perhaps, archer attack skill at animist, and a spell like "infuse
arrows with kickasspower" at a higherup level perhaps?
just seems odd that we can use em, even to screw around.

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

poster: Mor
subject: >archers
date: Wed Dec 15 10:57:12 2004

On Wed Dec 15 08:52:06 2004 Griffy wrote post #277:
> We got Swords,staffs,daggers ext ext .. but no Bow and arrows?  
> maybee add archer skills to animist tree maybee? or travler guild for
hunting.
> or perhaps, archer attack skill at animist, and a spell like "infuse
> arrows with kickasspower" at a higherup level perhaps?
> just seems odd that we can use em, even to screw around.
Archery seem to me to be more along the lines of the woodsman class.
Maybe make a new beta guild with archery skills?

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

poster: Wildchild
subject: >archers
date: Wed Dec 15 14:52:04 2004

On Wed Dec 15 08:52:06 2004 Griffy wrote post #277:
> We got Swords,staffs,daggers ext ext .. but no Bow and arrows?  
> maybee add archer skills to animist tree maybee? or travler guild for
hunting.
> or perhaps, archer attack skill at animist, and a spell like "infuse
> arrows with kickasspower" at a higherup level perhaps?
> just seems odd that we can use em, even to screw around.

A wiz can correct me if I'm wrong on this... but at one point,
archery was planned with changes that were being made to parties.
The changes to parties was the 'rows' idea, which would allow for a
more accurate representation of range between a player and monsters.
For whatever reason, this didn't happen in the end.
Whether archery fits into things now, regardless, is up to the
wizzes and a wiz that would want to code guilds for it I suppose.

-WildChild

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

poster: Nevyn
subject: >Christmas Wish
date: Thu Dec 16 11:52:28 2004

On Thu Dec 16 11:44:45 2004 Tektor wrote post #280 in ideas:

> With guilds out using strange mix of stats like Woodsman that uses

> dex/wis or Shapeshifter than uses int and stamina, it would be nice

> to see a new race or 2 or maybe readjust some of the current we

> have. I know we have like elven, and lizardman races for woodsman,

> but shapeshifter doesnt have one thats really narrowed towards it

> cept maybe human and thats got pretty low stats. Or maybe replace

> one of the lesser used races like vinnipier and xorn.

> (waits for the flames)

How about letting Dragons be ancient creatures who learn really slow, making their minds very conservative, thus gaining less experience. -20% xprate in shifted form!

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

poster: Tektor
subject: >>Christmas Wish
date: Thu Dec 16 11:53:22 2004

On Thu Dec 16 11:52:28 2004 Nevyn wrote post #281:
> On Thu Dec 16 11:44:45 2004 Tektor wrote post #280 in ideas:

> > With guilds out using strange mix of stats like Woodsman that uses

> > dex/wis or Shapeshifter than uses int and stamina, it would be nice

> > to see a new race or 2 or maybe readjust some of the current we

> > have. I know we have like elven, and lizardman races for woodsman,

> > but shapeshifter doesnt have one thats really narrowed towards it

> > cept maybe human and thats got pretty low stats. Or maybe replace

> > one of the lesser used races like vinnipier and xorn.

> > (waits for the flames)

> How about letting Dragons be ancient creatures who learn really slow,
making their minds very conservative, thus gaining less experience. -20%
xprate in shifted form!
Dragons are highly intelligent creatures though its why they survive
and prevail other races.

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

poster: Highpriest
subject: >>>Christmas Wish
date: Thu Dec 16 11:54:49 2004

On Thu Dec 16 11:53:22 2004 Tektor wrote post #282:
> On Thu Dec 16 11:52:28 2004 Nevyn wrote post #281:
> > On Thu Dec 16 11:44:45 2004 Tektor wrote post #280 in ideas:

> > > With guilds out using strange mix of stats like Woodsman that uses

> > > dex/wis or Shapeshifter than uses int and stamina, it would be nice

> > > to see a new race or 2 or maybe readjust some of the current we

> > > have. I know we have like elven, and lizardman races for woodsman,

> > > but shapeshifter doesnt have one thats really narrowed towards it

> > > cept maybe human and thats got pretty low stats. Or maybe replace

> > > one of the lesser used races like vinnipier and xorn.

> > > (waits for the flames)

> > How about letting Dragons be ancient creatures who learn really slow,
> making their minds very conservative, thus gaining less experience. -20%
> xprate in shifted form!
> Dragons are highly intelligent creatures though its why they survive
> and prevail other races.
No, DL will be too well-tuned, the wizards have to tune it down
again somehow with such a race

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

poster: Nevyn
subject: >>>Christmas Wish
date: Thu Dec 16 11:55:37 2004

On Thu Dec 16 11:53:22 2004 Tektor wrote post #282 in ideas:

> On Thu Dec 16 11:52:28 2004 Nevyn wrote post #281:

> > On Thu Dec 16 11:44:45 2004 Tektor wrote post #280 in ideas:



> > > With guilds out using strange mix of stats like Woodsman that uses



> > > dex/wis or Shapeshifter than uses int and stamina, it would be nice



> > > to see a new race or 2 or maybe readjust some of the current we



> > > have. I know we have like elven, and lizardman races for woodsman,



> > > but shapeshifter doesnt have one thats really narrowed towards it



> > > cept maybe human and thats got pretty low stats. Or maybe replace



> > > one of the lesser used races like vinnipier and xorn.



> > > (waits for the flames)



> > How about letting Dragons be ancient creatures who learn really slow,

> making their minds very conservative, thus gaining less experience. -20%

> xprate in shifted form!

> Dragons are highly intelligent creatures though its why they survive

> and prevail other races.

And thus they think their minds are superior and doesn't learn as well as others. Personally I think that people already getting 200k+/min rate as dragonlord DOES NOT need an uptune by adding a race made to fit SS right up the sleeve.

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

poster: Tektor
subject: >>>>Christmas Wish
date: Thu Dec 16 11:58:11 2004

On Thu Dec 16 11:55:37 2004 Nevyn wrote post #284:
> On Thu Dec 16 11:53:22 2004 Tektor wrote post #282 in ideas:

> > On Thu Dec 16 11:52:28 2004 Nevyn wrote post #281:

> > > On Thu Dec 16 11:44:45 2004 Tektor wrote post #280 in ideas:

> 

> > > > With guilds out using strange mix of stats like Woodsman that uses

> 

> > > > dex/wis or Shapeshifter than uses int and stamina, it would be nice

> 

> > > > to see a new race or 2 or maybe readjust some of the current we

> 

> > > > have. I know we have like elven, and lizardman races for woodsman,

> 

> > > > but shapeshifter doesnt have one thats really narrowed towards it

> 

> > > > cept maybe human and thats got pretty low stats. Or maybe replace

> 

> > > > one of the lesser used races like vinnipier and xorn.

> 

> > > > (waits for the flames)

> 

> > > How about letting Dragons be ancient creatures who learn really slow,

> > making their minds very conservative, thus gaining less experience. -20%

> > xprate in shifted form!

> > Dragons are highly intelligent creatures though its why they survive

> > and prevail other races.

> And thus they think their minds are superior and doesn't learn as well as
others. Personally I think that people already getting 200k+/min rate as
dragonlord DOES NOT need an uptune by adding a race made to fit SS right up
the sleeve.
Who said its an uptune? Who said it has to be perfectly suited for
it? I said something better suited i didn't say perfectly suited.
The only responses i see are whines. I say kill idea post and every
one use the idea command from now on. Best idea ever! :)

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

poster: Nevyn
subject: >>>>>Christmas Wish
date: Thu Dec 16 12:00:50 2004

So what you're saying is that a race better suited for one guild isn't an uptune for the guild in question? And it's hardly whine, just declaring that a guild which people already solo 200k+ rates in don't need an uptune.

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

poster: Tektor
subject: >>>>>>Christmas Wish
date: Thu Dec 16 12:03:41 2004

On Thu Dec 16 12:00:50 2004 Nevyn wrote post #286:
> So what you're saying is that a race better suited for one guild isn't an
uptune for the guild in question? And it's hardly whine, just declaring that
a guild which people already solo 200k+ rates in don't need an uptune.
You obviously don't understand my idea here and thats ok not
expecting you to be smart enough to. So i removed my post since your
set with what you want to think about it. Think whatever you want
about it, I'll just be smarter and use the idea command from now
on.

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

poster: Moridin
subject: >>>>>>>Christmas Wish
date: Thu Dec 16 16:05:16 2004

On Thu Dec 16 12:03:41 2004 Tektor wrote post #287:
> On Thu Dec 16 12:00:50 2004 Nevyn wrote post #286:
> > So what you're saying is that a race better suited for one guild isn't an
> uptune for the guild in question? And it's hardly whine, just declaring that
> a guild which people already solo 200k+ rates in don't need an uptune.
> You obviously don't understand my idea here and thats ok not
> expecting you to be smart enough to. So i removed my post since your
> set with what you want to think about it. Think whatever you want
> about it, I'll just be smarter and use the idea command from now
> on.
wow, the wizards only told you to do that days ago if you wanted to
avoid flames, and you are smart enough to do that allready, wow,
nevyn has nothing on you.
and yes, if something is better suited for it, then by definition,
it will be an uptune, which they dont need, since there are several
races eminently suited for SS as is, if you cant find them, that
does not mean they are not there, nevyn managed to find one just
fine.

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

poster: Moridin
subject: >>>>>>>>Christmas Wish
date: Thu Dec 16 16:05:25 2004

On Thu Dec 16 16:05:16 2004 Moridin wrote post #288:
> > about it, I'll just be smarter and use the idea command from now
> > on.
> wow, the wizards only told you to do that days ago if you wanted to
> avoid flames, and you are smart enough to do that allready, wow,
> nevyn has nothing on you.
> and yes, if something is better suited for it, then by definition,
> it will be an uptune, which they dont need, since there are several
> races eminently suited for SS as is, if you cant find them, that
> does not mean they are not there, nevyn managed to find one just
> fine.
ps
FLAME!
FLAME!

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

poster: Jsardy
subject: >>archers
date: Fri Dec 17 02:07:27 2004

On Wed Dec 15 14:52:04 2004 Wildchild wrote post #279:
> 
> A wiz can correct me if I'm wrong on this... but at one point,
> archery was planned with changes that were being made to parties.
> The changes to parties was the 'rows' idea, which would allow for a
> more accurate representation of range between a player and monsters.
> For whatever reason, this didn't happen in the end.
> Whether archery fits into things now, regardless, is up to the
> wizzes and a wiz that would want to code guilds for it I suppose.
> 
> -WildChild
I am not sure if someone made mention of this, but combat is just
too screwed up to mess with adding in the functionality of bows and
arrows and the whole concept of ranged combat.  Would require a
whole rewrite of combat iirc what zifnab said.  Either way, aint
happening unless a wiz gets really bored and has a few weeks of
spare time and enough sanity to last.

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

poster: Eomer
subject: item customization
date: Sun Dec 19 06:20:12 2004

it would be cool if there was some sort of a craftsman who was able
to personalize items for people, it would cost money of course, and
could possibly even use pyros? but you would be able to do things
like create a name for your weapon, or, possibly even give it VERY
minor enchantments, stats bonuses or elemental damage, nothing that
would give insane bonuses to people, just something to add your own
touch to items
for example, you could add a slight fire enchantment to a weapon,
and its name would change to "Blahblahweapon of dmgtype" or you
could change the name only making it "'s
 of whatever

you could also give the items a small stat bonus, again, it would
have to be really small, and fairly costly, but it would be
interesting i think

oh well, just a random thought, NO idea how hard something like that
would be able to create, so, flame away (like people usually do) or
add some sort of useful criticism

eomer

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

poster: Maduo
subject: >item customization
date: Sun Dec 19 06:25:45 2004

On Sun Dec 19 06:20:12 2004 Eomer wrote post #291:
> 
> you could also give the items a small stat bonus, again, it would
> have to be really small, and fairly costly, but it would be
> interesting i think
> 
> oh well, just a random thought, NO idea how hard something like that
> would be able to create, so, flame away (like people usually do) or
> add some sort of useful criticism
> 
> eomer
personally, i think customizeable eq would be fun, but my idea of
switching stats betwene items and junk got shot down.
someone else mentioned a desc changer which could be an alternative
solution. even though it wont exactly have the same results as what
yo uwere thinking of, its atleast a start.
>mads<

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

poster: Ertai
subject: Customizing eq
date: Sun Dec 19 06:49:22 2004

I had this idea a while back when they were searching for new thief ideas.
The problem with customizable eq is that you can copy an existing piece.
Say turning a worthless mace into a mace that is worth something.
There would have to be a label of sorts that prevents that from happening.
The other problem it may have is that it dramatically increases the
amount of unique items (not sure how it works)
but I would think it would require a lot more memory.  Meh maybe I'm wrong.
A guild that does this and that boosts stats slightly that lasts for
a boot might not be a bad plan.

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

poster: Tranquil
subject: >item customization
date: Sun Dec 19 07:25:34 2004

Sounds suspiciously like enchanter to me, with just a hint of woodsy features.

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

poster: Switchblade
subject: bard
date: Sun Dec 19 08:19:27 2004

I think bards should be able to ID stuff
but using a "lore" skill or something
because they know all sorts of weird things

like how to make cheese

and they also enjoy a good beer

which makes them vcool


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

poster: Byllk
subject: what guild?
date: Sun Dec 19 11:15:24 2004

It would be handy to see, when typing 'help spell ' to see
what guild it belongs to. Merry X-mas!

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

poster: Tranquil
subject: >what guild?
date: Mon Dec 20 06:53:35 2004

On Sun Dec 19 11:15:24 2004 Byllk wrote post #296:
> It would be handy to see, when typing 'help spell ' to see
> what guild it belongs to. Merry X-mas!

If you need to find which guilds a particular skill or spell is in,
try the spellinfo menu. there's a lot of useful information to be
had from it =)

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

poster: Sirc
subject: wantaded::
date: Wed Dec 22 14:37:46 2004

moer koma emotes !!1 or une
*
quit
emergency_daeth
wtf
suicide
beav
oops

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

poster: Communist
subject: new guildsystem &reincs
date: Wed Dec 22 23:33:37 2004

I'd hate to complain after all the hard work the wizzes put into
this, but I wonder if there's one small request that can be honored
here:
since the guild changes are fairly significant i'm not sure if a
reinc machine will do the job, especially since many players might
not login until the machine is gone
so perhaps, could we make it so each player that got force reinced
by this change gets a free reinc ticket to beused later on if
necessary?

flame away :)

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

poster: Zifnab
subject: >new guildsystem &reincs
date: Wed Dec 22 23:39:34 2004

On Wed Dec 22 23:33:37 2004 Communist wrote post #299:
> I'd hate to complain after all the hard work the wizzes put into
> this, but I wonder if there's one small request that can be honored
> here:
> since the guild changes are fairly significant i'm not sure if a
> reinc machine will do the job, especially since many players might
> not login until the machine is gone
> so perhaps, could we make it so each player that got force reinced
> by this change gets a free reinc ticket to beused later on if
> necessary?
> 
> flame away :)
no.

You have 1 week to use 2 free reincs. I think that is 
 very generious considering you could reinc into the 
exact same thing with almost no changes.

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

poster: Beranis
subject: Reinc Ticket
date: Thu Dec 23 01:00:47 2004

Emphasising again that I'm happy with what's going on. But in
response to Communist's idea: it might be worth remembering some
people may have gone away (back to parents who live in
Nointernetville) for the Christmas Holidays and so will come back to
a forced "one chance to get it right" reincarnation because the free
reinc machine will have gone by the time they get back.

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

poster: Koma
subject: >Reinc Ticket
date: Thu Dec 23 11:05:26 2004

On Thu Dec 23 01:00:47 2004 Beranis wrote post #301:
> Emphasising again that I'm happy with what's going on. But in
> response to Communist's idea: it might be worth remembering some
> people may have gone away (back to parents who live in
> Nointernetville) for the Christmas Holidays and so will come back to
> a forced "one chance to get it right" reincarnation because the free
> reinc machine will have gone by the time they get back.

I think the wizards have been more than generous by giving us a free
reinc machine to go with the conversion. Most muds I've previously
played definitely wouldn't have (perhaps thats the reason i'm
here).

True, yes, people might be on holidays and miss the few free reincs.
But perhaps then it's not time to test out the xorn f
remage-druid-fighter combination.. giving a reinc ticket to
everybody would result in UTTER MAYHEM lols.

I'll wander off now. Bye.

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

poster: Bahgtru
subject: >Reinc Ticket
date: Thu Dec 23 11:08:26 2004

On Thu Dec 23 01:00:47 2004 Beranis wrote post #301:
> Emphasising again that I'm happy with what's going on. But in
> response to Communist's idea: it might be worth remembering some
> people may have gone away (back to parents who live in
> Nointernetville) for the Christmas Holidays and so will come back to
> a forced "one chance to get it right" reincarnation because the free
> reinc machine will have gone by the time they get back.
You say it's a "one chance to get it right" reinc... wtf? The new
system is basically exactly the same as the old one, the people away
can simply reinc straight back into the guild they were just in.

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

poster: Wildchild
subject: >Reinc Ticket
date: Thu Dec 23 14:34:39 2004

Which part of "No" do you not understand, Beranis?

-WildChild

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

poster: Sirc
subject: ss cmd
date: Thu Dec 23 16:43:02 2004

what about a command that gives u the currently damage of dragon breaths
kinda annyoing sometimes to type 'help spell caustic cyclone' etc
tnx

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

poster: Draco
subject: >Reinc Ticket
date: Thu Dec 23 16:49:20 2004

On Thu Dec 23 01:00:47 2004 Beranis wrote post #301:
> Emphasising again that I'm happy with what's going on. But in
> response to Communist's idea: it might be worth remembering some
> people may have gone away (back to parents who live in
> Nointernetville) for the Christmas Holidays and so will come back to
> a forced "one chance to get it right" reincarnation because the free
> reinc machine will have gone by the time they get back.
a free reinc ticket for everyone is bad news bears i tell ya, if you
end up doing that, 75% of the people will just end up selling it to
higher end players to fuel reincs into eq guilds and back out when
needed, and i for one would hate to see a newbie running around with
some damn nice eq that   he got from selling that ticket when alot
of us worked our asses off to get good eq when we were small.

ps thank you for the free reincs, i myself didnt really need them
but it did give me a chance to perfect my healer reinc command so
thanks much :)

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

poster: Alacor
subject: >ss cmd
date: Thu Dec 23 16:59:42 2004

Alias cc caustic cyclone. helps lots
also, command cc help spell caustic cyclone, if you dont wanna have an alias
D
((

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

poster: Sirc
subject: >>ss cmd
date: Thu Dec 23 17:33:19 2004

i use alias and stuff, but the annyoing stuff is the ==========
dmg type: acid
Cast time and blah blah blah
would be easier with this for example
check_breath = cb, cb > caustic cyclone = Incredible (555 sp) 
and so on :p

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

poster: Draco
subject: >>>ss cmd
date: Thu Dec 23 18:37:15 2004

On Thu Dec 23 17:33:19 2004 Sirc wrote post #308:
> i use alias and stuff, but the annyoing stuff is the ==========
> dmg type: acid
> Cast time and blah blah blah
> would be easier with this for example
> check_breath = cb, cb > caustic cyclone = Incredible (555 sp) 
> and so on :p
i guess next your gonna say the mobs should die when you look at
them, for christ sake, why does everything always have to be
easier?

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

poster: Sirc
subject: >>>>ss cmd
date: Thu Dec 23 19:27:26 2004

On Thu Dec 23 18:37:15 2004 Draco wrote post #309:
> On Thu Dec 23 17:33:19 2004 Sirc wrote post #308:
> > i use alias and stuff, but the annyoing stuff is the ==========
> > dmg type: acid
> > Cast time and blah blah blah
> > would be easier with this for example
> > check_breath = cb, cb > caustic cyclone = Incredible (555 sp) 
> > and so on :p
> i guess next your gonna say the mobs should die when you look at
> them, for christ sake, why does everything always have to be
> easier?
go back to iraq plz tnx

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

poster: Draco
subject: >>>>>ss cmd
date: Thu Dec 23 19:34:38 2004

On Thu Dec 23 19:27:26 2004 Sirc wrote post #310:
> On Thu Dec 23 18:37:15 2004 Draco wrote post #309:
> > On Thu Dec 23 17:33:19 2004 Sirc wrote post #308:
> > > i use alias and stuff, but the annyoing stuff is the ==========
> > > dmg type: acid
> > > Cast time and blah blah blah
> > > would be easier with this for example
> > > check_breath = cb, cb > caustic cyclone = Incredible (555 sp) 
> > > and so on :p
> > i guess next your gonna say the mobs should die when you look at
> > them, for christ sake, why does everything always have to be
> > easier?
> go back to iraq plz tnx
1. i was never there
dracprot AVREG down
2. it was a year ago, even the people who used to say it at first
dont even think its funny anymore
3. seriously, why do you have to be a complete moron
4. stop beating the dead horse, its been beaten so much and so long
the damn thing is an old, worn-out shoe now. get some new damn
material

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

poster: Sirc
subject: >>>>>>ss cmd
date: Thu Dec 23 19:35:23 2004

oppss! bosnia! u started

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

poster: Tahnval
subject: >ss cmd
date: Fri Dec 24 05:03:54 2004

On Thu Dec 23 16:43:02 2004 Sirc wrote post #305:
> what about a command that gives u the currently damage of dragon breaths
> kinda annyoing sometimes to type 'help spell caustic cyclone' etc
> tnx
Do what I did - command hscc help spell caustic cyclone.

Voila!  You now have a command that gives you (that's you, not u)
exactly the same information as the command "help spell caustic cyclone".

Then I got really lazy and mapped 'help spell caustic cyclone' to
a function key, cutting the 5 keypresses down to 1.

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

poster: Belgarion
subject: >>>>>ss cmd
date: Fri Dec 24 21:17:31 2004

stupied reply

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

poster: Daeva
subject: estimate stuff
date: Sat Dec 25 14:30:49 2004

Was thinking of why all caster classes have determine effectiveness
so I would propose a new hitter mastery to detimine effectivness of
all our skills, atleast I wanna know how effective my skills are
// Daeva

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

poster: Ertai
subject: Copycat guild
date: Tue Dec 28 10:43:11 2004

Here's an idea.  Create a guild that only lets you learn
skills/spells that you are hit with.
You get a maximum of ten skills/spells per alpha/gamma/bravo/omnicron.
At first, this would seem powerful but keep in mind you get no
masteries at all.
It would prove an interesting and versitile guild although not
likely as powerful as a focused guild.
but healing abilities, protection abilities, buffs, and blast spells
aint bad wither.
It's a thought.  Flame at will. - - Ertai

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

poster: Uno
subject: >Copycat guild
date: Tue Dec 28 15:46:45 2004

On Tue Dec 28 10:43:11 2004 Ertai wrote post #316:
> Here's an idea.  Create a guild that only lets you learn
> skills/spells that you are hit with.
> You get a maximum of ten skills/spells per alpha/gamma/bravo/omnicron.
> At first, this would seem powerful but keep in mind you get no
> masteries at all.
> It would prove an interesting and versitile guild although not
> likely as powerful as a focused guild.
> but healing abilities, protection abilities, buffs, and blast spells
> aint bad wither.
> It's a thought.  Flame at will. - - Ertai
I must flame this only because it seems to have zero connection
to theme, or anything other than like, x-men.
raar i am rogue raaar!!!!
love, 
beav

p.s. plus everything sucks without masteries


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

poster: Oruk
subject: >>Copycat guild
date: Tue Dec 28 17:37:20 2004

On Tue Dec 28 15:46:45 2004 Uno wrote post #317:
> On Tue Dec 28 10:43:11 2004 Ertai wrote post #316:
> > Here's an idea.  Create a guild that only lets you learn
> > skills/spells that you are hit with.
> > You get a maximum of ten skills/spells per alpha/gamma/bravo/omnicron.
> > At first, this would seem powerful but keep in mind you get no
> > masteries at all.
> > It would prove an interesting and versitile guild although not
> > likely as powerful as a focused guild.
> > but healing abilities, protection abilities, buffs, and blast spells
> > aint bad wither.
> > It's a thought.  Flame at will. - - Ertai
> I must flame this only because it seems to have zero connection
> to theme, or anything other than like, x-men.
> raar i am rogue raaar!!!!
> love, 
> beav
> 
> p.s. plus everything sucks without masteries
> 
This guild was started and I think only a small portion of it was
made, I can't recall how that version worked.
If I remember right.. it was Daneel that was doing it a while back.
Dunno, just saw the code in someone's dir on 10k.

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

poster: Wagro
subject: quick chant
date: Wed Dec 29 03:39:00 2004

It would be really cool if quick chant could be altered to be a
little more like parry. That is, you could choose how much you
wanted to apply your quick chant. 0 would mean it turns it off, and
100 would be you using your full ability in quick chant, so this
would make it a little less complicated for when you have over 100%
in qc. This would be somewhat helpful to blasters so they could slow
their qc down and would be able to keep themselves from tapping
without having to stop casting alltogether.
With this, there could also be some interesting advantages. For
example, having qc off would perhaps allow a greater success chance,
or they would be able to have a greater effect with the spell etc.

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

poster: Ranja
subject: >quick chant
date: Wed Dec 29 11:18:01 2004

On Wed Dec 29 03:39:00 2004 Wagro wrote post #319:
> It would be really cool if quick chant could be altered to be a
> little more like parry. That is, you could choose how much you
> wanted to apply your quick chant. 0 would mean it turns it off, and
> 100 would be you using your full ability in quick chant, so this
> would make it a little less complicated for when you have over 100%
> in qc. This would be somewhat helpful to blasters so they could slow
> their qc down and would be able to keep themselves from tapping
> without having to stop casting alltogether.
> With this, there could also be some interesting advantages. For
> example, having qc off would perhaps allow a greater success chance,
> or they would be able to have a greater effect with the spell etc.
Hmm.
Dont base this game on bots/triggers.  And it's not a problem if you
type an alias or push a macro to cast the spell.

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

poster: Phire
subject: >>quick chant
date: Wed Dec 29 16:34:28 2004

On Wed Dec 29 11:18:01 2004 Ranja wrote post #320 in ideas:

> On Wed Dec 29 03:39:00 2004 Wagro wrote post #319:

> > It would be really cool if quick chant could be altered to be a

> > little more like parry. That is, you could choose how much you

> > wanted to apply your quick chant. 0 would mean it turns it off, and

> > 100 would be you using your full ability in quick chant, so this

> > would make it a little less complicated for when you have over 100%

> > in qc. This would be somewhat helpful to blasters so they could slow

> > their qc down and would be able to keep themselves from tapping

> > without having to stop casting alltogether.

> > With this, there could also be some interesting advantages. For

> > example, having qc off would perhaps allow a greater success chance,

> > or they would be able to have a greater effect with the spell etc.

> Hmm.

> Dont base this game on bots/triggers.  And it's not a problem if you

> type an alias or push a macro to cast the spell.



This is easily simulated by a client (how to do this is left as an exercise 

to the reader).

But what i can't understand is what advantage is there to prolonging combat

for a blaster? All it does is give you (or your tank) more opportunity to take damage (or an unlucky stun which ends up killing you). With very few exceptions

do to melee weapon specials, it is better to kill the monster faster then heal

outside of combat.



Please don't ask the wizards to put in features to help botting. Just write better bots.

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

poster: flamekrayt
subject: mob tune check
date: Mon Jan  3 11:50:20 2005

maybe have a command that we can direct on a mob to know its current tune.



example, in horses area in farm (sw of city):



>[the new command] horse



horse is at XX% tune of its original



OR



>[the new command] horse



horse is tuned above/below 100%



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

another possiblility is, include this message when you consider .



so, it will be:



 seems to be a weakling.

 is tuned above/below 100% OR horse is at XX% tune of its original

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

poster: Illusions
subject: Sunnydale
date: Mon Jan  3 12:00:16 2005

hrm we should re-open sunnydale
i understand it's out of theme
but that's what oddworld is about
i mean alice in wonderland area closed too?
or not?
or paintball?
sunnydale was awesome, if it's not going to be re-opened we should
at least re-do the makings of the area, that place was perfect
who

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

poster: Zifnab
subject: >Sunnydale
date: Mon Jan  3 14:48:49 2005

On Mon Jan  3 12:00:16 2005 Illusions wrote post #323:
> hrm we should re-open sunnydale
> i understand it's out of theme
> but that's what oddworld is about
> i mean alice in wonderland area closed too?
> or not?
> or paintball?
> sunnydale was awesome, if it's not going to be re-opened we should
> at least re-do the makings of the area, that place was perfect
> who

do you not understand that the original maker of the area
asked to have it removed? 

While we do not have to honor that request since everyone
by wizzing agreed that all areas made for the mud stay
with the mud we decided it was worth honoring the request.

It is not coming back. Get over it.

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

poster: Ranja
subject: >>Sunnydale
date: Mon Jan  3 16:54:55 2005

On Mon Jan  3 14:48:49 2005 Zifnab wrote post #324:
> On Mon Jan  3 12:00:16 2005 Illusions wrote post #323:
> > hrm we should re-open sunnydale
> > i understand it's out of theme
> > but that's what oddworld is about
> > i mean alice in wonderland area closed too?
> > or not?
> > or paintball?
> > sunnydale was awesome, if it's not going to be re-opened we should
> > at least re-do the makings of the area, that place was perfect
> > who
> 
> do you not understand that the original maker of the area
> asked to have it removed? 
> 
> While we do not have to honor that request since everyone
> by wizzing agreed that all areas made for the mud stay
> with the mud we decided it was worth honoring the request.
> 
> It is not coming back. Get over it.
But can we PLEASE have kaos back then?!

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

poster: Koma
subject: >>>Sunnydale
date: Mon Jan  3 17:27:33 2005

On Mon Jan  3 16:54:55 2005 Ranja wrote post #325:
> On Mon Jan  3 14:48:49 2005 Zifnab wrote post #324:
> > On Mon Jan  3 12:00:16 2005 Illusions wrote post #323:
> > > hrm we should re-open sunnydale
> > > i understand it's out of theme
> > > but that's what oddworld is about
> > > i mean alice in wonderland area closed too?
> > > or not?
> > > or paintball?
> > > sunnydale was awesome, if it's not going to be re-opened we should
> > > at least re-do the makings of the area, that place was perfect
> > > who
> > 
> > do you not understand that the original maker of the area
> > asked to have it removed? 
> > 
> > While we do not have to honor that request since everyone
> > by wizzing agreed that all areas made for the mud stay
> > with the mud we decided it was worth honoring the request.
> > 
> > It is not coming back. Get over it.
> But can we PLEASE have kaos back then?!

Kaos is WAY out of theme, and i'm not sure he will ever be coming back.


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

poster: Ranja
subject: >>>>Sunnydale
date: Mon Jan  3 17:27:51 2005

On Mon Jan  3 17:27:33 2005 Koma wrote post #326:
> On Mon Jan  3 16:54:55 2005 Ranja wrote post #325:
> > On Mon Jan  3 14:48:49 2005 Zifnab wrote post #324:
> > > On Mon Jan  3 12:00:16 2005 Illusions wrote post #323:
> > > > hrm we should re-open sunnydale
> > > > i understand it's out of theme
> > > > but that's what oddworld is about
> > > > i mean alice in wonderland area closed too?
> > > > or not?
> > > > or paintball?
> > > > sunnydale was awesome, if it's not going to be re-opened we should
> > > > at least re-do the makings of the area, that place was perfect
> > > > who
> > > 
> > > do you not understand that the original maker of the area
> > > asked to have it removed? 
> > > 
> > > While we do not have to honor that request since everyone
> > > by wizzing agreed that all areas made for the mud stay
> > > with the mud we decided it was worth honoring the request.
> > > 
> > > It is not coming back. Get over it.
> > But can we PLEASE have kaos back then?!
> 
> Kaos is WAY out of theme, and i'm not sure he will ever be coming back.
> 
But plieeease! 

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

poster: One
subject: >>>>>Sunnydale
date: Mon Jan  3 17:28:54 2005

On Mon Jan  3 17:27:51 2005 Ranja wrote post #327:
> On Mon Jan  3 17:27:33 2005 Koma wrote post #326:
> > On Mon Jan  3 16:54:55 2005 Ranja wrote post #325:
> > > On Mon Jan  3 14:48:49 2005 Zifnab wrote post #324:
> > > > On Mon Jan  3 12:00:16 2005 Illusions wrote post #323:
> > > > > hrm we should re-open sunnydale
> > > > > i understand it's out of theme
> > > > > but that's what oddworld is about
> > > > > i mean alice in wonderland area closed too?
> > > > > or not?
> > > > > or paintball?
> > > > > sunnydale was awesome, if it's not going to be re-opened we should
> > > > > at least re-do the makings of the area, that place was perfect
> > > > > who
> > > > 
> > > > do you not understand that the original maker of the area
> > > > asked to have it removed? 
> > > > 
> > > > While we do not have to honor that request since everyone
> > > > by wizzing agreed that all areas made for the mud stay
> > > > with the mud we decided it was worth honoring the request.
> > > > 
> > > > It is not coming back. Get over it.
> > > But can we PLEASE have kaos back then?!
> > 
> > Kaos is WAY out of theme, and i'm not sure he will ever be coming back.
> > 
> But plieeease! 
Hmm, Kaos is a crazy scandanavian...I see a theme...

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

poster: Salamandra
subject: New cool event
date: Tue Jan  4 00:13:25 2005

I am thinking that the Admin should start a new event like the Fall
of RDC. I think it could give a real jump in the MUD's popularity.
Everybody who witnessed the Fall of RDC says it was awesome,
action-packed, and most of all, fun. Now, half the people who play
are newbies, myself included, that have no idea what it was like. I
think it would be fun to have something to keep us playing Islands
of Myth. Thanks for taking the time to read this, and I hope you at
least consider it.
- Sala - (NOT SALLY!!)

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

poster: Draco
subject: >mob tune check
date: Tue Jan  4 03:10:49 2005

On Mon Jan  3 11:50:20 2005 flamekrayt wrote post #322:
> 
> 
> 
> so, it will be:
> 
> 
> 
>  seems to be a weakling.
> 
>  is tuned above/below 100% OR horse is at XX% tune of its original
if you want to know its xp worth, join the psychics guild and get
the spell psychic gaze. the % of the tune isnt really that big of a
deal unless it is a HEAVILY tuned area, and most of those areas
would be ones that big xp parties hit every time they are out.

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

poster: Eomer
subject: mob tune idea
date: Tue Jan  4 03:44:08 2005

or you could just kill a mob or two from the area? if it gives you
more exp than usual, the tune is good, if it gives you less, its got
a bad tune, doesnt seem like the most difficult thing to do without
making extra commands

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

poster: Draco
subject: chin LIV emote
date: Tue Jan  4 08:38:04 2005

make it be you stroke your chin at LIv, that fuck it and smacking
them with a right swing is retarded. if that can be done that would
be cool

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

poster: Slayn
subject: >New cool event
date: Tue Jan  4 19:05:11 2005

On Tue Jan  4 00:13:25 2005 Salamandra wrote post #329:
> I am thinking that the Admin should start a new event like the Fall
> of RDC. I think it could give a real jump in the MUD's popularity.
> Everybody who witnessed the Fall of RDC says it was awesome,
> action-packed, and most of all, fun. Now, half the people who play
> are newbies, myself included, that have no idea what it was like. I
> think it would be fun to have something to keep us playing Islands
> of Myth. Thanks for taking the time to read this, and I hope you at
> least consider it.
> - Sala - (NOT SALLY!!)
i doubt this will happen as iirc it was a once in a lifetime event
also there were a few problems that required wizzes to be activly fixing it 

anyway theres loads of stuff to keep people here and stuff is
being constantly added. 
 
anyway there may even be future once in a lifetime event that i miss
but you get to play. it just one of the problems with playing a game
that is always being played.
 
slyna
xxx

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

poster: Draco
subject: >>New cool event
date: Tue Jan  4 20:34:33 2005

On Tue Jan  4 19:05:11 2005 Slayn wrote post #333:
> On Tue Jan  4 00:13:25 2005 Salamandra wrote post #329:
> > I am thinking that the Admin should start a new event like the Fall
> > of RDC. I think it could give a real jump in the MUD's popularity.
> > Everybody who witnessed the Fall of RDC says it was awesome,
> > action-packed, and most of all, fun. Now, half the people who play
> > are newbies, myself included, that have no idea what it was like. I
> > think it would be fun to have something to keep us playing Islands
> > of Myth. Thanks for taking the time to read this, and I hope you at
> > least consider it.
> > - Sala - (NOT SALLY!!)
> i doubt this will happen as iirc it was a once in a lifetime event
> also there were a few problems that required wizzes to be activly fixing it 
> 
> anyway theres loads of stuff to keep people here and stuff is
> being constantly added. 
>  
> anyway there may even be future once in a lifetime event that i miss
> but you get to play. it just one of the problems with playing a game
> that is always being played.
>  
> slyna
> xxx
iirc there was once an attempt to make a viewing window of a sort so
that people who werent there could see it but there was like some
major problems getting it to work and exactly what to code and
stuff. be thankful that the mud is still running :)

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

poster: soulleech
subject: reinc skill thing...
date: Sat Jan  8 07:43:12 2005

make it so you can type in a percentage or how many times you want to level or something, sucks to choose between  maxing or repetitous typing... for those times when you have all skills, and have to get everthing to 95% so you wont waste that last bit...

not too abusable is it? :/

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

poster: Soulleech
subject: >reinc skill thing...
date: Sat Jan  8 07:45:45 2005

ignore this :)

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

poster: Zifnab
subject: >reinc skill thing...
date: Sat Jan  8 16:12:14 2005

On Sat Jan  8 07:43:12 2005 soulleech wrote post #335:
> make it so you can type in a percentage or how many times you want to
level or something, sucks to choose between  maxing or repetitous typing...
for those times when you have all skills, and have to get everthing to 95%
so you wont waste that last bit...
> not too abusable is it? :/

its not abuse that is the problem.. and it is very easy to do.
I have done it on the builder port before..

The problem is that it lags the hell out of the mud while
a player trains to 110%.

The other obvious solution.. is to put a number in front
of your command.. 10 train X. same result and no lag.

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

poster: Tranquil
subject: >>reinc skill thing...
date: Sat Jan  8 22:58:03 2005

You could also try taking wishes in a different order, assuming
you're also using skillmax wishes. ie: if you plan to take lesser
skill max as well as all skills, you could just not take those
wishes until after you finish training, therefore avoiding typing
the number 18 in front of each training command.

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

poster: Apathy
subject: >>>reinc skill thing...
date: Sun Jan  9 00:14:11 2005

On Sat Jan  8 22:58:03 2005 Tranquil wrote post #338:
> You could also try taking wishes in a different order, assuming
> you're also using skillmax wishes. ie: if you plan to take lesser
> skill max as well as all skills, you could just not take those
> wishes until after you finish training, therefore avoiding typing
> the number 18 in front of each training command.

I just do 'command tt do 18 train'

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

poster: Maduo
subject: death channel
date: Mon Jan 10 02:08:17 2005

goes for the death_taunt channel too but anyways
maybe it could not show when ppl you ignore die?
nuff said
>mad<

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

poster: Zifnab
subject: >death channel
date: Mon Jan 10 02:23:51 2005

On Mon Jan 10 02:08:17 2005 Maduo wrote post #340:
> goes for the death_taunt channel too but anyways
> maybe it could not show when ppl you ignore die?
> nuff said
> >mad<
it is not possible since it is the monster that
has killed the player you ignore. Ignore works off
of the target currently doing the action.

Grow up and quit acting like 5 year olds. There is 
your real solution

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

poster: Monkey
subject: New Guilds
date: Mon Jan 10 06:13:07 2005

Could we put exits to the adv-guild where the new alphas are?

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

poster: Wildchild
subject: >New Guilds
date: Mon Jan 10 14:31:40 2005

On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> Could we put exits to the adv-guild where the new alphas are?

I dunno, I like the idea of not having the portals from adv-guild to
the alphas in teh first place, since everybody is too damn lazy as
it is.

Or does walking back to town suck that badly?

-WildChild

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

poster: Monkey
subject: >>New Guilds
date: Mon Jan 10 14:32:43 2005

On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > Could we put exits to the adv-guild where the new alphas are?
> 
> I dunno, I like the idea of not having the portals from adv-guild to
> the alphas in teh first place, since everybody is too damn lazy as
> it is.
> 
> Or does walking back to town suck that badly?
> 
> -WildChild
Yes, yes it does.

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

poster: Wildchild
subject: >>>New Guilds
date: Mon Jan 10 14:38:36 2005

On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > Could we put exits to the adv-guild where the new alphas are?
> > 
> > I dunno, I like the idea of not having the portals from adv-guild to
> > the alphas in teh first place, since everybody is too damn lazy as
> > it is.
> > 
> > Or does walking back to town suck that badly?
> > 
> > -WildChild
> Yes, yes it does.

Too bad.

Don't go past level 15 next time.

-WildChild

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

poster: Monkey
subject: >>>>New Guilds
date: Mon Jan 10 14:41:15 2005

On Mon Jan 10 14:38:36 2005 Wildchild wrote post #345:
> On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> > On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > > Could we put exits to the adv-guild where the new alphas are?
> > > 
> > > I dunno, I like the idea of not having the portals from adv-guild to
> > > the alphas in teh first place, since everybody is too damn lazy as
> > > it is.
> > > 
> > > Or does walking back to town suck that badly?
> > > 
> > > -WildChild
> > Yes, yes it does.
> 
> Too bad.
> 
> Don't go past level 15 next time.
> 
> -WildChild
Hey hey hey hey hey....don't feed me any of that jazz.
The guilds are like WAY far away...two are on the other side of the island!!

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

poster: Zifnab
subject: >>>New Guilds
date: Mon Jan 10 14:47:48 2005

On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > Could we put exits to the adv-guild where the new alphas are?
> > 
> > I dunno, I like the idea of not having the portals from adv-guild to
> > the alphas in teh first place, since everybody is too damn lazy as
> > it is.
> > 
> > Or does walking back to town suck that badly?
> > 
> > -WildChild
> Yes, yes it does.
nod. I would bet most players have a few macros/commands to move them across 
the mud quickly. The only stopping point being the ferries.

That must really suck.

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

poster: Draco
subject: >>>>New Guilds
date: Mon Jan 10 22:25:48 2005

On Mon Jan 10 14:47:48 2005 Zifnab wrote post #347:
> On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> > On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > > Could we put exits to the adv-guild where the new alphas are?
> > > 
> > > I dunno, I like the idea of not having the portals from adv-guild to
> > > the alphas in teh first place, since everybody is too damn lazy as
> > > it is.
> > > 
> > > Or does walking back to town suck that badly?
> > > 
> > > -WildChild
> > Yes, yes it does.
> nod. I would bet most players have a few macros/commands to move them
across 
> the mud quickly. The only stopping point being the ferries.
> 
> That must really suck.
i think the only reason you could really need this is if you had
below level 15 people that didnt know the areas, but now that we
have warp that is an old relic that isnt really needed. im sure
there are 100 frickin billion people you could ask that already have
the command, or you could take a few minutes out of your precious
time that you obviously find SO valuable and figure it out and
command it yourself

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

poster: Wagro
subject: >>>>>New Guilds
date: Tue Jan 11 00:51:58 2005

On Mon Jan 10 22:25:48 2005 Draco wrote post #348:
> On Mon Jan 10 14:47:48 2005 Zifnab wrote post #347:
> > On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> > > On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > > > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > > > Could we put exits to the adv-guild where the new alphas are?
> > > > 
> > > > I dunno, I like the idea of not having the portals from adv-guild to
> > > > the alphas in teh first place, since everybody is too damn lazy as
> > > > it is.
> > > > 
> > > > Or does walking back to town suck that badly?
> > > > 
> > > > -WildChild
> > > Yes, yes it does.
> > nod. I would bet most players have a few macros/commands to move them
> across 
> > the mud quickly. The only stopping point being the ferries.
> > 
> > That must really suck.
> i think the only reason you could really need this is if you had
> below level 15 people that didnt know the areas, but now that we
> have warp that is an old relic that isnt really needed. im sure
> there are 100 frickin billion people you could ask that already have
> the command, or you could take a few minutes out of your precious
> time that you obviously find SO valuable and figure it out and
> command it yourself


Anyone else happen to notice that we had to walk to and from these
exact same guilds before the conversion? If anything we were already
given an upgrade by having a portal that goes to all the alphas.

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

poster: Uno
subject: >>>>>>New Guilds
date: Tue Jan 11 15:26:40 2005

On Tue Jan 11 00:51:58 2005 Wagro wrote post #349:
> > have warp that is an old relic that isnt really needed. im sure
> > there are 100 frickin billion people you could ask that already have
> > the command, or you could take a few minutes out of your precious
> > time that you obviously find SO valuable and figure it out and
> > command it yourself
> 
> 
> Anyone else happen to notice that we had to walk to and from these
> exact same guilds before the conversion? If anything we were already
> given an upgrade by having a portal that goes to all the alphas.
I got a little confused by the narrative but I agree that it's OK
not to have portals BACK to adv guild... that's what warp is for.

I don't agree to the idea of eliminating portals TO the alphas.
That service is for new players that older guys just get to leech
off of.

However, it might be a fun idea to only let players under lvl 16
use them. haha.

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

poster: Ranja
subject: >>>>>>>New Guilds
date: Tue Jan 11 15:27:43 2005

On Tue Jan 11 15:26:40 2005 Uno wrote post #350:
> On Tue Jan 11 00:51:58 2005 Wagro wrote post #349:
> > > have warp that is an old relic that isnt really needed. im sure
> > > there are 100 frickin billion people you could ask that already have
> > > the command, or you could take a few minutes out of your precious
> > > time that you obviously find SO valuable and figure it out and
> > > command it yourself
> > 
> > 
> > Anyone else happen to notice that we had to walk to and from these
> > exact same guilds before the conversion? If anything we were already
> > given an upgrade by having a portal that goes to all the alphas.
> I got a little confused by the narrative but I agree that it's OK
> not to have portals BACK to adv guild... that's what warp is for.
> 
> I don't agree to the idea of eliminating portals TO the alphas.
> That service is for new players that older guys just get to leech
> off of.
> 
> However, it might be a fun idea to only let players under lvl 16
> use them. haha.
Close adv guild including achman to players over level 15.! hah

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

poster: Ferrelas
subject: >>>>>>>>New Guilds
date: Tue Jan 11 21:16:53 2005

Well could work... Achman isn't the only one who can grant you
levels you know...

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

poster: Ranja
subject: >>>>>>>>>New Guilds
date: Wed Jan 12 01:42:47 2005

On Tue Jan 11 21:16:53 2005 Ferrelas wrote post #352:
> Well could work... Achman isn't the only one who can grant you
> levels you know...
IS TOO

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

poster: Tranquil
subject: >>>>>New Guilds
date: Wed Jan 12 02:54:58 2005

On Mon Jan 10 14:41:15 2005 Monkey wrote post #346:
> On Mon Jan 10 14:38:36 2005 Wildchild wrote post #345:
> > On Mon Jan 10 14:32:43 2005 Monkey wrote post #344:
> > > On Mon Jan 10 14:31:40 2005 Wildchild wrote post #343:
> > > > On Mon Jan 10 06:13:07 2005 Monkey wrote post #342:
> > > > > Could we put exits to the adv-guild where the new alphas are?
> > > > 
> > > > I dunno, I like the idea of not having the portals from adv-guild to
> > > > the alphas in teh first place, since everybody is too damn lazy as
> > > > it is.
> > > > 
> > > > Or does walking back to town suck that badly?
> > > > 
> > > > -WildChild
> > > Yes, yes it does.
> > 
> > Too bad.
> > 
> > Don't go past level 15 next time.
> > 
> > -WildChild
> Hey hey hey hey hey....don't feed me any of that jazz.
> The guilds are like WAY far away...two are on the other side of the island!!
Since we don't have ep-burn when walking here, the island is proven
to be only about two feet long. Do commands and walk commands should
be plenty more than enough for you to find your way from a guild to
adv.

If you think that's hard, perhaps you should go play some old-style
muds that have ep burn for walking and combat, plus paralysis when
you're tapped eps, resulting in a possible one-hit death by a
wandering weak mob on your 10-minute track from outside the city
gate to the centre of town.

Of course, death is final in many such muds too, so try to be careful.


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

poster: Tektor
subject: >>>>>>>>>>New Guilds
date: Wed Jan 12 18:42:33 2005

On Wed Jan 12 01:42:47 2005 Ranja wrote post #353:
> On Tue Jan 11 21:16:53 2005 Ferrelas wrote post #352:
> > Well could work... Achman isn't the only one who can grant you
> > levels you know...
> IS TOO
Actualy he isn't, go to everrest. There is a lvl up person there
too. :) Sorry Ranja you lose :/

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

poster: Decaman
subject: campfire
date: Fri Jan 14 23:11:18 2005

If a druid builds a campfire and leaves the room and later wants to
return to the fire is it possible to have a red mark when they type
map where the fire exsists

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

poster: Ranja
subject: >campfire
date: Fri Jan 14 23:18:36 2005

On Fri Jan 14 23:11:18 2005 Decaman wrote post #356:
> If a druid builds a campfire and leaves the room and later wants to
> return to the fire is it possible to have a red mark when they type
> map where the fire exsists
Possible and possible, the maps are quite static i guess.

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

poster: Zifnab
subject: >>campfire
date: Sat Jan 15 01:37:23 2005

On Fri Jan 14 23:18:36 2005 Ranja wrote post #357:
> On Fri Jan 14 23:11:18 2005 Decaman wrote post #356:
> > If a druid builds a campfire and leaves the room and later wants to
> > return to the fire is it possible to have a red mark when they type
> > map where the fire exsists
> Possible and possible, the maps are quite static i guess.

it would have been possible 6 months ago.

With recent changes to the mud to conserve memory the fire
may or may not stay in memory while you are off doing 
other things so for us to try and keep track of that 
would not be a fun thing.

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

poster: ligea
subject: Webpage FAQ
date: Sat Jan 15 18:25:03 2005

There's probably already someone fixing this, but just in case:



The FAQ on the webpage is all about the 5 alpha guilds.

Also it says to mail questions to mud@reddragon.clansoft.com



Guess my idea is to tidy it up a bit.



-L

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

poster: Lurch
subject: >>Names
date: Sun Jan 16 00:28:12 2005

cockadoodle? hairythepaladin? koma? rickyschroeder? zifnab?
dude wtf

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

poster: Lurch
subject: >>>Copycat guild
date: Sun Jan 16 00:47:22 2005

Zero connection to theme or anything other than x-men?
Hello?! Blue Mage! If Square can make a class that's well balanced,
and a dude on the net can make a balanced version for D&D, I don't
see why it would be difficult to do here. Hell, if I could, i'd do it
myself, it's one of my most favoritest class ideas.
"What, you hit me with fireball? HAHA! Taste your own medicine!"
"You paralyze me? HAHA! So are you!"

or whatever
-Lurch

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

poster: Sykiro
subject: Party Status
date: Mon Jan 17 19:32:01 2005

I'd be nice if we could see our "all parties" rank inside of party status
+-Sykiro-+

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

poster: Eponine
subject: >Party Status
date: Mon Jan 17 19:32:52 2005

also wanted: party type: orgy for all us sexy people!!

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

poster: Mixer
subject: Spellbooks
date: Sun Jan 23 12:33:43 2005

Seeing as MA has a fixed guild item on the hands slot MA now
can't make use of any spellbooks.  Any chance this could be
changed?
I always thought it was strange that a spell book was a wearable
eq anyway :)

Mix

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

poster: Uno
subject: >Spellbooks
date: Mon Jan 24 15:54:20 2005

On Sun Jan 23 12:33:43 2005 Mixer wrote post #364:
> Seeing as MA has a fixed guild item on the hands slot MA now
> can't make use of any spellbooks.  Any chance this could be
> changed?
> I always thought it was strange that a spell book was a wearable
> eq anyway :)
> 
> Mix
I took this to be an unfortunate side effect of the guild,
though it does seem a little odd that you can't read a book
with gloves on...

°o°
---
e
1z

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

poster: Expandrew
subject: last think
date: Mon Jan 24 23:03:24 2005

i think it would rock if there could be a last option for the
'think' command.  if it's not too much trouble, can someone make it
happen?
-ex

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

poster: Zifnab
subject: >last think
date: Tue Jan 25 00:34:14 2005

On Mon Jan 24 23:03:24 2005 Expandrew wrote post #366:
> i think it would rock if there could be a last option for the
> 'think' command.  if it's not too much trouble, can someone make it
> happen?
> -ex
Sorry sent a mail the first time. This has been asked for before and
its the same answer. We are not going to create a 'history' 
for every command/emote.

There are lots of options most notably use your client and its
ability to do things.

Worst case or best case in soem cases create a private channel
for your use.

Personally I _hate_ being spammed by players telling me that
they are at full hp's while they idle CS

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

poster: Wagro
subject: Azarian attack
date: Tue Jan 25 06:49:58 2005

Ever sense Azarian attack started running in Illium instead of RDC,
it hasn't been as exciting because the new city is so much larger.
It would be nice if the number of minions that are spawned would be
upped to account for the larger number of rooms. As is, right now
its more about running around like a headless chicken (or hiring
scouts) than the actual combat, which many would agree is not nearly
as fun.

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

poster: Tranquil
subject: >Azarian attack
date: Tue Jan 25 12:07:01 2005

On Tue Jan 25 06:49:58 2005 Wagro wrote post #368:
> Ever sense Azarian attack started running in Illium instead of RDC,
> it hasn't been as exciting because the new city is so much larger.
> It would be nice if the number of minions that are spawned would be
> upped to account for the larger number of rooms. As is, right now
> its more about running around like a headless chicken (or hiring
> scouts) than the actual combat, which many would agree is not nearly
> as fun.

I second this motion


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

poster: Belgarion
subject: >>Azarian attack
date: Wed Jan 26 12:49:02 2005

On Tue Jan 25 12:07:01 2005 Tranquil wrote post #369:
> On Tue Jan 25 06:49:58 2005 Wagro wrote post #368:
> > Ever sense Azarian attack started running in Illium instead of RDC,
> > it hasn't been as exciting because the new city is so much larger.
> > It would be nice if the number of minions that are spawned would be
> > upped to account for the larger number of rooms. As is, right now
> > its more about running around like a headless chicken (or hiring
> > scouts) than the actual combat, which many would agree is not nearly
> > as fun.
> 
> I second this motion
> 
ditto

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

poster: Draco
subject: >>>Azarian attack
date: Wed Jan 26 21:19:23 2005

On Wed Jan 26 12:49:02 2005 Belgarion wrote post #370:
> > > it hasn't been as exciting because the new city is so much larger.
> > > It would be nice if the number of minions that are spawned would be
> > > upped to account for the larger number of rooms. As is, right now
> > > its more about running around like a headless chicken (or hiring
> > > scouts) than the actual combat, which many would agree is not nearly
> > > as fun.
> > 
> > I second this motion
> > 
> ditto
hmm i could have sworn that tigran or one of the other wiz's that
generally arent extremely happy all the time warned us about making
1 word replys in mail, but i dunno, maybe im just hallucinating.

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

poster: Monkey
subject: >>>>Azarian attack
date: Wed Jan 26 21:20:14 2005

On Wed Jan 26 21:19:23 2005 Draco wrote post #371:
> On Wed Jan 26 12:49:02 2005 Belgarion wrote post #370:
> > > > it hasn't been as exciting because the new city is so much larger.
> > > > It would be nice if the number of minions that are spawned would be
> > > > upped to account for the larger number of rooms. As is, right now
> > > > its more about running around like a headless chicken (or hiring
> > > > scouts) than the actual combat, which many would agree is not nearly
> > > > as fun.
> > > 
> > > I second this motion
> > > 
> > ditto
> hmm i could have sworn that tigran or one of the other wiz's that
> generally arent extremely happy all the time warned us about making
> 1 word replys in mail, but i dunno, maybe im just hallucinating.
i think it's ant. maybe i'm wrong.

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

poster: Zifnab
subject: >>>>Azarian attack
date: Wed Jan 26 22:29:43 2005

On Wed Jan 26 21:19:23 2005 Draco wrote post #371:
> On Wed Jan 26 12:49:02 2005 Belgarion wrote post #370:
> > > > it hasn't been as exciting because the new city is so much larger.
> > > > It would be nice if the number of minions that are spawned would be
> > > > upped to account for the larger number of rooms. As is, right now
> > > > its more about running around like a headless chicken (or hiring
> > > > scouts) than the actual combat, which many would agree is not nearly
> > > > as fun.
> > > 
> > > I second this motion
> > > 
> > ditto
> hmm i could have sworn that tigran or one of the other wiz's that
> generally arent extremely happy all the time warned us about making
> 1 word replys in mail, but i dunno, maybe im just hallucinating.


_or_ perhaps you misunderstood and that 'generally unhappy wizard'
was talking about you always following up posts and speaking for the
wizards... or I might be confused too you know old age.

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

poster: Apathy
subject: >>>>>Azarian attack
date: Wed Jan 26 22:30:34 2005

On Wed Jan 26 22:29:43 2005 Zifnab wrote post #373:
> On Wed Jan 26 21:19:23 2005 Draco wrote post #371:
> > On Wed Jan 26 12:49:02 2005 Belgarion wrote post #370:
> > > > > it hasn't been as exciting because the new city is so much larger.
> > > > > It would be nice if the number of minions that are spawned would be
> > > > > upped to account for the larger number of rooms. As is, right now
> > > > > its more about running around like a headless chicken (or hiring
> > > > > scouts) than the actual combat, which many would agree is not nearly
> > > > > as fun.
> > > > 
> > > > I second this motion
> > > > 
> > > ditto
> > hmm i could have sworn that tigran or one of the other wiz's that
> > generally arent extremely happy all the time warned us about making
> > 1 word replys in mail, but i dunno, maybe im just hallucinating.
> 
> 
> _or_ perhaps you misunderstood and that 'generally unhappy wizard'
> was talking about you always following up posts and speaking for the
> wizards... or I might be confused too you know old age.

What Zifnab is really trying to say here is that he likes the idea
and is going to implement it tomorrow.

-Apathy

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

poster: Wagro
subject: >>>>>>Azarian attack
date: Thu Jan 27 01:04:40 2005

Oh also on the note of event spawning numbers, it would be
interesting to have the number of egg sacs spawned by the Lloth's
children event related to the number of rooms on the island.
Currently, When the event runs on dc you have 2 egg sacs in some
rooms, whereas on blackavar you have to run across dozens, making it
rather dissappointing when the event runs on a large island.

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

poster: Tranquil
subject: >>>>>>>Azarian attack
date: Thu Jan 27 06:40:16 2005

On Thu Jan 27 01:04:40 2005 Wagro wrote post #375:
> Oh also on the note of event spawning numbers, it would be
> interesting to have the number of egg sacs spawned by the Lloth's
> children event related to the number of rooms on the island.
> Currently, When the event runs on dc you have 2 egg sacs in some
> rooms, whereas on blackavar you have to run across dozens, making it
> rather dissappointing when the event runs on a large island.

People would probably complain if you made it drop only 1 egg per
'dozens' rooms and it ran on dc. Likewise, if 100000 eggs dropped on
bvar, it would be WAY out of tune. Maybe if it was made to only run
on islands with vmaps, certain people would be a little happier,
though personally I don't see any problem with it being as it
currently is.


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

poster: Apathy
subject: keep
date: Fri Jan 28 21:35:17 2005

I hate to complain, but please change keep back to the way it was.
It used to be if you had 10 of something kept, and you picked up 10
more, then doing 'keep obs' would mark the new ones as kept and
leave the old ones alone, which is probably what you want.  Now it
marks the new ones as kept and it changes the old ones to unkept, so
if I want to keep all of them I have to do 'unkeep obs' and then
'keep obs' again.

As far as I can tell, the new functionality is only useful when you
want to unkeep a group of things, and you could already do that: 
'unkeep obs'

-Apathy

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

poster: Inside
subject: >keep
date: Fri Jan 28 22:24:02 2005

i totally agree on the annoyance and i'm not really sure why the
change was made at all :P

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

poster: Draco
subject: lava eq
date: Mon Jan 31 00:05:03 2005

maybe add into one of the help files the slots of eq you can make
lava eq for, its not listed anywhere i can think of and would be
very useful

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

poster: Wagro
subject: Harmer
date: Wed Feb  2 04:24:37 2005

I know that harmer is supposedly being reworked so noone wants to
put much time into it as is, but I have a couple of quick
suggestions that would be a nice help to those still in it.

To begin with, it would be interesting if instead of using navigator
and master navigators as prerequisits, there should be simply a
certain number of guild levels required. So, in order to join dark
worshipper or magical torturer, you would simply need 40 glvls, and
to join evil priest you would need 70 glvls. This would help them a
bit because they could work on starting their second guild trees
early, so they wouldnt have to "waste" 20 levels

Secondly, I think harm body could use a little TLC. From what I
hear, it used to be a respectable spell, but was downtuned pretty
hard. I realize that it is a gamma level spell, but a couple things
could be added to boost it a bit. If masteries from the higher level
guilds were made to effect it, (namely dark ritual, interrogation,
and blood magic), it might allow it to return to its former self
while still being in tune for the smaller people.

Just think these things would help the tree out a bit, make it a
little more attractive until it can be properly redone at a future
date.

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

poster: Communist
subject: >Harmer
date: Wed Feb  2 04:28:01 2005

On Wed Feb  2 04:24:37 2005 Wagro wrote post #380:
> I know that harmer is supposedly being reworked so noone wants to
> put much time into it as is, but I have a couple of quick
> suggestions that would be a nice help to those still in it.
> 
> To begin with, it would be interesting if instead of using navigator
> and master navigators as prerequisits, there should be simply a
> certain number of guild levels required. So, in order to join dark
> worshipper or magical torturer, you would simply need 40 glvls, and
> to join evil priest you would need 70 glvls. This would help them a
> bit because they could work on starting their second guild trees
> early, so they wouldnt have to "waste" 20 levels
> 
> Secondly, I think harm body could use a little TLC. From what I
> hear, it used to be a respectable spell, but was downtuned pretty
> hard. I realize that it is a gamma level spell, but a couple things
> could be added to boost it a bit. If masteries from the higher level
> guilds were made to effect it, (namely dark ritual, interrogation,
> and blood magic), it might allow it to return to its former self
> while still being in tune for the smaller people.
> 
> Just think these things would help the tree out a bit, make it a
> little more attractive until it can be properly redone at a future
> date.
it does have a mastery, it's called inflict harm
though i do tend to agree, even with mastery it's somewhat weak

interesting idea, since i hardly ever used master navs

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

poster: Mor
subject: New Emote
date: Wed Feb  2 11:05:29 2005

weee
Your run around the room screaming "WEEEEEEEEEE!"

Please?

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

poster: Draco
subject: >>Harmer
date: Wed Feb  2 14:08:25 2005

On Wed Feb  2 04:28:01 2005 Communist wrote post #381:
> On Wed Feb  2 04:24:37 2005 Wagro wrote post #380:
> > I know that harmer is supposedly being reworked so noone wants to
> > put much time into it as is, but I have a couple of quick
> > suggestions that would be a nice help to those still in it.
> > 
> > To begin with, it would be interesting if instead of using navigator
> > and master navigators as prerequisits, there should be simply a
> > certain number of guild levels required. So, in order to join dark
> > worshipper or magical torturer, you would simply need 40 glvls, and
> > to join evil priest you would need 70 glvls. This would help them a
> > bit because they could work on starting their second guild trees
> > early, so they wouldnt have to "waste" 20 levels
> > 
> > Secondly, I think harm body could use a little TLC. From what I
> > hear, it used to be a respectable spell, but was downtuned pretty
> > hard. I realize that it is a gamma level spell, but a couple things
> > could be added to boost it a bit. If masteries from the higher level
> > guilds were made to effect it, (namely dark ritual, interrogation,
> > and blood magic), it might allow it to return to its former self
> > while still being in tune for the smaller people.
> > 
> > Just think these things would help the tree out a bit, make it a
> > little more attractive until it can be properly redone at a future
> > date.
> it does have a mastery, it's called inflict harm
> though i do tend to agree, even with mastery it's somewhat weak
> 
> interesting idea, since i hardly ever used master navs
dracprot Control Elemental Energy is dropping, need to
refresh immediately!
interesting that people say it is harm body that is weak, and ony
peel flesh, peel flesh is a bravo level spell and i always found
harm body to do more damage, and that peel flesh was only good for
finishing a mob off, since habo has a pretty horrid time doing
that.
btw ony = not ahahaha i suck
dracprot Control Elemental Energy dropped!
although i like the idea for removing the requirements of nav and
master nav, i think it would be interesting to be able to be evil
priest at lvl 90 and have warrior and defender of the crown maxxed
already

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

poster: Uno
subject: >>>Harmer
date: Wed Feb  2 16:41:45 2005

On Wed Feb  2 14:08:25 2005 Draco wrote post #383:
> peel flesh, peel flesh is a bravo level spell and i always found
> harm body to do more damage, and that peel flesh was only good for
> finishing a mob off, since habo has a pretty horrid time doing
> that.
> btw ony = not ahahaha i suck
> dracprot Control Elemental Energy dropped!
> although i like the idea for removing the requirements of nav and
> master nav, i think it would be interesting to be able to be evil
> priest at lvl 90 and have warrior and defender of the crown maxxed
> already
dracprot sup?
dracprot lol, cool triggars 
dracprot i dont have a lot to add to this
discussion

dracprot But I Do Think Harmers Should Kick More
Ass Than Any Blaster When Fighting Good Things
e

dracprot  k later

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

poster: Lokie
subject: Stat trainer
date: Thu Feb  3 05:30:40 2005

quick question why can we not get account gold back from stat
trainers? just woundering if it was ever addressedand if not i think
it would be cool to have it set-up so we can get the gold back.

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

poster: Moridin
subject: >Stat trainer
date: Thu Feb  3 09:55:56 2005

On Thu Feb  3 05:30:40 2005 Lokie wrote post #385:
> quick question why can we not get account gold back from stat
> trainers? just woundering if it was ever addressedand if not i think
> it would be cool to have it set-up so we can get the gold back.
the same reason you dont get gold back from skill/spell trainers

they are greedy bastards! live with it, you get it as credit both
places, should be enough.


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

poster: Tektor
subject: >>Stat trainer
date: Fri Feb  4 06:50:56 2005

On Thu Feb  3 09:55:56 2005 Moridin wrote post #386:
> On Thu Feb  3 05:30:40 2005 Lokie wrote post #385:
> > quick question why can we not get account gold back from stat
> > trainers? just woundering if it was ever addressedand if not i think
> > it would be cool to have it set-up so we can get the gold back.
> the same reason you dont get gold back from skill/spell trainers
> 
> they are greedy bastards! live with it, you get it as credit both
> places, should be enough.
> 
Same reason we dont get xp back from dolls for splitting! Just end
up with lots of empty bodies like me or Goro eheh

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

poster: Goroharahad
subject: >>>Stat trainer
date: Mon Feb  7 14:03:19 2005

On Fri Feb  4 06:50:56 2005 Tektor wrote post #387:
> On Thu Feb  3 09:55:56 2005 Moridin wrote post #386:
> > On Thu Feb  3 05:30:40 2005 Lokie wrote post #385:
> > > quick question why can we not get account gold back from stat
> > > trainers? just woundering if it was ever addressedand if not i think
> > > it would be cool to have it set-up so we can get the gold back.
> > the same reason you dont get gold back from skill/spell trainers
> > 
> > they are greedy bastards! live with it, you get it as credit both
> > places, should be enough.
> > 
> Same reason we dont get xp back from dolls for splitting! Just end
> up with lots of empty bodies like me or Goro eheh
I don't have empty bodies ..

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

poster: Monkey
subject: >>>>Stat trainer
date: Mon Feb  7 14:05:14 2005

On Mon Feb  7 14:03:19 2005 Goroharahad wrote post #388:
> On Fri Feb  4 06:50:56 2005 Tektor wrote post #387:
> > On Thu Feb  3 09:55:56 2005 Moridin wrote post #386:
> > > On Thu Feb  3 05:30:40 2005 Lokie wrote post #385:
> > > > quick question why can we not get account gold back from stat
> > > > trainers? just woundering if it was ever addressedand if not i think
> > > > it would be cool to have it set-up so we can get the gold back.
> > > the same reason you dont get gold back from skill/spell trainers
> > > 
> > > they are greedy bastards! live with it, you get it as credit both
> > > places, should be enough.
> > > 
> > Same reason we dont get xp back from dolls for splitting! Just end
> > up with lots of empty bodies like me or Goro eheh
> I don't have empty bodies ..
just an empty head?
-ahahahaah, monkey

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

poster: Monkey
subject: >>>>>>Stat trainer
date: Mon Feb  7 14:08:35 2005

On Mon Feb  7 14:06:41 2005 Goroharahad wrote post #390:
> On Mon Feb  7 14:05:14 2005 Monkey wrote post #389:
> > On Mon Feb  7 14:03:19 2005 Goroharahad wrote post #388:
> > > On Fri Feb  4 06:50:56 2005 Tektor wrote post #387:
> > > > On Thu Feb  3 09:55:56 2005 Moridin wrote post #386:
> > > > > On Thu Feb  3 05:30:40 2005 Lokie wrote post #385:
> > > > > > quick question why can we not get account gold back from stat
> > > > > > trainers? just woundering if it was ever addressedand if not i
think
> > > > > > it would be cool to have it set-up so we can get the gold back.
> > > > > the same reason you dont get gold back from skill/spell trainers
> > > > > 
> > > > > they are greedy bastards! live with it, you get it as credit both
> > > > > places, should be enough.
> > > > > 
> > > > Same reason we dont get xp back from dolls for splitting! Just end
> > > > up with lots of empty bodies like me or Goro eheh
> > > I don't have empty bodies ..
> > just an empty head?
> > -ahahahaah, monkey
> So empty I may need your help .. what that funny ?
not really

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

poster: Draco
subject: hunger
date: Tue Feb  8 22:08:09 2005

just an idea i had for hunger that i think would be good, as it
would make it a little more realistic. when you get to the stuffed
(91%-100%) there should be a slight penalty. IRL when you get
stuffed like that you end up almost being in pain so i think hpr
should drop in this reagon, as well as stun resistance should drop,
since if your that full and got hit you would probably puke your
guts out and natural instincts would cause you to stop what your
doing and double over. just a thought.

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

poster: Apathy
subject: >hunger
date: Tue Feb  8 22:19:07 2005

On Tue Feb  8 22:08:09 2005 Draco wrote post #392:
> just an idea i had for hunger that i think would be good, as it
> would make it a little more realistic. when you get to the stuffed
> (91%-100%) there should be a slight penalty. IRL when you get
> stuffed like that you end up almost being in pain so i think hpr
> should drop in this reagon, as well as stun resistance should drop,
> since if your that full and got hit you would probably puke your
> guts out and natural instincts would cause you to stop what your
> doing and double over. just a thought.

There was a penalty when hunger was first added, but it was quickly
removed because players complained.  It would make the game more
realistic, yes, but not enjoyably so.  Unless you really like the
idea of having to calculate out how much food you need to eat
instead of just typing 'eat all'.

-Apathy

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

poster: Uno
subject: >>hunger
date: Wed Feb  9 01:26:24 2005

On Tue Feb  8 22:19:07 2005 Apathy wrote post #393:
> > guts out and natural instincts would cause you to stop what your
> > doing and double over. just a thought.
> 
> There was a penalty when hunger was first added, but it was quickly
> removed because players complained.  It would make the game more
> realistic, yes, but not enjoyably so.  Unless you really like the
> idea of having to calculate out how much food you need to eat
> instead of just typing 'eat all'.
> 
> -Apathy
man i had no idea the stuffed penalty was removed... i've been operating on
a 'don't get stuffed' bot for years :(

sh*t.

EDITOR'S NOTE: THIS MESSAGE HAS BEEN SCREENED AND STERILIZED OF ALL PROFANITY.


(p.s. keeping yourself in optimal regen isn't terribly difficult.
You can write an if/then statement off of RDMP that tells you when
you need to eat something... as long as you aren't eating titan
barrels every time, it's a cinch)

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

poster: Tsinummoc
subject: >>>hunger
date: Wed Feb  9 01:46:15 2005

On Wed Feb  9 01:26:24 2005 Uno wrote post #394:
> On Tue Feb  8 22:19:07 2005 Apathy wrote post #393:
> > > guts out and natural instincts would cause you to stop what your
> > > doing and double over. just a thought.
> > 
> > There was a penalty when hunger was first added, but it was quickly
> > removed because players complained.  It would make the game more
> > realistic, yes, but not enjoyably so.  Unless you really like the
> > idea of having to calculate out how much food you need to eat
> > instead of just typing 'eat all'.
> > 
> > -Apathy
> man i had no idea the stuffed penalty was removed... i've been operating on
> a 'don't get stuffed' bot for years :(
> 
> sh*t.
> 
> EDITOR'S NOTE: THIS MESSAGE HAS BEEN SCREENED AND STERILIZED OF ALL
PROFANITY.
> 
> 
> (p.s. keeping yourself in optimal regen isn't terribly difficult.
> You can write an if/then statement off of RDMP that tells you when
> you need to eat something... as long as you aren't eating titan
> barrels every time, it's a cinch)
doesn't hobbit race special require being stuffed?

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

poster: Goroharahad
subject: >>>>hunger
date: Wed Feb  9 17:16:57 2005

On Wed Feb  9 01:46:15 2005 Tsinummoc wrote post #395:
> On Wed Feb  9 01:26:24 2005 Uno wrote post #394:
> > On Tue Feb  8 22:19:07 2005 Apathy wrote post #393:
> > > > guts out and natural instincts would cause you to stop what your
> > > > doing and double over. just a thought.
> > > 
> > > There was a penalty when hunger was first added, but it was quickly
> > > removed because players complained.  It would make the game more
> > > realistic, yes, but not enjoyably so.  Unless you really like the
> > > idea of having to calculate out how much food you need to eat
> > > instead of just typing 'eat all'.
> > > 
> > > -Apathy
> > man i had no idea the stuffed penalty was removed... i've been operating
on
> > a 'don't get stuffed' bot for years :(
> > 
> > sh*t.
> > 
> > EDITOR'S NOTE: THIS MESSAGE HAS BEEN SCREENED AND STERILIZED OF ALL
> PROFANITY.
> > 
> > 
> > (p.s. keeping yourself in optimal regen isn't terribly difficult.
> > You can write an if/then statement off of RDMP that tells you when
> > you need to eat something... as long as you aren't eating titan
> > barrels every time, it's a cinch)
> doesn't hobbit race special require being stuffed?
It does require 90% iirc.
Anyway, since MA is not really top solo, regen is not their biggest concern.


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

poster: Tektor
subject: >hunger
date: Wed Feb  9 18:01:10 2005

On Tue Feb  8 22:08:09 2005 Draco wrote post #392:
> just an idea i had for hunger that i think would be good, as it
> would make it a little more realistic. when you get to the stuffed
> (91%-100%) there should be a slight penalty. IRL when you get
> stuffed like that you end up almost being in pain so i think hpr
> should drop in this reagon, as well as stun resistance should drop,
> since if your that full and got hit you would probably puke your
> guts out and natural instincts would cause you to stop what your
> doing and double over. just a thought.
I don't know about you but i'm never in pain when i get stuffed. I
get very relaxed and make myself comfy on the sofa. It's a nice
feeling. mebbe your just stuffing yourself on the wrong kinds of
food!

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

poster: Ranja
subject: >hunger
date: Thu Feb 10 17:48:49 2005

On Tue Feb  8 22:08:09 2005 Draco wrote post #392:
> just an idea i had for hunger that i think would be good, as it
> would make it a little more realistic. when you get to the stuffed
> (91%-100%) there should be a slight penalty. IRL when you get
> stuffed like that you end up almost being in pain so i think hpr
> should drop in this reagon, as well as stun resistance should drop,
> since if your that full and got hit you would probably puke your
> guts out and natural instincts would cause you to stop what your
> doing and double over. just a thought.
GREAT IDEA

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

poster: Darc
subject: >>hunger
date: Sun Feb 13 21:42:46 2005

Empty belly, full of cum

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

poster: Ranja
subject: Clans.
date: Wed Feb 16 19:13:38 2005

Hi.  Maybe add clan max member limit to 30 or something, so people
could do clan parties and stuff.  15 members = 5 retired, 5 not
online, 3 at work, 2 playing .. sux.

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

poster: Chrono
subject: >Clans.
date: Wed Feb 16 19:16:26 2005

i like the idea of removing the max all together, unless of course
there is a purpose for having a max in the first place.

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

poster: Ranja
subject: >>Clans.
date: Wed Feb 16 19:16:41 2005

On Wed Feb 16 19:16:26 2005 Chrono wrote post #402:
> i like the idea of removing the max all together, unless of course
> there is a purpose for having a max in the first place.
Is there ...  is there

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

poster: Darktooth
subject: p
date: Tue Feb 22 06:21:55 2005

Newb Shield Mastery
Dunno if it would work but for warrior guild having a low mastery
that would have shields be effective as a newbie. dont know how if
it would work but would make shields more popular through every
level of warrior

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

poster: Draco
subject: >p
date: Tue Feb 22 14:44:28 2005

On Tue Feb 22 06:21:55 2005 Darktooth wrote post #404:
> Newb Shield Mastery
> Dunno if it would work but for warrior guild having a low mastery
> that would have shields be effective as a newbie. dont know how if
> it would work but would make shields more popular through every
> level of warrior
i myself think that defender of the crown is where it should stay.
if you think about it, using any weapon is pretty easy to learn, i
myself know how to use 4 differant midievil weapons, but when i
tried to learn using a shield i couldnt figure out how people ever
used them. it is a special type of weapon that is ALOT harder to use
and i think it makes sense where it is, anyway, thats just my 2
cents, take it or leave it

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

poster: Tranquil
subject: >>p
date: Tue Feb 22 16:50:39 2005

Draco's inability to use shields or spell medieval correctly aside,
this has been suggested before. It was stated at the time that to
add something like this would upset the current balance of shield
parry type abilities in the warrior tree, and that there wasn't
anyone who had the time and the access to make such changes.

Perhaps a minor modification of the the current guild tree could be
made, in the form of shield parry being given in the upper levels of
warrior, to a low max training level of 40%-50%, after which one
must join defender to max said skill. Any other ideas on this?

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

poster: Darktooth
subject: new emote
date: Fri Feb 25 05:14:20 2005

lmao = laugh my ass off

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

poster: Ronan
subject: Hi
date: Wed Mar  2 19:13:37 2005

Modred -{sales}-: sunnydale should open once a year on halloween

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

poster: Charix
subject: New Quest or new quest price
date: Fri Mar  4 12:26:34 2005

It's would be cool if there is quest price, where you can give
common weapon to weaponsmith who create new rare item from that
weapon. 
That item could get new name like Charix's Burning Stick etc...and
it's get +stats etc.. i hope these weapons could be better than
average weapons or even better...but that's need something negative
like only that player can wield who did quest or you can't enchant
that weapon. 
Thanks and sorry my finenglish :) 

Charix da Leader of PERKELE

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

poster: Maduo
subject: >New Quest or new quest price
date: Fri Mar  4 15:19:22 2005

On Fri Mar  4 12:26:34 2005 Charix wrote post #409:
> It's would be cool if there is quest price, where you can give
> common weapon to weaponsmith who create new rare item from that
> weapon. 
> That item could get new name like Charix's Burning Stick etc...and
> it's get +stats etc.. i hope these weapons could be better than
> average weapons or even better...but that's need something negative
> like only that player can wield who did quest or you can't enchant
> that weapon. 
> Thanks and sorry my finenglish :) 
> 
> Charix da Leader of PERKELE
so, lemme get this straight, besides having a non-weapon guild item
which rocks, you also want a weapon which rocks?
what happens to the guilds like druid, witch, necro? =)

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

poster: stomper
subject: River Healing
date: Sat Mar  5 02:56:20 2005

I just thought it would be cool to make the Magical river feed you along with the healing special of it

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

poster: Tranquil
subject: >River Healing
date: Sat Mar  5 04:58:29 2005

On Sat Mar  5 02:56:20 2005 stomper wrote post #411:
> I just thought it would be cool to make the Magical river feed you along
with the healing special of it
Take a few levels in traveler, and every river will. =)


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

poster: Kuron
subject: >River Healing
date: Sat Mar  5 04:59:26 2005

I think this would be a bad idea, some things require you to not eat...
kokoprots Greater shield is DOWN on %
YELLOWZephyrus



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

poster: Eponine
subject: St Patrick's Day
date: Thu Mar 17 02:53:26 2005

perhaps to celebrate the holiday offer free pints in cs
or make all the text green
just ideas

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

poster: Kjara
subject: Necro and events
date: Fri Mar 18 07:10:23 2005

Since people are complaining about necro in the two pvp
events(myself included), rarely that you see a necro not win if they
enter, perhaps necro-pets could recieve some sorta tune vs
players(similiar to the tune that players get against other players
perhaps?)

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

poster: Inside
subject: >Necro and events
date: Fri Mar 18 12:31:04 2005

On Fri Mar 18 07:10:23 2005 Kjara wrote post #415:
> Since people are complaining about necro in the two pvp
> events(myself included), rarely that you see a necro not win if they
> enter, perhaps necro-pets could recieve some sorta tune vs
> players(similiar to the tune that players get against other players
> perhaps?)
i say this in all seriousness:
players like to kvetch. when DL was popular, a lot of people
complained day in and day out about how unbalancing it was. Now it's
necro's turn to take the heat.

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

poster: Tranquil
subject: >>Necro and events
date: Fri Mar 18 13:14:07 2005

>i say this in all seriousness:
>players like to kvetch. when DL was popular, a lot of people
>complained day in and day out about how unbalancing it was. Now it's
>necro's turn to take the heat.

This is true. Before DL, it was woodsman that was overtune. Woodsmen
could tank too well, people whined, and it was tuned. Then came DL.
People said it had too much raw power, stating that it was overtune
for a while. In time, DL was brought into balance.

Necro is the latest new guild tree to be added, and yes, it is
overtune. For a time, it was being tuned down to be more balanced,
but there are still points about it that keep it out of tune, and
will continue to do so until the guild is modified to be more in
line, power wise, with the other guilds out there.

No-one's saying it has to 'be like every other guild' on this mud,
but the unfortunate fact is that it literally _IS_ like every other
guild out there. Except that at this point it includes only the
strengths, and none of the weaknesses that those other guilds
provide. Necro's only weakness at this point is the 'loss'
'suffered' if the necro themself log off without saving their
familiars, which is hardly a weakness at all for anyone with a
memory longer than a goldfish.

The essential point is as I stated it would be less than a week
after the guild was introduced. It's overpowered, and slowly it is
killing the mud, in the sense that:

a) tunes on mobs have gone WAY down, in fact dropping around 10%
since necro was first introduced. Before necro, tunes was hovering
around a healthy 105%, where now it's down to 96.5% and keeps
dropping.

b) The playerbase has shrunk greatly since necro was introduced.
People get bored of doing bigger xp parties, since relatively small
necros are constantly tuning the mobs of sufficient size. For those
of us that 'skim' mobs, ie: clear an area then go elsewhere for over
2 hours to keep the mobs from being tuned, it's even worse because
necros by design must kill many more mobs to the the same amount of
xp as other players would, thus resulting in more areas being killed
more often. People get bored looking for the now-nonexistant untuned
mobs, and over time, more and more people decide to just retire and
go elsewhere.

c) As Kjara pointed out, all pvp combat is totally screwed over
since 1 fair-sized necro is basically the same as an eq party, and
coupled with the fact that pvp damage is insanely tuned (a side
effect of mobs and players being coded the way they were), a
non-necro player fighting against a necro is penalised by this tune
while the necro's familiars are not, again resulting in an insanely
unfair advantage for necros in all pvp events.

There are other points, but I'll leave others to mention those as
they feel neccessary. Basically, since necro has been introduced,
the active playerbase has fallen, the percentage of active people to
idle people has fallen, the overall xp tune of mobs on the mud have
fallen, and it can't all be coincidental.

The total lack of balance the Necromancer guild currently displays
is killing this mud, period.

My ten cents.

- Tranquil


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

poster: Maduo
subject: >>>Necro and events
date: Fri Mar 18 13:51:31 2005

On Fri Mar 18 13:14:07 2005 Tranquil wrote post #417:
> idle people has fallen, the overall xp tune of mobs on the mud have
> fallen, and it can't all be coincidental.
> 
> The total lack of balance the Necromancer guild currently displays
> is killing this mud, period.
> 
> My ten cents.
> 
> - Tranquil
> 
i would like to address a couple of these "issues" which you bring
up. first off, its not DL's fault, its not Necro's fault, its not
even Woodsie's fault, it's obviously the fault of sombre, for some
unknown reason.
also, you say that necro hasn't been tuned enough? have you truly
seen how many downtunes we've received? heck, wagro had to leave the
guild because everytime he kept getting more power, ixt tuned it
back down, and he wasn't even maxxed.
necro strengths ~ being able to tank very well, being able to make
decent rates with higher level fams... etc etc
necro weaknesses ~ no heal spell for self, loss of exp for not only
yourself but your familiars too, loss of expensive eq, repair costs
for eq/weapons used on yourself and familiars, and seeing as most
necro do go snakeman im going to throw in that we have low hp.
not to mention that we only recently have gotten an area spell that
doesn't take roughly 2k sps to cast like corpse explosion w/ 100%
corpse.
now then, onto the list of letters!
A) tunes on mobs is purely coincidental. hell, what if everyone
reincs woodsie, and the only 5 DL's left go on a chain killing spree
for 24h a day? lets blame woodsies! i havent really killed that many
mobs myself recently, im sure there are others like me that dont
really kill that often too.
i beleive the saying is, "he who smelt it, delt it"?
B) yeah, necro is fairly effective in PvP, they might do something
about it to tune it down, they might not, whose to know?
you guys give us way too much credit though, i mean look at it this
way, we cant heal ourselves and have low hp, hell, 2 blasters could
take us in a round easy
why do you think i never faced wagro directly in any of the
arena/battle royale events when he was in his evoker body ;)
im betting your woodsie body would have had no problem against his
evoker body, just like my necro body would have had no problem
against your woodsie body... im noticing a pattern...
*inserted just because* (just because i know your gonna bring up the
point of getting some sort of healing 2nd alpha or other forms of
healing, i would like to point out that you are going beyond the
necro guild at this point, since those options are open to everyone
and cannot be deemed guild specific)
at any rate, there are many ways to take advantage of the fact that
90% of all necros are snakeman for PvP events.
The total abundance of balance the Necromancer guild currently
displays is saving this mud, period.
forever yours,
             >Mads<
ps. join us

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

poster: Ixtlilton
subject: >>>Necro and events
date: Fri Mar 18 17:16:42 2005

oh, please shut up
-ixtlilton

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

poster: sweeterevil
subject: CA
date: Fri Mar 18 19:13:54 2005

 All of us weaver have voted and Ca should be able to boot weavers if need be.

Again we all voted and agreed so yea make it happen!!





 COMMY YOUR FIRST!! NO MAXY REVS!!!!!





 lubb ya sweets!


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

poster: Tahnval
subject: >>>Necro and events
date: Sat Mar 19 03:26:49 2005

Can I join the necro guild you refer to?  The one I have been in
for 198 days is not the one you're describing.  I did far better
exp rates as a dragon lord.

Necro is different in one key way - the disparity in power between
new necros and necros who have gradually ground their way up
to a lot of exp gained in the guild and a lot of guild mastery.
For example, a new necro, *regardless of their worth* will not be
able to solo a 25K mob.

A few options:

1)  Downtune necro enormously, to reduce the complaints that it's overtuned.
There will still be complaints about it being overtuned, as it's relatively
new.  These complaints will continue until another new guild appears (see
Shifter for an example).

This will make necro impossible for anyone to join and play, as they will
start off too weak to kill a chicken.

2)  Greatly reduce the amount of power gained by necros as they progress, so
power in the guild is essentially dependent on worth and guild mastery only.

This removes the whole point of necro.

3)  Remove necro completely.

Any other options?

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

poster: Wagro
subject: >>>>>Necro and events
date: Sat Mar 19 04:54:39 2005

Ok I'm not here to rehash all the reasons why necro is/isn't out of
tune, but to abolish the gross rumors that are circulating around.

First of all, the only penalities to necro are NOT about saving. If
we die, all our eq on the ground drops, and there are plenty of
jerks out there that just wait for necros to die so they can get
free eq. Want to talk about PvP? Thats about as bad as it gets here,
at least in those events its only for fun.

You talk about necro's soloing 1.5m eq mobs. Ever stopped to think
about how long it took Soulleech to pull that off? If it were as
easy as you think it is, don't you think hed be chaining them all
day? I know for a fact that in order to do anything of significant
size, you have to have a lot of corpses prepared in advance. Yes its
possible to kill large mobs if you invest the time and money to get
good in the guild, but it's mostly for fun, there is hardly any
practical use of it.

Lastly, to address the overall power. You only take time to notice
the large rates, the big mobs, etc, but you don't hear about the
dozens of necros who struggle to kill mobs that most other guilds
could clean house with. If you had played the guild for even a day
you would know that your power level at start is just about zero,
which is why i've seen countless players join the guild, and leave
within a week because they wern't willing to deal with sucking.

My solution? Unless you have played necro and actually gotten to a
point where you are experiencing these issues you are complaining
about, you have no right to bitch. It's really easy to complain
about the guild when you have never tried it. So until you reinc the
guild and experience first hand what it is like, stfu and drop the
issue (just like Ixtlilton previously posted)

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

poster: Kjara
subject: my origional complain
date: Sat Mar 19 04:57:09 2005

Dude, my origional complain wasn't about any of that, it was merely
about giving necros the same penalty players(or perhaps more so,
since they do have a party) have in events, considering that it
really isn't fun to play against a necro as any guild i know of(ok
you claim evoker but whee, 1 guild that kills it), anyhow isn't the
point to be "fun"? When you are telling me to not enter the event if
i don't wanna die to a necro, i don't see where "fun" enters in.

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

poster: Tahnval
subject: >>>>>Necro and events
date: Sat Mar 19 04:59:54 2005

The disease is a point.  I use SI on all mobs that I infect but
don't kill, but even that might not be effective with a maxxed
zombie spreading disease.

As for exp rates...I think I could manage 100K/min for a while, until
I tapped.  Unlike DL, where I could do at least 150K/min forever.
Without having to pay for at least 3 top-end eq sets.

A point regarding exp and tuning is that necro minions take a lot
of it.  So you might see a necro with a 300K/min rate, but they're
only getting 150K/min tops.  You might see 1 or 2 necros who
can do insane rates with a high-end abjurer, but they still won't
be getting all that much themselves.

So this might be an issue for tuning areas, but it isn't an issue
for actual exp gain by necros.  DL is better than almost all
necros for exp gain.

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

poster: Communist
subject: >necros and whatever
date: Sat Mar 19 05:50:30 2005

hi builders,
please make more areas with more exp mobs so necros can't
singlehandedly tune them all to crap
plus having 20k rooms to explore would also be nice for those of us
who suck (or are new) and lack tps

and if builders are lacking i think my builder app is sitting
abandoned somewhere...

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

poster: Tranquil
subject: >>>>>>Necro and events
date: Sat Mar 19 05:55:27 2005

Here is one issue where I agree that Wagro and Tahnval have a point.
The 'party rates' that necros get are indeed including the amount of
xp that the familiars are leeching, however I'd like to point out
one thing:

I never once mentioned necro party/solo rates. My points were based
on what has happened _to the mud_ since necro was introduced. What
has happened to the mud itself affects _every_ active player, not
just necros.

If we had a more intelligent tuning system, ie: mob tune for each
player was independant of other players' tunes for the same mob,
then the whole point would be moot. But as I said, the average tune
according to the tunes command is 96.5%, down from the around 105%
it was when necro was first introduced.

This _is_ a mid to long term effect, it _has_ happened, and since
the amount of online players has decreased considerably in the same
time frame, from 50-80 down to 25-50, it can't be because 'everyone'
is killing more.


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

poster: Tahnval
subject: >>>>>>>Necro and events
date: Sat Mar 19 21:56:16 2005

Tranquil's latest point (about exp tuning) might have some validity, IMO.
The few high-powered necros are each like a high-end exp party and that
might well be affecting exp tuning overall.

Can an admin shed some light on this?

As for "killing the Mud", blah, blah, I think that's...I'll
be very polite and say "unsubstantiated".  Player loss occured before
necro came out.  The average players on at any one time had started to 
reduce before necro existed.

For anyone who thinks that necro is a hugely overpowered guild
solely responsible for player loss, exp downtuning and the end
of the world as we know it because it is so utterly overpowered, please
join the guild.

I promise not to laugh too much as you struggle with being about
as powerful as a L15 warrior despite using multiple high-end eq sets.
That's how you start in necro, and it's a hell of a slog to be better.

I'm only in necro because it offers progression for high-worth players.
I was bored of gaining 60M exp to hopefully gain 0.2% on a useful stat, if
I was lucky, or, if I was really lucky, a massively downtuned beta-level
skill or spell that might be of some vague use.

I recall all of this argument from Shapeshifter a year or so ago.

A personal exp tuner would help, but that would probably mean a 
huge amount of work for the admins, both in doing it and then fixing
the inevitable bugs and complaints.

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

poster: Draco
subject: >>>>>>>>Necro and events
date: Sat Mar 19 23:26:27 2005

On Sat Mar 19 21:56:16 2005 Tahnval wrote post #429:
> I'm only in necro because it offers progression for high-worth players.
> I was bored of gaining 60M exp to hopefully gain 0.2% on a useful stat, if
> I was lucky, or, if I was really lucky, a massively downtuned beta-level
> skill or spell that might be of some vague use.
> 
> I recall all of this argument from Shapeshifter a year or so ago.
> 
> A personal exp tuner would help, but that would probably mean a 
> huge amount of work for the admins, both in doing it and then fixing
> the inevitable bugs and complaints.
i dont care about most of this, just letting you know that necro
came out just as collage and high schools were getting back in
session, that is the reason for the player drop, not the guild

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

poster: Alacor
subject: >>>>>>>>>Necro and events
date: Sat Mar 19 23:27:54 2005

On Sat Mar 19 23:26:27 2005 Draco wrote post #430:
> On Sat Mar 19 21:56:16 2005 Tahnval wrote post #429:
> > I'm only in necro because it offers progression for high-worth players.
> > I was bored of gaining 60M exp to hopefully gain 0.2% on a useful stat, if
> > I was lucky, or, if I was really lucky, a massively downtuned beta-level
> > skill or spell that might be of some vague use.
> > 
> > I recall all of this argument from Shapeshifter a year or so ago.
> > 
> > A personal exp tuner would help, but that would probably mean a 
> > huge amount of work for the admins, both in doing it and then fixing
> > the inevitable bugs and complaints.
> i dont care about most of this, just letting you know that necro
> came out just as collage and high schools were getting back in
> session, that is the reason for the player drop, not the guild
and as WoW came out, and there was guild change, and sunnydale
issue, all of which contributed to player loss

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

poster: Sleet
subject: >>>>>>Necro and events
date: Sun Mar 20 01:15:31 2005

On Sat Mar 19 04:54:39 2005 Wagro wrote post #423:
> Ok I'm not here to rehash all the reasons why necro is/isn't out of
> tune, but to abolish the gross rumors that are circulating around.
> 
> First of all, the only penalities to necro are NOT about saving. If
> we die, all our eq on the ground drops, and there are plenty of
> jerks out there that just wait for necros to die so they can get
> free eq. Want to talk about PvP? Thats about as bad as it gets here,
> at least in those events its only for fun.
> 
> You talk about necro's soloing 1.5m eq mobs. Ever stopped to think
> about how long it took Soulleech to pull that off? If it were as
> easy as you think it is, don't you think hed be chaining them all
> day? I know for a fact that in order to do anything of significant
> size, you have to have a lot of corpses prepared in advance. Yes its
> possible to kill large mobs if you invest the time and money to get
> good in the guild, but it's mostly for fun, there is hardly any
> practical use of it.
> 
> Lastly, to address the overall power. You only take time to notice
> the large rates, the big mobs, etc, but you don't hear about the
> dozens of necros who struggle to kill mobs that most other guilds
> could clean house with. If you had played the guild for even a day
> you would know that your power level at start is just about zero,
> which is why i've seen countless players join the guild, and leave
> within a week because they wern't willing to deal with sucking.
> 
> My solution? Unless you have played necro and actually gotten to a
> point where you are experiencing these issues you are complaining
> about, you have no right to bitch. It's really easy to complain
> about the guild when you have never tried it. So until you reinc the
> guild and experience first hand what it is like, stfu and drop the
> issue (just like Ixtlilton previously posted)
remove it
necros drunk

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

poster: Eponine
subject: random drop
date: Sun Mar 20 04:32:06 2005

please add the event tickets to the list of random drops (similar to
pyroclasts)
thank you

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

poster: Belgarion
subject: explore
date: Sun Mar 20 09:45:32 2005

maybe add a command in areas that sais how manny rooms there is, and
how manny rooms you explored of them.

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

poster: athena
subject: Herbaslist potions and balms
date: Tue Mar 22 01:23:16 2005

Would it be possible to make herbalist potions, balms, etc keep until boot

if dropped on castle floors, like they used to? Everytime I log on it takes

20-40 mins to make potions and balms to solo or party. These items are

a must for druids/gem blasters for soloing and a huge help in parties

for the healers, abjs and tank. The average exp party i use 15 priest potions

for party members and 5 or 6 warrior potions and balms for tank. It was

so much more efficient when I could make these right after a boot and 

when i logged on another time they were waiting for me and i could join

a party or solo immediately. Was thinking since something so small and easy

to get as firewood keeps on floor until boot that these could be changed

to do the same. Or as no. 2 idea, give us a cabinet or special safe that

would hold these items until boot. At boot the door or top would open and

they would dest.

Thanks for listening.

Athy

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

poster: Draco
subject: gab thee pawn broker
date: Thu Mar 24 01:53:11 2005

maybe you could make it so that gab will mail a person when an item
gets sold so they know they can go pick the money up, it kinda sucks
to have to spend 15 mins waiting to get to madesco just to see if
items get sold

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

poster: Zifnab
subject: >gab thee pawn broker
date: Thu Mar 24 01:57:53 2005

On Thu Mar 24 01:53:11 2005 Draco wrote post #436:
> maybe you could make it so that gab will mail a person when an item
> gets sold so they know they can go pick the money up, it kinda sucks
> to have to spend 15 mins waiting to get to madesco just to see if
> items get sold

I am sure you spend more than 15 minutes arguing
on sales about equipment yousell. Gab is saving you time.
**

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

poster: Draco
subject: Thin leather belt
date: Sun Mar 27 22:56:08 2005

since the old alphs are gone, perhaps thin leather belt could be
changed to give say abjurers wisdom instead of intelligence and
nether mage skills? kinda silly how its set up now, but just an
idea

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

poster: Modred
subject: skills/spells
date: Mon Mar 28 14:14:27 2005

If a guild name that you are in is passed to skills/spells only shows the
skills/spells for that guild?

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

poster: Kaos
subject: spam
date: Mon Mar 28 19:01:12 2005

A muff/block command to block haim-/distant spelleffect spam would be nice..

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

poster: Korthrun
subject: abjunecropartymancer
date: Tue Mar 29 22:22:34 2005

Necros may actually try to eq if party shields included thier fams.
wouldn't that be neat for necros
and for the current state of theplayer base

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

poster: Dionysus
subject: Regeneration trance skill help
date: Wed Mar 30 03:20:19 2005

the word health on 'regeneration trance' skill help needs to be
changed to 'spell points' or something. From the wording it seems to
infer that it affects your hps regen (which it doesn't). 


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

poster: Korthrun
subject: nether mage
date: Wed Mar 30 21:39:09 2005

hi
Wouldn't it be neat of there was not an approximatly 3 second or
more lag between the room desc saying where the tunnel leadsand the
tunnel actually pointing there?
This makes the trip to the nether guild....displeasin
..disheartening...unhappyfieing.
Especially if its changing as you walk in, so you do not know that
the tunnel has not changed yet, only that the room desc says it
points to X

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

poster: Tranquil
subject: >nether mage
date: Wed Mar 30 21:42:13 2005


Yea, would be easier if it changed at the same time as the message
being displayed. Then you could make a trigger to move you to the
guild and never have to worry about getting there again. Anyway,
where are our xp buttons?

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

poster: Snarf
subject: MA
date: Thu Mar 31 05:26:05 2005

New I could be wrong,
However, when I look at the guilds somethinc occured to me
Most of the guilds are magic users which does not mesh well with MA.
So when yuou finish MA and go to choose a second guild:
Warrior overlaps most of it, and the parts it adds requireds you to
have a weapon..
Nopt a good thing for MA, SS puts you in animal form where you are
again considered armed and can not use the MA abilities,
and woodsman again most require a weapon.
So I was thinking IUs there a way to either make like say knuckles
so you could have a wqeapon
Or maybe just be considered to be armed, so that you could use say
double attack and wirlwind attack from woodsman
any of the other skills along the same lines where you ahve to be armed.
I could be way off base here but this is all my understanding.

PS Sorry for typoes I am at work on telnet and it does not allow for
echo so I can not see what I type.

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

poster: Korthrun
subject: >>nether mage
date: Thu Mar 31 05:45:53 2005

zif and I briefly discussed this. the delay is intentional, and it
is supposed that the creator intended it to add tot he over all
'unstableness' of the tunnel
sorryabout the mail reply tranq

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

poster: Uno
subject: >MA
date: Thu Mar 31 17:19:09 2005

On Thu Mar 31 05:26:05 2005 Snarf wrote post #445:
> and woodsman again most require a weapon.
> So I was thinking IUs there a way to either make like say knuckles
> so you could have a wqeapon
> Or maybe just be considered to be armed, so that you could use say
> double attack and wirlwind attack from woodsman
> any of the other skills along the same lines where you ahve to be armed.
> I could be way off base here but this is all my understanding.
> 
> PS Sorry for typoes I am at work on telnet and it does not allow for
> echo so I can not see what I type.

I recommend bard... You're sort of half right about MA.

No, it doesn't mesh well with 2ndary alphas ex. fighter and bard,
but then again, fighter doesn't mesh well with much either.

The answer is to either go 2ndary bard (for best efficiency)
or create a hybrid MA/abjurer or MA/healer
(choosing a race like dwarf and mixing up your eq)

but when i tried that i hated it... i just recommend bard. you get
walks, which are awesome.

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

poster: Gabriel
subject: gab the pawn broker
date: Thu Mar 31 19:12:36 2005

does it's name have to be gab? LAME
just a thought

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

poster: Draco
subject: merge power crystals spell
date: Sat Apr  2 08:03:34 2005

maybe have the spell use only enough crystals to max the focus
crystal's size, i just ended up burning 23 power crystals when it
would have only needed 1, maybe 2 at the most. (i request this
because create power crystal only uses as many gems as you need to
max one, so they both should work

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

poster: Draco
subject: >merge power crystals spell
date: Sat Apr  2 08:05:25 2005

On Sat Apr  2 08:03:34 2005 Draco wrote post #449:
> maybe have the spell use only enough crystals to max the focus
> crystal's size, i just ended up burning 23 power crystals when it
> would have only needed 1, maybe 2 at the most. (i request this
> because create power crystal only uses as many gems as you need to
> max one, so they both should work
hmm wierd got cutt off at the end
anyway, they both should be able to work the same way, since you do
need to keep at least 10 crystals on you at all time for xp parties

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

poster: Draco
subject: life leech
date: Tue Apr  5 08:59:25 2005

was thinking maybe, since the guild doesnt seem to be getting the
overhaul that was said to be done, that the life leech spell could
be changed a bit. currently it has a chance to heal the caster above
his max hps, but with how regen system is now, the hps will be reset
the next round to max anyway, making the use of this spell really
limited compared to when we had tocks and ticks and could actually
hold on to the hps for like up to 20 rounds

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

poster: Zifnab
subject: >life leech
date: Tue Apr  5 15:22:59 2005

On Tue Apr  5 08:59:25 2005 Draco wrote post #451:
> was thinking maybe, since the guild doesnt seem to be getting the
> overhaul that was said to be done, that the life leech spell could
> be changed a bit. currently it has a chance to heal the caster above
> his max hps, but with how regen system is now, the hps will be reset
> the next round to max anyway, making the use of this spell really
> limited compared to when we had tocks and ticks and could actually
> hold on to the hps for like up to 20 rounds

You either do not understand how this works or you are not 
explaining yourself clearly.

regen resets nothing about these extra hps. They stay until you
use them up. I just tested this multiple times and they 
never 'got reset'.

So either something else is going on that you are not explaining
or you just do not understand how they work.

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

poster: Wagro
subject: Polls
date: Wed Apr 13 16:59:20 2005

Maybe the polls should be ranked by which ones are most
active/popular rather than the order they are listed in. I just
looked through a bunch of the polls and realized that there are many
there that are like 3 years old. Might make them a little more
interesting if the newer ones were on top.

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

poster: Joseph
subject: emotes
date: Fri Apr 15 10:20:27 2005

Can anyone change emotes or eas the way that i can choose a color to
be displayed in? Its very annoying when i miss lots of emotes in my
spammy combat... Pl

-Joseph-

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

poster: Zifnab
subject: >emotes
date: Fri Apr 15 13:52:34 2005

On Fri Apr 15 10:20:27 2005 Joseph wrote post #454:
> Can anyone change emotes or eas the way that i can choose a color to
> be displayed in? Its very annoying when i miss lots of emotes in my
> spammy combat... Pl
> 
> -Joseph-
what is so important about emotes that you cannot miss them?

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

poster: Inside
subject: >>emotes
date: Fri Apr 15 13:54:52 2005

On Fri Apr 15 13:52:34 2005 Zifnab wrote post #455:
> On Fri Apr 15 10:20:27 2005 Joseph wrote post #454:
> > Can anyone change emotes or eas the way that i can choose a color to
> > be displayed in? Its very annoying when i miss lots of emotes in my
> > spammy combat... Pl
> > 
> > -Joseph-
> what is so important about emotes that you cannot miss them?
jeez zif, do you have any clue how many meaningful conversations go
on via emotes? or triggers, for that matter.
we should devise an alternate color for emotes. something like a
pink and a blue and a green mixed. it would be great.
*drip drip*

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

poster: Dojjan
subject: >>>emotes
date: Fri Apr 15 19:00:03 2005

On Fri Apr 15 13:54:52 2005 Inside wrote post #456:
> On Fri Apr 15 13:52:34 2005 Zifnab wrote post #455:
> > On Fri Apr 15 10:20:27 2005 Joseph wrote post #454:
> > > Can anyone change emotes or eas the way that i can choose a color to
> > > be displayed in? Its very annoying when i miss lots of emotes in my
> > > spammy combat... Pl
> > > 
> > > -Joseph-
> > what is so important about emotes that you cannot miss them?
> jeez zif, do you have any clue how many meaningful conversations go
> on via emotes? or triggers, for that matter.
> we should devise an alternate color for emotes. something like a
> pink and a blue and a green mixed. it would be great.
> *drip drip*
There is a thing that is called last emote. Why not just do that
sometime here and there and see if anyone did an emote?

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

poster: Kelyr
subject: Take this for what its worth.
date: Sun Apr 17 13:15:43 2005

This is not meant to be a rant or anything, just an idea. Now that
abjurer is available as secondary guild tree, I personally would
like to see the spell Iron Will moved to Masters of Energy. I say
that because I do not like seeing people pick up the abjurer alpha
and be granted the most powerful stun resist spell in the game.

The abjurer alpha tree is based on minor protection spells, hence
you find all the lesser shields. In the spell description of Iron
Will it claims that "This spell enhances greatly the target's
ability to resist stuns." That does not sound like it is in its
proper place, why is it mixed in with lesser protection spells?
Instead what we should do is put Iron Will in the Master's of Energy
spell.

The spell greater physical shield (grap) is also a popular abjurer
spell found in protector of the earth guild. Guilds such as
protector of the earth and masters of energy specialize in more
powerful forms of shielding. Hence you find the greater shields
there. Since grap (a big deal spell) is found in protector of the
earth, lets put iron will (the other big deal spell) in Masters of
energy. Doing this will literally prevent just anyone from picking
up this spell.

If you don't like that argument, then at least change iron will and
make it follow the rules of spells like greater physical shield.
Found in the help file for grap spell "Spell efficiency is affected
by spell percent, level, wisdom, and mastery skill."  What an
excellant idea! Iron will should not just give ultimate stun
resistance, make it work similiar to the greater shield spells, it
will only make things fairer.

I'm really not trying to ruffle any feathers, but the spell iron
will is one of the most ultimate forms of protection an abjurer can
bestow on his or her friends. By simply putting it in a alpha guild
anyone can get it. At least putting it in a gamma level will help
prevent just anyone from picking up the spell.

Kelyr

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

poster: Tektor
subject: >Take this for what its worth.
date: Sun Apr 17 14:45:43 2005

As secondary guild spells doesn't the effciency of the spell already
get penalized?

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

poster: Escense
subject: diseased family ban
date: Tue Apr 19 00:25:53 2005

I think It'd be a good idea to ban diseased fams from idling (or
even entering) in cs.
Too often do people think its funny to disease idlers in cs. Just an idea

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

poster: Zifnab
subject: >diseased family ban
date: Tue Apr 19 00:46:54 2005

On Tue Apr 19 00:25:53 2005 Escense wrote post #462:
> I think It'd be a good idea to ban diseased fams from idling (or
> even entering) in cs.
> Too often do people think its funny to disease idlers in cs. Just an idea

How about people not idle in CS?

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

poster: Draco
subject: >>diseased family ban
date: Tue Apr 19 02:05:57 2005

On Tue Apr 19 00:46:54 2005 Zifnab wrote post #463:
> On Tue Apr 19 00:25:53 2005 Escense wrote post #462:
> > I think It'd be a good idea to ban diseased fams from idling (or
> > even entering) in cs.
> > Too often do people think its funny to disease idlers in cs. Just an idea
> 
> How about people not idle in CS?
yes, because its fair to restrict necros from events such as raena,
tesseract, and battle royale. if your so damn worried about being
diseased, idle somewhere that you know you can be safe, such as your
castle or some random square on a vmap

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

poster: Escense
subject: diseased fam ban 
date: Tue Apr 19 02:18:08 2005

Upon further consideration I retracked my previsous statement. I've
realised that banning diseased fams from cs would be pointless
considering that where ever people are idle this could occur
(considering after my post the fams in general moved to another
popular idle spot infect all idle there as well) and furthermor your
posts and comments have also proved to be strong arguments. Sorry
for wasting a news spot.
Sincerly,
Escense

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

poster: Draco
subject: >diseased fam ban 
date: Tue Apr 19 03:16:14 2005

On Tue Apr 19 02:18:08 2005 Escense wrote post #465:
> Upon further consideration I retracked my previsous statement. I've
> realised that banning diseased fams from cs would be pointless
> considering that where ever people are idle this could occur
> (considering after my post the fams in general moved to another
> popular idle spot infect all idle there as well) and furthermor your
> posts and comments have also proved to be strong arguments. Sorry
> for wasting a news spot.
> Sincerly,
> Escense
its not so much a wasted news spot, it was somethign that concerned
you and you just didnt think of all the possible consequences of
banning this, and how unfair it really would be. i also apologize,
my reply was a bit harsh, i could have phrased it a bit better than
that.

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

poster: Draco
subject: >>diseased fam ban 
date: Tue Apr 19 03:19:55 2005

On Tue Apr 19 03:16:14 2005 Draco wrote post #466:
> > popular idle spot infect all idle there as well) and furthermor your
> > posts and comments have also proved to be strong arguments. Sorry
> > for wasting a news spot.
> > Sincerly,
> > Escense
> its not so much a wasted news spot, it was somethign that concerned
> you and you just didnt think of all the possible consequences of
> banning this, and how unfair it really would be. i also apologize,
> my reply was a bit harsh, i could have phrased it a bit better than
> that.
oh and one more thing for you, it wasnt a diseased fam in cs that
caused your disease, we were killing raena, and her disease is what
diseased you.

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

poster: Chrono
subject: wishes
date: Tue Apr 19 06:59:38 2005

i know this has been brought up before, but i'd like to raise the issue again.

seeing as stats mean a lot less than they used to, is it
unreasonable to ask that there be more wishes added to the lesser
side
what i'm aiming for is to ask that lesser stat wishes become
available..example: lesser stat: int
lesser stat: str
and etc.. would add 20 to the stat of choice

anyway point is, it'd add more options for character development and
cuz i'm a statwhore it'd make me happy, hehe
and i can't think of any reason that it'd be harmful to add these
wishes, other than wizards would have to take time out of busy
schedule to write the code :P

anyway, thanks for listening.

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

poster: Korthrun
subject: >Take this for what its worth.
date: Tue Apr 19 10:32:04 2005

The only problem I see here is the way this would effect low level
abjurers. being able to have only either grap or IW would make small
abjurers even less desirable than they presently are.

Not to mention of course, that as far as I have been told,
skills/spells in a secondary guild are less effective. Although that
may have gone away with the guild change, and have been replaced
with the advancment cap.
If iron will is moved to a higher up guild, please ensure that it is
available before or at the same time as grap.
Although again, from a primary abjurers perspective (lower level)
being able to have IW at that level is very handy, especially as you
only have lesser shields at that time.


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

poster: Ranja
subject: Gold
date: Tue Apr 19 15:57:44 2005

Maybe downtune the cash on giants on blackavar and maybe wagro-elves
on evvy so people cant make 1mill gold pieces in 60 minutes. 

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

poster: Draco
subject: >Gold
date: Tue Apr 19 23:58:24 2005

On Tue Apr 19 15:57:44 2005 Ranja wrote post #470:
> Maybe downtune the cash on giants on blackavar and maybe wagro-elves
> on evvy so people cant make 1mill gold pieces in 60 minutes. 
whats so wrong with that? youhave to be pretty high worth and have
considerable skills to do this, i have only obtained a top of
650k/hr. so my rate, which is considerable below this, should suffer
just because your pissed that a few people can make alot more?

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

poster: Korthrun
subject: >>Gold
date: Wed Apr 20 05:53:24 2005

What would you say the average cost of eq repair is out of that 1M
gold? Given of course that the player is not a dragon lord

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

poster: Tranquil
subject: >>>Gold
date: Wed Apr 20 07:32:55 2005

On Wed Apr 20 05:53:24 2005 Korthrun wrote post #472:
> What would you say the average cost of eq repair is out of that 1M
> gold? Given of course that the player is not a dragon lord

Since you asked, for every meg i can make in giants, i spend about
100k in eqrepair costs. So 10% of my golding efforts are for upkeep.
That said, I'm probably a bit of a special case, and you might find
that smaller worth people could spend anything up to 25-30% of the
gold they earn in giants on repairing their eq, _just_ for the time
they spend killing giants.

Something you should also be aware of, is that giants are eq
monsters. Small ones to be sure, but they do have eq monster
resistances, and they do do a lot of damage for such small worth
monsters.

If certain people don't like how lucrative giants can be for certain
guilds, I suggest they try reincing to those guilds and trying to do
other stuff, like eq. For the longest time, fair worthed people in
eqable guilds wielded a huge club over those of us who choose to
play guilds not suited to eq parties, and personally, i feel that
there is nothing restricting _anyone_ to reinc to a more
gold-friendly guild. Especially now that we have the ability to
split.

Already I can hear a few people already saying, 'but you're so huge!
of course you can do that! !'. To them, I
would like to say one thing: I started this character at 2k worth
with no eq and no gold. It didn't stop me getting worth, so it can't
stop you.

My two 5c pieces.

- Tranquil


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

poster: Tahnval
subject: >Gold
date: Wed Apr 20 21:33:10 2005

On Tue Apr 19 15:57:44 2005 Ranja wrote post #470:
> Maybe downtune the cash on giants on blackavar and maybe wagro-elves
> on evvy so people cant make 1mill gold pieces in 60 minutes. 
The giants have been downtuned on cash at least twice already.

Who can make 1 million gold in 60 minutes?  I don't think it's possible.

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

poster: Uno
subject: >>>>Gold
date: Thu Apr 21 15:40:10 2005

On Wed Apr 20 07:32:55 2005 Tranquil wrote post #473:
> Already I can hear a few people already saying, 'but you're so huge!
> of course you can do that! !'. To them, I
> would like to say one thing: I started this character at 2k worth
> with no eq and no gold. It didn't stop me getting worth, so it can't
> stop you.
> 
> My two 5c pieces.
> 
> - Tranquil
> 

The lady doth protest too much, methinks...

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

poster: Quillz
subject: >>diseased family ban
date: Fri Apr 22 08:10:42 2005

On Tue Apr 19 00:46:54 2005 Zifnab wrote post #463:
> On Tue Apr 19 00:25:53 2005 Escense wrote post #462:
> > I think It'd be a good idea to ban diseased fams from idling (or
> > even entering) in cs.
> > Too often do people think its funny to disease idlers in cs. Just an idea
> 
> How about people not idle in CS?
*GASP*

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

poster: Wagro
subject: guild channels
date: Mon Apr 25 02:09:22 2005

Seeing as how you can't see the guild channels of your other bodies,
I dont think that you should be able to talk on secondary, tertiary,
etc guild channels either either. Especially if you only take 1
level in the guild so you can talk on it.

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

poster: Zifnab
subject: >guild channels
date: Mon Apr 25 03:17:49 2005

On Mon Apr 25 02:09:22 2005 Wagro wrote post #477:
> Seeing as how you can't see the guild channels of your other bodies,
> I dont think that you should be able to talk on secondary, tertiary,
> etc guild channels either either. Especially if you only take 1
> level in the guild so you can talk on it.
Why not.. you are in the guild why should you not
be allowedt o talk on the channel.

Maybe I am missing something obvious here.

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

poster: Charix
subject: best_spell display
date: Mon Apr 25 18:25:19 2005

We need best_spell display, like we got best_hit display

Honor of the Ewokers!

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

poster: Wagro
subject: Dwarf size
date: Thu Apr 28 21:03:56 2005

We have a giant size wish, so why not a dwarf size wish? Would give
people something else to spend tps on, and would add another
interesting twist as you have even more choice to choose between
offense or defense.

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

poster: Ranja
subject: >>Gold
date: Fri Apr 29 13:08:37 2005

On Wed Apr 20 21:33:10 2005 Tahnval wrote post #474:
> On Tue Apr 19 15:57:44 2005 Ranja wrote post #470:
> > Maybe downtune the cash on giants on blackavar and maybe wagro-elves
> > on evvy so people cant make 1mill gold pieces in 60 minutes. 
> The giants have been downtuned on cash at least twice already.
> 
> Who can make 1 million gold in 60 minutes?  I don't think it's possible.
That is very possible, that's what i did,  and i bet those with many
gigs worth i.e tranquil can make even more.
Instead of spending 4-5 hours in an eq party and earn 2-5 mill gold
on eq, you can just slack in giants for some time and rather buy the
eq.

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

poster: Kaos
subject: >>>Gold
date: Fri Apr 29 14:33:20 2005

On Fri Apr 29 13:08:37 2005 Ranja wrote post #481:
> On Wed Apr 20 21:33:10 2005 Tahnval wrote post #474:
> > On Tue Apr 19 15:57:44 2005 Ranja wrote post #470:
> > > Maybe downtune the cash on giants on blackavar and maybe wagro-elves
> > > on evvy so people cant make 1mill gold pieces in 60 minutes. 
> > The giants have been downtuned on cash at least twice already.
> > 
> > Who can make 1 million gold in 60 minutes?  I don't think it's possible.
> That is very possible, that's what i did,  and i bet those with many
> gigs worth i.e tranquil can make even more.
> Instead of spending 4-5 hours in an eq party and earn 2-5 mill gold
> on eq, you can just slack in giants for some time and rather buy the
> eq.
But you get more xp from eq parties than those sucky giants

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

poster: Tranquil
subject: >>>>Gold
date: Fri Apr 29 18:03:26 2005

> > That is very possible, that's what i did,  and i bet those with many
> > gigs worth i.e tranquil can make even more.
> > Instead of spending 4-5 hours in an eq party and earn 2-5 mill gold
> > on eq, you can just slack in giants for some time and rather buy the
> > eq.

You know, this is actually somewhat close to the truth. Instead of spending
4-5 hours in an eq party to get, on average, one piece of 5-7tp eq and one
misc. eq/item, it is possible to farm giants for gold to buy that eq/item.

And yes, in some cases (ie: when you're not slacking), the time spent
golding to buy that eq can be less than the time spent acquiring the eq in a
traditional eqparty. But you have to factor in a couple of things when you
consider whether 'golding' is more effective than doing 'conventional eq'.

1) Worth : The more worth a player has, the higher power potential they have
           in their chosen guild. This is most noticable when soloing, as in
  a party of 10 players, 1 person having 5g more to play with helps the
  combined power of the party only a little, making higher worth much more
  useful mostly when soloing. In the case of parties, that worth is most
  useful only if all members have it.

2) Guild : Each guild is set up for certain things. Some are set up for eq,
           some are set up for xp, some are set up for soloing, etc. The
  current level of elitism in running eq parties seems to exclude almost
  everyone that is not both a) in a guild that eqers consider to be 'an
  eqable guild', and b) at least maxxed omicron in that guild.

To get eq, one must either:

a) Split or reinc into an eq guild and take the balanced risk of how well
  you may end up dicing, for being in the first round of players that have
  a chance of acquiring specific equipment as it enters the MUD economy; Or

b) Forgo the need to wait for others to start playing, but be forced to rely
  on other players doing eq parties, and making do what whatever eq/items
  they decide they do not require, and want to sell - all while competing
  with others to find and kill those monsters that drop gold, AND competing
  with other bidders.

I suspect that, being the worth I am in the guild I am, and with the guild
mastery & eq that I have earned, I'm probably able to acquire gold faster
than anyone else on this MUD. That said, I am a special case.

I also believe that doing eq would be a more efficient use of my time when
it comes to acquiring eq and tps, as the time it takes me to earn enough
gold to buy even mid range eq is more than the time it would take to have
participated in an eq party and diced the eq.

The way I see it, eqers still have the advantage. They still have first shot
at getting new and funky equipment, they still set the minimum bids on all
equipment, they still have the ability to do eq->eq trades, they still spend
less time overall acquiring eq/tps than those of us that choose not to play
'traditional eq guilds', and they still get most of the gold that non-eqers
earn, regardless of where they earn it.

So, exactly what aspect of 'eq party vs. giants' was your whine meant to
address, Ranja?


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

poster: Wagro
subject: Clones
date: Mon May  2 00:15:48 2005

Clones should have a higher chance of running if there are lots of
people in one room. =D

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

poster: Tigran
subject: >Clones
date: Mon May  2 09:51:37 2005

On Mon May  2 00:15:48 2005 Wagro wrote post #484:
> Clones should have a higher chance of running if there are lots of
> people in one room. =D
Yah, I don't know of any wizards that look for that phenomenon.

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

poster: Quillz
subject: random2
date: Wed May  4 05:27:13 2005

Bring random2 back. 
"You slap your penis in Dfalt's lap. Ahh, the meat of love!"
That was some funny stuff. 
Q

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

poster: Draco
subject: >random2
date: Wed May  4 05:28:02 2005

On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> Bring random2 back. 
> "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> That was some funny stuff. 
> Q
it took too much memory, and is rather useless as far as commands
go, no reason to even have it. let it go :)

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

poster: Chrono
subject: >random2
date: Wed May  4 05:29:22 2005

there is a reason, cuz it's awesome!
You grab Draco's balls and say "Cough."

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

poster: Korthrun
subject: >>random2
date: Wed May  4 05:30:19 2005

then theres no reason for emotes
or jscore
or any of the other commands that could be labled 'useless'
they tak eup memory too ya know

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

poster: Quillz
subject: >>random2
date: Wed May  4 05:31:08 2005

On Wed May  4 05:28:02 2005 Draco wrote post #487:
> On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> > Bring random2 back. 
> > "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> > That was some funny stuff. 
> > Q
> it took too much memory, and is rather useless as far as commands
> go, no reason to even have it. let it go :)
It provided many many minutes of entertainment to big groups idling
in CS. Of course it had a use!
And I fail to see how one command took up much memory...

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

poster: Draco
subject: >>>random2
date: Wed May  4 05:31:59 2005

On Wed May  4 05:31:08 2005 Quillz wrote post #490:
> On Wed May  4 05:28:02 2005 Draco wrote post #487:
> > On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> > > Bring random2 back. 
> > > "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> > > That was some funny stuff. 
> > > Q
> > it took too much memory, and is rather useless as far as commands
> > go, no reason to even have it. let it go :)
> It provided many many minutes of entertainment to big groups idling
> in CS. Of course it had a use!
> And I fail to see how one command took up much memory...
there was some problem with it not cleaning up or something, the
direct reason i believe is in the inform news post about it but
suffice it to say, zif felt it was easier just to remove it then fix
the problem with it

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

poster: Korthrun
subject: >>>>random2
date: Wed May  4 05:32:56 2005

then lets remove the mud

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

poster: Switchblade
subject: >>>>random2
date: Wed May  4 07:58:41 2005

"zif felt it was easier just ot remove it than fix the problem
with it"

hmm, now I have the justification I need
to push this button marked "nuke draco"

yay!

j/k bro
too easy!

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

poster: Zifnab
subject: >>>random2
date: Wed May  4 15:55:27 2005

On Wed May  4 05:30:19 2005 Korthrun wrote post #489:
> then theres no reason for emotes
> or jscore
> or any of the other commands that could be labled 'useless'
> they tak eup memory too ya know
no where near as much as random2 did. Keep in mind that random2 
built chains of emotes together so it ended up using a _lot_
more memory than just eh regular emotes.

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

poster: Zifnab
subject: >>>>random2
date: Wed May  4 15:56:15 2005

On Wed May  4 05:31:59 2005 Draco wrote post #491:
> On Wed May  4 05:31:08 2005 Quillz wrote post #490:
> > On Wed May  4 05:28:02 2005 Draco wrote post #487:
> > > On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> > > > Bring random2 back. 
> > > > "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> > > > That was some funny stuff. 
> > > > Q
> > > it took too much memory, and is rather useless as far as commands
> > > go, no reason to even have it. let it go :)
> > It provided many many minutes of entertainment to big groups idling
> > in CS. Of course it had a use!
> > And I fail to see how one command took up much memory...
> there was some problem with it not cleaning up or something, the
> direct reason i believe is in the inform news post about it but
> suffice it to say, zif felt it was easier just to remove it then fix
> the problem with it

Draco, 

 Please, please quit speaking for us. You are rarely right.
The above is again a case wher eyou are _completely_ wrong.

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

poster: Khosan
subject: >>>random2
date: Wed May  4 16:06:58 2005

On Wed May  4 05:31:08 2005 Quillz wrote post #490:
> On Wed May  4 05:28:02 2005 Draco wrote post #487:
> > On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> > > Bring random2 back. 
> > > "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> > > That was some funny stuff. 
> > > Q
> > it took too much memory, and is rather useless as far as commands
> > go, no reason to even have it. let it go :)
> It provided many many minutes of entertainment to big groups idling
> in CS. Of course it had a use!
> And I fail to see how one command took up much memory...

If you mean the code for random2 then you are right, it is only a few KB for
that. But when random2 loads the first time it combines all emotes in
all possible combinations.

I don't fully understand the algorithm it uses, but basically if you
have X emotes that total take Y memory, then random2 is going to
use X^2*Y. You don't have to be a math genious to see that quickly
adds up.

I can not say if it is possible to code a random2 that does not use
such much memory for nothing. You are free to code one if you have an
idea how to do it more efficiently than the old random2.

Khosan

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

poster: Draco
subject: >>>>>random2
date: Wed May  4 17:53:31 2005

On Wed May  4 15:56:15 2005 Zifnab wrote post #495:
> On Wed May  4 05:31:59 2005 Draco wrote post #491:
> > On Wed May  4 05:31:08 2005 Quillz wrote post #490:
> > > On Wed May  4 05:28:02 2005 Draco wrote post #487:
> > > > On Wed May  4 05:27:13 2005 Quillz wrote post #486:
> > > > > Bring random2 back. 
> > > > > "You slap your penis in Dfalt's lap. Ahh, the meat of love!"
> > > > > That was some funny stuff. 
> > > > > Q
> > > > it took too much memory, and is rather useless as far as commands
> > > > go, no reason to even have it. let it go :)
> > > It provided many many minutes of entertainment to big groups idling
> > > in CS. Of course it had a use!
> > > And I fail to see how one command took up much memory...
> > there was some problem with it not cleaning up or something, the
> > direct reason i believe is in the inform news post about it but
> > suffice it to say, zif felt it was easier just to remove it then fix
> > the problem with it
> 
> Draco, 
> 
>  Please, please quit speaking for us. You are rarely right.
> The above is again a case wher eyou are _completely_ wrong.
Ok zif, ill just have to remember to log all the convos end up
happening about differant things. you say im rarely right, i dunno,
maybe its the old age you pretend to have, but i usually end up
being right about 75% of the time.
an for the record, i do remember almost those EXACT words on myth
being said, whether it was you or khosan saying them i dont recall,
but i do know one of you did. i know alot more than you think, stop
trying to treat me like a dumbass and stop trying to make me look
like one. i know you dont care for me being on the mud, i annoy you,
probably 80% of the mud knows this, but for now on please try to
refrain from letting that disliking stand in way of the truth.

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

poster: Belgarion
subject: >>>>>>random2
date: Wed May  4 20:28:20 2005

erm.. Draco you miss the point. You are no database, you dont have
to tell everybody the way things are, if someone want random2 back
wizards will tell them if it will be back or why it wont, we dont
need mr "i say wrong things 25% of the times" Draco for that. ideas
is for.. strange this makes sence.. ideas, post ideas, and let
wizards trash or read them..

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

poster: Draco
subject: >>>>>>>random2
date: Wed May  4 20:29:47 2005

On Wed May  4 20:28:20 2005 Belgarion wrote post #498:
> erm.. Draco you miss the point. You are no database, you dont have
> to tell everybody the way things are, if someone want random2 back
> wizards will tell them if it will be back or why it wont, we dont
> need mr "i say wrong things 25% of the times" Draco for that. ideas
> is for.. strange this makes sence.. ideas, post ideas, and let
> wizards trash or read them..
bullcrap, 99% of the ideas players come up with other players
comment on, most of the time negatively, so dont give me any of that
sh**

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

poster: Kaos
subject: >>>>>>>>random2
date: Wed May  4 20:32:38 2005

On Wed May  4 20:29:47 2005 Draco wrote post #499:
> On Wed May  4 20:28:20 2005 Belgarion wrote post #498:
> > erm.. Draco you miss the point. You are no database, you dont have
> > to tell everybody the way things are, if someone want random2 back
> > wizards will tell them if it will be back or why it wont, we dont
> > need mr "i say wrong things 25% of the times" Draco for that. ideas
> > is for.. strange this makes sence.. ideas, post ideas, and let
> > wizards trash or read them..
> bullcrap, 99% of the ideas players come up with other players
> comment on, most of the time negatively, so dont give me any of that
> shit
Don't listen to them Draco, they are just jealous of your
fountain of knowledge.
**

**

~h
~q
oh no i broke the mud
~q

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

poster: Tigran
subject: >>>>>>random2
date: Thu May  5 12:33:28 2005

Truth?  You want the truth?  



YOU CAN'T HANDLE THE TRUTH!



-T

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

poster: Draco
subject: event
date: Sat May  7 04:57:01 2005

would be cool to have like a controlled event where mobs are labeled
as some type of guild, the more one type of guild kills another
(players killing mobs) the player guilds dislike each other more.
then when it gets to a certain level, the guilds get into a war ,
and for a half hour to an hour those two guilds player-wise are able
to pk.
i dunno, prolyl be rejected like every other pk idea, but i figured
its worth a shot

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

poster: Seth
subject: >event
date: Sat May  7 04:58:10 2005

On Sat May  7 04:57:01 2005 Draco wrote post #502:
> would be cool to have like a controlled event where mobs are labeled
> as some type of guild, the more one type of guild kills another
> (players killing mobs) the player guilds dislike each other more.
> then when it gets to a certain level, the guilds get into a war ,
> and for a half hour to an hour those two guilds player-wise are able
> to pk.
> i dunno, prolyl be rejected like every other pk idea, but i figured
> its worth a shot
it's not worth a shot .. there will be no more PK on this mud

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

poster: Tamaritha
subject: >event
date: Sat May  7 11:45:50 2005

On Sat May  7 04:57:01 2005 Draco wrote post #502 in ideas:

> would be cool to have like a controlled event where mobs are labeled

> as some type of guild, the more one type of guild kills another

> (players killing mobs) the player guilds dislike each other more.

> then when it gets to a certain level, the guilds get into a war ,

> and for a half hour to an hour those two guilds player-wise are able

> to pk.

> i dunno, prolyl be rejected like every other pk idea, but i figured

> its worth a shot





It would be kind of stupid - after all, pk for blasters can be incredibly one-sided.

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

poster: Tamaritha
subject: >>event
date: Sat May  7 11:52:47 2005



> On Sat May  7 04:57:01 2005 Draco wrote post #502 in ideas:



> > would be cool to have like a controlled event where mobs are labeled

> > as some type of guild, the more one type of guild kills another

> > (players killing mobs) the player guilds dislike each other more.

> > then when it gets to a certain level, the guilds get into a war ,

> > and for a half hour to an hour those two guilds player-wise are able

> > to pk.

> > i dunno, prolyl be rejected like every other pk idea, but i figured

> > its worth a shot



oh and did I mention that I can just see the defenceless healers get trashed...

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

poster: Maduo
subject: >>>event
date: Sat May  7 12:02:41 2005

or, rather, how about an event called: magical plague.
it would give a number of players and monsters a random disease when
it starts.
also protection and healing spells would be weakened during this
event, whereas vulning and damaging spells would be increased in
effeciency.
30 minutes a good runtime for it?
>mads<

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

poster: Belgarion
subject: >>>event
date: Sat May  7 13:17:34 2005

On Sat May  7 11:52:47 2005 Tamaritha wrote post #505:
> 

> > On Sat May  7 04:57:01 2005 Draco wrote post #502 in ideas:

> 

> > > would be cool to have like a controlled event where mobs are labeled

> > > as some type of guild, the more one type of guild kills another

> > > (players killing mobs) the player guilds dislike each other more.

> > > then when it gets to a certain level, the guilds get into a war ,

> > > and for a half hour to an hour those two guilds player-wise are able

> > > to pk.

> > > i dunno, prolyl be rejected like every other pk idea, but i figured

> > > its worth a shot

> 

> oh and did I mention that I can just see the defenceless healers get
trashed...
how about us BARDs?! (specially us singing only bards..)

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

poster: Maduo
subject: chaotic scream
date: Sat May  7 16:51:43 2005

now, as i understand it, this spell was originally for zatea only,
but for some reason was changed.
i can understand it coming from zatea, but i think it's been a lil
overused as of late, i've been seeing it cast over and over again
from a 660k eq mob for the last 20 minutes, making him nearly
impossible to finish off.
i'm also pretty sure i've seen it even on lower scale mobs such as
400k ankh-morph guards.
wondering if spells like these that can litterally be abused by mobs
who chaincast them over and over, could be upped, or atleast broken
at how fast they cast them. being chain stunned over and over by a
spell that was originally for a (3m?) eq mob when fighting a 600k eq
mob isn't really what i call a fair fight.
<-by upped, i meant given to higher eq mobs only.->
>mads thoughts<

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

poster: Draco
subject: event
date: Sat May  7 18:08:33 2005

well tamiritha, your comment doesnt have much of a foundation at
all. as  evoker i remember wagro regularly whipping the living crap
out of warriors and dragon lords, i as witch can take anthing minus
a necr. healers wouldnt even have to worry about dying, for the most
part you shouldnt tap and should be able to heal yourself just fine,
unless your up against a witch. basically, its alot fairer than your
thinking it is

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

poster: Tahnval
subject: >event
date: Sun May  8 05:36:25 2005

On Sat May  7 18:08:33 2005 Draco wrote post #509:
> well tamiritha, your comment doesnt have much of a foundation at
> all. as  evoker i remember wagro regularly whipping the living crap
> out of warriors and dragon lords, i as witch can take anthing minus
> a necr. healers wouldnt even have to worry about dying, for the most
> part you shouldnt tap and should be able to heal yourself just fine,
> unless your up against a witch. basically, its alot fairer than your
> thinking it is
Maybe so, but this MUD is not designed for PK and the admins have
been unequivocal about the possibility of PK here.  It's
possible that they could change their minds, but I wouldn't
bet a lamb chop to a tia breastplate on it.

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

poster: Grasfer
subject: lazy training
date: Mon May  9 16:25:06 2005

hi yes im lazy flame away i dont care fap you hi5

add train skill/spell to max to the trainers around the world?

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

poster: Tigran
subject: >lazy training
date: Mon May  9 17:06:03 2005

On Mon May  9 16:25:06 2005 Grasfer wrote post #511:
> hi yes im lazy flame away i dont care fap you hi5
> 
> add train skill/spell to max to the trainers around the world?
Hey, I'm generally one of the first to ride you guys for laziness,
but I like this idea.  I would extend it a little further though.  I
would have a 'max' for 'train foo to max' but I would also support a
'train foo to x%'  IMHO there's a big difference between laziness
and usability.  This would be a usability issue in my mind.  

DISCLAIMER: Opinions of Tigran are his own and may not be shared
with the Administration of Islands of Myth.  The Administration of
Islands of Myth takes no responsibility for consequences which
derive from said opinon.  Tigran is hung out to dry on this
opinion.

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

poster: Zifnab
subject: >>lazy training
date: Mon May  9 17:11:45 2005

On Mon May  9 17:06:03 2005 Tigran wrote post #512:
> On Mon May  9 16:25:06 2005 Grasfer wrote post #511:
> > hi yes im lazy flame away i dont care fap you hi5
> > 
> > add train skill/spell to max to the trainers around the world?
> Hey, I'm generally one of the first to ride you guys for laziness,
> but I like this idea.  I would extend it a little further though.  I
> would have a 'max' for 'train foo to max' but I would also support a
> 'train foo to x%'  IMHO there's a big difference between laziness
> and usability.  This would be a usability issue in my mind.  
> 
> DISCLAIMER: Opinions of Tigran are his own and may not be shared
> with the Administration of Islands of Myth.  The Administration of
> Islands of Myth takes no responsibility for consequences which
> derive from said opinon.  Tigran is hung out to dry on this
> opinion.

As I said on the channel. I did this on the builder port and
it is actually very easy..

The problem is it lags the mud to hell and I am not sure
we could break that up easily. And the question has to be asked
if we break it up why couldnt you do 10 train X.

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

poster: Charm
subject: Last killed by
date: Tue May 10 00:56:31 2005

Add 'Last killed by' in finger/score to tag along with best party kill 
and best solo kill

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

poster: Darktooth
subject: Pk-idea
date: Fri May 13 05:55:59 2005

If anyone has played runescape, a mmorpg, their pking is based on a
level selection process
only a certain part of the game can you pk in (such as an island or
in runescape, the wilderness)
being near the edge of the wilderness close to the city you could
only pk your level or close but
once you get deep enough into wilderness you could pk people much
smaller and much larger than yourself
im saying if we did this you would have a lot less level inflated
players making each level more valuable
and solving the issue of people complaining that no pk exsits in this game
...

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

poster: Draco
subject: >Pk-idea
date: Fri May 13 05:58:17 2005

On Fri May 13 05:55:59 2005 Darktooth wrote post #518:
> If anyone has played runescape, a mmorpg, their pking is based on a
> level selection process
> only a certain part of the game can you pk in (such as an island or
> in runescape, the wilderness)
> being near the edge of the wilderness close to the city you could
> only pk your level or close but
> once you get deep enough into wilderness you could pk people much
> smaller and much larger than yourself
> im saying if we did this you would have a lot less level inflated
> players making each level more valuable
> and solving the issue of people complaining that no pk exsits in this game
> ...
level inflation usually happens to obtain certain spells or skills
that are much more powerful, which will not take level inflation
away most likely.  and too many people would complain about pk then
there is people complaining about no pk

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

poster: Darktooth
subject: Pk-idea2
date: Fri May 13 06:04:15 2005

start over!
only one area of the whole game (maybe 100 rooms) would be pk-able
and warning signs would be posted in many places. you can solo all
you want in other places in the mud but if you want to pk against
other players than go to this designated area only. so you can level
inflate if you wish or you could master everything and stay a
smaller level in order to be better at Player Killing

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

poster: Mor
subject: >Pk-idea2
date: Fri May 13 07:40:05 2005

On Fri May 13 06:04:15 2005 Darktooth wrote post #520:
> start over!
> only one area of the whole game (maybe 100 rooms) would be pk-able
> and warning signs would be posted in many places. you can solo all
> you want in other places in the mud but if you want to pk against
> other players than go to this designated area only. so you can level
> inflate if you wish or you could master everything and stay a
> smaller level in order to be better at Player Killing
The only difference I see between this and the arena is that one of
the combatants is probbaly going to die, and lose experience. Very
few people will risk thier exps on a fight with someone that might
be thier equal, and definatly wont agaisnt people more powerful than
them. I have an idea though...

I dont know if this has been thought of yet, but why not make it so
that you can enter a special area in the arenas to fight to the
death? When you attempt to enter each time a warning can pop up
explaining what will happen if you enter the room, and that you can
die as a result of entering the room. This will give those of you
who thirst for blood a place to kill each other to your hearts
content, while protecting those who dont wish to participate in pk.
This wil also prevent people from idle parties dropping the said
idler in the pk area.

Thats just my two cents worth, and if the idea has been brought up
before, I apologize for repeating it. If its not, denie it at will.

Mor for Less

PS: Thank you to the admin who make this game so much fun, and who
keep it constantly evolving.

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

poster: Maskbeast
subject: Bounties not in race spesific areas
date: Sat May 14 05:25:04 2005

Just an idea not to have bounty's in areas that you need
to be a certen race to enter or to get you there. 

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

poster: Monkey
subject: >Bounties not in race spesific areas
date: Sat May 14 05:28:19 2005

On Sat May 14 05:25:04 2005 Maskbeast wrote post #522:
> Just an idea not to have bounty's in areas that you need
> to be a certen race to enter or to get you there. 
How about this? Close bounties all together?
That way there's no more fights over Cheshire Cats and Mindflayer Cities.

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

poster: Dmitri
subject: Cauldie Spell
date: Sun May 15 05:54:41 2005

Just an idea: A spell that lets a caudlie reloc to his/her cauldron. Thanks

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

poster: Maduo
subject: hell?
date: Sun May 15 13:27:26 2005

it would be cool if there was some way we could get an ew in hell,
like if we could pay lucifer for one or something like with eje.
>mads<

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

poster: Tranquil
subject: A few ideas for Dilim:
date: Mon May 16 07:25:20 2005


I'd like to propose some modifications to Dilim the Auctioneer.

1) People may not have any more than 3 items pending auction at
   any one time.

  This is to stop any one player from flooding Dilim with a whole heap
  of items, forcing others to wait until that one player auctions what
  could be 20+ items, each of which takes at least 5 minutes to be
  auctioned.

  If a player genuinely has a LOT of items to sell, then they are of
  course free to come back to Dilim once every 15 minutes to add 3 new
  items to the auction list.

2) If a specific item is put up for auction and does not sell,
   that same item (identified via specific filename) may not be
   put up for auction again by anyone within 24 hours.

  This is to stop multiple people trying to auction the same item over
  and over again, and would make sense from a thematic point of view,
  as an auctioneer is likely to say something like, "I'm sorry, we had
  one of those come through recently and no-one was interested in
  buying it, so we won't auction another just yet.".

  There may need to be other conditions for this feature, such as
  allowing the item to be auctioned again if: a) it's a different
  seller _AND_ b) the posted minimum bid is no more than one half of
  the minimum bid posted by the previous seller, just to stop people
  from forcing the auction ban of certain equipment by posting
  insanely high starting bids.

3) If someone puts up 3 consequtive items that do not sell, they
   are refused auction sale services for a 24 hour period, though
   they are still permitted to bid on items that are being
   auctioned for other players.

  This is to stop people from flooding Dilim's auction list with
  useless crud that no-one wants, resulting in a) people having to sit
  around for dilim to finish auctioning these items, and b) the auction
  channel being spammed for no useful purpose.

4) The minimum increment be capped at 100k.

  This is because some items will sell for quite a bit, but some people
  won't want to add 1m to a bid on an item that was posted with a
  minimum bid of 10m gold, even though the item may eventually sell for
  15m or more.

  10% increments might be okay if an item is posted way below it's
  average market value, but honestly, the bidding system players use
  more often than not ends up adding no more than an extra 20% at most
  to a minimum bid. That's just 2 minimum increments to Dilim, so if
  the increment isn't capped at something reasonable like 100k, then
  the minimum increment should at least be lowered to no more than 2%
  of the player's requested minimum bid.

I feel that modifications 1, 2 & 3 are relevant because I have seen one
specific player often flooding Dilim with bunches and bunches of
useless shopeq which no-one wants, and have seen a few other players
doing the same thing from time to time. These changes won't stop them
selling those items, and won't stop them using the auctioneer, assuming
those items actually sell. But it should stop them from flooding Dilim
with shopeq that no-one wants.

I feel modification 4 is important because it's _extremely_ rare for
anyone to add 10% or more to an existing bid on an item on the sales
channel, and after a little research have also found it extremely rare
for that to happen irl also. Basically, 10% is just an insanely large
amount to add to an existing bid, and is done only in very special
cases on items of extreme rareness and in extremely high demand.

Feedback welcome


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

poster: Avenger
subject: unkillable bounties
date: Thu May 19 22:26:08 2005

would be nice if we could add some message to reporting unkillable
monster at Tess. The last monster i have reported is existing (at
least its description is ok) but it really cannot be at place Tess
told me after 60 minutes...

thanks for listening
thanks for listening
-Avenger-

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

poster: Zifnab
subject: >unkillable bounties
date: Thu May 19 22:32:15 2005

On Thu May 19 22:26:08 2005 Avenger wrote post #527:
> would be nice if we could add some message to reporting unkillable
> monster at Tess. The last monster i have reported is existing (at
> least its description is ok) but it really cannot be at place Tess
> told me after 60 minutes...
> 
> thanks for listening
> thanks for listening
> -Avenger-


Your bounty is killable and you can get to it from illium.

Tess is not always perfect since some areas have moved around
and she has _very_ limited ability to tell where an area is 
especially if its been moved.

This is not he case with this monster.

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

poster: Belgarion
subject: i realy want this...
date: Sun May 22 00:25:47 2005

Claw of gargantua, Helvona's locket, Cloak of Myth or Grey Cloak.
So plz sell me now!
mail or tells work v.nice
/belg

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

poster: Holyman
subject: >Cauldie Spell
date: Sun May 22 06:41:50 2005

On Sun May 15 05:54:41 2005 Dmitri wrote post #524 in ideas:

> Just an idea: A spell that lets a caudlie reloc to his/her cauldron. Thanks

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

poster: Holyman
subject: >>Cauldie Spell
date: Sun May 22 06:42:32 2005

On Sun May 22 06:41:50 2005 Holyman wrote post #530 in ideas:

> On Sun May 15 05:54:41 2005 Dmitri wrote post #524 in ideas:



> > Just an idea: A spell that lets a caudlie reloc to his/her cauldron. Thanks



wow never thought of that before..thats a good idea i ditto it

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

poster: Inside
subject: >>>Cauldie Spell
date: Sun May 22 16:42:14 2005

On Sun May 22 06:42:32 2005 Holyman wrote post #531:
> On Sun May 22 06:41:50 2005 Holyman wrote post #530 in ideas:
> 
> > On Sun May 15 05:54:41 2005 Dmitri wrote post #524 in ideas:
> 
> 
> 
> > > Just an idea: A spell that lets a caudlie reloc to his/her cauldron.
Thanks
> 
> 
> 
> wow never thought of that before..thats a good idea i ditto it
only problem is that you can have more than one cauldron at a time.
otherwise, it's a neat idea

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

poster: Dmitri
subject: Revised Cauldie Spell
date: Sun May 22 17:07:27 2005

Well, two spells then:
1. A spell that relocates to your _primary_ cauldron.
2. A spell/skill that labels a cauldron as your primary cauldron.

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

poster: Charm
subject: Consumables
date: Mon May 23 07:20:29 2005

For Monsters to randomly drop food/drinks just like potions and gems.

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

poster: Lagduf
subject: Guild Leadership
date: Mon May 23 13:31:00 2005

For now that title doesn't give you anything, there isn't much point to fight
yourself up to guild leader, just for -[myth]- marks when you talk
at channels.
Guild leaders should get something extra to make it worth fighting.

Few ideas for guild leadership boost:

	1. Eq similiar to race leader eq with boost
	   to skill what guild uses/need mostly.

	2. Extra percent to skill bonuses from guild item
	   now that it caps to 5%

	3. Unique spell / skill

Other players feel free to suggest other possible leadership bonuses and
I hope this won't be crushed right away.


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

poster: Kaos
subject: >Guild Leadership
date: Mon May 23 14:33:09 2005

On Mon May 23 13:31:00 2005 Lagduf wrote post #535:
> For now that title doesn't give you anything, there isn't much point to
fight
> yourself up to guild leader, just for -[myth]- marks when you talk
> at channels.
> Guild leaders should get something extra to make it worth fighting.
> 
> Few ideas for guild leadership boost:
> 
> 	1. Eq similiar to race leader eq with boost
> 	   to skill what guild uses/need mostly.
> 
> 	2. Extra percent to skill bonuses from guild item
> 	   now that it caps to 5%
> 
> 	3. Unique spell / skill
> 
> Other players feel free to suggest other possible leadership bonuses and
> I hope this won't be crushed right away.
> 
Only guild leaders should get stat bonuses from their guild item :)

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

poster: Eqme
subject: >Guild Leadership
date: Mon May 23 16:49:57 2005

On Mon May 23 13:31:00 2005 Lagduf wrote post #535:
> For now that title doesn't give you anything, there isn't much point to
fight
> yourself up to guild leader, just for -[myth]- marks when you talk
> at channels.
> Guild leaders should get something extra to make it worth fighting.
> 
> Few ideas for guild leadership boost:
> 
> 	1. Eq similiar to race leader eq with boost
> 	   to skill what guild uses/need mostly.
> 
> 	2. Extra percent to skill bonuses from guild item
> 	   now that it caps to 5%
> 
> 	3. Unique spell / skill
> 
> Other players feel free to suggest other possible leadership bonuses and
> I hope this won't be crushed right away.
> 
perhaps also make it similar to race leadership, so that the current
*active* member of that guild gets the bonuses? i.e. if the person
who is 100% on the guild plaque is not logged on, guild leadership
is transferred to the active player at 97%, etc.

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

poster: Wagro
subject: >>Guild Leadership
date: Mon May 23 16:58:40 2005

On Mon May 23 16:49:57 2005 Eqme wrote post #537:
> On Mon May 23 13:31:00 2005 Lagduf wrote post #535:
> > For now that title doesn't give you anything, there isn't much point to
> fight
> > yourself up to guild leader, just for -[myth]- marks when you talk
> > at channels.
> > Guild leaders should get something extra to make it worth fighting.
> > 
> > Few ideas for guild leadership boost:
> > 
> > 	1. Eq similiar to race leader eq with boost
> > 	   to skill what guild uses/need mostly.
> > 
> > 	2. Extra percent to skill bonuses from guild item
> > 	   now that it caps to 5%
> > 
> > 	3. Unique spell / skill
> > 
> > Other players feel free to suggest other possible leadership bonuses and
> > I hope this won't be crushed right away.
> > 
> perhaps also make it similar to race leadership, so that the current
> *active* member of that guild gets the bonuses? i.e. if the person
> who is 100% on the guild plaque is not logged on, guild leadership
> is transferred to the active player at 97%, etc.


That's even lamer, right how race leadership means _nothing_. Having
the guild leadership change on an hourly basis would be incredibly
lame.

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

poster: Locke
subject: Rufrin on sales
date: Wed May 25 08:02:50 2005

Now that Rufrin has been rendered retarded by chat curse, it's
becoming increasing hard to understand what he's trying to sell or
buy on the sales channel.  I think that Rufrins messages are now
incomprehensible spam or being unecessarily hard to decode.


Would it be possible to have Rufrin retard spam moved to another
channel (auction) or being able to be togggled on or off?  It has
crossed the point from being informational to stupid spam.
-L

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

poster: Wagro
subject: Materials
date: Thu May 26 20:16:01 2005

Well now that materials weight 1lb each, it makes the blacksmith
guild fairly impractical because its not very difficult at all to
have a piece that needs 70+ materials to repair. I don't want this
post to be interpreted as a whine, because I agree that having to
have 1.2k materials in inv to repair everything is way over the top,
but I'd like to offer a quick fix so the situation is a bit more
manageable pending a better soulution.

What I think would be good would be scaling down all materials by a
factor of about 20. That being, materials have a 20x less chance of
dropping, it takes 20x less to repair, etc. Granted, the rounding
error would be painful, but at least it would give us a practical
way to have enough materials to repair not only our own eq, but
other people's (like the guild was designed). Not only does it fix
the obscene number required problem, but makes the situation a bit
more in theme. I've never been one to really be bothered by theme,
but I think it's a little silly to have every monster dropping
multiple materials.

Thanks, and hope to see a resolution, Wagro

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

poster: Dmitri
subject: New Event
date: Mon May 30 05:28:24 2005

Revenge of the familiars.
Familiars become agro to everyone, including their masters.
Killer of the most fams gets a cool prize, etc.
At the end of the time limit, say 45min, everyone regains control of
their fams.
Necro's fams lose no eq
I can predict necro's responses to this.

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

poster: Tahnval
subject: >New Event
date: Mon May 30 20:44:46 2005

On Mon May 30 05:28:24 2005 Dmitri wrote post #541:
> Revenge of the familiars.
> Familiars become agro to everyone, including their masters.
> Killer of the most fams gets a cool prize, etc.
> At the end of the time limit, say 45min, everyone regains control of
> their fams.
> Necro's fams lose no eq
> I can predict necro's responses to this.
It's hardly difficult to predict the response to an event that is
instant death for one guild and one guild only.

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

poster: Dmitri
subject: >>New Event
date: Mon May 30 21:29:39 2005

On Mon May 30 20:44:46 2005 Tahnval wrote post #542:
> On Mon May 30 05:28:24 2005 Dmitri wrote post #541:
> > Revenge of the familiars.
> > Familiars become agro to everyone, including their masters.
> > Killer of the most fams gets a cool prize, etc.
> > At the end of the time limit, say 45min, everyone regains control of
> > their fams.
> > Necro's fams lose no eq
> > I can predict necro's responses to this.
> It's hardly difficult to predict the response to an event that is
> instant death for one guild and one guild only.
Well, Necro's can use this event to have a little fun, for example,
how Wagro put it:
Wagro: only if my fams can kill people in cs.
It's just a game anyway isnt it?

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

poster: Maduo
subject: >>>New Event
date: Mon May 30 21:37:21 2005

On Mon May 30 21:29:39 2005 Dmitri wrote post #543:
> On Mon May 30 20:44:46 2005 Tahnval wrote post #542:
> > On Mon May 30 05:28:24 2005 Dmitri wrote post #541:
> > > Revenge of the familiars.
> > > Familiars become agro to everyone, including their masters.
> > > Killer of the most fams gets a cool prize, etc.
> > > At the end of the time limit, say 45min, everyone regains control of
> > > their fams.
> > > Necro's fams lose no eq
> > > I can predict necro's responses to this.
> > It's hardly difficult to predict the response to an event that is
> > instant death for one guild and one guild only.
> Well, Necro's can use this event to have a little fun, for example,
> how Wagro put it:
> Wagro: only if my fams can kill people in cs.
> It's just a game anyway isnt it?
might be fun if ToD always ran with it and all monsters got the
ability to wander all over the mud ;)

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

poster: Lotus
subject: Newbie eq donation room
date: Mon May 30 23:30:27 2005

Hi, i just heard lucifer talking about this idea, and i think its a good one
Make a room where you can leave stuff for newbies, where noone over
15 can remove anything
or something like that...
I think it might help bringing in more newbies, which we need badly.
Be well.

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

poster: Kaos
subject: >Newbie eq donation room
date: Tue May 31 11:55:41 2005

On Mon May 30 23:30:27 2005 Lotus wrote post #545:
> Hi, i just heard lucifer talking about this idea, and i think its a good one
> Make a room where you can leave stuff for newbies, where noone over
> 15 can remove anything
> or something like that...
> I think it might help bringing in more newbies, which we need badly.
> Be well.
That's what the newbie shop is for.

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

poster: Escense
subject: >Newbie eq donation room
date: Tue May 31 23:56:12 2005

I think itd be a good idea, we need to be friendlier to newbies.
Besides a #1 mudd has it and they're extremly newbie friendly

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

poster: ligea
subject: Theme skills
date: Wed Jun  1 01:28:07 2005

There are a few skills in different guilds that ought to affect other things.



For instance, mastery of fire should affect campfires. (at the very least lighting them) Art of blacksmithing should really affect one's ability to mold lava eqs.  I'm sure there are others, these are just two of the more obvious ones.



It's true that it doesn't matter because almost no one has those combination of skills anyway.  But hey, it makes sense.

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

poster: stomper
subject: >>newbie eq donation room
date: Wed Jun  1 02:47:40 2005

I see some possable abuse with this 

for example : someone will go and donate something big in there and a newbie will try to resell it so to fix this make all resale impossable somehow

and also a highbe could donate something, log on as a secondary and nab the eq, since other transfers are illeagle



   thanks - - stomper


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

poster: Roirraw
subject: >>>newbie eq donation room
date: Wed Jun  1 06:05:59 2005

On Wed Jun  1 02:47:40 2005 stomper wrote post #549 in ideas:

> for example : someone will go and donate something big in there and a newbie will try to resell it so to fix this make all resale impossable somehow



> and also a highbe could donate something, log on as a secondary and nab the eq, since other transfers are illeagle



problem with all donations unfortunutly



i'm not 100% sure on this but i believe Zifnab (forgive me if i'm wrong) that if you owned something, it cannot be given to a secondary in any way shape or form (can't sell/give then buy/give back etc...) 



it probably wouldn't be different then if someone left the eq somewhere in the mud and used another account to go pick it up

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

poster: Mor
subject: >>>>newbie eq donation room
date: Wed Jun  1 09:38:16 2005

A way to fix the problem of others loging on, grabbing and the
selling the eq would be to make it bind to that person, so that only
they could use it. Its not a perfect idea, but it would work.

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

poster: Monkey
subject: >>>>newbie eq donation room
date: Wed Jun  1 10:32:56 2005

On Wed Jun  1 06:05:59 2005 Roirraw wrote post #550:
> On Wed Jun  1 02:47:40 2005 stomper wrote post #549 in ideas:

> > for example : someone will go and donate something big in there and a
newbie will try to resell it so to fix this make all resale impossable
somehow

> 

> > and also a highbe could donate something, log on as a secondary and nab
the eq, since other transfers are illeagle

> 

> problem with all donations unfortunutly

> 

> i'm not 100% sure on this but i believe Zifnab (forgive me if i'm wrong)
that if you owned something, it cannot be given to a secondary in any way
shape or form (can't sell/give then buy/give back etc...) 

> 

> it probably wouldn't be different then if someone left the eq somewhere in
the mud and used another account to go pick it up
we could make the eq turn nosave
also, we should have a npc to sell the eq instead of drop,pick up
we could put the shop like...north of sisong
maybe north and then east would be better
dont ask me...im just spewing random ideas

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

poster: Gabriel
subject: >>>New Event
date: Wed Jun  1 18:54:26 2005

>>It's hardly difficult to predict the response to an event that is
>>instant death for one guild and one guild only.
Pretty sure healers would die too. And Necro fams would masacre
lotsa guilds, not to mention newbie.
When you consider the fact that Necro's strength is pretty much
dependant on the particualr necro's fams, necro suck, their fams
kill everyone else, and. . . lots of loopholes in this. It would be
fun, I'm sure, but maybe it could be a clone a of all fams, so that
some guilds aren't left out.
I think that might work better. . . 

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

poster: Gabriel
subject: >Newbie eq donation room
date: Wed Jun  1 18:56:56 2005

Wonderful idea, however that could be abused. We'd need to make it
limited to how much they could get ect ect. When one selfish noob
comes in and swipes 50 items someone is going to bitch, and no one
needs that.

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

poster: Marvin
subject: >>>>newbie eq donation room
date: Wed Jun  1 19:02:09 2005

On Wed Jun  1 06:05:59 2005 Roirraw wrote post #550:
> On Wed Jun  1 02:47:40 2005 stomper wrote post #549 in ideas:
> it probably wouldn't be different then if someone left the eq somewhere in
the mud and used another account to go pick it up


Just a note...if you are thinking about giving stuff to your
secondary using this method, do not try it. This is logged, and we
will catch you eventually.

It is better to just not cheat =P  It is no fun for us to have to
play "Dad" to the mud.

Ed note: This is not directed any anyone, it is just a public service message.

--M

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

poster: Roirraw
subject: >>>>>newbie eq donation room
date: Wed Jun  1 23:56:40 2005

On Wed Jun  1 10:32:56 2005 Monkey wrote post #552 in ideas:

> we could make the eq turn nosave

> also, we should have a npc to sell the eq instead of drop,pick up

> we could put the shop like...north of sisong

> maybe north and then east would be better

> dont ask me...im just spewing random ideas



maybe a "rufrin" for newbies except that he only takes donations but the donator can deside what it should be sold for?

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

poster: Sleet
subject: newbie donations
date: Thu Jun  2 04:42:58 2005

I have an idea. How about that we can donate eq to newbies in
exchange for a lessened reinc tax.
It would be like dnations with taxes in rl.
Kinda like eje, except instead of donating to the gods, you could
donate it to newbies.
MAybe not reinc tax but some other perk.
Would give people a reason to help others, even if they really dont want to.
I dont want to name any names but i know you a-holes are out there. 

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

poster: Modred
subject: rufrin
date: Thu Jun  2 20:36:31 2005

Hire rufrin a speech therapist.

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

poster: Maduo
subject: >rufrin
date: Thu Jun  2 20:38:49 2005

On Thu Jun  2 20:36:31 2005 Modred wrote post #558:
> Hire rufrin a speech therapist.
yes, it's so hard to imitate him when he is all smacked up on prozac.

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

poster: gyntry
subject: Two Things
date: Sun Jun  5 23:10:51 2005

  First, how about when your alignment shifts, you recieve a message saying:

   You feel a bit closer to the black moon/evil gods or

   You feel a bit closer to the white moon/holy gods



  Second, I understand that dragon form cannot party, but how about enabling them to create a solo party for xp rate tracking, gold tracking, etc...



G-Spot out.

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

poster: Tass
subject: Fams
date: Mon Jun  6 06:40:00 2005

Was thinking that all guilds can get fams, have like different
dealers around the mud where you can hire different fams that stay
with you and you take them back to where you bought them from to
train them up if they have gotten the required experience? or if
they die you have to go back to them to revive them.. or something
to that effect?

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

poster: Inside
subject: magical growth
date: Tue Jun  7 04:15:19 2005

it would be cool if commune with nature affected the amount of
hunger the sprouts fixed, or possibly added to the chance of getting
a red and green sprout
flame away

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

poster: Maduo
subject: Dragonlords
date: Sat Jun 11 08:29:01 2005

since dragons can't get regular familiars i dont think they should
get wbag fams as well

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

poster: Lucifer
subject: >Dragonlords
date: Sat Jun 11 08:31:46 2005

On Sat Jun 11 08:29:01 2005 Maduo wrote post #563:
> since dragons can't get regular familiars i dont think they should
> get wbag fams as well
Who says we cant have regular familiars ? chuckle, how long they
last is another matter

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

poster: Maduo
subject: >>Dragonlords
date: Sat Jun 11 08:33:24 2005

On Sat Jun 11 08:31:46 2005 Lucifer wrote post #564:
> On Sat Jun 11 08:29:01 2005 Maduo wrote post #563:
> > since dragons can't get regular familiars i dont think they should
> > get wbag fams as well
> Who says we cant have regular familiars ? chuckle, how long they
> last is another matter
fine, dl's shouldn't get fams all together then, they are omnivores,
they should eat their familiars as soon as they come out
lucifer: 0, Maduo: 1

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

poster: Tranquil
subject: >Fams
date: Sat Jun 11 16:31:42 2005

On Mon Jun  6 06:40:00 2005 Tass wrote post #561:
> Was thinking that all guilds can get fams, have like different
> dealers around the mud where you can hire different fams that stay
> with you and you take them back to where you bought them from to
> train them up if they have gotten the required experience? or if
> they die you have to go back to them to revive them.. or something
> to that effect?

1) All players in all guilds can get familiars (though there are
some that can't make use of them). Just get a wolf-hide bag.

2) If you want 'better' familiars, reinc to a guild that offers
them. Having decent familiars is a guild bonus. If we gave all
players familiars, we might as well give all players the heal spell,
and the grap spell, and by then we might as well give them all melee
abilities and all evoker spells, plus of course vulns. Then no-one
would ever reinc to anything since there would be no need. We'd all
be level 1 players running around with >Jant's power, which is
probably a bit out of balance.

3) If you want the ability to train/revive your dead familiars,
reinc necro. Despite the fact that it was claimed that the ability
to train familiars would never be introduced here, it was, and the
guild which offers it is necromancer. If you don't want to reinc
necromancer, that's fine. But the choice between having such
familiars and not reincing necro, is one that you have to make.

- The 10c that Tranquil found


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

poster: Phire
subject: >>Fams
date: Sun Jun 12 16:06:12 2005

On Sat Jun 11 16:31:42 2005 Tranquil wrote post #566:
> On Mon Jun  6 06:40:00 2005 Tass wrote post #561:
> > Was thinking that all guilds can get fams, have like different
> > dealers around the mud where you can hire different fams that stay
> > with you and you take them back to where you bought them from to
> > train them up if they have gotten the required experience? or if
> > they die you have to go back to them to revive them.. or something
> > to that effect?
> 
> 1) All players in all guilds can get familiars (though there are
> some that can't make use of them). Just get a wolf-hide bag.
> 
> 2) If you want 'better' familiars, reinc to a guild that offers
> them. Having decent familiars is a guild bonus. If we gave all
> players familiars, we might as well give all players the heal spell,
> and the grap spell, and by then we might as well give them all melee
> abilities and all evoker spells, plus of course vulns. Then no-one
> would ever reinc to anything since there would be no need. We'd all
> be level 1 players running around with >Jant's power, which is
> probably a bit out of balance.
> 
> 3) If you want the ability to train/revive your dead familiars,
> reinc necro. Despite the fact that it was claimed that the ability
> to train familiars would never be introduced here, it was, and the
> guild which offers it is necromancer. If you don't want to reinc
> necromancer, that's fine. But the choice between having such
> familiars and not reincing necro, is one that you have to make.
> 
> - The 10c that Tranquil found
> 
on #3, may I ask who said/claimed "the ability to train familiars would
never be introduced here..."  I never heard that from any wiz (I don't count
opinions of players on this matter since they have no say so on what
is/isn't allowed)

As for as trainable stuff (besides ourselves), I think as a
playerbase that has
LOTS of high worth players - this gives them new things to do and
spend exp on.
I agree that is shouldn't overlap stuff that people can get by
reincing into particular 
guilds, but perhaps add general stuff that all players can enjoy (don't ask me
for specifics, i don't have any right now).

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

poster: Chrono
subject: shifter
date: Fri Jun 17 08:45:31 2005

dunno what changes have been made to shifter recently via
requirements, but i was thinking, since some quests can be
realatively hard and mess up an entire reinc, how about making
morpheus accept gold donations to allow you to "buy" your way to
retry the quest, just a thought anyway, seeing as there was a huge
gold inflation (in game) with people having stockpiles of gold, not
saying this would hurt or help that, but anyway, just a thought

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

poster: Sleet
subject: familiars
date: Sat Jun 18 19:47:23 2005

Mist mage should et familars.
Been awhile since anyone changed this guild to be intersesting,
we need little mists to wander around us
also i think we should make another way to go on mist further. Like
instead of becoming all elelemental.
Like a super mist mage. With a kungfu grip

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

poster: Tranquil
subject: >familiars
date: Sun Jun 19 12:52:36 2005

On Sat Jun 18 19:47:23 2005 Sleet wrote post #569:
> Mist mage should et familars.
> Been awhile since anyone changed this guild to be intersesting,
> we need little mists to wander around us
> also i think we should make another way to go on mist further. Like
> instead of becoming all elelemental.
> Like a super mist mage. With a kungfu grip

1) Mist mage does not need familiars. There's no thematic reason to
give familiars to a guild which is based on controlling elemental
matter, not sentient beings.

2) Guilds don't need to be changed to 'keep interesting'. The guild
seems quite interesting enough to me, and apparently to those who
play it. If _you_ are bored with the guild, reinc something else.

3) Please stop taking drugs. You're getting worse.


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

poster: Wagro
subject: Poker timeout
date: Mon Jun 20 06:23:12 2005

It would be nice if there was a command to set the timeout, 300
seconds can be pretty long.

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

poster: Inside
subject: honor of the gods
date: Tue Jun 21 01:27:12 2005

it would be cooler if the skill actually named gods rather than wizzes.
flame away

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

poster: Monkey
subject: >honor of the gods
date: Tue Jun 21 01:39:18 2005

On Tue Jun 21 01:27:12 2005 Inside wrote post #572:
> it would be cooler if the skill actually named gods rather than wizzes.
> flame away
maybe get blessings from the god that their race and guild is in
like selinea is the god of animists/weavers or whatever
munkai

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

poster: Celine
subject: >familiars
date: Wed Jun 22 00:28:56 2005

On Sat Jun 18 19:47:23 2005 Sleet wrote post #569:
> Mist mage should et familars.
> Been awhile since anyone changed this guild to be intersesting,
> we need little mists to wander around us
> also i think we should make another way to go on mist further. Like
> instead of becoming all elelemental.
> Like a super mist mage. With a kungfu grip
lil whirlwinds to put our loot on floating disc for us? :P

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

poster: Inside
subject: new ideas
date: Thu Jun 23 02:13:32 2005

how about we stop trying to get newbies and start firing the ones we
have off the mud with a cannon?

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

poster: Sleet
subject: >>familiars
date: Fri Jun 24 03:43:11 2005

On Wed Jun 22 00:28:56 2005 Celine wrote post #574:
> On Sat Jun 18 19:47:23 2005 Sleet wrote post #569:
> > Mist mage should et familars.
> > Been awhile since anyone changed this guild to be intersesting,
> > we need little mists to wander around us
> > also i think we should make another way to go on mist further. Like
> > instead of becoming all elelemental.
> > Like a super mist mage. With a kungfu grip
> lil whirlwinds to put our loot on floating disc for us? :P
exactly. Some kind of mini elementenal. 

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

poster: Grasfer
subject: texas hold em
date: Fri Jun 24 19:00:16 2005

If it's possible code Texas Hold Em for Fiery Flagon.
that would rawk!

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

poster: Maduo
subject: >texas hold em
date: Fri Jun 24 19:01:34 2005

On Fri Jun 24 19:00:16 2005 Grasfer wrote post #577:
> If it's possible code Texas Hold Em for Fiery Flagon.
> that would rawk!
yes, and also blackjack for the casino

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

poster: Justus
subject: >>texas hold em
date: Fri Jun 24 19:05:55 2005

On Fri Jun 24 19:01:34 2005 Maduo wrote post #578:
> On Fri Jun 24 19:00:16 2005 Grasfer wrote post #577:
> > If it's possible code Texas Hold Em for Fiery Flagon.
> > that would rawk!
> yes, and also blackjack for the casino
and russian roulette

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

poster: Uno
subject: >>>texas hold em
date: Fri Jun 24 21:47:47 2005

On Fri Jun 24 19:05:55 2005 Justus wrote post #579:
> On Fri Jun 24 19:01:34 2005 Maduo wrote post #578:
> > On Fri Jun 24 19:00:16 2005 Grasfer wrote post #577:
> > > If it's possible code Texas Hold Em for Fiery Flagon.
> > > that would rawk!
> > yes, and also blackjack for the casino
> and russian roulette

I'd be willing to attempt this with some wizard assistance...
chances are the card code is waaay beyond me but I could definitely
help with the rules & ante structure

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

poster: Dmitri
subject: Encouraging people to explore.
date: Sun Jun 26 23:41:32 2005

Here's an example:
If one person kills too long/too much in one area, the mobs in that
area hire a "hitman" e.i a very strong mob that will be agro to that
player. They should be hard for that player. Sort of like bounties.
If the player decides to avoid the "hitman" and keep exping, then
the mobs would hire more and more hitmen, until the player would be
forced to find another area and wait for the hitmen to go away, kill
all the hitmen, or get someone to kill the hitmen for him.
Inside's little exploring rampage promted this.
Anyway, flame away.

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

poster: Inside
subject: >Encouraging people to explore.
date: Mon Jun 27 03:13:05 2005

On Sun Jun 26 23:41:32 2005 Dmitri wrote post #581:
> Here's an example:
> If one person kills too long/too much in one area, the mobs in that
> area hire a "hitman" e.i a very strong mob that will be agro to that
> player. They should be hard for that player. Sort of like bounties.
> If the player decides to avoid the "hitman" and keep exping, then
> the mobs would hire more and more hitmen, until the player would be
> forced to find another area and wait for the hitmen to go away, kill
> all the hitmen, or get someone to kill the hitmen for him.
> Inside's little exploring rampage promted this.
> Anyway, flame away.
i fail to see what that has to do with my exploring rampage, since i
killed next to no mobs in order to get the rooms that i needed.

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

poster: Tranquil
subject: >Encouraging people to explore.
date: Mon Jun 27 04:07:51 2005

On Sun Jun 26 23:41:32 2005 Dmitri wrote post #581:
> Here's an example:
> If one person kills too long/too much in one area, the mobs in that
> area hire a "hitman" e.i a very strong mob that will be agro to that
> player. They should be hard for that player. Sort of like bounties.
> If the player decides to avoid the "hitman" and keep exping, then
> the mobs would hire more and more hitmen, until the player would be
> forced to find another area and wait for the hitmen to go away, kill
> all the hitmen, or get someone to kill the hitmen for him.
> Inside's little exploring rampage promted this.
> Anyway, flame away.

What if the mobs in the area are stupid? What if they are poor? What
if they value life and don't believe in hiring hitmen? What if
hitmen haven't been invented yet (which they haven't)? What if all
the low-tech assassins are busy that day? And last but certainly not
least, what if there are no more mobs left to hire an assassin?

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

poster: Maduo
subject: >>Encouraging people to explore.
date: Mon Jun 27 04:12:45 2005

well, if the mobs are stupid, then they should be small xp mobs ;)
even the poor can hire assassins btw
personally, i kinda like the idea, but i think of it more on a basic
lvl, kinda like.. well... the super strong theory
every 100 generations of giants, there should be a SUPER giant with
the abilities of 100 giants and such or something like that.
would add a lil spice to randomize the genexp pool. not to mention
the ability to add other fun effects to these new "SUPER MOBS"
>mads thoughts<

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

poster: Tranquil
subject: >>>Encouraging people to explore.
date: Mon Jun 27 04:15:07 2005

On Mon Jun 27 04:12:45 2005 Maduo wrote post #584:
> well, if the mobs are stupid, then they should be small xp mobs ;)
> even the poor can hire assassins btw
> personally, i kinda like the idea, but i think of it more on a basic
> lvl, kinda like.. well... the super strong theory
> every 100 generations of giants, there should be a SUPER giant with
> the abilities of 100 giants and such or something like that.
> would add a lil spice to randomize the genexp pool. not to mention
> the ability to add other fun effects to these new "SUPER MOBS"
> >mads thoughts<

The giants area is already full of super giants with 100% spellmax btw.


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

poster: Maduo
subject: >>>>Encouraging people to explore.
date: Mon Jun 27 04:15:43 2005

On Mon Jun 27 04:15:07 2005 Tranquil wrote post #585:
> On Mon Jun 27 04:12:45 2005 Maduo wrote post #584:
> > well, if the mobs are stupid, then they should be small xp mobs ;)
> > even the poor can hire assassins btw
> > personally, i kinda like the idea, but i think of it more on a basic
> > lvl, kinda like.. well... the super strong theory
> > every 100 generations of giants, there should be a SUPER giant with
> > the abilities of 100 giants and such or something like that.
> > would add a lil spice to randomize the genexp pool. not to mention
> > the ability to add other fun effects to these new "SUPER MOBS"
> > >mads thoughts<
> 
> The giants area is already full of super giants with 100% spellmax btw.
> 
it was an example... do i have to explain what an example is to you?

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

poster: Tranquil
subject: >>>>>Encouraging people to explore.
date: Mon Jun 27 04:23:28 2005

>it was an example... do i have to explain what an example is to you?

It was a very bad example. Anyway, there are already incentives for
people to not farm specific areas too much. Namely, the xp tuner.
Granted it's far from perfect, but it does serve its purpose well.

If suddenly a mob that doesn't belong in an area is to be put there
on some rare occasion (as with Dmitri's idea), it should be a mob
that exists in only one place of the mud at a time, and should
appear in places chosen completely at random. In that scenario, they
could be in an area whether the area was overfarmed or not, meaning
that people would have to watch out for such mobs even if they don't
spend 16 hours a day in the area they are in.


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

poster: Goroharahad
subject: >>>>>>Encouraging people to explore.
date: Mon Jun 27 04:33:52 2005

On Mon Jun 27 04:23:28 2005 Tranquil wrote post #587:
> >it was an example... do i have to explain what an example is to you?
> 
> It was a very bad example. Anyway, there are already incentives for
> people to not farm specific areas too much. Namely, the xp tuner.
> Granted it's far from perfect, but it does serve its purpose well.
> 
> If suddenly a mob that doesn't belong in an area is to be put there
> on some rare occasion (as with Dmitri's idea), it should be a mob
> that exists in only one place of the mud at a time, and should
> appear in places chosen completely at random. In that scenario, they
> could be in an area whether the area was overfarmed or not, meaning
> that people would have to watch out for such mobs even if they don't
> spend 16 hours a day in the area they are in.
> 
Personally I think the idea is interesting, because it tries to
adress a solution to overkilling in a character-specific way, unlike
exp tuner which is general.
Dunno if the solution proposed is the best, but the idea certainly
doesn't deserve the usual flaming and superior "thats a very bad
example" replies.

Goro - calmly unfolding his backfire shield

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

poster: Gabriel
subject: OOOOO
date: Fri Jul  1 19:56:19 2005

We should have like security strong boxes at the bank so other
players can leave us items when we're not online. It would cut down
on a lot of hustle trying to get someone online the same time you
are to return eq or whatever.

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

poster: stomper
subject: >00000
date: Fri Jul  1 20:07:15 2005

u no i see no down side to this and think its a great idea

mabey put in a small fee for using the box and a combonation just like on safes and chests that the bank will tell the person reciving the eq and wont let you get the item till its paid... something like that

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

poster: Baer
subject: >>00000
date: Sat Jul  2 01:10:25 2005

On Fri Jul  1 20:07:15 2005 stomper wrote post #590:
> u no i see no down side to this and think its a great idea
> 
> mabey put in a small fee for using the box and a combonation just like on
safes and chests that the bank will tell the person reciving the eq and wont
let you get the item till its paid... something like that
Or maybe a password that you have to type the word and if you make a
typo or spelling mistake, you get nuked.

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

poster: Maduo
subject: player rep
date: Sat Jul  2 06:41:30 2005

not sure if anyone else will agree with me on this one, but i think
we might need a new player representative, seeing as our current one
seems to never play and has not logged in for 10 weeks.
ff to post ideas/flame(i'm looking at you tranq)/etc.
>mads<

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

poster: Bahgtru
subject: >player rep
date: Sat Jul  2 07:36:58 2005

On Sat Jul  2 06:41:30 2005 Maduo wrote post #592:
> not sure if anyone else will agree with me on this one, but i think
> we might need a new player representative, seeing as our current one
> seems to never play and has not logged in for 10 weeks.
> ff to post ideas/flame(i'm looking at you tranq)/etc.
> >mads<
I nominate Maduo

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

poster: Avenger
subject: who exp
date: Mon Jul  4 01:23:01 2005

would be nice if there was command who with argument exp. It would
show players with their experience, very useful for newbies/lowbies
that arent on exp plague yet. If this is a problem then sorted list
based on experience would be good too...

-Avenger-

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

poster: Maduo
subject: eq
date: Mon Jul  4 02:32:49 2005

imo, sloat is too damn greedy.
it seems the new attitude towards eq and eq parties is, if i have
tpsacced it, we don't need kill it, which has put the eq market in a
bit of a slum for the newbie/midbie range. so im suggesting a slight
restriction to tpsaccing eq.
in the hopes of getting more eq out of sloat's greedy hands, he
should only accept 1 piece of eq from each player per boot.
ps. the rift is too easy to navigate
>mads<

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

poster: Bahgtru
subject: >who exp
date: Mon Jul  4 12:41:48 2005

On Mon Jul  4 01:23:01 2005 Avenger wrote post #594:
> would be nice if there was command who with argument exp. It would
> show players with their experience, very useful for newbies/lowbies
> that arent on exp plague yet. If this is a problem then sorted list
> based on experience would be good too...
> 
> -Avenger-
Newbies/lowbies are always on the plaque. They may not be top 500
but when they look at it they see their own experience (and its
updated instantly so no needing to wait for update)

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

poster: Avenger
subject: >>who exp
date: Mon Jul  4 12:50:32 2005

On Mon Jul  4 12:41:48 2005 Bahgtru wrote post #596:
> On Mon Jul  4 01:23:01 2005 Avenger wrote post #594:
> > would be nice if there was command who with argument exp. It would
> > show players with their experience, very useful for newbies/lowbies
> > that arent on exp plague yet. If this is a problem then sorted list
> > based on experience would be good too...
> > 
> > -Avenger-
> Newbies/lowbies are always on the plaque. They may not be top 500
> but when they look at it they see their own experience (and its
> updated instantly so no needing to wait for update)

yeah it is true but other players dont see it. If two players
compete against each other they have to keep bothering with ~"how
big are you~" constantly. And what if some player doesnt want to
tell it?

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

poster: Bahgtru
subject: >>>who exp
date: Mon Jul  4 12:54:08 2005

On Mon Jul  4 12:50:32 2005 Avenger wrote post #597:
> > > 
> > > -Avenger-
> > Newbies/lowbies are always on the plaque. They may not be top 500
> > but when they look at it they see their own experience (and its
> > updated instantly so no needing to wait for update)
> 
> yeah it is true but other players dont see it. If two players
> compete against each other they have to keep bothering with ~"how
> big are you~" constantly. And what if some player doesnt want to
> tell it?
If a player doesn't want to tell it then publicly displaying it on
such a who list wouldn't help. You're asking along the lines of
putting another plaque in which can be seen anywhere. That's prolly
gonna be tough to code

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

poster: Slayn
subject: >eq
date: Mon Jul  4 18:10:16 2005

On Mon Jul  4 02:32:49 2005 Maduo wrote post #595:
> imo, sloat is too damn greedy.
> it seems the new attitude towards eq and eq parties is, if i have
> tpsacced it, we don't need kill it, which has put the eq market in a
> bit of a slum for the newbie/midbie range. so im suggesting a slight
> restriction to tpsaccing eq.
> in the hopes of getting more eq out of sloat's greedy hands, he
> should only accept 1 piece of eq from each player per boot.
> ps. the rift is too easy to navigate
> >mads<
i havent seen this attitude. isnt it up to the people who spend their time
killing the eq mobs to do what they want with the eq they eq?

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

poster: Tranquil
subject: >>eq
date: Tue Jul  5 01:06:14 2005

On Mon Jul  4 18:10:16 2005 Slayn wrote post #599:
> On Mon Jul  4 02:32:49 2005 Maduo wrote post #595:
> > imo, sloat is too damn greedy.
> > it seems the new attitude towards eq and eq parties is, if i have
> > tpsacced it, we don't need kill it, which has put the eq market in a
> > bit of a slum for the newbie/midbie range. so im suggesting a slight
> > restriction to tpsaccing eq.
> > in the hopes of getting more eq out of sloat's greedy hands, he
> > should only accept 1 piece of eq from each player per boot.
> > ps. the rift is too easy to navigate
> > >mads<
> i havent seen this attitude. isnt it up to the people who spend their time
> killing the eq mobs to do what they want with the eq they eq?

I think the attitude is something along the lines of, 'Oh, I can't
get eq and no-one likes me enough to sell me eq, so I'm going to
whine in news about how everyone must be saccing all the eq in the
entire mud.'

This attitude does seem to be localised around Maduo though, but
then he is the only one on this mud that matters, right?


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

poster: Maduo
subject: >>>eq
date: Tue Jul  5 01:45:35 2005

On Tue Jul  5 01:06:14 2005 Tranquil wrote post #600:
> On Mon Jul  4 18:10:16 2005 Slayn wrote post #599:
> > On Mon Jul  4 02:32:49 2005 Maduo wrote post #595:
> > > imo, sloat is too damn greedy.
> > > it seems the new attitude towards eq and eq parties is, if i have
> > > tpsacced it, we don't need kill it, which has put the eq market in a
> > > bit of a slum for the newbie/midbie range. so im suggesting a slight
> > > restriction to tpsaccing eq.
> > > in the hopes of getting more eq out of sloat's greedy hands, he
> > > should only accept 1 piece of eq from each player per boot.
> > > ps. the rift is too easy to navigate
> > > >mads<
> > i havent seen this attitude. isnt it up to the people who spend their time
> > killing the eq mobs to do what they want with the eq they eq?
> 
> I think the attitude is something along the lines of, 'Oh, I can't
> get eq and no-one likes me enough to sell me eq, so I'm going to
> whine in news about how everyone must be saccing all the eq in the
> entire mud.'
> 
> This attitude does seem to be localised around Maduo though, but
> then he is the only one on this mud that matters, right?
> 
no tranquil, it's more like: Tranquil -{sales}-: how many tps is
illuar? 2 or 3? 
or better yet: Tranquil -{sales}-: old tia eq is all 5tp isn't it? 
infact, i've gotte an even better one =): Tranquil -{equip}-: need 7g+5l! 
and slayn, what im saying is that yes, they are free to do what they
want with it, but all the eq from the parties is almost ALL going
into sloat
i'm just suggesting that he has more restrictions. if you have a
problem with this, feel free to go tpsac all your eq right away to
prove my point even further.
btw tranquil should be newsbanned for flaming on ideas.
>mads<

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

poster: Alacor
subject: >>>>eq
date: Tue Jul  5 02:44:38 2005

because, by god, we can't have people doing what they want with
their stuff, can we?

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

poster: Maduo
subject: >>>>>eq
date: Tue Jul  5 03:11:48 2005

On Tue Jul  5 02:44:38 2005 Alacor wrote post #602:
> because, by god, we can't have people doing what they want with
> their stuff, can we?
yeah, sure alacor, infact, lets take that one further and bring back
darkstaff to give us free ubereq that we can sac for 
999999999999999999 tps so we can have every single wish imaginable
for free, cause as we know, we all want all the wishes, it's the
perfect idea! and alacor inspired it.

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

poster: Bahgtru
subject: >>>>>>eq
date: Tue Jul  5 12:39:42 2005

On Tue Jul  5 03:11:48 2005 Maduo wrote post #603:
> On Tue Jul  5 02:44:38 2005 Alacor wrote post #602:
> > because, by god, we can't have people doing what they want with
> > their stuff, can we?
> yeah, sure alacor, infact, lets take that one further and bring back
> darkstaff to give us free ubereq that we can sac for 
> 999999999999999999 tps so we can have every single wish imaginable
> for free, cause as we know, we all want all the wishes, it's the
> perfect idea! and alacor inspired it.
I think what started as a legit idea here has been lost in flame. I
see Maduo's point, that a large amount of people are having trouble
finding eq to buy because a large amount of what eq parties kill is
things they set out to kill just to tp sac. I realise that this is
one of the reasons eq parties do what they do, but it's hard on
those who are trying to buy eq if Sloatinok is getting all the eq
instead of it being sold.

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

poster: Tranquil
subject: >>>>>>>eq
date: Tue Jul  5 12:48:11 2005


Fact is, if players could not sac eq for tps, eq would happen MUCH
less often. Another fact is, that each player may sac each item only
once. I see eq being advertised on sales quite often - often enough
that even with the large list of stuff I have sacced, I still
managed to buy >100 tps worth of eq in 2 weeks.

If people really need eq that bad, they are of course free to reinc
to an eq guild and do eq themselves. But it appears that many people
don't want to do that. I've personally offered my tanking services
on equip, and I've seen Locke and Warrowarr hosting eq parties with
regularity too.

The problem, as i stated in the so-called 'flame', is not that eq
isn't getting done, Nor is it that all eq from eq parties is getting
tpsacced. The problem is that there are too many players whining
about how they 'can't' get eq because _other players_ are saccing
what _they_ get in their eq parties, or buy on sales. That is their
perogative. Just as it is the perogative of people to reinc an eq
guild to participate in and dice eqs, or farm goldmobs for days on
end to buy the items they want on sales.

Imo, if you've got the energy to whine about eq being tpsacced,
you've got the energy to reinc to an eqable guild/farm goldmobs,
therefore any whines made about eq should be filed in the
appropriate place - /dev/null.


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

poster: Maduo
subject: >>>>>>>>eq
date: Tue Jul  5 19:18:01 2005

On Tue Jul  5 12:48:11 2005 Tranquil wrote post #605:
> what _they_ get in their eq parties, or buy on sales. That is their
> perogative. Just as it is the perogative of people to reinc an eq
> guild to participate in and dice eqs, or farm goldmobs for days on
> end to buy the items they want on sales.
> 
> Imo, if you've got the energy to whine about eq being tpsacced,
> you've got the energy to reinc to an eqable guild/farm goldmobs,
> therefore any whines made about eq should be filed in the
> appropriate place - /dev/null.
> 
your right tranquil, you can start posting in /dev/null anytime you
want instead of replying to anything, it really won't make any much
difference.
have you ever thought about the fact that it takes more than just
one person to do eq? i know i have, it's hard finding ppl who are
all willing to give up their happyhappyfuntime guilds in order to
waste a near free reinc to eq.
i'm not sure you fully understand the original idea at all tranquil,
i believe you just see the name 'Maduo' and assume its crap due
mainly because of your pompis australian roots. my idea was to limit
the tpsaccing ability, you could still get maxtps, it would just
take longer, so ppl would be less inclined to do eq to only tpsac
if you cannot understand this then plz, turn your computer off, and
go back to school.
>mads<

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

poster: Wagro
subject: Skill/Spell help
date: Wed Jul  6 17:02:52 2005

On the website when you lookup a skill or a spell, you get:

==============================================================================
Help on skill          :  Ritual of creation
Guild Level            :  Omicron
Skill type             :  Mastery
Base Experience Cost   :  3855
==============================================================================
This skill represents the ultimate knowledge of the Chanters of the
Deep Earth,
secrets transmitted only from Master to Master. It allows almost perfect
drainage of the magical energies contained in magical gems, which usually
enhances greatly the power crystals created by a Master of this ritual.
==============================================================================
Created By             :  Sigwald
==============================================================================
It can be trained up to 10 percent of your skill max at level 1.
It can be trained up to 20 percent of your skill max at level 3.
It can be trained up to 30 percent of your skill max at level 5.
It can be trained up to 40 percent of your skill max at level 7.
It can be trained up to 50 percent of your skill max at level 9.
It can be trained up to 60 percent of your skill max at level 11.
It can be trained up to 70 percent of your skill max at level 12.
It can be trained up to 80 percent of your skill max at level 13.
It can be trained up to 90 percent of your skill max at level 14.
It can be trained up to 100 percent of your skill max at level 15.
==============================================================================



but in the mud when you lookup a skill or spell none of that percent
information shows up. It would be nice if the helps here reflected
that

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

poster: Belgarion
subject: rufrin
date: Wed Jul  6 17:32:14 2005

rows 35
rows 35
rows 35
hi, since no one wanna sell eq, maybe rufrin could do some hokus
pokus and MAKE new eq that he sells for same high prices.
rows 35

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

poster: Lucian
subject: Andros and Flubex and all those other helpful people...
date: Thu Jul  7 08:54:28 2005

Well, I've been getting a lot of help lately and just wanna thank
you guys the only way that I can think of.

Flubex - You rocked in helping me and my newb party take down
Superfluff, and being an abj for the party with Blizz earlier.
Andros - You rocked in taking down Tut and giving me the corslet...
Or maybe you just wanted me to stfu on the sales channel? ;)
Blizz - For dragging me and letting me ref you and co.
Zodiac & Co - For lowbie eq party. Helped me out TONS. You guys
still rock and should run more eq parties. (Special Thanks to
Beranis for revving me... thrice)
Tass & Shy - For being there when I was a 2 mil nothing and putting
up with my sorry ass and making me an uber newb. Sorry for when I
piss you guys off, eheh. Most important out of the lot you guys
were.
And this is for all you other people: w00t!

-Luc

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

poster: Belgarion
subject: >Andros and Flubex and all those other helpful people...
date: Thu Jul  7 12:58:20 2005

what was the idea? maybe it should be moved to praise?
/bleg

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

poster: Rizzly
subject: >>>>>>>>eq
date: Fri Jul  8 01:39:00 2005

Perhaps this stems simply from my ignorance, but I think the point
Maduo was trying to make is NOT that eq is not getting done, and NOT
that too many people are Tp saccing the eq they get from parties,
but that the parties THEMSELVES are only going off and killing for
things that the members (and perhaps only certain key members, i.e.
abj) haven't tp sacced yet.  I don't know if that's true or not, but
he's saying it's bogging down the market for OTHER eq that many many
people have tp sacced, but is still excellent eq.

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

poster: Blackwidow
subject: >>>>>>>>>eq
date: Fri Jul  8 14:45:01 2005

On Fri Jul  8 01:39:00 2005 Rizzly wrote post #611:
> Perhaps this stems simply from my ignorance, but I think the point
> Maduo was trying to make is NOT that eq is not getting done, and NOT
> that too many people are Tp saccing the eq they get from parties,
> but that the parties THEMSELVES are only going off and killing for
> things that the members (and perhaps only certain key members, i.e.
> abj) haven't tp sacced yet.  I don't know if that's true or not, but
> he's saying it's bogging down the market for OTHER eq that many many
> people have tp sacced, but is still excellent eq.
Well, I don't know what eq parties he is talking about, but the eq
parties I have been in, have been taking monsters where someone in the
party needs something, for the most part, and a few fill monsters to
help get enough good picks.

Perhaps he knows more about eq parties going on lately than I do tho.

-Blackwidow

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

poster: Coal
subject: Abj, Eq saccing
date: Fri Jul  8 15:12:36 2005

HEllo, I'd like to make my semi anuual plea for another 5 lvls of
the GUardian guild. Abj can be fairly challenging, and a few spells
to round out the party protections would be wonderful and grand. =)

New spells:
Lvl 6, Party reflect
lvl 7 party remove lesser shields
lvl 8 party remove greater shield
lvl 9 NOTHING FILLER ETC!
lvl 10 party IRON WILL
Moan party iron will


Now I'd like to comment on your perceptions about these rogue eq parties.
I'm confused as to a few points, are we compelled to sell our eq?
Must I after spending hundreds of hours hoarding xp, 
battleing ego, slaying monsters, fighting against time and resets,
bugs and slacker healers, you are saying that I have to sell you my eq?
Thats just not right. I have hordes of eq in my safes
In preparation for my annual migration to that white rift of happy saccing.
Your proposed restrictions on my saccing liberty 
need to be crumpled into a little ball and shoved in a dark, wet,
smelly place.
Preferably as near to Tiamats lair as possible.
ON a side note. I nominate Maduo as Dracos Drama replacement. Is
anyone with me?

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

poster: Tranquil
subject: New emote
date: Mon Jul 11 22:32:13 2005

emote: ftlog, ftlog STR, ftlog LIV, ftlog LIV STR

ftlog         - Player goes, 'For the love of God!'
ftlog STR     - Player goes, 'For the love of God, STR!'
ftlog LIV     - Player looks at LIV and goes, 'For the love of God!'
ftlog LIV STR - Player looks at LIV and goes, 'For the love of God, STR!'

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

poster: Wagro
subject: Autoreport
date: Wed Jul 13 05:18:04 2005

It would be nice if the party autoreport would show the values at
the end of the round, rather than the end of your heartbeat. In the
current system, a player does their hits, reports, then the monster
gets to hit them, which really diminishes the reliability and
usefulness of this info. Currently only way to really bypass this is
to have a trigger to report on new round.

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

poster: Proxima
subject: Exp Growth Plaques
date: Wed Jul 13 19:30:46 2005

The idea was cool, and they were very enjoyable for about a week or
so, but it'd be nice if they actually updated.  I've grown an entire
gig in the time since it's last recording, would be cool to see
that.

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

poster: holyman
subject: imunity to fire
date: Thu Jul 14 02:23:51 2005

If at all possible I would like the name of the immunity to fire changed. To be honest I can't really think of what a good name would be. Resistance to fire perhaps? But anyway I read both the name and the desciption for the spell and I felt mildly decieved that it immunity to fire which "keeps the flames from touching you" did not make me immune when I got blasted by a teachers fire spell which I expected to not work on me. Well that is my request..thank you. 

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

poster: flamekrayt
subject: race lead item
date: Thu Jul 14 05:36:04 2005

how about the race lead eq gets melt into the guild item of the player? (for mist mages and shapeshifters) so that we can make full use of the race lead eq.



thanks

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

poster: Qu
subject: >race lead item
date: Thu Jul 14 10:16:09 2005

Possible for mist mages yes, but shapeshifters...well they aren't
the same race anymore in a technicaly sense are they?

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

poster: Maduo
subject: >>race lead item
date: Thu Jul 14 10:28:15 2005

On Thu Jul 14 10:16:09 2005 Qu wrote post #619:
> Possible for mist mages yes, but shapeshifters...well they aren't
> the same race anymore in a technicaly sense are they?
i thought the whole point of mist mages and shapeshifters was that
they don't wear eq anyways.

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

poster: Wagro
subject: Enchant armor
date: Fri Jul 15 00:52:10 2005

Through a bit of experimentation, ive noticed that enchant armor
offers about 1-2 spr, and highly random amounts of int/wis. What I
would like to see, is enchant armor be changed so it adds around
30-40% to each stat. In a way, it would be a downtune because you
couldn't add con to a int piece or something like that, but it would
also make sense in another way.

If a person is wearing lots of pieces that have a lot of int, but
only have a little bit of wis, it shows that the person values int
over wis, so the enchantment should reflect that. Likewise, people
that choose to have spr intensive sets could actually get spr from
their enchantments. It would not completely get rid of adding
str/con/dex/etc, because if they enchanted other figish armors,
those would be boosted. The other part is, it prevents you from just
loading down shop eq with int and wis, to make a "worthless" set
semi decent,

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

poster: Avenger
subject: events score
date: Fri Jul 15 01:47:15 2005

It would be nice if this command could work several minutes after
event ends or at least if all players with some event points got
this score when the event is over...

thanks, -Avenger-

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

poster: Ronan
subject: >Enchant armor
date: Fri Jul 15 02:34:09 2005

On Fri Jul 15 00:52:10 2005 Wagro wrote post #621:
> Through a bit of experimentation, ive noticed that enchant armor
> offers about 1-2 spr, and highly random amounts of int/wis. What I
> would like to see, is enchant armor be changed so it adds around
> 30-40% to each stat. In a way, it would be a downtune because you
> couldn't add con to a int piece or something like that, but it would
> also make sense in another way.
> 
> If a person is wearing lots of pieces that have a lot of int, but
> only have a little bit of wis, it shows that the person values int
> over wis, so the enchantment should reflect that. Likewise, people
> that choose to have spr intensive sets could actually get spr from
> their enchantments. It would not completely get rid of adding
> str/con/dex/etc, because if they enchanted other figish armors,
> those would be boosted. The other part is, it prevents you from just
> loading down shop eq with int and wis, to make a "worthless" set
> semi decent,
what if a little snakeman needs to enchant with con for more hps?
or a little gnome abj or something
Ronana

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

poster: holyman
subject: loan eq
date: Fri Jul 15 17:42:26 2005

I was picking through my rather slim eq chest the other day. I saw some stuff that would be good for newbies and thought about giving it away..almost. I was thinking that there could be an eq loan program. This would be great for clans and even if it was limited to them I think would be a good idea. You could have the command for example . lona "eq" holyman and the given eq piece would be transfered to the person untill the next boot. At that point it would be transfered back to the inventory of the loaner. Or even if you had loan "eq" holyman 3...as in 3 hours that would work. Although I think having it out on loan would be more practical. This would allow players and especially clan memebers to help other players by loaning them eq without the worry of having it being stolen or lost. There would also have to be some sort of binding put on the loaned item so it could not be removed from the loanee's inventory are well. Thank you I think it would help out alot and create alot of good will between players which seems to be lacking as of late.

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

poster: Uno
subject: >loan eq
date: Fri Jul 15 21:45:41 2005

On Fri Jul 15 17:42:26 2005 holyman wrote post #624:
> I was picking through my rather slim eq chest the other day. I saw some
stuff that would be good for newbies and thought about giving it
away..almost. I was thinking that there could be an eq loan program. This
would be great for clans and even if it was limited to them I think would be
a good idea. You could have the command for example . lona "eq" holyman and
the given eq piece would be transfered to the person untill the next boot.
At that point it would be transfered back to the inventory of the loaner. Or
even if you had loan "eq" holyman 3...as in 3 hours that would work.
Although I think having it out on loan would be more practical. This would
allow players and especially clan memebers to help other players by loaning
them eq without the worry of having it being stolen or lost. There would
also have to be some sort of binding put on the loaned item so it could not
be removed from the loanee's inventory are well. Thank you I think it would
help out alot and create alot of good will between players which seems to be
lacking as of late.

I'm pretty sure this will all sort itself out when we implement
strongholds....





puserrus

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

poster: Inside
subject: >>loan eq
date: Fri Jul 15 21:45:59 2005

On Fri Jul 15 21:45:41 2005 Uno wrote post #625:
> On Fri Jul 15 17:42:26 2005 holyman wrote post #624:
> > I was picking through my rather slim eq chest the other day. I saw some
> stuff that would be good for newbies and thought about giving it
> away..almost. I was thinking that there could be an eq loan program. This
> would be great for clans and even if it was limited to them I think would be
> a good idea. You could have the command for example . lona "eq" holyman and
> the given eq piece would be transfered to the person untill the next boot.
> At that point it would be transfered back to the inventory of the loaner. Or
> even if you had loan "eq" holyman 3...as in 3 hours that would work.
> Although I think having it out on loan would be more practical. This would
> allow players and especially clan memebers to help other players by loaning
> them eq without the worry of having it being stolen or lost. There would
> also have to be some sort of binding put on the loaned item so it could not
> be removed from the loanee's inventory are well. Thank you I think it would
> help out alot and create alot of good will between players which seems to be
> lacking as of late.
> 
> I'm pretty sure this will all sort itself out when we implement
> strongholds....
> 
> 
> 
> 
> 
> puserrus
tl;dr

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

poster: Inside
subject: weight
date: Sat Jul 16 03:51:25 2005

how hard would it be to include a line in general items (lodestones,
potions, etc) that told their weight? it'd be kinda useful :/
vor

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

poster: Maduo
subject: >>>loan eq
date: Sat Jul 16 04:47:56 2005

On Fri Jul 15 21:45:59 2005 Inside wrote post #626:
> > 
> > I'm pretty sure this will all sort itself out when we implement
> > strongholds....
> > 
> > 
> > 
> > 
> > 
> > puserrus
> tl;dr
It's not really a bad idea, just would need some fine tuning on the
how it would work, like a new clan command or new option for the eq
trader.
the only bad part i could see about this is ppl abusing it to sell
to other ppl on sales, it could be fixed though by stating that it
couldnt be given away while its loaned.
and whenever its dropped, it would be returned to the player who
loaned it, and it then becomes 'unloaned'
>mads< (thoughts)

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

poster: Baer
subject: >weight
date: Sat Jul 16 07:34:11 2005

On Sat Jul 16 03:51:25 2005 Inside wrote post #627:
> how hard would it be to include a line in general items (lodestones,
> potions, etc) that told their weight? it'd be kinda useful :/
> vor

Or as an arg for the weight command.


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

poster: Oruk
subject: >>weight
date: Sat Jul 16 09:08:10 2005

On Sat Jul 16 07:34:11 2005 Baer wrote post #629:
> On Sat Jul 16 03:51:25 2005 Inside wrote post #627:
> > how hard would it be to include a line in general items (lodestones,
> > potions, etc) that told their weight? it'd be kinda useful :/
> > vor
> 
> Or as an arg for the weight command.
> 
list ? 
list -w shows the weight of all items and their price
yay for unix

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

poster: Tranquil
subject: >>>weight
date: Sat Jul 16 14:18:23 2005

> list ? 
> list -w shows the weight of all items and their price
> yay for unix

>list -w
That is not the correct format for list.

Ps: I believe Inside was referring to items in your inventory, or
laying in a room; Not items in a shop, since neither lodestones nor
most potions will exist in any useful form in shops. I support this
idea - or at least some variant.

Perhaps make the 'i' command accept (and make use of) some arguments,
such as the following:

i -weapon  : Lists weapons in inventory
i -armor   : Lists armors in inventory
i -general : Lists general items in inventory
i -food    : Lists food in inventory
i -gem     : Lists gems in inventory
i -w       : Adds a weight tag to items in inventory, in a form such
             as '(5) [num] Item'; Where 'num' is a numerical value
             indicative of the cumulative weight of the items listed
             in that inventory slot.

This would also be neat in other ways, such as doing something like
the following:

i -general -gem -w

And have your inventory show all gems and inventory items, including
the weight of those items as described above, and forgoing the spam
of the weapons/armor/food sections if you don't want to see them.

- Tranquil's 10c


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

poster: Avenger
subject: >>>>weight
date: Sat Jul 16 20:06:38 2005

if any1 would ever make some modifications to `i` command, then
please add some "price" argument as well, that will show you price
of listed stuff. This argument would of course work only in shops

btw, why to add "-" sign to arguments? so far there are commands
that use simple arguments without that, like `who`

-Avenger-

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

poster: Maduo
subject: beeps
date: Sat Jul 16 21:07:43 2005

it would be awesome if set no_beep wouldn't affect mail beeping,
that way some ppl wouldnt have to constantly switch between them
because they are being harassed by beepers.
>mads<

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

poster: Avenger
subject: >beeps
date: Sat Jul 16 23:07:02 2005

On Sat Jul 16 21:07:43 2005 Maduo wrote post #633:
> it would be awesome if set no_beep wouldn't affect mail beeping,
> that way some ppl wouldnt have to constantly switch between them
> because they are being harassed by beepers.
> >mads<

I can only say: ~"Lazy one you are...~"
What do you think triggers are for?
-Avenger-

P.S.: beep maduo

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

poster: Wagro
subject: bounties
date: Mon Jul 18 02:20:24 2005

Was thinking maybe prize bounties shouldnt give exp mobs, kindof
rediculous to kill multiple exp mobs with identical descriptions
when you are looking for equipment.

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

poster: flamekrayt
subject: SS Arena
date: Mon Jul 18 08:17:58 2005

Was thinking: Since SS guild does not have a guild plaque.. We could have our own SS Arena. We could fight each other, and this could serve as our own way of knowing who is the 'dominant Shapeshifter'.



Some suggestions for the Arena:

1: Have its own channel, maybe ss_arena.

2: The Arena to be located in the ss guild area.

3: Only SS players may enter.

4: Have an alert system, like on SS channel, where, when a player gets a quest, it gets shown over SS channel. so, when an SS player challenges another SS player, is gets posted over ss_arena channel; and if the challenged SS player is not logged on at the moment, a mud mail is sent to him/her, alerting him/her of the challenge.

5: If the challenged SS player does not accept/respond to the challenge, he/she is automatically considered 'weaker'.

6: Like the current arenas, when you lose, you do not die, you simply get sent 'out' with 1hp remaining, or so.



Additional suggestions:

1: The Arena will have three rooms; one for non-dragon forms, one for dragon forms and non-dragon forms, and one for dragon forms only



=======================================================================



Thanks

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

poster: Mintorus
subject: >SS Arena
date: Mon Jul 18 09:54:36 2005

Just use the bvar arena. I dont see why they need to code a new one.

Minto

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

poster: Tranquil
subject: >SS Arena
date: Mon Jul 18 09:54:51 2005


In general, I like this idea. There are a few things that don't seem
really neccessary though.

1) You don't really need an extra channel for it. As it's for shifters
   only, the shapeshifter guild channel should be quite sufficient.

2) It should probably be located in a more difficult to find place.
   Definitely somewhere in the wilderness though, not in a city as the
   other arenas are.

4) Challenges should be offered and dealt with in the same way as
   standard arena fights are. Shifters are by nature more animalistic
   than other guilds, so formal challenges are thematically far less
   likely among them. If there is any format of formal challenge, it
   should come in the form of: 'The area stinks of 's pee; It
   seems they are trying to stake their claim on this area.', just as
   would happen in the wild.

Other than those small points, this idea is pretty sound.

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

poster: Belgarion
subject: >>SS Arena
date: Mon Jul 18 12:41:25 2005

I like the idea, kicks ass, and i agree with tranq on 1 and 4, i
dont see why it cant be in shifter area... add my own idea here, why
not make an arena event for this, so ppl dont have to challange
eachother and stuff, so when event comes you better sign up..
belg

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

poster: Flamekrayt
subject: >>>SS Arena
date: Mon Jul 18 12:49:46 2005

On Mon Jul 18 12:41:25 2005 Belgarion wrote post #639 in ideas:

> I like the idea, kicks ass, and i agree with tranq on 1 and 4, i

> dont see why it cant be in shifter area... add my own idea here, why

> not make an arena event for this, so ppl dont have to challange

> eachother and stuff, so when event comes you better sign up..

> belg



To Mintorus:



This idea is such that only Shapeshifters may enter the arena.  And, to a certain extent Shapeshifters are animals/mystical creatures once they shift, so.. Won't make too much sense to be in a city/underwater city.



To Tranquil:



First of all, Thanks.



1: Its true, Shapeshifter Channel would be sufficient.  But what if some people do not wish to care about their 'position' (so, they can turn that channel off if they so choose it). [>however< i am just thinking of all possible situations.. so.. :) ]



2: Indeed -- in the wilderness.  But, why difficult to find?



3: I didn't think of that, that is a great idea.  So maybe players send tells to each other or something.



To Belgarion:



Thanks again.



About your idea.. an event, so.. That would make it much like the existing Arena event, except for Shifters only?  Not too sure about that.. We'll wait and see the response for that, okie? :)



flamey

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

poster: Belgarion
subject: >>>>SS Arena
date: Mon Jul 18 13:18:58 2005

nod nod, shifterarena event was like on a weakly basis it is run and
then only shifters are allowed, could be on shifter channel as well
so we dont nede to spam event channel with shifter arenas..

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

poster: Maduo
subject: last traces of pk
date: Mon Jul 18 15:00:54 2005

since the mud seems to be 'no pk' now, maybe we should change some
of the messages for when you try to attack another player/familiar
to something less conspicuous.
>mads<

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

poster: Pyromaniac
subject: race leadership
date: Tue Jul 19 02:07:15 2005

maybe shifters should be excluded from race leadership, i mean we
cant wear the item and i takes away from someone who could.  plus
our race changes when we shift anyways, seems wierd to get thrikhren
race item if im black dragon race
 
 
pyro

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

poster: Flamekrayt
subject: >race leadership
date: Tue Jul 19 06:02:06 2005

On Tue Jul 19 02:07:15 2005 Pyromaniac wrote post #643 in ideas:

> maybe shifters should be excluded from race leadership, i mean we

> cant wear the item and i takes away from someone who could.  plus

> our race changes when we shift anyways, seems wierd to get thrikhren

> race item if im black dragon race

>  

>  

> pyro



or maybe, we could have a new race leadership system, where players can be the leader of Lichling race, Lich race, Pile of Bones race, Avian race, Canine race, Feline race, Ursine race and Dragon race.



flamey

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

poster: Pyromaniac
subject: shifters
date: Tue Jul 19 06:38:58 2005



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

poster: Pyromaniac
subject: shifters 2
date: Tue Jul 19 06:40:40 2005

wanted - more shape shifters
 
that is all
 
 
 
 pyro

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

poster: Maduo
subject: arena
date: Tue Jul 19 08:59:18 2005

it would be awsome if there was a way we could have a private arena
where only ppl that were invited to, could enter.
>mads<

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

poster: Communist
subject: >arena
date: Tue Jul 19 17:27:46 2005

On Tue Jul 19 08:59:18 2005 Maduo wrote post #647:
> it would be awsome if there was a way we could have a private arena
> where only ppl that were invited to, could enter.
> >mads<
wow what an idea
>commie, perma-banned from maduo's arena<

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

poster: Inside
subject: parties
date: Wed Jul 20 20:55:40 2005

it would be nice if party leader position changed to the next
available character if the leader has idled long enough.
cause i'm whiny

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

poster: Communist
subject: choice lodes
date: Sat Jul 23 02:28:12 2005

I understand that there are some locations that don't allow choice
lodes to be rubbed.

However, when I try to rub a choice lode there, it degrades the lode
(lowers violet to indigo and so on).  Since the lode has no effect
there, can't the lode remain intact?

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

poster: Jazaman
subject: Plaque room
date: Sun Jul 24 19:53:01 2005

Ok, we have 15 or so plaques in there.
How about a sign in the room that lists the order the are in, (yunno
first second third fourth) for those of us that can't spell and or
have trouble remembering what plaques exist.


ok, have a nice day.

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

poster: elminster
subject: portal room
date: Sun Jul 24 20:31:46 2005

How about putting in a portal to the necro guild cause it can get really annoying to walk there to level up when you are pressed for time

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

poster: Ixtlilton
subject: >portal room
date: Sun Jul 24 21:09:39 2005

On Sun Jul 24 20:31:46 2005 elminster wrote post #652:
> How about putting in a portal to the necro guild cause it can get really
annoying to walk there to level up when you are pressed for time
Or how about...we don't :D

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

poster: Belgarion
subject: >>portal room
date: Sun Jul 24 21:11:18 2005

On Sun Jul 24 21:09:39 2005 Ixtlilton wrote post #653:
> On Sun Jul 24 20:31:46 2005 elminster wrote post #652:
> > How about putting in a portal to the necro guild cause it can get really
> annoying to walk there to level up when you are pressed for time
> Or how about...we don't :D
or we think about it, but imo its to good with such an easy portal to bvar..

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

poster: Maduo
subject: >>>portal room
date: Sun Jul 24 21:15:39 2005

On Sun Jul 24 21:11:18 2005 Belgarion wrote post #654:
> On Sun Jul 24 21:09:39 2005 Ixtlilton wrote post #653:
> > On Sun Jul 24 20:31:46 2005 elminster wrote post #652:
> > > How about putting in a portal to the necro guild cause it can get really
> > annoying to walk there to level up when you are pressed for time
> > Or how about...we don't :D
> or we think about it, but imo its to good with such an easy portal to bvar..
why make a newbie portal for a non-newbie friendly guild? =)

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

poster: Tahnval
subject: >portal room
date: Mon Jul 25 05:50:52 2005

On Sun Jul 24 20:31:46 2005 elminster wrote post #652:
> How about putting in a portal to the necro guild cause it can get really
annoying to walk there to level up when you are pressed for time
I think the necro guild is supposed to be annoying, in the sense of
being more difficult to play.

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

poster: Wagro
subject: Prize bounties
date: Tue Jul 26 16:24:39 2005

Kudos to Zifnab for squashing that bug that was limiting the number
of possible bounties. I have one more humble request, however;
Please add one more restriction to prize bounties: Monster must
inherit eq monster. I think it is just silly that prize bounties
give exp monsters as the target for a few reasons. Mostly, the exp
monsters are all pretty small, so the rewards are not very good.
Secondly, anyone going for a prize bounty is already looking for
equipment, so why not patch them an equipment monster?

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

poster: Mandelbrot
subject: new event
date: Sun Jul 31 03:49:40 2005

There should be an event that causes all mobs to become aggro.

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

poster: Wagro
subject: potions in arena
date: Mon Aug  1 04:34:56 2005

Please remove potions from the arena like dheals. Its really quite
lame when people stockpile 20 hp potions and you cant kill them.

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

poster: Monkey
subject: >potions in arena
date: Mon Aug  1 04:35:20 2005

On Mon Aug  1 04:34:56 2005 Wagro wrote post #659:
> Please remove potions from the arena like dheals. Its really quite
> lame when people stockpile 20 hp potions and you cant kill them.
oh whine bitch moan

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

poster: Ixtlilton
subject: >>potions in arena
date: Mon Aug  1 04:55:19 2005

I don't really see a reason to stop potions. Everyone can get them
and if some people are willing to pay for that advantage then  i
think it's ok. A different thing entirely to have people of
different guilds co-operate, ie dheals. 

I will leave it as it is now.
-Ixtlilton

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

poster: Beranis
subject: >>>potions in arena
date: Mon Aug  1 09:12:33 2005

On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> I don't really see a reason to stop potions. Everyone can get them
> and if some people are willing to pay for that advantage then  i
> think it's ok. A different thing entirely to have people of
> different guilds co-operate, ie dheals. 
> 
> I will leave it as it is now.
> -Ixtlilton
Is the arena a way for one character to prove they are the better
duelist than the other or a way for one player to prove they are
richer than the other? The rich player will always win if they can
down potions. If you want to prove your richer ... report 
score.

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

poster: Tigran
subject: >>>>potions in arena
date: Mon Aug  1 11:53:35 2005

On Mon Aug  1 09:12:33 2005 Beranis wrote post #662:
> On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> > I don't really see a reason to stop potions. Everyone can get them
> > and if some people are willing to pay for that advantage then  i
> > think it's ok. A different thing entirely to have people of
> > different guilds co-operate, ie dheals. 
> > 
> > I will leave it as it is now.
> > -Ixtlilton
> Is the arena a way for one character to prove they are the better
> duelist than the other or a way for one player to prove they are
> richer than the other? The rich player will always win if they can
> down potions. If you want to prove your richer ... report 
> score.
I respectfully disagree.  A good duelist may be considered one that
utilizes the tools available to them to maximum benefit.  Where
dheals require an additional person, potions do not.  Yes, having
money helps.  But this can be done by preparing oneself before going
into the arena.  Obviously the person who brought in potions has
thought ahead and prepared a bit.

Now...what I question is how one could down potions faster than
damage was being delt, given that the amount of damage a player can
deal out is pretty significant.

T

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

poster: Wagro
subject: >>>>>potions in arena
date: Mon Aug  1 17:09:53 2005

On Mon Aug  1 11:53:35 2005 Tigran wrote post #663:
> On Mon Aug  1 09:12:33 2005 Beranis wrote post #662:
> > On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> > > I don't really see a reason to stop potions. Everyone can get them
> > > and if some people are willing to pay for that advantage then  i
> > > think it's ok. A different thing entirely to have people of
> > > different guilds co-operate, ie dheals. 
> > > 
> > > I will leave it as it is now.
> > > -Ixtlilton
> > Is the arena a way for one character to prove they are the better
> > duelist than the other or a way for one player to prove they are
> > richer than the other? The rich player will always win if they can
> > down potions. If you want to prove your richer ... report 
> > score.
> I respectfully disagree.  A good duelist may be considered one that
> utilizes the tools available to them to maximum benefit.  Where
> dheals require an additional person, potions do not.  Yes, having
> money helps.  But this can be done by preparing oneself before going
> into the arena.  Obviously the person who brought in potions has
> thought ahead and prepared a bit.
> 
> Now...what I question is how one could down potions faster than
> damage was being delt, given that the amount of damage a player can
> deal out is pretty significant.
> 
> T



There were a couple of reasons this person was able to down potions
faster than I could take them out:

1) They were dragon lord (read: high resists, high starting hps)
2) They had 5k worth in hp heals, even though I had them at Vbs for
4 rounds and awful for 2, they just drank a potion or two and would
survive another round.
3) I had limited amounts of time before they killed me, since im a
weak snakeman

Course the opinion of the majority seems to think this is okay, so I
might as well jump on the bandwagon and make sure this escalates to
a riduculous level :)

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

poster: Uno
subject: >potions in arena
date: Tue Aug  2 15:59:19 2005

On Mon Aug  1 04:34:56 2005 Wagro wrote post #659:
> Please remove potions from the arena like dheals. Its really quite
> lame when people stockpile 20 hp potions and you cant kill them.

This was the original post I think. Why do you care if you can't
kill somebody who uses 20 potions in the arena?

If the arena event is what you worried about, don't.

If it's casual arena-ing for fun, set the rules before the fight,
like gentlemen.

Whining about this stuff is like whining that Jant should only be
allowed to mud for 4 hours a day because it's not fair.

Everyone has access to the same resources here,
time and pressure are the only variables.

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

poster: Bahgtru
subject: Race Museum
date: Wed Aug  3 12:48:00 2005

Would be cool if race statues were in race museum along with the poster.

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

poster: Switchblade
subject: >>>>>potions in arena
date: Thu Aug  4 07:13:17 2005

On Mon Aug  1 11:53:35 2005 Tigran wrote post #663:
> On Mon Aug  1 09:12:33 2005 Beranis wrote post #662:
> > On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> > > I don't really see a reason to stop potions. Everyone can get them
> > > and if some people are willing to pay for that advantage then  i
> > > think it's ok. A different thing entirely to have people of
> > > different guilds co-operate, ie dheals. 
> > > 
> > > I will leave it as it is now.
> > > -Ixtlilton
> > Is the arena a way for one character to prove they are the better
> > duelist than the other or a way for one player to prove they are
> > richer than the other? The rich player will always win if they can
> > down potions. If you want to prove your richer ... report 
> > score.
> I respectfully disagree.  A good duelist may be considered one that
> utilizes the tools available to them to maximum benefit.  Where
> dheals require an additional person, potions do not.  Yes, having
> money helps.  But this can be done by preparing oneself before going
> into the arena.  Obviously the person who brought in potions has
> thought ahead and prepared a bit.
> 
> Now...what I question is how one could down potions faster than
> damage was being delt, given that the amount of damage a player can
> deal out is pretty significant.
> 
> T

I think potions should be tuned so that one cannot drink more than 1
potion in a round.
Or perhaps even better, one cannot get the effects of more than one
potion of a type within a minute.  So, if I drank an hp potion on
round 1, I could drink an sp potion on round 2, but not another hp
potion until round 21...

At the very least, typing "10 drink a potion" is pretty ridiculous. 
How can a person drink 10 potions in 3 seconds?

Put a restriction on the drink command..

Just some innocent ideas, don't hate me!

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

poster: Quillz
subject: >>>>>>potions in arena
date: Fri Aug  5 06:20:38 2005

On Thu Aug  4 07:13:17 2005 Switchblade wrote post #667:
> On Mon Aug  1 11:53:35 2005 Tigran wrote post #663:
> > On Mon Aug  1 09:12:33 2005 Beranis wrote post #662:
> > > On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> > > > I don't really see a reason to stop potions. Everyone can get them
> > > > and if some people are willing to pay for that advantage then  i
> > > > think it's ok. A different thing entirely to have people of
> > > > different guilds co-operate, ie dheals. 
> > > > 
> > > > I will leave it as it is now.
> > > > -Ixtlilton
> > > Is the arena a way for one character to prove they are the better
> > > duelist than the other or a way for one player to prove they are
> > > richer than the other? The rich player will always win if they can
> > > down potions. If you want to prove your richer ... report 
> > > score.
> > I respectfully disagree.  A good duelist may be considered one that
> > utilizes the tools available to them to maximum benefit.  Where
> > dheals require an additional person, potions do not.  Yes, having
> > money helps.  But this can be done by preparing oneself before going
> > into the arena.  Obviously the person who brought in potions has
> > thought ahead and prepared a bit.
> > 
> > Now...what I question is how one could down potions faster than
> > damage was being delt, given that the amount of damage a player can
> > deal out is pretty significant.
> > 
> > T
> 
> I think potions should be tuned so that one cannot drink more than 1
> potion in a round.
> Or perhaps even better, one cannot get the effects of more than one
> potion of a type within a minute.  So, if I drank an hp potion on
> round 1, I could drink an sp potion on round 2, but not another hp
> potion until round 21...
> 
> At the very least, typing "10 drink a potion" is pretty ridiculous. 
> How can a person drink 10 potions in 3 seconds?
> 
> Put a restriction on the drink command..
> 
> Just some innocent ideas, don't hate me!
I think I could drink that many potions in 20 secons. 

Then again, I'm a seasoned beer-drinking veteran...

Q the unimportant

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

poster: Tigran
subject: >>>>>>potions in arena
date: Fri Aug  5 12:07:14 2005

> 
> I think potions should be tuned so that one cannot drink more than 1
> potion in a round.
> Or perhaps even better, one cannot get the effects of more than one
> potion of a type within a minute.  So, if I drank an hp potion on
> round 1, I could drink an sp potion on round 2, but not another hp
> potion until round 21...
> 
> At the very least, typing "10 drink a potion" is pretty ridiculous. 
> How can a person drink 10 potions in 3 seconds?
> 
> Put a restriction on the drink command..
> 
> Just some innocent ideas, don't hate me!
I agree, that you shouldn't be able to 10 drink a potion.  That's
somewhat insane.  I think limiting potions to one type a minute
would destroy their usefulness though. 

Oh wait..I'm supposed to be mean.   Only one potion a day of any
type...muahhahahah.

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

poster: Avenger
subject: >>>>>>potions in arena
date: Fri Aug  5 12:36:21 2005

On Thu Aug  4 07:13:17 2005 Switchblade wrote post #667:
> On Mon Aug  1 11:53:35 2005 Tigran wrote post #663:
> > On Mon Aug  1 09:12:33 2005 Beranis wrote post #662:
> > > On Mon Aug  1 04:55:19 2005 Ixtlilton wrote post #661:
> > > > I don't really see a reason to stop potions. Everyone can get them
> > > > and if some people are willing to pay for that advantage then  i
> > > > think it's ok. A different thing entirely to have people of
> > > > different guilds co-operate, ie dheals. 
> > > > 
> > > > I will leave it as it is now.
> > > > -Ixtlilton
> > > Is the arena a way for one character to prove they are the better
> > > duelist than the other or a way for one player to prove they are
> > > richer than the other? The rich player will always win if they can
> > > down potions. If you want to prove your richer ... report 
> > > score.
> > I respectfully disagree.  A good duelist may be considered one that
> > utilizes the tools available to them to maximum benefit.  Where
> > dheals require an additional person, potions do not.  Yes, having
> > money helps.  But this can be done by preparing oneself before going
> > into the arena.  Obviously the person who brought in potions has
> > thought ahead and prepared a bit.
> > 
> > Now...what I question is how one could down potions faster than
> > damage was being delt, given that the amount of damage a player can
> > deal out is pretty significant.
> > 
> > T
> 
> I think potions should be tuned so that one cannot drink more than 1
> potion in a round.
> Or perhaps even better, one cannot get the effects of more than one
> potion of a type within a minute.  So, if I drank an hp potion on
> round 1, I could drink an sp potion on round 2, but not another hp
> potion until round 21...
> 
> At the very least, typing "10 drink a potion" is pretty ridiculous. 
> How can a person drink 10 potions in 3 seconds?
> 
> Put a restriction on the drink command..
> 
> Just some innocent ideas, don't hate me!
i also think that a person cannot drink 10 potions in 3 seconds.
neither he can run from one town to another one in 10 seconds or
survive dragon breath that can melt iron...

hey, but this is NOT real life, its a game! dont try to compare game
features with your life, you would be fool

-Avenger-

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

poster: Switchblade
subject: >>>>>>>potions in arena
date: Sat Aug  6 01:00:21 2005

On Fri Aug  5 12:36:21 2005 Avenger wrote post #670:
> > 
> > Just some innocent ideas, don't hate me!
> i also think that a person cannot drink 10 potions in 3 seconds.
> neither he can run from one town to another one in 10 seconds or
> survive dragon breath that can melt iron...
> 
> hey, but this is NOT real life, its a game! dont try to compare game
> features with your life, you would be fool
> 
> -Avenger-

Would be fool?  I was hoping to achieve full out hopeless dullard this week :(

Still, while running from one town to another in 10 secs is cool,
drinking a lot of potions
to escape death is not cool.. die like a man, beotch!

Now, doing "10 drink a beer" is quite cool and macho.  


btw, while I cannot survive dragon breath IRL, I have survived my
co-workers smokey, rotting, cesspool like breath.  I consider this
to be a great accomplishment!  HA!

More seriously - this mud seems to distinguish between two types of
actions - those with time restrictions and those without.  Spells,
skills, and certain items have time restrictions..  Many other
commands don't.  It's not so absurd to suggest that one particular
action be recategorized, GNNNNNN
At the end of the day, if wiz's like people to use potions for that,
it could be just 1 super powerful potion or 3 fairly powerful
potions or 20 kind of crappy potions...  so I guess the point of my
HAET is to say  -  FAP FAP FAP

thank you

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

poster: Monkey
subject: >>>>>>>>potions in arena
date: Sat Aug  6 01:48:17 2005

On Sat Aug  6 01:00:21 2005 Switchblade wrote post #671 in ideas:

> At the end of the day, if wiz's like people to use potions for that,

> it could be just 1 super powerful potion or 3 fairly powerful

> potions or 20 kind of crappy potions...  so I guess the point of my

> HAET is to say  -  FAP FAP FAP

> 

> thank you

the potions that are dropped my mobs have a time limit before you can drink another one. so you can't do 20 drink a dragon's blood mana potion

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

poster: Chrono
subject: quinja
date: Sat Aug  6 03:45:02 2005

so i reported this as a bug and it was declined as a bug
this is the second time it has happened and i really think it is if
anything, poorly desined if not a bug
quinja relocs to people that have not killed her, and if they happen
to be in a room with someone else, then quinja goes aggro to those
people and then starts relocing to them, and as far as i can tell,
this will last an entire boot
it does not stop even if you log off and come back later in the day
with a new body

in any case, i just suggest that quinja be changed, since she can
reloc to people, not to aggro to new people, this time she never
even casted an area spell to draw me into combat

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

poster: Maduo
subject: lava junk
date: Sat Aug  6 07:04:12 2005

making lava eqs is fun and all, but it would be awesome if a couple
changes were made.
for one, it seems that stamina was completely missed out on the
formula for making eqs, it could have been the builders wish, but
seeing as it uses every other type of stat, it makes the obsessive
complusive ppl a lil twitchy.
the other thing is that it can take virtually days to create a
workable set if you have bad luck, and with rooms cleaning up all
the time, it makes it very difficult to actually use the set you
created. as i've said before, these could be the builders
wishes.(must have had ESP to predict the more aggresive room
cleanup)
what i'm suggesting is that the spell that chooses random stats
could be modified so as to not only to include sta, but it would
also have the choice of 3 options, fighter, magician, and random.
the layout would be pretty simple, the fighter choice would only
choose fighter stats/resistance, the magician choice would only
choose magic stats/resistances, and the random would function as the
spell is normally functioning now.
(just a thought)
>mads<

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

poster: Oruk
subject: new emote
date: Sat Aug  6 09:06:52 2005

kane
You emo.
kane liv, obj, whatever
You emo all over Illujun.

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

poster: Beranis
subject: >new emote
date: Sat Aug  6 13:03:40 2005

On Sat Aug  6 09:06:52 2005 Oruk wrote post #675:
> kane
> You emo.
> kane liv, obj, whatever
> You emo all over Illujun.
what about ... You whine like an emo kid about LIV/OBJ/STR

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

poster: holyman
subject: small request "evil priest"
date: Sat Aug  6 18:02:19 2005

Hi, umm I know you wizzes are busy people "if you even read these" so I just have a small request. Could you plz alter the descs of the spells in the Evil Priest guild. There are 3 spells I believe that are supposed to be prot spells but they have the same desc so I have nfc what the difference from each one is or what kind or protection they give at all for that matter. I dont think its a big request, would probably take 5 minutes or so. Thank you very much, it would be a big help to those of us like myself who are thinking of going evil priest but cant tell what the spells in the guild do other then "there are 3 spells that do some kind of protection" thanks again

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

poster: daran
subject: Ritual Of Binding
date: Sun Aug  7 23:31:34 2005



Maybe change the down message to say which slave u released because u can bind multiple slaves. Also maybe have a new spell/skill/command to unbind slaves.



/DM

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

poster: Korthrun
subject: quinja
date: Mon Aug  8 19:18:51 2005

I just wanted to agree with Chrono.
Afaik she relocs to take her vengance upon those that would disturb
her but are not able to or smart enough to kill her.
Also if I recall correctly she is not naturally aggressive, you have
to blow her hut up.
No reason that I can see (well ok she is a swamp witch) that she
would desire to slay the others in the room. If she areas, she areas
and ok you are pulled into combat.
plz k tx

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

poster: Belgarion
subject: hate or love
date: Thu Aug 11 16:33:49 2005

was peeking when a friend of mine played WoW, and i thought.. OMG
its same as IoM but with grafics! and then i saw this one diffrence,
that could be worth atleast giving as an sudgestion. add
proffesionals. In wow it is things like crafting armors, make lether
cloths and some other stuff. anyway so i thought maybe we could
remove guilds like blacksmith, traveler and enchanter and make them
professionals instead, that you can choose when you enter the game
and when you reinc. and maybe get a free level in the guild for
every 10 normal levels you take.. making a lvl 50 char with
professional blacksmith would have 5 levels in it. and first at lvl
100 it would be maxxed. i was thinking maybe adding navigator to
this category, but it kinda makes problem with harmer guild as it is
now. otherwise the mvan levels could simply proceed after nav.
making a maxxed navigator need to be lvl 200... 

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

poster: Bahgtru
subject: Bounty plaque
date: Sun Aug 14 16:26:44 2005

Would be nice if there was a plaque for the arcade hunts, since it
involves amassing points and such. As it is the only way to compare
yourself to others is using finger.

- Bag

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

poster: Ixtlilton
subject: >Bounty plaque
date: Sun Aug 14 16:29:11 2005

On Sun Aug 14 16:26:44 2005 Bahgtru wrote post #681:
> Would be nice if there was a plaque for the arcade hunts, since it
> involves amassing points and such. As it is the only way to compare
> yourself to others is using finger.
> 
> - Bag
I think Tukenstein made a deliberate choice in not making a plaque.
So i for one will leave it w/o a plaque. :D
-Ixtlilton 

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

poster: Gartogg
subject: >>>Name Purge
date: Mon Aug 15 11:05:24 2005

On Thu Aug 26 17:58:58 2004 Zifnab wrote post #49:
> > 
> > We purge players from time to time. But we don't delete players above
> > some minimum worth. So you will never be able to take the name Jant,
> > no matter how long he stays away for.
> > 
> > IMHO it is best this way so you don't get "old X" and "new X". Besides
> > use your imagination and come up with an original name.
> > 
> > Khosan
> 
> As Khosan mentioned we do purges once in a while.
> The last one was on March 23
> 
> Tue Mar 23 19:16:51 2004: purge complete!!!
> Total players: 9188 Purged players 2740
> 
OMG, i have wondered for almost 2 years where the other characters i
created were... I have them for about 6 months, then I stopped
playing for the school yeat, and when i got back, only this one was
still around. it all makes sense. Wow.

sorry if i seem overly excited to hear this bit of news from khosan,
but i actually did wonder for the past 2 years or so why they went
away, and this character didn't. I did research, and found i I was
supposed to have registered them as secondaries, and I thought
someone found out and got rid of them, but I was never sure.

It's funny how good you feel when a mystery is solved.

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

poster: Gabriel
subject: new emote
date: Fri Aug 19 02:34:47 2005

thrill> You are thrilled.
thrill LIV> You are thrilled to be LIV's.
thrill OBJ> You are thrilled about OBJ.
pronto. . . k thx

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

poster: Kaos
subject: An idea
date: Tue Aug 23 22:32:25 2005

Login notifications when people on your friends list logs on/off.
Then we can turn off spammy channels like [login].

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

poster: Baer
subject: >An idea
date: Wed Aug 24 01:08:01 2005

On Tue Aug 23 22:32:25 2005 Kaos wrote post #685:
> Login notifications when people on your friends list logs on/off.
> Then we can turn off spammy channels like [login].

What about for people who have retired, when they login?


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

poster: holyman
subject: harmer..again
date: Wed Aug 24 08:39:05 2005

Sorry to beat this issue into the ground but I thought perhaps I would post something on this forum rather then ideas to perhaps get some kind of response because I am not sure if the wizzes dont read ideas or are just too busy to care atm. Well ya we have all heard for along time about how harmer needs to be updated/tuned up/changed ect so I wont get into that at this time. However as I requested without any reply on ideas channel would it atleast be possible to add what the harmer prayers actually do into the descs "because they all say almost the same thing" prayer to morgoth and prayer to kali I was able to mostly figure out by what was said after I used them, wisdom ect but the third prayer in the Evil Priest guild I have no idea what it does and noone else seems to either. I used it and it said I had "a red aura glowing around me" whatever that means. I realize that you are probably busy so harmer is on the way way back burner probably even behind strongholds but would it be possible to atleast change the skills descs so people would know what they actually did. <--- "the inform part of the post being that they don't btw" Thank you again HM      ....tried to write this on inform but apparently I cant post there so doing it here for what its worth bleh...

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

poster: Kaos
subject: >>An idea
date: Wed Aug 24 09:33:13 2005

On Wed Aug 24 01:08:01 2005 Baer wrote post #686:
> On Tue Aug 23 22:32:25 2005 Kaos wrote post #685:
> > Login notifications when people on your friends list logs on/off.
> > Then we can turn off spammy channels like [login].
> 
> What about for people who have retired, when they login?
> 
You should be able to customize the message, so in your case you
would get something like " didn't really grow enough as a
person to stop mudding." when they log in.

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

poster: Athena
subject: >harmer..again
date: Thu Aug 25 03:54:56 2005

On Wed Aug 24 08:39:05 2005 holyman wrote post #687 in ideas:

> Sorry to  <--- "the inform part of the post being that they don't btw" Thank you again HM      ....tried to write this on inform but apparently I cant post there so doing it here for what its worth bleh...



Only wizards can post on inform.

Athy

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

poster: Erotica
subject: Brill idea
date: Fri Aug 26 18:43:08 2005

How about allowing people to redistribute their XP
in terms of spells/skills etc without forcing them to
reincarnate?
I was thinking of something like a free spell/skill
redistribution every level/guild level. Maybe
you could charge say a mill gold for it?

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

poster: Inside
subject: herb shop on gossamer
date: Tue Aug 30 01:09:04 2005

it would be cool if the herb shop would accept donations of herbs. i
realize that the idea of selling herbs is not realistic, but is
there a good reason why it shouldn't just accept herbs that we give
it for free?

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

poster: Inside
subject: more druid stuff
date: Thu Sep  1 05:25:25 2005

would be cool if we had a skill/spell to drain sps from staff after
we've charged it with soil energy.

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

poster: Inside
subject: parties
date: Thu Sep  1 05:28:47 2005

a party summary thing would be cool. something that lists stuns
give/received by the whole party and other stuff like that

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

poster: Daran
subject: Idea
date: Fri Sep  2 22:35:51 2005

Please remove the ability for secondary guilds, they are too powerful

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

poster: Jaws
subject: Character Growth
date: Sat Sep  3 00:20:23 2005

Hi,

I was wondering if wizland has recently put any further thought into
allowing the re-birth process for players

Essentually turn in all items, gold, xp etcetc and be born anew

The bonus for the player would be maybe a custom spell or skill, and
higher base stats etc

tell last
I would be very willing to discuss this with anyone who wishes to
hear my ideas.

Thanks

Jaws

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

poster: Lorric
subject: Brack
date: Sat Sep  3 06:01:16 2005

would be nice if Brack (bard guild leader) would accept songs from
players so we can capture song up/down patterns without the spam
from other areas.

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

poster: Dmitri
subject: Mist Parties
date: Sun Sep  4 02:45:06 2005

So, I've been thinking and I've noticed misties are not welcome in
normal parties. (duh) So anway, I was wondering, since if:
1. When a bunch of mists party, if they are all in mist form the
mist forms dont weaken.
2. Secondary guilds are better due to Ixi's tunes.
3. Misties might want to be more social and have misty parties.
I was wondering how well this would work:
First of all, the people in this potential mist party, lets say: 5 people.
Everyone maxxes the mist mage guild.
Person #1 goes warrior secondary and goes as far as s/he can in that.
Person #2 goes healer secondary and goes as far as s/he can in that.
Person #3 goes abjurer secondary and goes as far as s/he can in that.
Person #4 keeps going in the elemental guild and goes lava for more
damage, eq, whatever.
Person #5 goes witch secondary and goes as far as s/he can in that.

Therefore, you have a full party: a tank, a healer, an abjurer, a
witch, and a blaster.
They are also all mists, so a mist can tank the whole party without
suffering penalties.
This leads to interesting possibilities.
Anyway, let me know what you think of it, and whether its a
completely stupid idea and I should shut up and go away, or if has
some merit. Feel free to tell me how we could make this better.
Thanks,
  -Dimtree

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

poster: Uno
subject: Awesomeness
date: Tue Sep  6 16:22:07 2005


Ixtlilton,

Fantastic idea regarding diminishing returns on xprate for higher lvl 
ppl. I just tested a bit and I'd say you should make it even MORE
drastic for people over say.... 120, approaching 0.

I have 2 other suggestions related to the horrid spread of Jantism:

1. XP conversion... maybe convert 1 gig to 100 TP or something,
get everybody back to ~ 0.

2. ummm, I think I already said make it more drastic.


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

poster: Darktooth
subject: reincs
date: Tue Sep  6 19:36:32 2005

Why must a player need someone to reinc you? shouldnt we just have a
boat that we can do it on our own? just dont understand why healers
are the only people rewarded for this and why, since such a lack of
people on, i need to wait to restart my own character....

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

poster: Darktooth
subject: WHINE
date: Tue Sep  6 19:41:05 2005

a massive reason for my semi retirement of this game was peoples
complaining. idea of their being a zapper to hurt a player for
complaints would be cool
or maybe in the words of someone, "SO DRASTIC, DRASTIC DRASTIC,
being hurt for WHIIINING!"
ok im done

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

poster: Inside
subject: armageddon
date: Thu Sep  8 02:23:09 2005

can he plz tell us that he's here more often? i almost started
idling, but then i realized that i only had 15 minutes to do it. 15
minutes is not enough time to get serious idling done, so now i'm
going to be active for 15 minutes... but whew, i'm glad i noticed in
time.
thanks

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

poster: Goroharahad
subject: Re: Tunes: Part IV
date: Mon Sep 12 15:03:15 2005

Considering the recent tunes, I am wondering if another solution
with similar effects has been considering, instead of adjusting exp
rates : increasing level costs and particularly removing the 100M
cap to level cost

Why I think this solution would make more sense :
- it does not affect lower levels who chose to start multiclassing
without completing their first tree. Thus it allows more diversity
in the game.
- it is supposed to keep in balance very high players who will be
able to have bit less secondary levels ( but they're more powerful
anyway)

Flame away ( or be constructive if you really feel like it)
Goro

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

poster: Belgarion
subject: >Re: Tunes: Part IV
date: Mon Sep 12 17:58:35 2005

On Mon Sep 12 15:03:15 2005 Goroharahad wrote post #703:
> Considering the recent tunes, I am wondering if another solution
> with similar effects has been considering, instead of adjusting exp
> rates : increasing level costs and particularly removing the 100M
> cap to level cost
> 
> Why I think this solution would make more sense :
> - it does not affect lower levels who chose to start multiclassing
> without completing their first tree. Thus it allows more diversity
> in the game.
> - it is supposed to keep in balance very high players who will be
> able to have bit less secondary levels ( but they're more powerful
> anyway)
> 
> Flame away ( or be constructive if you really feel like it)
> Goro
this i like alot!

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

poster: Nezmaniac
subject: >Re: Tunes: Part IV
date: Mon Sep 12 23:09:08 2005

On Mon Sep 12 15:03:15 2005 Goroharahad wrote post #703:
> Considering the recent tunes, I am wondering if another solution
> with similar effects has been considering, instead of adjusting exp
> rates : increasing level costs and particularly removing the 100M
> cap to level cost
> 
> Why I think this solution would make more sense :
> - it does not affect lower levels who chose to start multiclassing
> without completing their first tree. Thus it allows more diversity
> in the game.
> - it is supposed to keep in balance very high players who will be
> able to have bit less secondary levels ( but they're more powerful
> anyway)
> 
> Flame away ( or be constructive if you really feel like it)
> Goro

I like this as well.  For one thing, it actually maintains incentive
for larger players to keep playing, whereas the current
implementation frankly does not.  Moreover, it's a much more viable
exp sink than most of the other alternatives I can think of (i.e.,
stat training, minimally useful guilds like traveler).

Alternatively, find us something better to do with our exp, other
than decreasing our exp rate to 50% (I personally had a 50.83% exp
rate the last time I actually calculated it out, and that was with
both exp rate wishes too - although I think it may have been
silently upped since then? - even so, it's only about 70% when my
original rate was 107%).  I mean, honestly, I have 14.6 gigs of
worth.  No secondary guild I can take will make up for a 50% cut in
exp rate.  Likewise, there aren't even many places I can utilize
that exp and have it be at all beneficial to me (I could comfortably
split off 8 level 95 bodies, but I have no such Tektoresque desires;
and stat training gold costs become ridiculously high after a
certain point).

Thus, perhaps something like Uno's idea could help for developing an
exp sink as well: providing us the ability to purchase TPs using
exp, for example.

Similarly, I'm not entirely sure how stat training currently works
when it gets into the ridiculous ranges, but if caps do not
currently exist, perhaps capping the gold (and/or even exp) costs
like how level costs are currently capped could make stat training a
viable option as well.  This is especially logical at this point
since high stats have much lower returns than they used to.

--Nez

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

poster: Tektor
subject: >>Re: Tunes: Part IV
date: Mon Sep 12 23:11:53 2005

Sniff Nez loves me rahhh. Ps. When you have that many bodies being
single is fun cause you can have an orgy with yourself!

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

poster: Daran
subject: >>Re: Tunes: Part IV
date: Mon Sep 12 23:23:14 2005


I think one thing to keep in mind, the mud cannot continue to be
tuned just for those that inflicted with Jantism. The mud cant keep
getting tuned because people get bigger and bigger as this leaves
all the smaller people further and further in the dirt. There
eventually needs to be some sort of ceiling for how much your
characters can develop. I think after a certain point, exp should be
friggin hard to get you since you already have A LOT OF EXPERIENCE.

My thoughts on this for now.
/DM

(or maybe im wrong and we don't need a ceiling of sorts...flame away)


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

poster: Daran
subject: >>>Re: Tunes: Part IV
date: Mon Sep 12 23:32:12 2005

On Mon Sep 12 23:23:14 2005 Daran wrote post #707:
> I think one thing to keep in mind, the mud cannot continue to be
> tuned just for those that inflicted with Jantism. The mud cant keep
> getting tuned because people get bigger and bigger as this leaves
> all the smaller people further and further in the dirt. There
> eventually needs to be some sort of ceiling for how much your
> characters can develop. I think after a certain point, exp should be
> friggin hard to get you since you already have A LOT OF EXPERIENCE.
> 
> My thoughts on this for now.
> /DM
> 
> (or maybe im wrong and we don't need a ceiling of sorts...flame away)
> 

Since many people are taking this wrong, I AM NOT ASKING FOR A
CEILING. I am mearly commenting on what seems to be happening
already.

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

poster: Inside
subject: a cool tune
date: Mon Sep 12 23:34:24 2005

here's an idea... i dunno how well formed it is:

instead of having a constant tune on exp rate, why not let people
pay exp to reduce the tune?

don't get your hopes up that fast, it gets worse.

have a timer that keeps track of the time since a player sacced exp,
and how much it was. as time goes from the sacced period in a
formula with the amount of exp value sacced, the exp rate gets
worse.

if people want to exp their asses off to keep their rate at the cost
of saccing exp, let them. if they don't care about the rate, it
doesn't matter. also, you can exp really fast and make enough exp
for this to be decent. if you don't exp fast enough, then you're
kind of in the same boat as you are now.

just an idea.

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

poster: Jaws
subject: Game Life - Big peeps
date: Tue Sep 13 02:16:57 2005

I still like the re-mort idea.  Admittedly some of our
players are at such a high worth they would not want to at this
point

But some of our up and coming people, this would a cool thing imho

Essentailly at some mark, like 5g, 10g or something high
and I would say require certain quests be completed

You chuck in all your xp, gold, items, castle etc and begin life anew
but with better base stats, and maybe a nice skill/spell or soemthin like that

Jaws

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

poster: Dmitri
subject: >Game Life - Big peeps
date: Tue Sep 13 03:02:48 2005

I also rather like this idea. I don't know about that size. But maybe each mark would give a new bonus. For example, at one gig you reinc and recieve a small addon to base stats for all reincs. At two gigs, you get a bonus to grank and the 1gig bonus. 5 gig, you'd get a special skill or spell that you wouldnt be able to get anywhere else. (maybe you'd yourself give the idea on what you want) eventually, 10 gigs maybe, a bonus that causes your reinc tax to go down quicker. ETC ETC ETC. This is obviously a rough draft. I especially like the unique spell/skill part. So, flame away.

btw, Jaws - awesome idea.



On Tue Sep 13 02:16:57 2005 Jaws wrote post #710 in ideas:

> I still like the re-mort idea.  Admittedly some of our

> players are at such a high worth they would not want to at this

> point

> 

> But some of our up and coming people, this would a cool thing imho

> 

> Essentailly at some mark, like 5g, 10g or something high

> and I would say require certain quests be completed

> 

> You chuck in all your xp, gold, items, castle etc and begin life anew

> but with better base stats, and maybe a nice skill/spell or soemthin like that

> 

> Jaws

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

poster: Alacor
subject: >Game Life - Big peeps
date: Tue Sep 13 04:39:04 2005

Only problem i can see with this idea if with the items. what stopps
a player from just giving his eq to someone else, just to get it
back after he in reborn?

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

poster: Inside
subject: another tune idea
date: Tue Sep 13 10:19:05 2005

the horse ain't dead yet!
ok, here's an idea that i like a lot, and it seems to do a bit of
what some people have been suggesting as a good idea.

how about being a certain worth or level gains you access into new
areas, but you can't visit some of the old areas. you get access to
new eq, but you can't wear some of the old eq. basically, it would
give you something that you didn't already have at the cost of
something you already know and understand.

in my opinion, this is better than the idea of cashing in exp for
extra abilities. to be honest, getting new abilities is just gonna
let you get bigger faster. it isn't going to change the dynamics of
challenging the higher level players.


flame away. see if i care

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

poster: Kaos
subject: >>Game Life - Big peeps
date: Tue Sep 13 13:33:00 2005

All these issues with how to spend your precious petas of xp will be
resolved when they implement strongholds right? right?

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

poster: Rockman
subject: >Mist Parties
date: Sat Sep 17 16:40:37 2005

On Sun Sep  4 02:45:06 2005 Dmitri wrote post #698:
> Therefore, you have a full party: a tank, a healer, an abjurer, a
> witch, and a blaster.
> They are also all mists, so a mist can tank the whole party without
> suffering penalties.
> This leads to interesting possibilities.
> Anyway, let me know what you think of it, and whether its a
> completely stupid idea and I should shut up and go away, or if has
> some merit. Feel free to tell me how we could make this better.
> Thanks,
>   -Dimtree
I would be game for this

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

poster: Wagro
subject: Autoloot
date: Thu Sep 22 00:55:28 2005

It would be neat if instead of being on/off, autoloot would accept
arguments. For example, I could type "autoloot gems" or "autoloot
potions" and whenever a monster died it would only take those items.
It would definatly help for weak races that are killing monsters
with heavy equipment so that they don't have to keep dropping the
stuff they just looted.

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

poster: Inside
subject: gnome race special
date: Fri Sep 23 12:38:19 2005

i dunno about anyone else, but i think gnome race special kinda
takes it in the shorts. we get 3 spells that randomly cast upon us
VERY rarely, and they have teeny tiny durations. i can honestly say
that i don't think i've ever said 'wow, that was really cool' when
it went off. i think it would be far cooler if (special part 1) we
would randomly find odds and ends on the ground (just messages that
would add up without putting junk in our inventory) and (special
part 2) occasionally put the bits together fashioning something we
could sell for a little gold to the general store. something like
dwarves, only a little more complicated code-wise but a little
neater... concept-wise, i guess.

flame away

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

poster: Tranquil
subject: >>>An idea
date: Fri Sep 23 17:55:45 2005

On Wed Aug 24 09:33:13 2005 Kaos wrote post #688:
> On Wed Aug 24 01:08:01 2005 Baer wrote post #686:
> > On Tue Aug 23 22:32:25 2005 Kaos wrote post #685:
> > > Login notifications when people on your friends list logs on/off.
> > > Then we can turn off spammy channels like [login].
> > 
> > What about for people who have retired, when they login?
> > 
> You should be able to customize the message, so in your case you
> would get something like " didn't really grow enough as a
> person to stop mudding." when they log in.

This sounds like a fun idea, lets petition the Admin to implement it.

- ops


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

poster: Tranquil
subject: >Autoloot
date: Fri Sep 23 17:59:48 2005

On Thu Sep 22 00:55:28 2005 Wagro wrote post #716:
> It would be neat if instead of being on/off, autoloot would accept
> arguments. For example, I could type "autoloot gems" or "autoloot
> potions" and whenever a monster died it would only take those items.
> It would definatly help for weak races that are killing monsters
> with heavy equipment so that they don't have to keep dropping the
> stuff they just looted.

#TRIGGER {* falls to the ground DEAD!} {!do get gems ; get potions}


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

poster: Wagro
subject: >>Autoloot
date: Fri Sep 23 20:52:24 2005

On Fri Sep 23 17:59:48 2005 Tranquil wrote post #719:
> On Thu Sep 22 00:55:28 2005 Wagro wrote post #716:
> > It would be neat if instead of being on/off, autoloot would accept
> > arguments. For example, I could type "autoloot gems" or "autoloot
> > potions" and whenever a monster died it would only take those items.
> > It would definatly help for weak races that are killing monsters
> > with heavy equipment so that they don't have to keep dropping the
> > stuff they just looted.
> 
> #TRIGGER {* falls to the ground DEAD!} {!do get gems ; get potions}
> 


If you do that you get all sorts of spam like, "There is no gems
here. There is no potions here." etc when none are dropped. Not to
mention if you don't have the ability for triggers or if you are
laggy and want to loot it before someone else. By this logic, why
have the autoloot command at all? #TRIGGER {* falls to the ground
DEAD!} {!loot/gac}

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

poster: Beranis
subject: >>Autoloot
date: Fri Sep 23 20:57:51 2005

On Fri Sep 23 17:59:48 2005 Tranquil wrote post #719:
> On Thu Sep 22 00:55:28 2005 Wagro wrote post #716:
> > It would be neat if instead of being on/off, autoloot would accept
> > arguments. For example, I could type "autoloot gems" or "autoloot
> > potions" and whenever a monster died it would only take those items.
> > It would definatly help for weak races that are killing monsters
> > with heavy equipment so that they don't have to keep dropping the
> > stuff they just looted.
> 
> #TRIGGER {* falls to the ground DEAD!} {!do get gems ; get potions}
> 
That shows the 'grown up' attitude, that you don't mind grabbing the
gems and potions from a monster someone else just killed if you
happen to be in the room.

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

poster: Daran
subject: >>>Autoloot
date: Fri Sep 23 21:00:06 2005


Nod that is a horribly written trigger. if you are going to write a
trigger to do something like that, atleast learn how to write
triggers.


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

poster: Inside
subject: >>>>Autoloot
date: Fri Sep 23 21:59:40 2005

On Fri Sep 23 21:00:06 2005 Daran wrote post #722:
> Nod that is a horribly written trigger. if you are going to write a
> trigger to do something like that, atleast learn how to write
> triggers.
> 
unfortunately, way too many mudders have crappy triggers... i'm sure
tranquil was either a) being silly or b) being temporarily insane
when he wrote that trigger. i mean, mine are pretty good and i
learned a lot from him.
cast prayer for mankind

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

poster: Tranquil
subject: >>>>>Autoloot
date: Sat Sep 24 09:19:49 2005

On Fri Sep 23 21:59:40 2005 Inside wrote post #723:
> On Fri Sep 23 21:00:06 2005 Daran wrote post #722:
> > Nod that is a horribly written trigger. if you are going to write a
> > trigger to do something like that, atleast learn how to write
> > triggers.
> > 
> unfortunately, way too many mudders have crappy triggers... i'm sure
> tranquil was either a) being silly or b) being temporarily insane
> when he wrote that trigger. i mean, mine are pretty good and i
> learned a lot from him.
> cast prayer for mankind

Oh my, some small sign of intelligence actually manifested itself on
this MUD. I am truly amazed.

Yes, Inside's a) is correct. Indeed, it was a silly answer. But then
so was the question, coming from someone who claims to have over
3000 triggers. Besides, I am sure that someone as apparently l33t as
Wagro is quite capable of making a more effective trigger/gag set
for looting that does what he wanted, and bypasses the concerns of
the imperceptive Beranis. If he is, then there's no point me doing
so for him. And if not, then he needs the practice anyway.


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

poster: Dmitri
subject: Alignment
date: Sun Sep 25 02:34:30 2005

Ok, my idea: add either a new skill or new command: sacrifice to . You could sacrifice food, eq, gold, whatever, then, depending on who/what you sacrifice to you'd get different effects. So, lets say a harmer has a godlike alignment (for whatever reason). He goes and hurriedly kills some mobs, then sacrifices the eq and money to Mordulak. This would effecitievely lower his alignment. Lets say a warrior sacrificed something to Dhrugs, he'd get increased melee damage. etc. etc. etc. Bards could sacrifice to Rawknrhol and so on and so forth. Like I said before, you could make this a skill or spell or command. I thought it would be kinda cool. Anyway, flame away.

-Dimtree

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

poster: Zlame
subject: Store spell
date: Mon Sep 26 15:19:58 2005

This spell is way too powerful.

I've seen evokers that do 450k/min with just only a abjurer in the party.

That shouldn't be doable, I mean I have also seen them solo over 300k/min.



Should a evoker that is a really party guild solo better then a shapeshifter?





That just doesn't make sense.





I think it need a downtune..But that's just me. I guess all evokers will hunt me for this but :)

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

poster: Lorric
subject: inside
date: Mon Sep 26 15:27:40 2005

inside
heh i tthought it was funny that it says that too many mudders have
crappy triggers and at the end of it's post you see 'cast prayer for
mankind' hey inside you need work on your trigs too :)

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

poster: Maduo
subject: >Store spell
date: Mon Sep 26 15:28:58 2005

On Mon Sep 26 15:19:58 2005 Zlame wrote post #726:
> This spell is way too powerful.

> I've seen evokers that do 450k/min with just only a abjurer in the party.

> That shouldn't be doable, I mean I have also seen them solo over 300k/min.

> 

> Should a evoker that is a really party guild solo better then a
shapeshifter?

> 

> 

> That just doesn't make sense.

> 

> 

> I think it need a downtune..But that's just me. I guess all evokers will
hunt me for this but :)
yeah, i agree, the store spell is way to powerful, i've seen
guacamole do like, 5m / 30 min before... solo...

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

poster: Ronan
subject: >>Store spell
date: Mon Sep 26 16:31:22 2005

On Mon Sep 26 15:28:58 2005 Maduo wrote post #728:
> On Mon Sep 26 15:19:58 2005 Zlame wrote post #726:
> > This spell is way too powerful.

> > I've seen evokers that do 450k/min with just only a abjurer in the party.

> > That shouldn't be doable, I mean I have also seen them solo over
300k/min.

> > 

> > Should a evoker that is a really party guild solo better then a
> shapeshifter?

> > 

> > 

> > That just doesn't make sense.

> > 

> > 

> > I think it need a downtune..But that's just me. I guess all evokers will
> hunt me for this but :)
> yeah, i agree, the store spell is way to powerful, i've seen
> guacamole do like, 5m / 30 min before... solo...
hes also 10g

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

poster: Ranja
subject: >>>>>Autoloot
date: Mon Sep 26 16:50:06 2005

On Fri Sep 23 21:59:40 2005 Inside wrote post #723:
> On Fri Sep 23 21:00:06 2005 Daran wrote post #722:
> > Nod that is a horribly written trigger. if you are going to write a
> > trigger to do something like that, atleast learn how to write
> > triggers.
> > 
> unfortunately, way too many mudders have crappy triggers... i'm sure
> tranquil was either a) being silly or b) being temporarily insane
> when he wrote that trigger. i mean, mine are pretty good and i
> learned a lot from him.
> cast prayer for mankind
Ok why is tranquil back. Is nuke an option?

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

poster: Daran
subject: Sloat Change
date: Mon Sep 26 20:24:21 2005


Just an idea, since its going to be a concern with sunnydale eq: but
since they seemed to be flagged for no-pyro, can they also be
flagged to allow except to be tpsacced?

I'm fine with sloat the way he is now, but I know lots of people
will have this as a concern and just tossing out a possible
solution.


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

poster: Daran
subject: Eq Conditions
date: Mon Sep 26 20:26:08 2005


Maybe add a top level for 100% brand spanking new, so we know if its
been used once or not? Unless the intent is for it not to be known
if its brand new or not, which it could be.


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

poster: Goroharahad
subject: >Eq Conditions
date: Mon Sep 26 20:53:25 2005

On Mon Sep 26 20:26:08 2005 Daran wrote post #732:
> Maybe add a top level for 100% brand spanking new, so we know if its
> been used once or not? Unless the intent is for it not to be known
> if its brand new or not, which it could be.
> 
inform says "He now only accept brand new items in mint condition."
Why do you need a new condition ?

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

poster: Daran
subject: >>Eq Conditions
date: Mon Sep 26 20:55:58 2005

On Mon Sep 26 20:53:25 2005 Goroharahad wrote post #733:
> On Mon Sep 26 20:26:08 2005 Daran wrote post #732:
> > Maybe add a top level for 100% brand spanking new, so we know if its
> > been used once or not? Unless the intent is for it not to be known
> > if its brand new or not, which it could be.
> > 
> inform says "He now only accept brand new items in mint condition."
> Why do you need a new condition ?

Well right below it is "You now have to either repair the items to
full before giving them to Sloat or give them to sloat before using
them."


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

poster: Daran
subject: >>>Eq Conditions
date: Mon Sep 26 20:58:01 2005

On Mon Sep 26 20:55:58 2005 Daran wrote post #734:
> On Mon Sep 26 20:53:25 2005 Goroharahad wrote post #733:
> > On Mon Sep 26 20:26:08 2005 Daran wrote post #732:
> > > Maybe add a top level for 100% brand spanking new, so we know if its
> > > been used once or not? Unless the intent is for it not to be known
> > > if its brand new or not, which it could be.
> > > 
> > inform says "He now only accept brand new items in mint condition."
> > Why do you need a new condition ?
> 
> Well right below it is "You now have to either repair the items to
> full before giving them to Sloat or give them to sloat before using
> them."
> 

I could be wrong though, seems like discussion on channels has meant
brand brand new, not just brand new as the line says, and ixy is
notorious for being very vague like that


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

poster: Lorric
subject: inventory
date: Mon Sep 26 22:48:34 2005

could get rid of some clutter if worn/wielded items were not
included in the inventory command and would be nice if gold was
included.  the eq command is fine to show what is worn and has no
clutter

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

poster: Inside
subject: >inside
date: Mon Sep 26 23:28:26 2005

On Mon Sep 26 15:27:40 2005 Lorric wrote post #727:
> inside
> heh i tthought it was funny that it says that too many mudders have
> crappy triggers and at the end of it's post you see 'cast prayer for
> mankind' hey inside you need work on your trigs too :)
do you really think i'm dumb enough to have a haim bot trigger? oh,
and i wasn't even healer at the time of the message.

you need to learn about sarcasm

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

poster: Ranja
subject: >Sloat Change
date: Tue Sep 27 14:16:45 2005

On Mon Sep 26 20:24:21 2005 Daran wrote post #731:
> Just an idea, since its going to be a concern with sunnydale eq: but
> since they seemed to be flagged for no-pyro, can they also be
> flagged to allow except to be tpsacced?
> 
> I'm fine with sloat the way he is now, but I know lots of people
> will have this as a concern and just tossing out a possible
> solution.
> 
ARR
I am so pissed off now i could go eat five cats while torturing midgets

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

poster: Dmitri
subject: New Event?
date: Wed Sep 28 01:26:59 2005

So yeah, I had this idea. Feel free to post more about how you'd like it to change. I thought it was a good idea. so, here goes.

When the event starts, the mud gets a message that a bunch of weird creatures has settled on a. a certain island, or b. the whole mud. These "weird creatures" would range from maybe 1k worth - 1mil or so. When a player, or a party, kills one of these creatures, it would drop something like a bounty token. Lets say you kill a Lethifold. It would be around 1milish worth. For those of you who don't know what a Lethifold is, go read some greek mythology. Or maybe roman. Whatever, anyway, it'll drop lets say: a piece of dark cloth. You'd then give that to the NPC in cs that comes with this event, and he'd reward you with a amount of gold. Harder mob = more gold. etc. 

So yeah, flame away,

-Dimtree

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

poster: Tektor
subject: Store spell
date: Wed Sep 28 03:07:14 2005

Most of the people using store spell have a top slot set they eqed
for which shifters dont have to do, and there is a certain amount of
risk with dieing using store spell. No one is completely stun
proof.

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

poster: Sykiro
subject: Untrain
date: Sat Oct  1 16:14:30 2005

I think be cool if we could untrain skills/spells at the penalty of
only losing the money spent on that skill/spell or maybe just a
percent of the money spent on that skill/spell. It's really annoying
when you train/study something and later find its useless to what
you want your char to be. Or maybe if you just mistakingly hit the
enter key a few too many times and just screw yourself over
xp-wise.


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

poster: Tigran
subject: >Untrain
date: Sun Oct  2 02:22:33 2005

On Sat Oct  1 16:14:30 2005 Sykiro wrote post #741:
> I think be cool if we could untrain skills/spells at the penalty of
> only losing the money spent on that skill/spell or maybe just a
> percent of the money spent on that skill/spell. It's really annoying
> when you train/study something and later find its useless to what
> you want your char to be. Or maybe if you just mistakingly hit the
> enter key a few too many times and just screw yourself over
> xp-wise.
> 
We have an untrain ability.  It's called 'Reincarnation'.

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

poster: Inside
subject: >>Untrain
date: Sun Oct  2 02:24:04 2005

On Sun Oct  2 02:22:33 2005 Tigran wrote post #742:
> On Sat Oct  1 16:14:30 2005 Sykiro wrote post #741:
> > I think be cool if we could untrain skills/spells at the penalty of
> > only losing the money spent on that skill/spell or maybe just a
> > percent of the money spent on that skill/spell. It's really annoying
> > when you train/study something and later find its useless to what
> > you want your char to be. Or maybe if you just mistakingly hit the
> > enter key a few too many times and just screw yourself over
> > xp-wise.
> > 
> We have an untrain ability.  It's called 'Reincarnation'.
zing!

actually, dmitri's idea isn't too bad, except in the logic
department. how do you 'unlearn' something without the basic
precepts of reincarnation?

then again... how do you change from a mythological creature to
another mythological creature by casting a spell?

i hope this isn't helpful

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

poster: Dmitri
subject: >>>Untrain
date: Sun Oct  2 03:26:59 2005

waaait a second. hold up. where did i come into this? wasnt sykiro the one who suggested this? i had nothing to do with this!

-Dimtree



> 

> actually, dmitri's idea isn't too bad, except in the logic

> department. how do you 'unlearn' something without the basic

> precepts of reincarnation?

> 

> then again... how do you change from a mythological creature to

> another mythological creature by casting a spell?

> 

> i hope this isn't helpful

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

poster: Vor
subject: >>>>Untrain
date: Sun Oct  2 03:30:27 2005

On Sun Oct  2 03:26:59 2005 Dmitri wrote post #744:
> waaait a second. hold up. where did i come into this? wasnt sykiro the one
who suggested this? i had nothing to do with this!

> -Dimtree

> 

> > 

> > actually, dmitri's idea isn't too bad, except in the logic

> > department. how do you 'unlearn' something without the basic

> > precepts of reincarnation?

> > 

> > then again... how do you change from a mythological creature to

> > another mythological creature by casting a spell?

> > 

> > i hope this isn't helpful
oh sure, make inside look stupid. that's really what you're trying
to do here, right? RIGHT?! YOU JERK! NO LOVING!

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

poster: Inside
subject: gwaul
date: Mon Oct  3 04:27:55 2005

he should be an eq mob.
and i don't mean like a gwaul somewhere else on the mud that you can
kill without interfering with the players that are trying to switch
bodies. make 'em suffer.
and no, this idea isn't simply for the purpose of being sadistic
(though, my god, that is certainly a good rush). i simply think that
it would be neat to be able to kill him. maybe make it so that even
if you kill him and he repops 30 minutes later, you still have to
wait a day to kill him again. i dunno... it just seems like
something cool could be done with it
flame away

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

poster: Inside
subject: shaman of soil
date: Mon Oct  3 08:48:47 2005

how about a spell that heals one target and gets the benefits of a
charged staff?

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

poster: Rydia
subject: Mentor System?
date: Mon Oct  3 17:24:14 2005

Seeing the general lack of parties i've found, and the fact that like.. low-midbie parties are usually limited to what the tank can actually tank.. which often isnt that much, i'd like to propose a mentor system. I dont have any tuning or coding knowledge, so this might be absurd.. but maybe not. 



Basically, if in a party with someone higher level than yourself (maybe a minimum of 30 levels higher or something) that higher person can become mentor to his party members, and they in effect gain power to make them equal to  his level. That would allow midbie parties that normally couldnt do anything to do decent xp, and possibly even eq, whereas they normally wouldnt have a chance. Also, it would give an incentive for higher level parties to invite lower level players, and actually have it be worth something instead of just being a drag. i would suggest that like.. the lower level players dont gain NEW skills, just power bonuses to what they have. so.. it would be much better to invite a level 50 to a highbie xp party with a lvl 120 leader, but not so much a level 10. but if the level 10 was invited, he'd be at optimal effeciency.. hitting fairly hard two or three times a round, whereas without the bonus he'd maybe just hit once for a very small number. 



I know that is rambling, but im not sure how else to describe the way im imagining the power gain of having a mentor. Please feel free to clarify it if you have an idea.. this is just basically brainstorming. In my opinion, this would generate new parties and whatnot.. and especially more midbie eq on the market. but more than that, it would allow low-midbies to do their own eq, with some help from a high level player, which seems much more feisable than it is now, where if a low-midbie gets invited to an eq party, its almost a novelty.

 

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

poster: Tranquil
subject: >Mentor System?
date: Mon Oct  3 17:34:18 2005


As a larger player, I can say that for me at least, the primary
reason for not taking smaller players along in my parties is because
they simply leech far more than they add. This is not the fault of
the player, it is more a result of the formula used to split exp
shares in parties. Honestly, I can't see admin agreeing to giving
lowbies the kind of power gain required to make it 'worth' taking
smaller (level 50 or so) players along in highbie xp parties. This
is simply because that shares formula is weighted so heavily towards
lower worth players. Unless that formula gets changed, the party
situation appears likely to stay pretty much as it is.


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

poster: Rydia
subject: mentor system
date: Mon Oct  3 17:37:33 2005

Well, to clarify a little.. if a level 130 takes a level xx, that
player gains in power proportionate to the one highbie thats the
leader. so if a level 50 and a level 70 party with a level 120, the
fifty and seventy both become equally as powerful. But, the xp
shares remain the same, as if there were no power increase at all. 

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

poster: Tranquil
subject: >mentor system
date: Mon Oct  3 17:48:40 2005

On Mon Oct  3 17:37:33 2005 Rydia wrote post #750:
> Well, to clarify a little.. if a level 130 takes a level xx, that
> player gains in power proportionate to the one highbie thats the
> leader. so if a level 50 and a level 70 party with a level 120, the
> fifty and seventy both become equally as powerful. But, the xp
> shares remain the same, as if there were no power increase at all. 

This illustrates my point exactly. the power of a level 70 player is
far far less than the power of a level 120 player, and considering
recent events in the tune world, it seems extremely unlikely that
admin will allow a level 50 player to fight like a level 120
player.

A true mentor system would perhaps be more useful (and likely to be
looked at) if the original idea was defined in more detail, and was
guild based. Something like, if player A is a level 95 Warrior and
player B is a level 40 Warrior, player A may accept player B as
their apprentice, and thus give player B a minor (up to 10%) boost
to certain skills, providing player A had those skills trained
fairly well.

To keep this in balance, there would have to be some restrictions on
the whole process, such as a mentor having no more than 1 or 2
apprentices at any one time, people not being allowed to apprentice
if they are above a certain level, people not being allowed to
mentor if they are below a certain level, bonuses being dependant
upon the comparitive difference between the mentor's and the
apprentice's training in said skill/spell, and perhaps other
guild-rank oriented bonuses and/or restrictions could be applied.

Thus, the apprentice still gets a bonus to his or her skills, and
the mentor doesn't have to be tanking/leading the party for the
apprentice to get the bonus. This actually would make more thematic
sense, since if a level 120 Warrior was dragging a level 50 Evoker,
the Evoker is not likely to learn much in the way of increasing
spell effectiveness from the Warrior.


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

poster: Rydia
subject: mentor system
date: Mon Oct  3 17:52:00 2005

Well, that would defeat my entire idea. My idea lasts only for the
duration of the party. Once the person leaves the part, all bonuses
disappear. Its simply a way to generate parties that help everyone,
instead of the occasional drag where the highbie sacrifices his xp
to give it to lower levels. but once the party is over, no bonuses
for anyone.

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

poster: Blackwidow
subject: >Mentor System?
date: Mon Oct  3 18:01:58 2005

I think that midbies/lowbies should look to other players around their size
to form parties with, and cooperate with, and accept that they can not 
expect to get the same kind of xprate as they see the highbies getting in
xp parties.  

I think that way too many players expect to be dragged for xp and given eq.  

I know from personal experience that midbie eq can be done by midbies.  The
problem is that no one makes an effort to do the coordination work that it
takes to make this happen.

It takes a lot of coordination work for higher level players to get higher
lvl eq going too.  In my experience, one basically has to talk to a group
of people and get them interested and keep them interested and in the right
reincs to get it done.  

I think you could better use your time taking the initiative trying to
organize other players your size to get into reincs that work well
together, and organize xp and eq parties.

My 2 cents, flame at will.

Blackwidow

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

poster: Zifnab
subject: >>Newbie eq donation room
date: Mon Oct  3 19:41:18 2005

On Wed Jun  1 18:56:56 2005 Gabriel wrote post #554:
> Wonderful idea, however that could be abused. We'd need to make it
> limited to how much they could get ect ect. When one selfish noob
> comes in and swipes 50 items someone is going to bitch, and no one
> needs that.

Well as I have done once in the past I somehow managed to unsubscribe
from the ideas group around May 22nd.

I am rereading all these posts about the donation
room and I am wondering why most people don't know we already
have that type of room.

A more appropriate thread would be on ways to improve what we 
already have and how to make sure players know it exists.

I like Monkey's idea lets make it north and east of sisong...

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

poster: Zifnab
subject: >Autoreport
date: Mon Oct  3 20:21:41 2005

On Wed Jul 13 05:18:04 2005 Wagro wrote post #615:
> It would be nice if the party autoreport would show the values at
> the end of the round, rather than the end of your heartbeat. In the
> current system, a player does their hits, reports, then the monster
> gets to hit them, which really diminishes the reliability and
> usefulness of this info. Currently only way to really bypass this is
> to have a trigger to report on new round.

There is absolutely no tie in between the party report feature
and the player.

In other words we do not control when it happens. It happens when the
it happens.

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

poster: Zifnab
subject: >Exp Growth Plaques
date: Mon Oct  3 20:22:29 2005

On Wed Jul 13 19:30:46 2005 Proxima wrote post #616:
> The idea was cool, and they were very enjoyable for about a week or
> so, but it'd be nice if they actually updated.  I've grown an entire
> gig in the time since it's last recording, would be cool to see
> that.
This was due to an issue with getting the logs from the mud to 
the web page. I tried to do it backwards and was forced to manually
update them. As of today they are updating on their own.

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

poster: Zifnab
subject: >loan eq
date: Mon Oct  3 20:24:06 2005

On Fri Jul 15 17:42:26 2005 holyman wrote post #624:
> I was picking through my rather slim eq chest the other day. I saw some
stuff that would be good for newbies and thought about giving it
away..almost. I was thinking that there could be an eq loan program. This
would be great for clans and even if it was limited to them I think would be
a good idea. You could have the command for example . lona "eq" holyman and
the given eq piece would be transfered to the person untill the next boot.
At that point it would be transfered back to the inventory of the loaner. Or
even if you had loan "eq" holyman 3...as in 3 hours that would work.
Although I think having it out on loan would be more practical. This would
allow players and especially clan memebers to help other players by loaning
them eq without the worry of having it being stolen or lost. There would
also have to be some sort of binding put on the loaned item so it could not
be removed from the loanee's inventory are well. Thank you I think it would
help out alot and create alot of good will between players which seems to be
lacking as of late.

All good in theory. however what do you do when you loan equipment
to a player 
who never returns to the mud?

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

poster: Zifnab
subject: >bounties
date: Mon Oct  3 20:26:54 2005

On Mon Jul 18 02:20:24 2005 Wagro wrote post #635:
> Was thinking maybe prize bounties shouldnt give exp mobs, kindof
> rediculous to kill multiple exp mobs with identical descriptions
> when you are looking for equipment.
Sorry, the mud cannot find those for you and figure out what 
is what

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

poster: Daran
subject: >>loan eq
date: Mon Oct  3 20:30:36 2005


I believe Holyman's intent with his idea was to force the equipment
to move from whoevers inventory/safe chest it may be at the end of
the specificed time and come back to your inventory. I'm not very
code rico-suave but i don't think this is possible myself atleast
involving the safes/chests. If that's not his intent, just kick me
in the nuts next time you see me. Or do it anyways regardless.


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

poster: Zifnab
subject: >Plaque room
date: Mon Oct  3 20:31:36 2005

On Sun Jul 24 19:53:01 2005 Jazaman wrote post #651:
> Ok, we have 15 or so plaques in there.
> How about a sign in the room that lists the order the are in, (yunno
> first second third fourth) for those of us that can't spell and or
> have trouble remembering what plaques exist.
> 
> 
> ok, have a nice day.

Because the order is not guaranteed. Again we do not control that
order.

You are much better off referencing them by their names. la plaques

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

poster: Zifnab
subject: >portal room
date: Mon Oct  3 20:32:04 2005

On Sun Jul 24 20:31:46 2005 elminster wrote post #652:
> How about putting in a portal to the necro guild cause it can get really
annoying to walk there to level up when you are pressed for time
this was intentionally made difficult.


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

poster: Zifnab
subject: >potions in arena
date: Mon Oct  3 20:33:35 2005

On Mon Aug  1 04:34:56 2005 Wagro wrote post #659:
> Please remove potions from the arena like dheals. Its really quite
> lame when people stockpile 20 hp potions and you cant kill them.

I think that to be a smart tactic. Unlike dheal they are at
least doing the actions themselves.

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

poster: Zifnab
subject: >>>>>>potions in arena
date: Mon Oct  3 20:37:32 2005

> At the very least, typing "10 drink a potion" is pretty ridiculous. 
> How can a person drink 10 potions in 3 seconds?
> 
> Put a restriction on the drink command..
> 
> Just some innocent ideas, don't hate me!

The same way you can run from one side of the mud to the other
in less than 3 seconds.

It happens and unfortunately we could deal with it and make it go away
but I think that is more painful than living with an arena issue on a mud
that has clearly stated they will not try to balance pk other than at a
very very high level.

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

poster: Zifnab
subject: >>>Autoloot
date: Mon Oct  3 20:59:40 2005

> 
> If you do that you get all sorts of spam like, "There is no gems
> here. There is no potions here." etc when none are dropped. Not to
> mention if you don't have the ability for triggers or if you are
> laggy and want to loot it before someone else. By this logic, why
> have the autoloot command at all? #TRIGGER {* falls to the ground
> DEAD!} {!loot/gac}


Use y our client to gag what you do not want to see.

Autoloot is a relic from a long time ago when we had a mistaken
idea of what was causing lag in the mud. It was a start at 
trying to remedy some of that and then we found the real
cause after some more research.

Autoloot is a legacy command that really hurts nothing
helps very few people.

My opinion is that your client can do these typos of
things much better than the mud ever could.

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

poster: Zifnab
subject: >>Mentor System?
date: Mon Oct  3 21:08:19 2005

On Mon Oct  3 17:34:18 2005 Tranquil wrote post #749:
> As a larger player, I can say that for me at least, the primary
> reason for not taking smaller players along in my parties is because
> they simply leech far more than they add. This is not the fault of
> the player, it is more a result of the formula used to split exp
> shares in parties. Honestly, I can't see admin agreeing to giving
> lowbies the kind of power gain required to make it 'worth' taking
> smaller (level 50 or so) players along in highbie xp parties. This
> is simply because that shares formula is weighted so heavily towards
> lower worth players. Unless that formula gets changed, the party
> situation appears likely to stay pretty much as it is.
> 

Just needed to comment here...


This one part of the mud that completely amazes me...

At 13gig of exp you are still worried about a small
player 'leeching' your exp.

Just absolutely amazes me.

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

poster: Blooje
subject: witch spell
date: Fri Oct  7 05:16:27 2005

unforget, unforgets the target ;) witches have control of the mind,
we should be able to do this :)

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

poster: Roirraw
subject: >witch spell
date: Fri Oct  7 05:25:07 2005

On Fri Oct  7 05:16:27 2005 Blooje wrote post #766 in ideas:

> unforget, unforgets the target ;) witches have control of the mind,

> we should be able to do this :)



or maybe a mastery that protects other party members (including the witch from losing ALL of their skills/spells (more trained, the less guilds that you lose the spells/skills for)



maybe something like a psy warning that feeds of another mastery

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

poster: Coal
subject: Mud_issues
date: Fri Oct  7 07:47:21 2005

We have this wonderful mud_issues channel that people are not on
alot. Well ok i'm not on alot. I think it might be helpful to us on
this channel to have a news forum that we can see and post on.
or maybe i'm dumb and dont have it turned on or something...
yeah

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

poster: Inside
subject: shaman guild
date: Sun Oct  9 01:20:03 2005

it'd be cool if we could somehow use our druidic staff to make more
food. rather than making better food, if we could grow a few at a
time by draining the staff, that'd be damn cool.

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

poster: Inside
subject: fighters
date: Sun Oct  9 03:34:09 2005

it would be cool if warrior guild item had an ability that could be
used... say... once a reboot to let the warrior reloc to the old
fighter guild... or maybe blackavar arena
i dunno that it would actually do anything useful. it's just a cool idea, imo.

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

poster: Charix
subject: Merge items
date: Sun Oct  9 18:48:01 2005

It's would be cool, if we can merge 2 same item to same 1 brand new item.

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

poster: Avenger
subject: mxp addon
date: Sun Oct  9 21:59:37 2005

It would be nice if there was another argument to mxp command, like
"player". It would be clickable player's name with for example look
at, finger, etc...
I am asking for that mainly because there are some occasions when it
is important to check quickly if there is another player in the same
room.
Adding this to list of colors would be enough but mxp command could
be better customized.

-Avenger-

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

poster: Zifnab
subject: >mxp addon
date: Mon Oct 10 00:47:26 2005

On Sun Oct  9 21:59:37 2005 Avenger wrote post #772:
> It would be nice if there was another argument to mxp command, like
> "player". It would be clickable player's name with for example look
> at, finger, etc...
> I am asking for that mainly because there are some occasions when it
> is important to check quickly if there is another player in the same
> room.
> Adding this to list of colors would be enough but mxp command could
> be better customized.
> 
> -Avenger-
MAybe I am missing something... but I can type la player faster than
I can get to my mouse..

Not saying its a bad idea I just don't understand your reasoning.

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

poster: Inside
subject: >>mxp addon
date: Mon Oct 10 00:49:17 2005

On Mon Oct 10 00:47:26 2005 Zifnab wrote post #773:
> On Sun Oct  9 21:59:37 2005 Avenger wrote post #772:
> > It would be nice if there was another argument to mxp command, like
> > "player". It would be clickable player's name with for example look
> > at, finger, etc...
> > I am asking for that mainly because there are some occasions when it
> > is important to check quickly if there is another player in the same
> > room.
> > Adding this to list of colors would be enough but mxp command could
> > be better customized.
> > 
> > -Avenger-
> MAybe I am missing something... but I can type la player faster than
> I can get to my mouse..
> 
> Not saying its a bad idea I just don't understand your reasoning.
bleh
eog
i didn't understand what he meant with this line:
"I am asking for that mainly because there are some occasions when it
is important to check quickly if there is another player in the same
room."
uhh... wouldn't look do that? i don't see what having mxp on a
player's in room desc would do if you didn't already see the player
by using look. :/

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

poster: Monkey
subject: >>>mxp addon
date: Mon Oct 10 00:50:09 2005

On Mon Oct 10 00:49:17 2005 Inside wrote post #774:
> On Mon Oct 10 00:47:26 2005 Zifnab wrote post #773:
> > On Sun Oct  9 21:59:37 2005 Avenger wrote post #772:
> > > It would be nice if there was another argument to mxp command, like
> > > "player". It would be clickable player's name with for example look
> > > at, finger, etc...
> > > I am asking for that mainly because there are some occasions when it
> > > is important to check quickly if there is another player in the same
> > > room.
> > > Adding this to list of colors would be enough but mxp command could
> > > be better customized.
> > > 
> > > -Avenger-
> > MAybe I am missing something... but I can type la player faster than
> > I can get to my mouse..
> > 
> > Not saying its a bad idea I just don't understand your reasoning.
> bleh
> eog
> i didn't understand what he meant with this line:
> "I am asking for that mainly because there are some occasions when it
> is important to check quickly if there is another player in the same
> room."
> uhh... wouldn't look do that? i don't see what having mxp on a
> player's in room desc would do if you didn't already see the player
> by using look. :/
or just typing 'l' much faster

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

poster: Avenger
subject: >>mxp addon
date: Mon Oct 10 01:04:58 2005

On Mon Oct 10 00:47:26 2005 Zifnab wrote post #773:
> On Sun Oct  9 21:59:37 2005 Avenger wrote post #772:
> > It would be nice if there was another argument to mxp command, like
> > "player". It would be clickable player's name with for example look
> > at, finger, etc...
> > I am asking for that mainly because there are some occasions when it
> > is important to check quickly if there is another player in the same
> > room.
> > Adding this to list of colors would be enough but mxp command could
> > be better customized.
> > 
> > -Avenger-
> MAybe I am missing something... but I can type la player faster than
> I can get to my mouse..
> 
> Not saying its a bad idea I just don't understand your reasoning.
when i enter the room, i can see lots of text: description of the
room (optional), mobs, items, players. When i run through an area,
like in an Azarian event, i can hear lots of swears from some
players if i accidentally attack a mob in the same room as they are.
Players are not just as easily "visible" as they could be, having
the same color as items on the floor or special objects in the
room.
Is this better explanation?

-Avenger-

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

poster: Inside
subject: >>>mxp addon
date: Mon Oct 10 01:05:56 2005

On Mon Oct 10 01:04:58 2005 Avenger wrote post #776:
> On Mon Oct 10 00:47:26 2005 Zifnab wrote post #773:
> > On Sun Oct  9 21:59:37 2005 Avenger wrote post #772:
> > > It would be nice if there was another argument to mxp command, like
> > > "player". It would be clickable player's name with for example look
> > > at, finger, etc...
> > > I am asking for that mainly because there are some occasions when it
> > > is important to check quickly if there is another player in the same
> > > room.
> > > Adding this to list of colors would be enough but mxp command could
> > > be better customized.
> > > 
> > > -Avenger-
> > MAybe I am missing something... but I can type la player faster than
> > I can get to my mouse..
> > 
> > Not saying its a bad idea I just don't understand your reasoning.
> when i enter the room, i can see lots of text: description of the
> room (optional), mobs, items, players. When i run through an area,
> like in an Azarian event, i can hear lots of swears from some
> players if i accidentally attack a mob in the same room as they are.
> Players are not just as easily "visible" as they could be, having
> the same color as items on the floor or special objects in the
> room.
> Is this better explanation?
> 
> -Avenger-
much. now i am less confused about the idea. of course, i can't
implement it... but i'm glad i know wtf was being talked about now
:)

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

poster: Inside
subject: >>>>mxp addon
date: Mon Oct 10 01:11:35 2005

On Mon Oct 10 01:05:56 2005 Inside wrote post #777:
> > players if i accidentally attack a mob in the same room as they are.
> > Players are not just as easily "visible" as they could be, having
> > the same color as items on the floor or special objects in the
> > room.
> > Is this better explanation?
> > 
> > -Avenger-
> much. now i am less confused about the idea. of course, i can't
> implement it... but i'm glad i know wtf was being talked about now
> :)
bleh
honestly though (and maybe i'm missing the point, somewhat), in the
example of walking into a room and being unable to distinguish
between players and items... there is usually a space between
them... mxp tags would maybe give you the ability to add color, and
i'm not saying it's a bad idea. i just don't see how it's really
that easy to get confused.

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

poster: Inside
subject: eagle familiars
date: Mon Oct 10 01:19:25 2005

bleh
it would be neat if you could teach them which shops to sell to. for
instance, i would have them sell to sopor or maybe talos. almost no
one goes through those shops, so if i accidentally sold something i
wanted (it never happens, but i guess there's always a chance it
could), chances are i would be able to recover it.
maybe that's the exact reason you can't already do it, though

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

poster: Gabriel
subject: condition
date: Mon Oct 10 03:26:39 2005

ph
idea
condition
ph
condition
ph
condition
ph
condition
ph
condition
ph
for every week of mud age, we should get a tp reward for being
condition
ph
lame mud addicts. k thx.

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

poster: Zifnab
subject: >condition
date: Mon Oct 10 03:28:33 2005

On Mon Oct 10 03:26:39 2005 Gabriel wrote post #780:
> for every week of mud age, we should get a tp reward for being
> lame mud addicts. k thx.

Keep in mind you are then rewarding players for idling.
**

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

poster: Inside
subject: >>condition
date: Mon Oct 10 03:29:33 2005

On Mon Oct 10 03:28:33 2005 Zifnab wrote post #781:
> On Mon Oct 10 03:26:39 2005 Gabriel wrote post #780:
> > for every week of mud age, we should get a tp reward for being
> > lame mud addicts. k thx.
> 
> Keep in mind you are then rewarding players for idling.
> **
no. we'd be rewarding players for having triggers that make sure
they AREN'T idling.

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

poster: Inside
subject: >>>condition
date: Mon Oct 10 03:30:24 2005

On Mon Oct 10 03:29:33 2005 Inside wrote post #782:
> On Mon Oct 10 03:28:33 2005 Zifnab wrote post #781:
> > On Mon Oct 10 03:26:39 2005 Gabriel wrote post #780:
> > > for every week of mud age, we should get a tp reward for being
> > > lame mud addicts. k thx.
> > 
> > Keep in mind you are then rewarding players for idling.
> > **
> no. we'd be rewarding players for having triggers that make sure
> they AREN'T idling.
well, not idling too long, i mean. it seemed to make more sense
before i read what i had written.
isn't that the way it goes?

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

poster: Ronan
subject: new emote!
date: Mon Oct 10 20:30:58 2005

quillz2 -> You try pushing out a fart and spackle your shorts.
Foo trys pushing out a fart and spackles his/her/its shorts.
Thx

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

poster: Inside
subject: a doozy
date: Mon Oct 10 23:39:33 2005

it would be cool if we could do something like 'tell 
riends,-player' so that you could tell all your friends BUT that
player. my reasoning is that i have people on my friends list that
a) wouldn't enjoy the spam, and b) don't share that sense of humor.
it would be nice if i could exclude them so that i didn't get nuked.
also, i am extremely lazy, so i don't really feel like writing down
the names of 10 people on my friends list just so i can exclude the
11th.
(btw, the nuked is in reference to silly stupid stuff to people on
my friends list like zifnab. whiel i'm sure he's capable of doing
'block multiple'... i don't feel the desire to make him work extra
hard and lose some of his nifty tell abilities just so that i can
talk to my friends who won't get spammed to hell without being
entertained)

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

poster: Quillz
subject: >new emote!
date: Mon Oct 10 23:53:56 2005

On Mon Oct 10 20:30:58 2005 Ronan wrote post #784:
> quillz2 -> You try pushing out a fart and spackle your shorts.
> Foo trys pushing out a fart and spackles his/her/its shorts.
> Thx
Pfft
Since when do I spackle my shorts? Bluemoon is displacing his anger on me!!

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

poster: Bluemoon
subject: >>new emote!
date: Tue Oct 11 01:36:22 2005

On Mon Oct 10 23:53:56 2005 Quillz wrote post #786:
> On Mon Oct 10 20:30:58 2005 Ronan wrote post #784:
> > quillz2 -> You try pushing out a fart and spackle your shorts.
> > Foo trys pushing out a fart and spackles his/her/its shorts.
> > Thx
> Pfft
> Since when do I spackle my shorts? Bluemoon is displacing his anger on me!!
Nein, Quillz did that when he tried to fart and there was something
solid attached...hence the emote!

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

poster: Zifnab
subject: >a doozy
date: Tue Oct 11 05:26:53 2005

> (btw, the nuked is in reference to silly stupid stuff to people on
> my friends list like zifnab. whiel i'm sure he's capable of doing
> 'block multiple'... i don't feel the desire to make him work extra
> hard and lose some of his nifty tell abilities just so that i can
> talk to my friends who won't get spammed to hell without being
> entertained)

FYI I have had block multiple and block friends on since
the day it was put in. I don't really see the need to get 
that complicated with the tell command.

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

poster: Inside
subject: >>a doozy
date: Tue Oct 11 05:28:47 2005

On Tue Oct 11 05:26:53 2005 Zifnab wrote post #788:
> > (btw, the nuked is in reference to silly stupid stuff to people on
> > my friends list like zifnab. whiel i'm sure he's capable of doing
> > 'block multiple'... i don't feel the desire to make him work extra
> > hard and lose some of his nifty tell abilities just so that i can
> > talk to my friends who won't get spammed to hell without being
> > entertained)
> 
> FYI I have had block multiple and block friends on since
> the day it was put in. I don't really see the need to get 
> that complicated with the tell command.
really? i was pretty sure that kaos and i had a good number of
random people in a tell, and then one of us had the genius idea to
invite you. for a few replies, you were in it. suddenly, you
weren't. perhaps kaos just didn't reply and i replied to the new
list...
btw, maduo says (yea, that carries a lot of weight) that if you have
block multiple on and you get a tell sent to more than a certain
number of people, it will appear as though you are in the tell list
even though you are not receiving them.

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

poster: Quillz
subject: >>>new emote!
date: Tue Oct 11 06:23:11 2005

On Tue Oct 11 01:36:22 2005 Bluemoon wrote post #787:
> On Mon Oct 10 23:53:56 2005 Quillz wrote post #786:
> > On Mon Oct 10 20:30:58 2005 Ronan wrote post #784:
> > > quillz2 -> You try pushing out a fart and spackle your shorts.
> > > Foo trys pushing out a fart and spackles his/her/its shorts.
> > > Thx
> > Pfft
> > Since when do I spackle my shorts? Bluemoon is displacing his anger on
me!!
> Nein, Quillz did that when he tried to fart and there was something
> solid attached...hence the emote!
And where was I when this happened? You old lady gossipin fool! At
least let me know if you're going to make something up about me so I
can chime in as well instead of wondering what the hell is going
on!

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

poster: Inside
subject: gab (pawn broker)
date: Tue Oct 11 13:27:41 2005

i'm kinda dumb for this, i think.
i sell stuff to gab and don't keep a list of what i've sold. i just
asked gab about sales, and she said:

I have 255,000 gold for you from the sale of your equipment.

what? the only thing i remember having in ths hop was a glasses of
truesight, which i thought was only 250k.
it would be nice if gab said something like

I have 255,000 gold for you from the sale of your equipment.
250,000 for glasses of truesight.
5,000 for X.

because then i would be able to say 'oh, ok, it isn't a bug' (i'm
pretty sure it isn't a bug, because i seem to remember selling
something for 5k..., i just don't know what) 
also, it'd be nice if she told us when it was sold, so that
(possibly) we could keep track of how long it took to sell. it may
give us a competitive edge on how much to sell stuff for if we know
that people are rushing over to gab a minute after you sell
something to buy it before someone else claims stake on your
ignorant selling price.

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

poster: Inside
subject: race leader
date: Wed Oct 12 07:23:07 2005

uhh, if someone can't take the race lead eq... shouldn't they still
show up as the race leader? i mean... why would rawknrhol give race
lead eq to someone who wasn't race leader?

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

poster: Bluemoon
subject: >>>>new emote!
date: Wed Oct 12 08:10:12 2005

On Tue Oct 11 06:23:11 2005 Quillz wrote post #790:
> On Tue Oct 11 01:36:22 2005 Bluemoon wrote post #787:
> > On Mon Oct 10 23:53:56 2005 Quillz wrote post #786:
> > > On Mon Oct 10 20:30:58 2005 Ronan wrote post #784:
> > > > quillz2 -> You try pushing out a fart and spackle your shorts.
> > > > Foo trys pushing out a fart and spackles his/her/its shorts.
> > > > Thx
> > > Pfft
> > > Since when do I spackle my shorts? Bluemoon is displacing his anger on
> me!!
> > Nein, Quillz did that when he tried to fart and there was something
> > solid attached...hence the emote!
> And where was I when this happened? You old lady gossipin fool! At
> least let me know if you're going to make something up about me so I
> can chime in as well instead of wondering what the hell is going
> on!
Vietnam

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

poster: Inside
subject: exp lotto
date: Thu Oct 13 02:20:37 2005

it would be cool if the location was a random site... one for each island.

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

poster: Inside
subject: tessy poo
date: Thu Oct 13 05:21:21 2005

it would be cool if tesselavala would sell you familiar assistants,
perhaps for a % of the exp value of your kill. the assistants, of
course, would only be able to attack the correct mob, and they would
dest when it died

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

poster: Dorion
subject: Plaques
date: Thu Oct 13 11:02:40 2005

Hey i think it might be cool to put in a plaque that displays the xp/per minute

for your life time, just the one is summary ye. my brains wracked



   Nemor Out.

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

poster: Max
subject: Eq
date: Fri Oct 14 17:31:31 2005

I think it'd be cool if we could make eq, saveable eq, with our
TP's. Like 1tp would add like 2 stats. And you could make any kind
of eq, weapons, armor, whatever. And perhaps with maybe 7+tps or
something you could add a special.
Of course, it'd all have limits, like 20stats per weapon, maximum or
something like that.
I think this would help, because its a pain to depend on people to
go out and get eq nowadays.

-Max

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

poster: Max
subject: Eq2
date: Fri Oct 14 17:39:08 2005

Another idea for getting/making eq... Scavenger hunts, where you
would be assigned a bunch of mobs to kill and get parts from, then
when you get all the parts, you put them together and make a random
eq. And you could name it yourself. This would probably be a
midbie/highbie thing or maybe a lowbie party thing, but I think it'd
be funner and easier than eq mobs and eq bounties.
The harder/more mobs the better the eq.


-Max

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

poster: Blooje
subject: Harmer guild
date: Sat Oct 15 00:40:38 2005

should be updated a little, maybe with a guild that helps harmers to
do damage perhaps by adding a magical
grappling effect (perhaps a new guild that does this) to help do moer damage
even a guild that offers a bit more defense in killing may help it
out a little, this probably sounds MA esque
but that's because it is, but instead of insfusing fists or
whatever, infuse the dagger and let it add some effect of
multiweapons...ect
ok that's all, any flames will be batted down by my ego

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

poster: Daran
subject: >Harmer guild
date: Sat Oct 15 00:48:44 2005

On Sat Oct 15 00:40:38 2005 Blooje wrote post #799:
> should be updated a little, maybe with a guild that helps harmers to
> do damage perhaps by adding a magical
> grappling effect (perhaps a new guild that does this) to help do moer damage
> even a guild that offers a bit more defense in killing may help it
> out a little, this probably sounds MA esque
> but that's because it is, but instead of insfusing fists or
> whatever, infuse the dagger and let it add some effect of
> multiweapons...ect
> ok that's all, any flames will be batted down by my ego

If you go back through archives, we have tons of ideas for harmer.
Until a more active wiz takes the guild tree on, any and all ideas
are going to fall on def ears im afraid.


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

poster: Inside
subject: >>Harmer guild
date: Sat Oct 15 03:30:48 2005

On Sat Oct 15 00:48:44 2005 Daran wrote post #800:
> On Sat Oct 15 00:40:38 2005 Blooje wrote post #799:
> > should be updated a little, maybe with a guild that helps harmers to
> > do damage perhaps by adding a magical
> > grappling effect (perhaps a new guild that does this) to help do moer
damage
> > even a guild that offers a bit more defense in killing may help it
> > out a little, this probably sounds MA esque
> > but that's because it is, but instead of insfusing fists or
> > whatever, infuse the dagger and let it add some effect of
> > multiweapons...ect
> > ok that's all, any flames will be batted down by my ego
> 
> If you go back through archives, we have tons of ideas for harmer.
> Until a more active wiz takes the guild tree on, any and all ideas
> are going to fall on def ears im afraid.
> 
or blind eyes, as would be more appropriate a saying

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

poster: Inside
subject: hi
date: Sat Oct 15 03:32:31 2005

someone may have suggested this recently... i dunno cause i have the
memory of a goldfish.
what?
oh yea
it would be nice if we could file our friends list.
like 'friends monkey_secs' would tell me all of monkey's chars that
i know of and have added to my friends list which i have put in that
specific folder.
that's not too complicated i hope (the description, not the actual coding.)
what?
drool

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

poster: Apina
subject: Idea report
date: Sat Oct 15 03:55:11 2005

Hi, let me explain my situation. I am a newbie. I am level 12.
Newbies has a restriction on their chatting abilities. They cannot
say more than 3 or 4 words in consecutive order. I realize this is
very good and smart for newbies who like to log on and spam. However
it is inconvenient to newbie players who are trying to hold
conversations on private channels. So my idea is to make the
restriction on chatting removed for private channels. That way if
they do decide to be spammers, they will not spam the majority of
the mud. I realize most people will be against this, however, if you
do not like it I challenge you to reincarnate and stay level 1 for
more than an hour and try to hold a decent conversation without
having to wait 30 seconds to be able to talk again.
This has been the mighty Apina
Signing Out.

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

poster: Korthrun
subject: >>Harmer guild
date: Sat Oct 15 05:02:33 2005

ill do it!

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

poster: Daneel
subject: >>Harmer guild
date: Sat Oct 15 05:06:57 2005

On Sat Oct 15 00:48:44 2005 Daran wrote post #800 in ideas:



> If you go back through archives, we have tons of ideas for harmer.

> Until a more active wiz takes the guild tree on, any and all ideas

> are going to fall on def ears im afraid.





I already have most of the ideas I need, a guild tree written, and I

believe two guilds' worth of spells written



I hardly count as an active wizard lately, but I'm thinking of this 

being a good project to get my feet wet again.  I'll let people know

if/when I need anything.



           -Daneel


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

poster: Inside
subject: idea
date: Tue Oct 18 07:00:17 2005

now that cleanup is working over boots and seems to be getting
better... can we maybe re-introduce those lovely personal trees?
that would be EXCELLENT, in my opinion. (of course, i'm not saying
they should save over boots. i'm just saying that the code is being
worked with, so maybe the code could be tampered with on the
trees.)
ff to explain why that doesn't make sense... if you actually know

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

poster: Quillz
subject: new emote
date: Tue Oct 18 09:57:19 2005

wavepenis LIV
You wave your penis at LIV.

Q

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

poster: Zifnab
subject: >idea
date: Tue Oct 18 13:38:23 2005

On Tue Oct 18 07:00:17 2005 Inside wrote post #806:
> now that cleanup is working over boots and seems to be getting
> better... can we maybe re-introduce those lovely personal trees?
> that would be EXCELLENT, in my opinion. (of course, i'm not saying
> they should save over boots. i'm just saying that the code is being
> worked with, so maybe the code could be tampered with on the
> trees.)
> ff to explain why that doesn't make sense... if you actually know

The trees need to be completely rewritten.

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

poster: Bluemoon
subject: Fire
date: Tue Oct 18 23:44:34 2005

Probably already been suggested but perhaps la fire would let you
see how much wood the fire has remaining
beats guessing for throwing wood on the fire
Moonie

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

poster: Fezzick
subject: Crystal Ball Machine
date: Wed Oct 19 08:05:41 2005

Not sure how much fun people had with this thing, but I recall that
even for those of us who enjoyed exploring, how fun it was to see
places you hadn't thought of in a while - or even just to test your
memory of the places you'd been...
 
No matter what it's always healthy to find ways to get people to
explore and appreciate the places that so many have take time to
create - and perhaps we could encourage it through this lovely
machine.
 
I'd like to suggest some kind of reward for those who hit some
target goal - 10 tps for every 100 rooms perhaps?
 
Considering how long we go between boots, and how difficult it can
be to get to a room at times (behind blockers, etc.) - achieving
each milestone would be quite an accomplishment.
 
 

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

poster: Tass
subject: Rev's 
date: Tue Oct 25 01:51:27 2005

Maybe there could be a machine or someone in hell that you could get
a fairily good rev by paying some gold to since there is a lack of
healers on this mud recently, it's rediculious to wait hours for a
damn rev.

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

poster: Daran
subject: >Rev's 
date: Tue Oct 25 01:57:39 2005

On Tue Oct 25 01:51:27 2005 Tass wrote post #811:
> Maybe there could be a machine or someone in hell that you could get
> a fairily good rev by paying some gold to since there is a lack of
> healers on this mud recently, it's rediculious to wait hours for a
> damn rev.

It's rediculiously easy to get out of hell as is

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

poster: Fezzick
subject: >>Rev's 
date: Tue Oct 25 01:59:45 2005

I believe it's 'ridiculous,' - but either way, we've all had to
suffer with lack of healers at one time or another, and with too
much exp on to consider taking the boat back...doubtful anything
will change.
 

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

poster: Gabriel
subject: >>>rev
date: Tue Oct 25 02:01:36 2005

if there was a machine, healers revving would be pointless.
It would piss off the healer guild and then there -really- would be a lack of
healers
hint: DON'T DIE.

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

poster: Zifnab
subject: >Rev's 
date: Tue Oct 25 02:42:31 2005

On Tue Oct 25 01:51:27 2005 Tass wrote post #811:
> Maybe there could be a machine or someone in hell that you could get
> a fairily good rev by paying some gold to since there is a lack of
> healers on this mud recently, it's rediculious to wait hours for a
> damn rev.

You do not have to wait hours.

In the time you waited you could have earned the exp back or clsoe
to it that you lose on the boat.

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

poster: Ranja
subject: >>Rev's 
date: Wed Oct 26 15:51:37 2005

On Tue Oct 25 01:57:39 2005 Daran wrote post #812:
> On Tue Oct 25 01:51:27 2005 Tass wrote post #811:
> > Maybe there could be a machine or someone in hell that you could get
> > a fairily good rev by paying some gold to since there is a lack of
> > healers on this mud recently, it's rediculious to wait hours for a
> > damn rev.
> 
> It's rediculiously easy to get out of hell as is
You should be thankful you can get out of hell at all!

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

poster: Tranquil
subject: Condition command
date: Tue Nov  1 08:04:56 2005

It would be nice to have some additional options to the 'condition'
command, such as the following:

condition monster -> shows the condition of all monsters in the room

condition familiar -> shows the condition of all familiars in the room

condition player -> shows the condition of all players in the room

These would make the condition command more useful, as at the
present time, the only options you have are 'condition' which shows
one monster you are fighting, not all of them, and 'condition all'
shows not only the monsters, but also all of the players AND
familiars in the room (incidentally, which includes a superflous
line between them).
This can get rather spammy in medium parties, or even small ones
with a few familiars. Constructive criticism welcome, please direct
flames to /dev/null.


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

poster: Ixtlilton
subject: >Condition command
date: Tue Nov  1 09:21:53 2005

If you paid attention you would have noticed that condition is a verb.

So you can do condition 

or condition 

or whatever provided that monsters/familiars etc have a common id.



Since as a verb, it works just like one.

-----------------

poster: Tranquil
subject: >>Condition command
date: Tue Nov  1 16:44:20 2005

On Tue Nov  1 09:21:53 2005 Ixtlilton wrote post #818:
> If you paid attention you would have noticed that condition is a verb.

> So you can do condition 

> or condition 

> or whatever provided that monsters/familiars etc have a common id.

> 

> Since as a verb, it works just like one.

If you paid attention you would have noticed that the help file for
condition does not state any of this, and in fact does not mention
that it takes args at all. You may also have noticed that players do
not have access to read the code of verbs, nor do we have
mind-reading abilities (except for maybe those shifty witch types),
therefore are less likely to be aware of the options that this
command - ahem, verb takes.

Thus, my update to this idea would be for the help file for this
verb to be modified to reflect the other options that are
acceptable.


-----------------

poster: Switchblade
subject: >>>Condition command
date: Thu Nov  3 06:32:08 2005

On Tue Nov  1 16:44:20 2005 Tranquil wrote post #819:
> On Tue Nov  1 09:21:53 2005 Ixtlilton wrote post #818:
> > If you paid attention you would have noticed that condition is a verb.

> > So you can do condition 

> > or condition 

> > or whatever provided that monsters/familiars etc have a common id.

> > 

> > Since as a verb, it works just like one.
> 
> If you paid attention you would have noticed that the help file for
> condition does not state any of this, and in fact does not mention
> that it takes args at all. You may also have noticed that players do
> not have access to read the code of verbs, nor do we have
> mind-reading abilities (except for maybe those shifty witch types),
> therefore are less likely to be aware of the options that this
> command - ahem, verb takes.
> 
> Thus, my update to this idea would be for the help file for this
> verb to be modified to reflect the other options that are
> acceptable.
> 

could you all repeat that, I wasn't paying attention

-----------------

poster: Tahnval
subject: Change to death message
date: Sun Nov 13 04:28:44 2005

I'm suggesting an addition to the death message, to make it
easier to properly target bury/loot/etc triggers.

Rather than just " falls to the ground dead!"
have "Slain by ,  falls to the ground dead!"

Players could then conveniently trigger for only mobs they
kill themselves.  Familiars and minions could be named
seperately, or kills by them could be named for the player
they follow.  This is tracked in parties, to create the party
member's kills in the party status, so perhaps it wouldn't
involve much work.

-----------------

poster: Tranquil
subject: >Change to death message
date: Sun Nov 13 04:30:44 2005

On Sun Nov 13 04:28:44 2005 Tahnval wrote post #821:
> I'm suggesting an addition to the death message, to make it
> easier to properly target bury/loot/etc triggers.
> 
> Rather than just " falls to the ground dead!"
> have "Slain by ,  falls to the ground dead!"
> 
> Players could then conveniently trigger for only mobs they
> kill themselves.  Familiars and minions could be named
> seperately, or kills by them could be named for the player
> they follow.  This is tracked in parties, to create the party
> member's kills in the party status, so perhaps it wouldn't
> involve much work.

People can already do this via the 'autoloot' command. People can
also do this by making good triggers, such as including a line break
and the pattern 'You receive * exp.' in their loot triggers.


-----------------

poster: Draco
subject: >>Change to death message
date: Sun Nov 13 11:39:54 2005

On Sun Nov 13 04:30:44 2005 Tranquil wrote post #822:
> On Sun Nov 13 04:28:44 2005 Tahnval wrote post #821:
> > I'm suggesting an addition to the death message, to make it
> > easier to properly target bury/loot/etc triggers.
> > 
> > Rather than just " falls to the ground dead!"
> > have "Slain by ,  falls to the ground dead!"
> > 
> > Players could then conveniently trigger for only mobs they
> > kill themselves.  Familiars and minions could be named
> > seperately, or kills by them could be named for the player
> > they follow.  This is tracked in parties, to create the party
> > member's kills in the party status, so perhaps it wouldn't
> > involve much work.
> 
> People can already do this via the 'autoloot' command. People can
> also do this by making good triggers, such as including a line break
> and the pattern 'You receive * exp.' in their loot triggers.
> 
well that is in all, a good plan tranquil, but you have forgotten one thing

85% of mudders, maybe more, are so lazy that they want the mud to do
every little thing for them, so that creating 1 or 2 triggers would
suffice for almost botting.
of this ~85%, 84% are so lazy that even given all this info, they
will not ask how to create a trigger with a line break in it, no
matter how much easier that would make it
the remaining 1% or so would actually do this
and prolly 15% of mudders dont have access to a client that can make
these complex triggers

oh i should remind you, we are on a mud, people who mud tend to be very lazy

as for your idea tahnval, mudders are lazy
basically everyone already has a  falls to the gournd DEAD! trigger.
that would fire even with the change
so basically, you are asking for a change that you and MAYBE a few
seleced individuals would actually make triggers for
my advice, ask tranquil how to make his trigger :)
because mudders are lazy, and im sure the wizards have enough on
thier plate already that this would be a somewhat time-consuming
change that most people wont use
maybe it would be fast, i dont know, but im gonna guess not
so yeah thats my 2 cents

-----------------

poster: Tranquil
subject: >>>Change to death message
date: Sun Nov 13 11:58:54 2005

>85% of mudders, maybe more, are so lazy that they want the mud to do
>every little thing for them, so that creating 1 or 2 triggers would
>suffice for almost botting.

The truly lazy mudder designs and implements good, properly made
triggers at the first available opportunity. It's only the hosers
pretending to be lazy that make bad ones, because to redeem oneself
after each tripping off of a bad trigger takes yet more effort.


-----------------

poster: Zifnab
subject: >Change to death message
date: Sun Nov 13 14:58:51 2005

On Sun Nov 13 04:28:44 2005 Tahnval wrote post #821:
> I'm suggesting an addition to the death message, to make it
> easier to properly target bury/loot/etc triggers.
> 
> Rather than just " falls to the ground dead!"
> have "Slain by ,  falls to the ground dead!"
> 
> Players could then conveniently trigger for only mobs they
> kill themselves.  Familiars and minions could be named
> seperately, or kills by them could be named for the player
> they follow.  This is tracked in parties, to create the party
> member's kills in the party status, so perhaps it wouldn't
> involve much work.

There are multiple ways to make sure that you only  trigger
on monsters you kill yourself.

Set up a variable when you start combat. only loot etc
if that variable is set and you get the kill. 

Seems easy and very safe especially seeing how you guys
scream so loudly when someone kills in the same room
as you.

Alternatively you can do the above _and_ trigger on the
exp message should be even safer.

Not sure I see a real need to make it easier to trigger
on since it is already easy.

-----------------

poster: Korthrun
subject: hi
date: Sun Nov 13 21:09:29 2005

a new argument to friends command would be neato
friends notify [login|logout|both|off]
to let you know when friends login and or out
I don't wish the login channel to be on, but I like to knwo when
pepople i like login

-----------------

poster: Tahnval
subject: >>>>Change to death message
date: Sun Nov 13 23:08:41 2005

On Sun Nov 13 11:58:54 2005 Tranquil wrote post #824:
> >85% of mudders, maybe more, are so lazy that they want the mud to do
> >every little thing for them, so that creating 1 or 2 triggers would
> >suffice for almost botting.
> 
> The truly lazy mudder designs and implements good, properly made
> triggers at the first available opportunity. It's only the hosers
> pretending to be lazy that make bad ones, because to redeem oneself
> after each tripping off of a bad trigger takes yet more effort.
> 
Bizarrely, in the 5 years I have been here I never thought of triggering
off the exp recieved message rather than the mob falling message.

Man, how embarrassing is that?

Many people won't make triggers involving variables because "it's programming
and I can't do that".  

-----------------

poster: Tahnval
subject: >>Change to death message
date: Sun Nov 13 23:12:32 2005

"Set up a variable when you start combat. only loot etc
if that variable is set and you get the kill. "

That is not easy to a newbie who has no idea how to
determine that they got the kill.  They probably won't
know how to use variables in their mud client, either.

It's already easy for people who know how to do it.  That
isn't everyone.

-----------------

poster: Zifnab
subject: >>>Change to death message
date: Mon Nov 14 03:30:10 2005

On Sun Nov 13 23:12:32 2005 Tahnval wrote post #828:
> "Set up a variable when you start combat. only loot etc
> if that variable is set and you get the kill. "
> 
> That is not easy to a newbie who has no idea how to
> determine that they got the kill.  They probably won't
> know how to use variables in their mud client, either.
> 
> It's already easy for people who know how to do it.  That
> isn't everyone.

Nothing is easy for a newbie. However I do think its fair
to expect people to know how to use their clients.

If they can make triggers they can learn to make good triggers
all it takes is asking how.

-----------------

poster: Kaos
subject: >>>>Change to death message
date: Mon Nov 14 10:40:25 2005

On Mon Nov 14 03:30:10 2005 Zifnab wrote post #829:
> On Sun Nov 13 23:12:32 2005 Tahnval wrote post #828:
> > "Set up a variable when you start combat. only loot etc
> > if that variable is set and you get the kill. "
> > 
> > That is not easy to a newbie who has no idea how to
> > determine that they got the kill.  They probably won't
> > know how to use variables in their mud client, either.
> > 
> > It's already easy for people who know how to do it.  That
> > isn't everyone.
> 
> Nothing is easy for a newbie. However I do think its fair
> to expect people to know how to use their clients.
> 
> If they can make triggers they can learn to make good triggers
> all it takes is asking how.
I remember in the old days when we just typed "get all from corpse"
when we were done fighting.

-----------------

poster: Draco
subject: >>>>Change to death message
date: Mon Nov 14 14:56:45 2005

On Mon Nov 14 03:30:10 2005 Zifnab wrote post #829:
> > know how to use variables in their mud client, either.
> > 
> > It's already easy for people who know how to do it.  That
> > isn't everyone.
> 
> Nothing is easy for a newbie. However I do think its fair
> to expect people to know how to use their clients.
> 
> If they can make triggers they can learn to make good triggers
> all it takes is asking how.
there is only one thing i can really say
read my above post about lazy mudders :)
it may only involve asking how, but how many people are really gonna
take the time to ask and learn?

-----------------

poster: Daneel
subject: >>>>>Change to death message
date: Mon Nov 14 16:13:10 2005

On Mon Nov 14 14:56:45 2005 Draco wrote post #831:
> On Mon Nov 14 03:30:10 2005 Zifnab wrote post #829:
> > > know how to use variables in their mud client, either.
> > > 
> > > It's already easy for people who know how to do it.  That
> > > isn't everyone.
> > 
> > Nothing is easy for a newbie. However I do think its fair
> > to expect people to know how to use their clients.
> > 
> > If they can make triggers they can learn to make good triggers
> > all it takes is asking how.
> there is only one thing i can really say
> read my above post about lazy mudders :)
> it may only involve asking how, but how many people are really gonna
> take the time to ask and learn?
And our rather limited wizard coding time should be taken up 
coddling to such laziness?

-----------------

poster: Draco
subject: >>>>>>Change to death message
date: Mon Nov 14 16:15:53 2005

On Mon Nov 14 16:13:10 2005 Daneel wrote post #832:
> On Mon Nov 14 14:56:45 2005 Draco wrote post #831:
> > On Mon Nov 14 03:30:10 2005 Zifnab wrote post #829:
> > > > know how to use variables in their mud client, either.
> > > > 
> > > > It's already easy for people who know how to do it.  That
> > > > isn't everyone.
> > > 
> > > Nothing is easy for a newbie. However I do think its fair
> > > to expect people to know how to use their clients.
> > > 
> > > If they can make triggers they can learn to make good triggers
> > > all it takes is asking how.
> > there is only one thing i can really say
> > read my above post about lazy mudders :)
> > it may only involve asking how, but how many people are really gonna
> > take the time to ask and learn?
> And our rather limited wizard coding time should be taken up 
> coddling to such laziness?
no, also in my previous post i said how most lazy people wont even
change thier trigs to the new code, because they have suckass
triggers and they would fire irregardless, and that having wizards
take the time to change that for a mear MAYBE 1% of the mud is a big
waste, when they can spend thier time coding other things that are
acutally useful to the general population

-----------------

poster: Inside
subject: new object
date: Tue Nov 15 03:33:04 2005

can someone code an object to wash my dishes? that'd really help me
mud a lot better.
thanks
me

-----------------

poster: Zifnab
subject: >new object
date: Tue Nov 15 03:33:43 2005

On Tue Nov 15 03:33:04 2005 Inside wrote post #834:
> can someone code an object to wash my dishes? that'd really help me
> mud a lot better.
> thanks
> me
At one time who was capable of washing your windows.

-----------------

poster: Inside
subject: haim
date: Fri Nov 18 04:20:32 2005

it'd be cool if there was a critical failure on haim where you
pissed the gods off and they hit you for damage

-----------------

poster: Inside
subject: new event
date: Fri Nov 18 04:23:49 2005

how about an event where lucifer decides that he will no longer
accept the deaths of monsters? the only way to stop him would be to
die and kill lucifer.

-----------------

poster: Fezzick
subject: Gab, pawn broker
date: Fri Nov 18 04:37:55 2005

Given that it's nice to have as it is - but if possible, and to
prevent abuse (not that anyone would abuse it) it would be helpful
for the newbies who go there for this sort of equipment to know that
it's not some useless garbage that someone thought would be fun to
put in that shop...
 
If possible, and to prevent some of this (and I say 'some' because
it certainly should always fall to the old 'buyer beware' adage), we
could have Gab only accept equipment that actually has some sort of
stat bonuses (+any_stat, or +specials - and for weapons, perhaps a
WC min...).
 
Either way - it's a great tool for getting this smaller eq into the
hands of the littler players...what would be sad is that those
smaller players stop trusting the value of the listed equipment.

-----------------

poster: Inside
subject: >Gab, pawn broker
date: Fri Nov 18 04:40:20 2005

On Fri Nov 18 04:37:55 2005 Fezzick wrote post #838:
> Given that it's nice to have as it is - but if possible, and to
> prevent abuse (not that anyone would abuse it) it would be helpful
> for the newbies who go there for this sort of equipment to know that
> it's not some useless garbage that someone thought would be fun to
> put in that shop...
>  
> If possible, and to prevent some of this (and I say 'some' because
> it certainly should always fall to the old 'buyer beware' adage), we
> could have Gab only accept equipment that actually has some sort of
> stat bonuses (+any_stat, or +specials - and for weapons, perhaps a
> WC min...).
>  
> Either way - it's a great tool for getting this smaller eq into the
> hands of the littler players...what would be sad is that those
> smaller players stop trusting the value of the listed equipment.
i see one problem with the WC restriction. tickle feather, and
possibly other nice noobie eqs, have screamingly low WCs

-----------------

poster: Roirraw
subject: >>Gab, pawn broker
date: Fri Nov 18 06:42:32 2005

On Fri Nov 18 04:40:20 2005 Inside wrote post #839 in ideas:

> On Fri Nov 18 04:37:55 2005 Fezzick wrote post #838:

> > Given that it's nice to have as it is - but if possible, and to

> > prevent abuse (not that anyone would abuse it) it would be helpful

> > for the newbies who go there for this sort of equipment to know that

> > it's not some useless garbage that someone thought would be fun to

> > put in that shop...

> >  

> > If possible, and to prevent some of this (and I say 'some' because

> > it certainly should always fall to the old 'buyer beware' adage), we

> > could have Gab only accept equipment that actually has some sort of

> > stat bonuses (+any_stat, or +specials - and for weapons, perhaps a

> > WC min...).

> >  

> > Either way - it's a great tool for getting this smaller eq into the

> > hands of the littler players...what would be sad is that those

> > smaller players stop trusting the value of the listed equipment.

> i see one problem with the WC restriction. tickle feather, and

> possibly other nice noobie eqs, have screamingly low WCs



i guess the stat check would have to override the low wc, although either stat could make it "Gabable"

-----------------

poster: Inside
subject: lodes
date: Sat Nov 19 00:16:53 2005

it'd be cool if gem blasters could use lodes for power crystals

-----------------

poster: Draco
subject: >lodes
date: Sat Nov 19 03:07:35 2005

On Sat Nov 19 00:16:53 2005 Inside wrote post #842:
> it'd be cool if gem blasters could use lodes for power crystals
why? lodestones arent gems


-----------------

poster: Shy
subject: >>lodes
date: Sat Nov 19 03:09:35 2005

On Sat Nov 19 03:07:35 2005 Draco wrote post #843:
> On Sat Nov 19 00:16:53 2005 Inside wrote post #842:
> > it'd be cool if gem blasters could use lodes for power crystals
> why? lodestones arent gems
> 
but they are made from gems, are they not? :D

-----------------

poster: Daran
subject: >>>lodes
date: Sat Nov 19 03:11:02 2005

On Sat Nov 19 03:09:35 2005 Shy wrote post #844:
> On Sat Nov 19 03:07:35 2005 Draco wrote post #843:
> > On Sat Nov 19 00:16:53 2005 Inside wrote post #842:
> > > it'd be cool if gem blasters could use lodes for power crystals
> > why? lodestones arent gems
> > 
> but they are made from gems, are they not? :D

So they use tomatoes to make ketchup, does that mean i can use
ketchup to make spaghetti


-----------------

poster: Shy
subject: >>>>lodes
date: Sat Nov 19 03:11:47 2005

more than likely, try it :)

-----------------

poster: Vor
subject: >>lodes
date: Sat Nov 19 05:18:43 2005

On Sat Nov 19 03:07:35 2005 Draco wrote post #843:
> On Sat Nov 19 00:16:53 2005 Inside wrote post #842:
> > it'd be cool if gem blasters could use lodes for power crystals
> why? lodestones arent gems
> 
i think of lodestones as gems with magic properties.

-----------------

poster: Bluemoon
subject: >>>lodes
date: Sat Nov 19 17:49:27 2005

Yes you can, I've seen my friend put ketchup on his noodles, very
strange concept though, stranger than Shy and Vor in the same room
blasting with lodestone-made power crystals!
Moonie

-----------------

poster: Bluemoon
subject: New Color
date: Sat Nov 19 20:08:24 2005

The color brown should be added! Then you can do a BROWN autumn leaf
Moonie

-----------------

poster: Inside
subject: >New Color
date: Sat Nov 19 21:03:32 2005

On Sat Nov 19 20:08:24 2005 Bluemoon wrote post #849:
> The color brown should be added! Then you can do a BROWN autumn leaf
> Moonie
why not use %^ORANGE%^? it's always looked
brown to me :P

-----------------

poster: Zifnab
subject: >New Color
date: Sat Nov 19 23:12:52 2005

On Sat Nov 19 20:08:24 2005 Bluemoon wrote post #849:
> The color brown should be added! Then you can do a BROWN autumn leaf
> Moonie

We can only do the colors that the ansi codes allow us to
Brown is not one of them.

You could use Zmud and mxp though to use whatever colors
you like on  your clienjt side.

-----------------

poster: Inside
subject: new event
date: Sun Nov 20 00:14:27 2005

i don't have a catchy name for this event. basically, here's the
premise. Someone steals Stralic's (help god_stralic) hourglass, and
for a few minutes (until it is recovered), time is weird. sometimes
it speeds up (regen cycle speeds up, you get hungry faster, things
repop faster, maybe you even grow faster), and sometimes things slow
down (melee and spells get slowed down, regen slows down, you get
hungry slower).
just an idea

-----------------

poster: Inside
subject: idea!
date: Sun Nov 20 03:04:01 2005

when you dispel your personal tree, it blows up. it'd be neat (since
it drains the hell out of you) if you got a single piece of firewood
from it

-----------------

poster: Avenger
subject: Sunnydale
date: Sun Nov 20 19:16:34 2005

hello everyone
i know that there were problems with Sunnydale and its equipment
that was a bit out of IOM's theme. But i think that recent changes
to Sloatinok caused saccing this equipment that is not
pyro-repairable. What about make changes to these items so that they
couldnt be picked up? Will there be any chance to reopen this area
again for those newcomers like me that want to explore huge part of
the world? Without this area i will never be able to reach 12k
rooms!

sorry if this question was closed forever

-Avenger-

-----------------

poster: Inside
subject: >Sunnydale
date: Sun Nov 20 22:36:49 2005

you can get 12k rooms without sunnydale

-----------------

poster: Blooje
subject: gems
date: Mon Nov 21 01:57:08 2005

should have a syntax to buy every type of one gem in a store like
'buy onyxes' or 'buy garnets'
it'd make gem hunting a ton easier :)

-----------------

poster: Daran
subject: >gems
date: Mon Nov 21 02:09:09 2005

On Mon Nov 21 01:57:08 2005 Blooje wrote post #856:
> should have a syntax to buy every type of one gem in a store like
> 'buy onyxes' or 'buy garnets'
> it'd make gem hunting a ton easier :)

Not saying this is a good or bad idea, but for now, u can always do
'list garnets' and maybe hafta buy 5 lines of gems or so. Makes gem
hunting atleast soemwhat easier

/DM


-----------------

poster: Inside
subject: >>gems
date: Mon Nov 21 05:53:15 2005

On Mon Nov 21 02:09:09 2005 Daran wrote post #857:
> On Mon Nov 21 01:57:08 2005 Blooje wrote post #856:
> > should have a syntax to buy every type of one gem in a store like
> > 'buy onyxes' or 'buy garnets'
> > it'd make gem hunting a ton easier :)
> 
> Not saying this is a good or bad idea, but for now, u can always do
> 'list garnets' and maybe hafta buy 5 lines of gems or so. Makes gem
> hunting atleast soemwhat easier
> 
> /DM
> 
why not just make an alias?
in zmud, make a class folder named 'onyxhunt'.
now make an alias that does '~!list onyxes;#T+ onyxhunt'
inside onyxhunt, have a trigger based on the messages you get for
the list of things in a shop. you need to catch 2 vars. 1 would be
the number of the item in the shop, the 2nd would be how many there
were of that item. then do @how_many buy @which_number.

easy enough to do.

-----------------

poster: Monkey
subject: >New Color
date: Mon Nov 21 20:39:39 2005

On Sat Nov 19 20:08:24 2005 Bluemoon wrote post #849:
> The color brown should be added! Then you can do a BROWN autumn leaf
> Moonie
The color blinking should be added!  The you can do a FLICKERING campfire
Moonkie

-----------------

poster: Zifnab
subject: >>New Color
date: Mon Nov 21 20:44:41 2005

On Mon Nov 21 20:39:39 2005 Monkey wrote post #859:
> On Sat Nov 19 20:08:24 2005 Bluemoon wrote post #849:
> > The color brown should be added! Then you can do a BROWN autumn leaf
> > Moonie
> The color blinking should be added!  The you can do a FLICKERING campfire
> Moonkie

I do believe we have already had this discussion and I fail to see
the need to do it again.

-----------------

poster: Evicta
subject: gwaul
date: Mon Nov 21 21:15:02 2005

it would be a nice feature if it was possible to rename your bodies at gwauls

its gets very confusing when you have many bodies and start reincing them.. 

-----------------

poster: Bluemoon
subject: New Emote
date: Wed Nov 30 19:08:11 2005

Hargreaves and Hargreaves LIV
You inform everyone around that "It's Christmas, not sex ;p"
You inform LIV that "It's Christmas, not sex! ;P"

-----------------

poster: Glonk
subject: grep
date: Thu Dec  1 01:29:42 2005

It would be nice to have some kind of grep command that we
could "pipe" other commands into...so for instance if we
are looking for specific messages in a 'last channel' we wouldn't
have to scan visually.  Probably not worth it if it is a lot of
work, but if this is something existing that could just be
exposed to players it would be a nice thing.

-----------------

poster: Zifnab
subject: >grep
date: Thu Dec  1 05:07:40 2005

On Thu Dec  1 01:29:42 2005 Glonk wrote post #863:
> It would be nice to have some kind of grep command that we
> could "pipe" other commands into...so for instance if we
> are looking for specific messages in a 'last channel' we wouldn't
> have to scan visually.  Probably not worth it if it is a lot of
> work, but if this is something existing that could just be
> exposed to players it would be a nice thing.

We do not have that ability we never added it.

My personal suggestion is to log  your session
then you can open the log in the editor of your choice and look for it.

-----------------

poster: Uno
subject: >>grep
date: Thu Dec  1 16:37:21 2005

On Thu Dec  1 05:07:40 2005 Zifnab wrote post #864:
> > could "pipe" other commands into...so for instance if we
> > are looking for specific messages in a 'last channel' we wouldn't
> > have to scan visually.  Probably not worth it if it is a lot of
> > work, but if this is something existing that could just be
> > exposed to players it would be a nice thing.
> 
> We do not have that ability we never added it.
> 
> My personal suggestion is to log  your session
> then you can open the log in the editor of your choice and look for it.

AWK AWK AWK

-----------------

poster: Blooje
subject: Emote
date: Fri Dec  2 03:18:36 2005

Glow
LIV glows!

-----------------

poster: Inside
subject: coal
date: Mon Dec  5 03:34:44 2005

you should really be able to start a fire with coal :/

-----------------

poster: Inside
subject: wtf?
date: Tue Dec  6 00:25:10 2005

woodsmen get an extra fam... why don't druids? i'm not saying we
should get animal trainer, cause that's a lot of technical stuff...
but druids are nature lovers. we make trees and use roots and stuff.
why don't we get an extra fam too? :/

-----------------

poster: Inside
subject: >wtf?
date: Tue Dec  6 00:25:46 2005

On Tue Dec  6 00:25:10 2005 Inside wrote post #868:
> woodsmen get an extra fam... why don't druids? i'm not saying we
> should get animal trainer, cause that's a lot of technical stuff...
> but druids are nature lovers. we make trees and use roots and stuff.
> why don't we get an extra fam too? :/
maybe it should be included in the druid gamma that we're waiting on :P

-----------------

poster: Inside
subject: >>wtf?
date: Tue Dec  6 00:26:14 2005

On Tue Dec  6 00:25:46 2005 Inside wrote post #869:
> On Tue Dec  6 00:25:10 2005 Inside wrote post #868:
> > woodsmen get an extra fam... why don't druids? i'm not saying we
> > should get animal trainer, cause that's a lot of technical stuff...
> > but druids are nature lovers. we make trees and use roots and stuff.
> > why don't we get an extra fam too? :/
> maybe it should be included in the druid gamma that we're waiting on :P
erm... bravo

-----------------

poster: Draco
subject: >>>wtf?
date: Tue Dec  6 03:27:10 2005

On Tue Dec  6 00:26:14 2005 Inside wrote post #870:
> On Tue Dec  6 00:25:46 2005 Inside wrote post #869:
> > On Tue Dec  6 00:25:10 2005 Inside wrote post #868:
> > > woodsmen get an extra fam... why don't druids? i'm not saying we
> > > should get animal trainer, cause that's a lot of technical stuff...
> > > but druids are nature lovers. we make trees and use roots and stuff.
> > > why don't we get an extra fam too? :/
> > maybe it should be included in the druid gamma that we're waiting on :P
> erm... bravo
thats why you have call for dryad
duh

-----------------

poster: Inside
subject: >>>>wtf?
date: Tue Dec  6 03:27:52 2005

oh yea. lemme tell you how a dryad compares to 2 wolves. i'm glad
you solved my problem.

-----------------

poster: Inside
subject: dryads
date: Tue Dec  6 03:35:17 2005

draco has so nicely pointed out that we have dryads (like i didn't know that).

how about we get cooler dryads then? maybe they could cast crappy
prots on us or help us do stuff. hell, maybe they could get a staff
and whack stuff. i dunno. i feel like we're getting the short end of
the staff on this whole familiar thing

-----------------

poster: Daneel
subject: >dryads
date: Tue Dec  6 03:47:41 2005

On Tue Dec  6 03:35:17 2005 Inside wrote post #873:
> draco has so nicely pointed out that we have dryads (like i didn't know
that).
> 
> how about we get cooler dryads then? maybe they could cast crappy
> prots on us or help us do stuff. hell, maybe they could get a staff
> and whack stuff. i dunno. i feel like we're getting the short end of
> the staff on this whole familiar thing
You said you wanted it because druids are nature lovers.  The 
dryad covers that.  So why the power complaint?

-----------------

poster: Levi
subject: >>dryads
date: Tue Dec  6 03:49:14 2005

On Tue Dec  6 03:47:41 2005 Daneel wrote post #874 in ideas:

> On Tue Dec  6 03:35:17 2005 Inside wrote post #873:

> > draco has so nicely pointed out that we have dryads (like i didn't know

> that).

> > 

> > how about we get cooler dryads then? maybe they could cast crappy

> > prots on us or help us do stuff. hell, maybe they could get a staff

> > and whack stuff. i dunno. i feel like we're getting the short end of

> > the staff on this whole familiar thing

> You said you wanted it because druids are nature lovers.  The 

> dryad covers that.  So why the power complaint?



Cos dryads SERIOUSLY suck. contribution is next to 0. ability is next to 0 as well. They dont even stun.

-----------------

poster: Inside
subject: >>>dryads
date: Tue Dec  6 03:50:05 2005

On Tue Dec  6 03:49:14 2005 Levi wrote post #875:
> On Tue Dec  6 03:47:41 2005 Daneel wrote post #874 in ideas:

> > On Tue Dec  6 03:35:17 2005 Inside wrote post #873:

> > > draco has so nicely pointed out that we have dryads (like i didn't know

> > that).

> > > 

> > > how about we get cooler dryads then? maybe they could cast crappy

> > > prots on us or help us do stuff. hell, maybe they could get a staff

> > > and whack stuff. i dunno. i feel like we're getting the short end of

> > > the staff on this whole familiar thing

> > You said you wanted it because druids are nature lovers.  The 

> > dryad covers that.  So why the power complaint?

> 

> Cos dryads SERIOUSLY suck. contribution is next to 0. ability is next to 0
as well. They dont even stun.
they stun, but they still suck :)

-----------------

poster: Daneel
subject: >>>>dryads
date: Tue Dec  6 03:50:53 2005

On Tue Dec  6 03:50:05 2005 Inside wrote post #876:
> On Tue Dec  6 03:49:14 2005 Levi wrote post #875:
> > On Tue Dec  6 03:47:41 2005 Daneel wrote post #874 in ideas:

> > > On Tue Dec  6 03:35:17 2005 Inside wrote post #873:

> > > > draco has so nicely pointed out that we have dryads (like i didn't
know

> > > that).

> > > > 

> > > > how about we get cooler dryads then? maybe they could cast crappy

> > > > prots on us or help us do stuff. hell, maybe they could get a staff

> > > > and whack stuff. i dunno. i feel like we're getting the short end of

> > > > the staff on this whole familiar thing

> > > You said you wanted it because druids are nature lovers.  The 

> > > dryad covers that.  So why the power complaint?

> > 

> > Cos dryads SERIOUSLY suck. contribution is next to 0. ability is next to 0
> as well. They dont even stun.
> they stun, but they still suck :)
Suckiness is irrelevent, you said you wanted flavor.
Next time actually answer the question, don't just repeat the 
statement I made.

-----------------

poster: Levi
subject: >>>>>dryads
date: Tue Dec  6 03:53:34 2005

On Tue Dec  6 03:50:53 2005 Daneel wrote post #877 in ideas:

> On Tue Dec  6 03:50:05 2005 Inside wrote post #876:

> > On Tue Dec  6 03:49:14 2005 Levi wrote post #875:

> > > On Tue Dec  6 03:47:41 2005 Daneel wrote post #874 in ideas:



> > > > On Tue Dec  6 03:35:17 2005 Inside wrote post #873:



> > > > > draco has so nicely pointed out that we have dryads (like i didn't

> know



> > > > that).



> > > > > 



> > > > > how about we get cooler dryads then? maybe they could cast crappy



> > > > > prots on us or help us do stuff. hell, maybe they could get a staff



> > > > > and whack stuff. i dunno. i feel like we're getting the short end of



> > > > > the staff on this whole familiar thing



> > > > You said you wanted it because druids are nature lovers.  The 



> > > > dryad covers that.  So why the power complaint?



> > > 



> > > Cos dryads SERIOUSLY suck. contribution is next to 0. ability is next to 0

> > as well. They dont even stun.

> > they stun, but they still suck :)

> Suckiness is irrelevent, you said you wanted flavor.

> Next time actually answer the question, don't just repeat the 

> statement I made.



The main problem we have with the dryads is their uselessness, druids have much crappier fams than woodsmen and shifters, what we mean is rather than allowing druids to join animal tamer as well, can druids have their own brand of fams? Like dryads or other plant things and such.

-----------------

poster: Inside
subject: >>>>>dryads
date: Tue Dec  6 03:54:04 2005

On Tue Dec  6 03:50:53 2005 Daneel wrote post #877:
> On Tue Dec  6 03:50:05 2005 Inside wrote post #876:
> > On Tue Dec  6 03:49:14 2005 Levi wrote post #875:
> > > On Tue Dec  6 03:47:41 2005 Daneel wrote post #874 in ideas:

> > > > On Tue Dec  6 03:35:17 2005 Inside wrote post #873:

> > > > > draco has so nicely pointed out that we have dryads (like i didn't
> know

> > > > that).

> > > > > 

> > > > > how about we get cooler dryads then? maybe they could cast crappy

> > > > > prots on us or help us do stuff. hell, maybe they could get a staff

> > > > > and whack stuff. i dunno. i feel like we're getting the short end
of

> > > > > the staff on this whole familiar thing

> > > > You said you wanted it because druids are nature lovers.  The 

> > > > dryad covers that.  So why the power complaint?

> > > 

> > > Cos dryads SERIOUSLY suck. contribution is next to 0. ability is next
to 0
> > as well. They dont even stun.
> > they stun, but they still suck :)
> Suckiness is irrelevent, you said you wanted flavor.
> Next time actually answer the question, don't just repeat the 
> statement I made.
actually, the complaint that brought all this along was that i
didn't think it was right that woodsmen should get more useful fams
whereas we do not. i realized when i posted it that we had dryads,
but i don't consider them to be useful and they therefore didn't fit
the requirements. i also said that druids were nature lovers and
that we therefore deserved another fam... which meant that we are
nature lovers, and there is therefore no reason that we should not
be able to control another animal.

-----------------

poster: Napht
subject: ideas
date: Tue Dec  6 05:39:21 2005

I recently realized that we have emotes such as pikachu (response:
You scream aloud, "PIKACHU!" and your cheeks blaze with
electricity). why not add a another emote reffering from a another
famous manga serie? I kinda like the serie Straw Hat Pirates - with
a gumgum : gumgum cannon BAM! or funny phrase from this serie. Just
a thought ;) regards Napht

-----------------

poster: Mintorus
subject: >>>>>>dryads
date: Tue Dec  6 09:25:44 2005

Woodsmen are men/women of the forest too, hence why so many fams. And a woodsman is in general way less powerful than a Druid. Druids have blast & heal ability, and can solo much larger mobs. I think that it would make Druids over powered to give them an extra familiar.



That being said, Druid does need an extra guild to bring it into the 21st century, & be either 90 or 95 levels. Not sure what the answer it there though.



Minto


-----------------

poster: Inside
subject: >>>>>>>dryads
date: Tue Dec  6 20:14:13 2005

On Tue Dec  6 09:25:44 2005 Mintorus wrote post #882:
> Woodsmen are men/women of the forest too, hence why so many fams. And a
woodsman is in general way less powerful than a Druid. Druids have blast &
heal ability, and can solo much larger mobs. I think that it would make
Druids over powered to give them an extra familiar.

> 

> That being said, Druid does need an extra guild to bring it into the 21st
century, & be either 90 or 95 levels. Not sure what the answer it there
though.

> 

> Minto

maybe a followup to soil shaman that let us do more with a charged staff. :/

-----------------

poster: Parcival
subject: >>>>>>>>dryads
date: Tue Dec  6 20:45:56 2005

Er, if druids aren't out of tune, wouldn't a new guild mean either
(a) downtuning current guilds, or (b) adding a guild that didn't
add any power to the guild?

-----------------

poster: Mugen
subject: >>>>>>>>>dryads
date: Tue Dec  6 20:59:18 2005

or (c) adding a guild that didn't add any power to gem blasting, but
was an alternative
ps, I want a dryad kukul.

-----------------

poster: Inside
subject: unruly masses
date: Wed Dec  7 09:06:34 2005

that's the event name. the event would make all the mobs on the
randomly selected island turn aggro.

-----------------

poster: Lorric
subject: lor STRETCH OUT
date: Wed Dec  7 19:50:43 2005

arena 
heartkills should work on players.  arena is no fun for bards.

-----------------

poster: Xain
subject: harmer
date: Wed Dec  7 23:44:28 2005

say GRAP DOWN!!!
well harmer got downtuned a lot. and i mean A LOT and as i was
soloing i noticed i get stunned like hell so maybe we should have
either some stun res included in protection from good or another
spell added or something. the spells do decent damage. i can kill
500k mobs but if i need iw from an abj to be able to. why give the
spell that much power and not be able to use it because your stunned
all the time?

-----------------

poster: Fegler
subject: >harmer
date: Thu Dec  8 14:38:42 2005

as a lvl 50 you shouldnt be able to solo 500k mobs imo...
it feels wrong for someone that low-leveled solo so good...
not even a mist mage can do it and get anything for it... and mist
mages was built to be good soloers...
if i have understood correctly harmers isnt built for soloing but
for deather in parties and the like? right?
so i think that you dont need a stun res spell. you should rather go
on smaller mobs that doesnt stun as much ;) would be very much
easier :p

just my thoughts :)
*huggles*

-----------------

poster: Korthrun
subject: >>harmer
date: Thu Dec  8 15:17:31 2005

On Thu Dec  8 14:38:42 2005 Fegler wrote post #889:
> as a lvl 50 you shouldnt be able to solo 500k mobs imo...
> it feels wrong for someone that low-leveled solo so good...
> not even a mist mage can do it and get anything for it... and mist
> mages was built to be good soloers...
> if i have understood correctly harmers isnt built for soloing but
> for deather in parties and the like? right?
> so i think that you dont need a stun res spell. you should rather go
> on smaller mobs that doesnt stun as much ;) would be very much
> easier :p
> 
> just my thoughts :)
> *huggles*
Keep in mind that level doesn't reflect a characters ability. level
50 with 115% skills and or spells is feasable with a split body, or
a diehard harmer.

-----------------

poster: Wagro
subject: Bards
date: Thu Dec  8 18:59:22 2005

I think bard is a fairly underpowered guild as far as primaries go.
Sure, its a nice luxury to have in eq parties to give it a little
more umph on pesky mobs, but it really lacks that little spark to
make it a very necessary guild. I think theres an easy way to change
this: Give omicron level bards a song with the spelldamage ability
from selinea's blessing. It would greatly increase the demand for
bards across the mud while preventing anyone other than primary
bards from having it.

-----------------

poster: Wagro
subject: >Bards
date: Thu Dec  8 19:06:53 2005

On Thu Dec  8 18:59:22 2005 Wagro wrote post #891:
> I think bard is a fairly underpowered guild as far as primaries go.
> Sure, its a nice luxury to have in eq parties to give it a little
> more umph on pesky mobs, but it really lacks that little spark to
> make it a very necessary guild. I think theres an easy way to change
> this: Give omicron level bards a song with the spelldamage ability
> from selinea's blessing. It would greatly increase the demand for
> bards across the mud while preventing anyone other than primary
> bards from having it.


Bards Party II:

To make bards something other than another eq only guild, it may
also be worth considering giving them a song to increase exp rate
among party members. Short lasting, of course, so that they cant
just pump people up and let them run off, but with enough of an
impact to make it worthwhile to include them.

-----------------

poster: Uno
subject: >>Bards
date: Thu Dec  8 19:38:52 2005

On Thu Dec  8 19:06:53 2005 Wagro wrote post #892:
> > bards from having it.
> 
> 
> Bards Party II:
> 
> To make bards something other than another eq only guild, it may
> also be worth considering giving them a song to increase exp rate
> among party members. Short lasting, of course, so that they cant
> just pump people up and let them run off, but with enough of an
> impact to make it worthwhile to include them.

Imo bards aren't as much underpowered as under-understood.
A powergaming dagger-throwing bard is more effective than an MA
for damage. They aren't played as much because mastering the guild
is a bit of a forgotten art.

Erec and some of the extinct swedes (killaaz mebbe?) used to pull
SICK rates duoing w/ healer and were welcome in both my xp and eq
parties.

I think they might kinda be like the gem blasters of melee fighters,
i.e. you have to be dilligent about collecting above-average daggers
from around the mud to make them useful.

Also, horses.

-----------------

poster: Chrono
subject: >Bards
date: Thu Dec  8 19:39:16 2005

or make the exp rate song stay up a little while, giving only a
slight boost, but only staying up on whoever as long as you're in a
party with them :P

but all in all, it's kinda pointless to try and make bard
-necessary-, to make them a must have you'd have to tune down all
other guilds or make mobs incredibly hard and give bard a slight
boost via some of the stuff you mention :P
it really seems like bard is destined to stay a 'nice to have, but
dont need ya' without actual making it over powerful :P

-----------------

poster: Uno
subject: >>Bards
date: Thu Dec  8 19:39:28 2005

On Thu Dec  8 19:39:16 2005 Chrono wrote post #894:
> or make the exp rate song stay up a little while, giving only a
> slight boost, but only staying up on whoever as long as you're in a
> party with them :P
> 
> but all in all, it's kinda pointless to try and make bard
> -necessary-, to make them a must have you'd have to tune down all
> other guilds or make mobs incredibly hard and give bard a slight
> boost via some of the stuff you mention :P
> it really seems like bard is destined to stay a 'nice to have, but
> dont need ya' without actual making it over powerful :P

also, puddings.

-----------------

poster: Inside
subject: >>harmer
date: Thu Dec  8 19:40:13 2005

On Thu Dec  8 14:38:42 2005 Fegler wrote post #889:
> as a lvl 50 you shouldnt be able to solo 500k mobs imo...
> it feels wrong for someone that low-leveled solo so good...
> not even a mist mage can do it and get anything for it... and mist
> mages was built to be good soloers...
> if i have understood correctly harmers isnt built for soloing but
> for deather in parties and the like? right?
> so i think that you dont need a stun res spell. you should rather go
> on smaller mobs that doesnt stun as much ;) would be very much
> easier :p
> 
> just my thoughts :)
> *huggles*
who said he made good exp doing that? at lvl 26 i could solo mobs
bigger than 100k. it wasn't good exp, though. i mean... it took a
long time, and wasn't great exp/min unless it was a bounty.

-----------------

poster: Uno
subject: >>>harmer
date: Thu Dec  8 19:41:02 2005

On Thu Dec  8 19:40:13 2005 Inside wrote post #896:
> > for deather in parties and the like? right?
> > so i think that you dont need a stun res spell. you should rather go
> > on smaller mobs that doesnt stun as much ;) would be very much
> > easier :p
> > 
> > just my thoughts :)
> > *huggles*
> who said he made good exp doing that? at lvl 26 i could solo mobs
> bigger than 100k. it wasn't good exp, though. i mean... it took a
> long time, and wasn't great exp/min unless it was a bounty.

additionally, feet.

-----------------

poster: Inside
subject: >>>>harmer
date: Thu Dec  8 19:42:11 2005

On Thu Dec  8 19:41:02 2005 Uno wrote post #897:
> On Thu Dec  8 19:40:13 2005 Inside wrote post #896:
> > > for deather in parties and the like? right?
> > > so i think that you dont need a stun res spell. you should rather go
> > > on smaller mobs that doesnt stun as much ;) would be very much
> > > easier :p
> > > 
> > > just my thoughts :)
> > > *huggles*
> > who said he made good exp doing that? at lvl 26 i could solo mobs
> > bigger than 100k. it wasn't good exp, though. i mean... it took a
> > long time, and wasn't great exp/min unless it was a bounty.
> 
> additionally, feet.
you idiot. the correct addition would have been 'ankles.' you would
have gotten half credit for 'wiggle-whammer'.

-----------------

poster: Napht
subject: Midbie Items
date: Fri Dec  9 09:12:45 2005

I find it hard to find any midbie items on sales channels. Maybe add
those items occasinaly offred by None player characters.
Very few players offer desired midbie items and i find it hard as
midbie to get those items :/ (just out of my experience) =/ . you
can see i put post on sale and shouts by times on sales channels.
By let midbie items sell from NPC the value of those items will be
stabilized and players have a chance to to buy those for a "fair"
price. 
No complain , just a thought to chip in ! :)

-----------------

poster: Draco
subject: >Midbie Items
date: Fri Dec  9 14:50:52 2005

On Fri Dec  9 09:12:45 2005 Napht wrote post #899:
> I find it hard to find any midbie items on sales channels. Maybe add
> those items occasinaly offred by None player characters.
> Very few players offer desired midbie items and i find it hard as
> midbie to get those items :/ (just out of my experience) =/ . you
> can see i put post on sale and shouts by times on sales channels.
> By let midbie items sell from NPC the value of those items will be
> stabilized and players have a chance to to buy those for a "fair"
> price. 
> No complain , just a thought to chip in ! :)
well i can offer a bit of constructive criticism for your idea here napht.
think Prayer For The Crusader UP
On Nailman
it has been known for a long time that there are not very many
midbie level eq items around.
the main reason for this is the only people running eq parties for
the most part, are people like wagro and warrowarr. they can tank
topslot eq mobs, they can get the crew together, so there isnt
really a draw for them to do midbie items.
now what you could do is simple: reinc as a midbie tank and get
those parties rolling along
another idea that you could do, is find out who the eq tanks are
other than wagro and warrowarr, and see if you cant get them to
start up a eq group similar to lueq. (if you dont know, lueq was in
i think 2002, every day they did midbie eq parties)
the NPC idea of selling midbie eq items would seem good at first
glance, but then you have to look at it objectively. the NPC doesnt
sell newbie items or lowbie items, therefor that group, who doesnt
get much offered in the form of eq parties either, still lose out
and it becomes unfair for them.
likewise, highbie eq, although seeming to be in high quantity,
really isnt. i sat here for a month now trying to build an int set
and got a whole 5 pieces in that time. so to not offer highbie eq
would be unfair either.
decent idea, but i think the two options that i gave you are going
to happen WAY before another NPC is placed in the game to put out
equipment.

-----------------

poster: Uno
subject: >>Midbie Items
date: Fri Dec  9 20:04:52 2005

On Fri Dec  9 14:50:52 2005 Draco wrote post #900:
> sell newbie items or lowbie items, therefor that group, who doesnt
> get much offered in the form of eq parties either, still lose out
> and it becomes unfair for them.
> likewise, highbie eq, although seeming to be in high quantity,
> really isnt. i sat here for a month now trying to build an int set
> and got a whole 5 pieces in that time. so to not offer highbie eq
> would be unfair either.
> decent idea, but i think the two options that i gave you are going
> to happen WAY before another NPC is placed in the game to put out
> equipment.

Could it also be true that midbie eq goes straight to sloatinok?
at least if a highbie gets his hands on it....

do you have any venezuelan beaver cheese?





can i have some?

-----------------

poster: Inside
subject: >>Midbie Items
date: Fri Dec  9 20:07:07 2005

think i'm an idiot who can't make proper triggers
tl;dr

-----------------

poster: Blooje
subject: >>Midbie items
date: Fri Dec  9 20:57:58 2005

SO reinc into a guild for the eq parties that have been running
lately, Good idea, no?

-----------------

poster: Daran
subject: >>>>Midbie Items
date: Sat Dec 10 01:05:46 2005


Also, those highbie parties are the ones taking the time and effort
to kill mobs holding the equipment. If they wish to sac it that is
their perogative. Midbies just need to get their shit together.


-----------------

poster: Blackwidow
subject: >>>Midbie Items
date: Sat Dec 10 01:07:06 2005

Well, it only goes to sloatinok the first time, and not all highbies are 
tp hores like i am.  Other sacced eq goes to gab, and thus
into the game.
At least my stuff does.

-----------------

poster: Napht
subject: Midbie Equipment
date: Sat Dec 10 01:46:11 2005

First of all, thanks Draco for the constructive post! Agreeed in
terms of getting midbie players toghter and start doing own eq-
raids, also looks good in first place, then we have to pin down how
many midbie are actualy playing in  this mud? How can you organize a
raid when the lvl and quantity base is small here? Did you checked
the lvl average ? How many are on at once at same time for a fair
amount of time?  I hear where you coming by saying: How hard it is
to make a raid and how much effort you spend by doing it. I also
read out how you were able to get those items neccessary for your
gear the past month. Who where actually organizing  EQ raids and who
is doing it now to date
i dont know !. But few think i can tell you for sure, It is very
hard to find Eq items and it is nowdays not very easy to find Gear
at your lvl range, while there is not right amount of player at
similar lvl there to help you out! About marcet(sales channel) , i
can tell you i bought 2 items but still find this hard. Going back
to the selling items by NPC. High EQ shouldnt be getable by simply
buying since they are what they are . Top notch items in game.
I dont care really what the highbie do with their Equipment. Its
their items they worked for hard. 

-----------------

poster: Draco
subject: >>>Midbie Items
date: Sat Dec 10 02:33:35 2005

On Fri Dec  9 20:07:07 2005 Inside wrote post #902:
> think i'm an idiot who can't make proper triggers
> tl;dr
i dont appreciate you flaming me in news
flames are not allowed in news
read the rules

-----------------

poster: Inside
subject: >>>>Midbie Items
date: Sat Dec 10 06:32:32 2005

On Sat Dec 10 02:33:35 2005 Draco wrote post #909:
> On Fri Dec  9 20:07:07 2005 Inside wrote post #902:
> > think i'm an idiot who can't make proper triggers
> > tl;dr
> i dont appreciate you flaming me in news
> flames are not allowed in news
> read the rules
dear draco,
1) it has been proven many times that your little tirades about
what's acceptable mean jack sh*t
2) i didn't flame you. that was obviously a trigger. see how much it
looks like the triggers you make?
3) go take some lithium.

-----------------

poster: Wumpus
subject: new emote
date: Sat Dec 10 08:30:06 2005

emote name: blizz
Emote:
You sing, 'Beating on the cheese!  Beating on the cheese!  We are
all rejoicing!  We're
beating on the cheese (heads)!'

Further explanation can be found here:
http://media.radcity.net/kqrs/morningshow/cheezheads.mp3

-----------------

poster: Blackwidow
subject: >>>>Midbie Items
date: Sat Dec 10 13:54:09 2005

OK, I have a suggestion for people looking for midbie eq.  If you know what
you are looking for, and put this in your plan or something, so that people
can see what it is you are after, then perhaps people will be so kind as
to sell to you directly instead of selling to gab, where any tp-hungry 
person might buy it up to sac it.

I do not promise that you will get anything this way.  However, it does
make it easier for people who might consider to help out.

It would also make sense that you make it known that you have a wanted list 
in your plan.  Perhaps on sales.

You could of course write a note on the board like Ronan does, with items
wanted, but this is static, and I personally hate trying to find old posts
to see what was what.  If it is in your plan, then you can keep it updated
and I can just finger the people I know have plans like that.

Anyway this is just an idea.

Bw

-----------------

poster: Draco
subject: channels
date: Sat Dec 10 14:39:32 2005

perhaps it would be possible to allow saved channels that you made be renamed?

-----------------

poster: Draco
subject: santa stuff
date: Sat Dec 10 14:45:02 2005

i think another nice option to have at santa would be like for instance:
talk to wife
Mrs. Claus tells you: you last recieved a present at 00:00 dec 8 2005
would be nice to be able to tell if you are a few minutes early,
half hour, few hours, etc.

-----------------

poster: Wumpus
subject: renewable holy ground
date: Sat Dec 10 21:11:35 2005

Currently, if you consecrate ground, you cannot renew it.  Once it
falls, you have to consecrate the ground again.  I propose that this
be changed, so that consecrated ground can be renewed.

Consecration on weapons and shields can be renewed.  This should
hold true for the ground as well.  Also, it is much more convenient
to reconsecrate ground than to have it drop at an inconvenient time
(such as while fighting an mob).  This is what the message could be
for renewing consecrated ground:

You sprinkle some holy water around the room and chant a few words.
The room glows with renewed holy energy.

In any case, I think it is a good idea.  I have spoken with several
healers that would also like to see this change implemented.

Thanks,
- Wump

-----------------

poster: Dmitri
subject: >>>>>Midbie Items
date: Sat Dec 10 21:54:57 2005

On Sat Dec 10 13:54:09 2005 Blackwidow wrote post #912 in ideas:

> OK, I have a suggestion for people looking for midbie eq.  If you know what

> you are looking for, and put this in your plan or something, so that people

> can see what it is you are after, then perhaps people will be so kind as

> to sell to you directly instead of selling to gab, where any tp-hungry 





That is a good idea. I've run eq a few times, and if (before the party starts) someone would tell me I want this blah blah blah midbie item, I would most likely go and attempt to kill that mob (if it was possible). Obviously, I run RusskiEq, so it's usually limited to 1-3 tp items, but I'll do my best. You can mudmail me too.

Since dicing is completely random, its impossible to predict who will dice what, so if the mob is killed, all that will happen is the eq will be in the game. That's better than nothing.

-Dimtree

-----------------

poster: Inside
subject: IDEA!
date: Sun Dec 11 02:54:24 2005

it would be nice if, after we'd gotten a certain worth and mudage,
we could decide to retire our names. i had vor forever, but i
suicided her. my builder name was still vor, though, and the idea of
putting out an area and having some asshat make the name vor and do
douche like things... that's my job.
anyway, it'd be nice if we could retire the name if we decide to
suicide or something

-----------------

poster: Zifnab
subject: >IDEA!
date: Sun Dec 11 03:03:34 2005

On Sun Dec 11 02:54:24 2005 Inside wrote post #917:
> it would be nice if, after we'd gotten a certain worth and mudage,
> we could decide to retire our names. i had vor forever, but i
> suicided her. my builder name was still vor, though, and the idea of
> putting out an area and having some asshat make the name vor and do
> douche like things... that's my job.
> anyway, it'd be nice if we could retire the name if we decide to
> suicide or something

Sorry.. dont suicide retire with the character.

-----------------

poster: Blooje
subject: Forget
date: Sun Dec 11 04:55:18 2005

We need some kind of forget resistance
Without a witch some of these mobs have a fucking field day with it
MOBS even have forget resistance, so yea...

-----------------

poster: Blooje
subject: Forget
date: Sun Dec 11 04:57:48 2005

Ass and addendum to that it should be a abj spell or fig skill

-----------------

poster: Mamoru
subject: Battle Royale
date: Sun Dec 11 18:43:59 2005

should make it so that if you die during battle royale event you
lose 200 points
just my thoughts
mams

-----------------

poster: Maduo
subject: >Battle Royale
date: Sun Dec 11 18:44:41 2005

On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> should make it so that if you die during battle royale event you
> lose 200 points
> just my thoughts
> mams
i like this idea =)

-----------------

poster: Trance
subject: >Battle Royale
date: Sun Dec 11 20:03:49 2005

On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> should make it so that if you die during battle royale event you
> lose 200 points
> just my thoughts
> mams

Also, points should only be rewarded for kills during this event if
the player gets the kill, as opposed to a familiar. That would at
least inject some fairness into the event, which is at the moment
merely a prize dispenser for necromancers.


-----------------

poster: Maduo
subject: >>Battle Royale
date: Sun Dec 11 20:05:09 2005

On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > should make it so that if you die during battle royale event you
> > lose 200 points
> > just my thoughts
> > mams
> 
> Also, points should only be rewarded for kills during this event if
> the player gets the kill, as opposed to a familiar. That would at
> least inject some fairness into the event, which is at the moment
> merely a prize dispenser for necromancers.
> 
my ass, do you have any fuggin idea how hard it is to track you lil
wankers while your running? arena is a freebie for necros, br is
freebie for evokers. end.

-----------------

poster: Inside
subject: >>>Battle Royale
date: Mon Dec 12 02:17:46 2005

On Sun Dec 11 20:05:09 2005 Maduo wrote post #925:
> On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> > On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > > should make it so that if you die during battle royale event you
> > > lose 200 points
> > > just my thoughts
> > > mams
> > 
> > Also, points should only be rewarded for kills during this event if
> > the player gets the kill, as opposed to a familiar. That would at
> > least inject some fairness into the event, which is at the moment
> > merely a prize dispenser for necromancers.
> > 
> my ass, do you have any fuggin idea how hard it is to track you lil
> wankers while your running? arena is a freebie for necros, br is
> freebie for evokers. end.
necromancers are the evilest thing on the mud. everything is geared
towards them. nothing that they do is fair.
etc etc

-----------------

poster: Maduo
subject: q
date: Mon Dec 12 14:10:55 2005

On Mon Dec 12 02:17:46 2005 Inside wrote post #926:
> On Sun Dec 11 20:05:09 2005 Maduo wrote post #925:
> > On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> > > On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > > > should make it so that if you die during battle royale event you
> > > > lose 200 points
> > > > just my thoughts
> > > > mams
> > > 
> > > Also, points should only be rewarded for kills during this event if
> > > the player gets the kill, as opposed to a familiar. That would at
> > > least inject some fairness into the event, which is at the moment
> > > merely a prize dispenser for necromancers.
> > > 
> > my ass, do you have any fuggin idea how hard it is to track you lil
> > wankers while your running? arena is a freebie for necros, br is
> > freebie for evokers. end.
> necromancers are the evilest thing on the mud. everything is geared
> towards them. nothing that they do is fair.
> etc etc
actually, we are quite nuetral.

-----------------

poster: Maduo
subject: >>Battle Royale
date: Mon Dec 12 14:17:56 2005

On Sun Dec 11 18:44:41 2005 Maduo wrote post #922:
> On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > should make it so that if you die during battle royale event you
> > lose 200 points
> > just my thoughts
> > mams
> i like this idea =)
i also had another idea about this earlier, but i don't know if it
would be possible. anyways, here goes.
during the event, it could be setup so that whenever a player dies
from a monster, they are sent to cs instead of hell and be put in a
sort of shackles or binds of some sort to prevent them from leaving
cs/killing ppl/etc. also their hps could be reduced to 1. when they
are eliminated from the event, they would then be sent to hell.
just a thought...

-----------------

poster: Korthrun
subject: >>Battle Royale
date: Mon Dec 12 14:37:36 2005

On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > should make it so that if you die during battle royale event you
> > lose 200 points
> > just my thoughts
> > mams
> 
> Also, points should only be rewarded for kills during this event if
> the player gets the kill, as opposed to a familiar. That would at
> least inject some fairness into the event, which is at the moment
> merely a prize dispenser for necromancers.
> 
Reinc necromancer for two months and follow up to this post telling
us if you still believe this.

-----------------

poster: Draco
subject: >>>Battle Royale
date: Mon Dec 12 14:43:12 2005

On Mon Dec 12 14:37:36 2005 Korthrun wrote post #929:
> On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> > On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > > should make it so that if you die during battle royale event you
> > > lose 200 points
> > > just my thoughts
> > > mams
> > 
> > Also, points should only be rewarded for kills during this event if
> > the player gets the kill, as opposed to a familiar. That would at
> > least inject some fairness into the event, which is at the moment
> > merely a prize dispenser for necromancers.
> > 
> Reinc necromancer for two months and follow up to this post telling
> us if you still believe this.
i was necro for about 1 month and i totally agree with it

-----------------

poster: Korthrun
subject: >>>>Battle Royale
date: Mon Dec 12 15:05:12 2005

On Mon Dec 12 14:43:12 2005 Draco wrote post #930:
> > > > mams
> > > 
> > > Also, points should only be rewarded for kills during this event if
> > > the player gets the kill, as opposed to a familiar. That would at
> > > least inject some fairness into the event, which is at the moment
> > > merely a prize dispenser for necromancers.
> > > 
> > Reinc necromancer for two months and follow up to this post telling
> > us if you still believe this.
> i was necro for about 1 month and i totally agree with it
Well thats 1/2 the time I suggested. Necro pets ARE necromancer. At
least with my style, though my fams are smallish. I sit back and
keep my fams repaired and refreshed. Sure I'll toss out a blast now
and again, but I am far from my main source of damage. Removeing
necro pets from this event, would be like removing necros IMO.

-----------------

poster: Maduo
subject: >>>>>Battle Royale
date: Mon Dec 12 15:08:52 2005

On Mon Dec 12 15:05:12 2005 Korthrun wrote post #931:
> On Mon Dec 12 14:43:12 2005 Draco wrote post #930:
> > > > > mams
> > > > 
> > > > Also, points should only be rewarded for kills during this event if
> > > > the player gets the kill, as opposed to a familiar. That would at
> > > > least inject some fairness into the event, which is at the moment
> > > > merely a prize dispenser for necromancers.
> > > > 
> > > Reinc necromancer for two months and follow up to this post telling
> > > us if you still believe this.
> > i was necro for about 1 month and i totally agree with it
> Well thats 1/2 the time I suggested. Necro pets ARE necromancer. At
> least with my style, though my fams are smallish. I sit back and
> keep my fams repaired and refreshed. Sure I'll toss out a blast now
> and again, but I am far from my main source of damage. Removeing
> necro pets from this event, would be like removing necros IMO.
we should remove all weapons and armor too, and spells and skills,
infact, we should only get a sword and a shield and all have 500 hps
to start with!

-----------------

poster: Rockman
subject: >>>>>>Battle Royale
date: Mon Dec 12 15:41:25 2005

On Mon Dec 12 15:08:52 2005 Maduo wrote post #932:
> > > > us if you still believe this.
> > > i was necro for about 1 month and i totally agree with it
> > Well thats 1/2 the time I suggested. Necro pets ARE necromancer. At
> > least with my style, though my fams are smallish. I sit back and
> > keep my fams repaired and refreshed. Sure I'll toss out a blast now
> > and again, but I am far from my main source of damage. Removeing
> > necro pets from this event, would be like removing necros IMO.
> we should remove all weapons and armor too, and spells and skills,
> infact, we should only get a sword and a shield and all have 500 hps
> to start with!
that might actually be fun...

-----------------

poster: Draco
subject: >>>>>>>Battle Royale
date: Mon Dec 12 20:41:33 2005

On Mon Dec 12 15:41:25 2005 Rockman wrote post #933:
> On Mon Dec 12 15:08:52 2005 Maduo wrote post #932:
> > > > > us if you still believe this.
> > > > i was necro for about 1 month and i totally agree with it
> > > Well thats 1/2 the time I suggested. Necro pets ARE necromancer. At
> > > least with my style, though my fams are smallish. I sit back and
> > > keep my fams repaired and refreshed. Sure I'll toss out a blast now
> > > and again, but I am far from my main source of damage. Removeing
> > > necro pets from this event, would be like removing necros IMO.
> > we should remove all weapons and armor too, and spells and skills,
> > infact, we should only get a sword and a shield and all have 500 hps
> > to start with!
> that might actually be fun...
wtf, at least guild wars gives you 520 hps at max lvl...

-----------------

poster: Inside
subject: >>>Battle Royale
date: Mon Dec 12 22:28:30 2005

On Mon Dec 12 14:37:36 2005 Korthrun wrote post #929:
> On Sun Dec 11 20:03:49 2005 Trance wrote post #924:
> > On Sun Dec 11 18:43:59 2005 Mamoru wrote post #921:
> > > should make it so that if you die during battle royale event you
> > > lose 200 points
> > > just my thoughts
> > > mams
> > 
> > Also, points should only be rewarded for kills during this event if
> > the player gets the kill, as opposed to a familiar. That would at
> > least inject some fairness into the event, which is at the moment
> > merely a prize dispenser for necromancers.
> > 
> Reinc necromancer for two months and follow up to this post telling
> us if you still believe this.
he would

-----------------

poster: Venetian
subject: tp book
date: Tue Dec 13 20:08:52 2005

it'd be nice if the book in the wish pool would give you syntax on
how to read about the topics. if you don't know how books work (i
frequently forget), it's kind of hard to find 'read about 
from blue book'

doesn't tell you anywhere that i could see, anyway.

-----------------

poster: Xain
subject: santa
date: Tue Dec 13 21:12:59 2005

well santa gives the good players presents. why not have the grinch
give evil players present so it doesnt have to be such a big deal
for some players to change align

-----------------

poster: Communist
subject: >santa
date: Tue Dec 13 21:13:41 2005

On Tue Dec 13 21:12:59 2005 Xain wrote post #937:
> well santa gives the good players presents. why not have the grinch
> give evil players present so it doesnt have to be such a big deal
> for some players to change align

whinebitchmoan

bad people don't deserve presents, durr

I am a bad person.

-----------------

poster: Inside
subject: >santa
date: Tue Dec 13 21:13:47 2005

On Tue Dec 13 21:12:59 2005 Xain wrote post #937:
> well santa gives the good players presents. why not have the grinch
> give evil players present so it doesnt have to be such a big deal
> for some players to change align
better idea... why not have the grinch steal you unopened presents
if you go into the room with him?

-----------------

poster: Maduo
subject: >>santa
date: Wed Dec 14 02:05:09 2005

On Tue Dec 13 21:13:47 2005 Inside wrote post #939:
> On Tue Dec 13 21:12:59 2005 Xain wrote post #937:
> > well santa gives the good players presents. why not have the grinch
> > give evil players present so it doesnt have to be such a big deal
> > for some players to change align
> better idea... why not have the grinch steal you unopened presents
> if you go into the room with him?
the grinch should be aggro...

-----------------

poster: Inside
subject: guilds (of the alpha variety)
date: Thu Dec 15 02:16:49 2005

i know that at one point, at least, some guilds had little signs
that would tell you the 'study ' thing, along with
train, advance, list skills/spells ... etc. it'd be nice to put
signs with that info into the alpha guild halls. if people don't
bother to get the info there, then i suppose they're the kind who
might not get it anywhere, but it'd be nice if newbs were at least
offered the info

-----------------

poster: Draco
subject: another xp-deflation idea
date: Thu Dec 15 17:03:05 2005

i was thinking, with the average lvl of a player online being about
100 and the average worth of online people at over 1gig of xp, maybe
there might be a way to deflate the mud a bit and get it back down
around midbies

an idea i had would be to have a person trade in either 1 or 2 gigs
to keep a spell/skill of thier choice, from any guild, that they get
permanantly

i like to think of it as a kind of ascension or something along those lines
just an idea tho

-----------------

poster: Inside
subject: >another xp-deflation idea
date: Fri Dec 16 02:23:20 2005

On Thu Dec 15 17:03:05 2005 Draco wrote post #942:
> i was thinking, with the average lvl of a player online being about
> 100 and the average worth of online people at over 1gig of xp, maybe
> there might be a way to deflate the mud a bit and get it back down
> around midbies
> 
> an idea i had would be to have a person trade in either 1 or 2 gigs
> to keep a spell/skill of thier choice, from any guild, that they get
> permanantly
> 
> i like to think of it as a kind of ascension or something along those lines
> just an idea tho
'i like to think of it as a kind of ascension'

a) already been suggested by many.
b) it would just make players more powerful. they'd be able to exp
back the worth even faster.
c) i'd like to think of it as ascension too, since it's almost
exactly what KoL does, and they (guess what) call it ascension too.

-----------------

poster: Bluemoon
subject: Magical Statue
date: Fri Dec 16 09:43:30 2005

Updating this would be nice, the sword atm isn't even worth using if
you're a warrior...it's a bit outdated, making the event pointless
if you ask me.
Moonie

-----------------

poster: Helios
subject: "Fun ticket"
date: Sat Dec 17 12:23:03 2005

I had an idea about a ticket that would allow you to send of a
message on [Inform]
And after a minute or so, it would be announced that the message was
a fake/fun msg
Just an idea
/Helios

-----------------

poster: Tantrum
subject: an idea?
date: Sun Dec 18 00:13:01 2005

i dont usually post in this thread, cause im unimaginitive and
stuff, but i was wondering how much ronan would like it if santa
gave away 1tp tickets. cause i think it would own. especially when
your 1tp away from a wish.
thanx.
-T

-----------------

poster: Lurch
subject: evil spell
date: Sun Dec 18 09:10:26 2005

I know the harmer update has already been planned out and such, but I got
and idea. A spell called something like Death Pact. The evil version of
death ritual, it would stop the guy from dying. And no, not like ToL,
because they would still die the next time they left combat. And no, it
wouldn't be super-powerful against eq mobs, because it would only be a
percentage chance that it would go off, so if you're getting killed over
and over, you'd still die pretty quick. It'd be more using in soloing,
where you have this mob almost dead and it kills you, you have a chance to
live long enough to kill it back before you get send to hell. BOOYAW!

-----------------

poster: Inside
subject: >evil spell
date: Sun Dec 18 09:12:20 2005

On Sun Dec 18 09:10:26 2005 Lurch wrote post #947:
> I know the harmer update has already been planned out and such, but I got
> and idea. A spell called something like Death Pact. The evil version of
> death ritual, it would stop the guy from dying. And no, not like ToL,
> because they would still die the next time they left combat. And no, it
> wouldn't be super-powerful against eq mobs, because it would only be a
> percentage chance that it would go off, so if you're getting killed over
> and over, you'd still die pretty quick. It'd be more using in soloing,
> where you have this mob almost dead and it kills you, you have a chance to
> live long enough to kill it back before you get send to hell. BOOYAW!
hrm... what do you lose though?

death ritual is meant for people who are practiced in the art of
preventing death and restoring life...

a death pact, especially one made with evil gods, would definitely
require a major loss. more than just the exp you lose with death
ritual.

-----------------

poster: Lurch
subject: >>evil spell
date: Sun Dec 18 09:17:58 2005

I don't know, it's just an idea :P
Hell, it could work like time of death, or maybe you don't get exp
until you die, or maybe you asked the evil gods to delay your death,
doesn't sound all that different from asking gods to revive you :P

-----------------

poster: Inside
subject: >>>evil spell
date: Sun Dec 18 09:22:28 2005

On Sun Dec 18 09:17:58 2005 Lurch wrote post #949:
> I don't know, it's just an idea :P
> Hell, it could work like time of death, or maybe you don't get exp
> until you die, or maybe you asked the evil gods to delay your death,
> doesn't sound all that different from asking gods to revive you :P
oh, i wasn't trying to bitch you out... i was nudging you into
exploring it deeper.


maybe you could make it set your hps/sps/eps to 0, remove exp, scar
you a few times, and it would still only be temporary.

-----------------

poster: Maduo
subject: >>>>evil spell
date: Sun Dec 18 12:56:15 2005

On Sun Dec 18 09:22:28 2005 Inside wrote post #950:
> On Sun Dec 18 09:17:58 2005 Lurch wrote post #949:
> > I don't know, it's just an idea :P
> > Hell, it could work like time of death, or maybe you don't get exp
> > until you die, or maybe you asked the evil gods to delay your death,
> > doesn't sound all that different from asking gods to revive you :P
> oh, i wasn't trying to bitch you out... i was nudging you into
> exploring it deeper.
> 
> 
> maybe you could make it set your hps/sps/eps to 0, remove exp, scar
> you a few times, and it would still only be temporary.
how about your stats are halved until you get a new body? =)

-----------------

poster: Maduo
subject: corpses
date: Sun Dec 18 21:24:47 2005

They should be able to be used as blunt weapons and shields =)

-----------------

poster: Inside
subject: >corpses
date: Sun Dec 18 21:25:50 2005

On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> They should be able to be used as blunt weapons and shields =)
aboms make excellent shields.

-----------------

poster: Maduo
subject: >>corpses
date: Sun Dec 18 21:27:41 2005

On Sun Dec 18 21:25:50 2005 Inside wrote post #953:
> On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> > They should be able to be used as blunt weapons and shields =)
> aboms make excellent shields.
Aboms have feelings too inside...

-----------------

poster: Inside
subject: >>>corpses
date: Sun Dec 18 21:29:25 2005

On Sun Dec 18 21:27:41 2005 Maduo wrote post #954:
> On Sun Dec 18 21:25:50 2005 Inside wrote post #953:
> > On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> > > They should be able to be used as blunt weapons and shields =)
> > aboms make excellent shields.
> Aboms have feelings too inside...
yea, they have tastes too. i couldn't make one hump monkey no matter
how hard i tried :/

-----------------

poster: Maduo
subject: >>>>corpses
date: Sun Dec 18 21:33:08 2005

On Sun Dec 18 21:29:25 2005 Inside wrote post #955:
> On Sun Dec 18 21:27:41 2005 Maduo wrote post #954:
> > On Sun Dec 18 21:25:50 2005 Inside wrote post #953:
> > > On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> > > > They should be able to be used as blunt weapons and shields =)
> > > aboms make excellent shields.
> > Aboms have feelings too inside...
> yea, they have tastes too. i couldn't make one hump monkey no matter
> how hard i tried :/
anyways, back to the topic, corpses would make excellent blunt weapons =)
maybe the higher worth the monster killed, the better the wc, or
something like that, and in their shield form, they would have like
a special that prevents dmg but after so many hits it would break.
also the blunt form would break after so many beatings too. but it's
a fun idea ;)

-----------------

poster: Bahgtru
subject: >corpses
date: Mon Dec 19 10:18:37 2005

On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> They should be able to be used as blunt weapons and shields =)
Umm, yea hi, let's point out the science of this.
1) Most corpses are large. Therefore, to use them as a weapon, one
would need either insane amounts of strength, or be 30 ft tall.
2) If you try beating someone with a corpse, you will find that the
corpse becomes mangled, and damaged fairly quickly. Skin and sinew
do not do well when hammered into metal armors.
3) I'd like to see the corpse that can be stabbed, sliced, hammered
and thumped and still be an effective shield. If you try to use a
corpse as a shield, all you will achieve is bad smells and a dented,
useless corpse

- Bags the nerd

-----------------

poster: Maduo
subject: >>corpses
date: Mon Dec 19 11:31:16 2005

On Mon Dec 19 10:18:37 2005 Bahgtru wrote post #957:
> On Sun Dec 18 21:24:47 2005 Maduo wrote post #952:
> > They should be able to be used as blunt weapons and shields =)
> Umm, yea hi, let's point out the science of this.
> 1) Most corpses are large. Therefore, to use them as a weapon, one
> would need either insane amounts of strength, or be 30 ft tall.
> 2) If you try beating someone with a corpse, you will find that the
> corpse becomes mangled, and damaged fairly quickly. Skin and sinew
> do not do well when hammered into metal armors.
> 3) I'd like to see the corpse that can be stabbed, sliced, hammered
> and thumped and still be an effective shield. If you try to use a
> corpse as a shield, all you will achieve is bad smells and a dented,
> useless corpse
> 
> - Bags the nerd
you should have read my later posts, i did say that it would have
some sort of limited use.
besides, this is iom, science has no holds here! We have giant
strawberries that eat people... a couple of gods that players can
kill...a lizard that's used as a shield..
i have no problems with the insane strength remark.. we do have some
exceptionally strong players... and most mobs aren't that very
tall/weigh that much... and i doubt anyone is going to go kill
EKRONUS just to use him as a weapon.. although....
...could use the corpse as a battering ram for a party ;)

-----------------

poster: Shy
subject: New Event
date: Tue Dec 20 12:55:42 2005

ok, i had an idea for a new event, it would be something like double
exp day, but in an event form and last for a short period of time
(1-2mins)
i dunno if you guys would like it or not, but yeah...
flame away

-----------------

poster: Charix
subject: New Event
date: Tue Dec 20 13:02:34 2005

Okey, this would be cool is there is event where ppl hunt each
others...like Noobs Hunt, Highbie hunt
ppl can't leave city and who have killed most wins little
reward...in higbie hunt, highbie ppl get feast of fools+suck etc..so
they are
enought weak so noobs can kill em...i think this is very fun event
where ppl run away and try hide in city

thanks, one beer more,plz x)

-----------------

poster: Lucifer
subject: >New Event
date: Wed Dec 21 00:24:35 2005

Join the human race



-----------------

poster: Dmitri
subject: Bank
date: Wed Dec 21 21:37:20 2005

I think this has been brought up before, but it'd be nice if the bank would provide a trasfer of eq for you. For example:

Person A loans Person B something.

Person A is in a completely different time zone and is rarely on with person B.

So to return the item, Person B pays the bank an amount of gold (or whatever) and the bank will hold the item for a set amount of time, so Person A can pick it up. I don't know if this is codable. But yeah.

Flame Away

-Dimtree

-----------------

poster: Zifnab
subject: >Bank
date: Wed Dec 21 22:07:01 2005

On Wed Dec 21 21:37:20 2005 Dmitri wrote post #962:
> I think this has been brought up before, but it'd be nice if the bank
would provide a trasfer of eq for you. For example:

> Person A loans Person B something.

> Person A is in a completely different time zone and is rarely on with
person B.

> So to return the item, Person B pays the bank an amount of gold (or
whatever) and the bank will hold the item for a set amount of time, so
Person A can pick it up. I don't know if this is codable. But yeah.

> Flame Away

> -Dimtree

I do not think thta is worth the trouble to be honest.

You managed to be on at the same time to lend/borrow 
the equipment the first time why can you not arrange it
the second time?

-----------------

poster: Inside
subject: >Bank
date: Wed Dec 21 22:07:04 2005

easy way to do what you want
buy a castle
castle friends add whoever
buy 1 safe for them.
tell them combo to that safe and not the others
put the eq in that safe

-----------------

poster: Parcival
subject: >>Bank
date: Wed Dec 21 22:08:25 2005

On Wed Dec 21 22:07:04 2005 Inside wrote post #964:
> easy way to do what you want
> buy a castle
> castle friends add whoever
> buy 1 safe for them.
> tell them combo to that safe and not the others
> put the eq in that safe
Couldn't one also use the equipment trader to do this?

-----------------

poster: Inside
subject: >>>Bank
date: Wed Dec 21 22:09:17 2005

On Wed Dec 21 22:08:25 2005 Parcival wrote post #965:
> On Wed Dec 21 22:07:04 2005 Inside wrote post #964:
> > easy way to do what you want
> > buy a castle
> > castle friends add whoever
> > buy 1 safe for them.
> > tell them combo to that safe and not the others
> > put the eq in that safe
> Couldn't one also use the equipment trader to do this?
i wouldn't trust eq trader for long periods of time. god only knows
what happens if the mud crashes etc

-----------------

poster: Blooje
subject: >>>>Bank
date: Wed Dec 21 22:10:48 2005

bark
If my hubby tass wouldn't make false Items FS, there'd be more trust
in the world :(

-----------------

poster: Draco
subject: >>>>>Bank
date: Wed Dec 21 23:28:55 2005

the eq trader was removed by zifnab. it was a waste of space because
noone used it
if you didnt use that, you prolly wouldnt have used this idea either

-----------------

poster: Inside
subject: >>>>>>Bank
date: Wed Dec 21 23:30:22 2005

On Wed Dec 21 23:28:55 2005 Draco wrote post #968:
> the eq trader was removed by zifnab. it was a waste of space because
> noone used it
> if you didnt use that, you prolly wouldnt have used this idea either
i don't see how they two are similar at all. from what i understood
about the eq trader, both people had to be there at the same time
for it to work. what dmitri suggested is that the bank hold a list
of stuff so you could return stuff without being online at the same
time. possibly over reboots and crashes.

-----------------

poster: Celine
subject: new years..
date: Sat Dec 24 22:55:11 2005

clear everyones ignore lists.
even if this doesnt happen from above.. i recommend trying it
sometime.. it really doesnt hurt that much

-----------------

poster: Draco
subject: >new years..
date: Sun Dec 25 02:32:56 2005

but that means removing maduo...

-----------------

poster: Inside
subject: power crystals
date: Tue Dec 27 03:30:38 2005

it'd be nice if we could see the color of whatever power crystal
we're looking at via the desc. at the moment, they say:

This power crystal has been created from one or several earth gems
and glows with magic. Only adepts to Stone Magic can create and
properly use these items.

regardless of what color they are.

-----------------

poster: Avenger
subject: Gab's Pawn Shop
date: Tue Dec 27 07:18:25 2005

When I list stuff at Gab, the Pawn Broker i can see huge indexes of
all stuff. Why not to lower these numbers to 1..(n+1) at reboot,
keeping the same order as they had?

-Avenger-

-----------------

poster: Avenger
subject: block multiple
date: Wed Dec 28 17:35:32 2005

> important part..  multiple player tells (5 or more)

sorry that i'm so dumb, i dont read all or i dont remember all i read...

but what about instead of blocking 5 or more "multiple" messages
change it so i can set how many messages are already blocked?

like block multiple 2 would block any multiple messages

why am i asking for that? it could be very annoying when someone
send such a tell and another player than me use reply and they start
chatting about something very unimportant to me. especially in
combat

thanks -Avenger-

-----------------

poster: Wagro
subject: Magical parchment
date: Sat Dec 31 06:10:38 2005

I think it would be awsome to add this to the Magical Parchment:
touch  with parchment. This action would then determine
wether or not the item you touched the parchment with was on that
list. It could perhaps, become warm to the touch if target item was
not on the list and cool to the touch if it was.

It would not be overpowering since you would need a new list
afterwords anyway as the list does not update itself. Now, I know we
can go into word or notepad or something and do a search for the
item, or alphabatize it, but I think it would be a neat themed
feature that should not be too difficult to make possible.

-----------------

poster: Wagro
subject: >Magical parchment
date: Sat Dec 31 06:12:03 2005

On Sat Dec 31 06:10:38 2005 Wagro wrote post #975:
> I think it would be awsome to add this to the Magical Parchment:
> touch  with parchment. This action would then determine
> wether or not the item you touched the parchment with was on that
> list. It could perhaps, become warm to the touch if target item was
> not on the list and cool to the touch if it was.
> 
> It would not be overpowering since you would need a new list
> afterwords anyway as the list does not update itself. Now, I know we
> can go into word or notepad or something and do a search for the
> item, or alphabatize it, but I think it would be a neat themed
> feature that should not be too difficult to make possible.


P.S. for those of you who arent familiar with the player side of the
mud inside and out, the Magical parchment I am referring to is the
one you can get from Sloatinok that has the list of everything you
have TP sacced to date.

-----------------

poster: Switchblade
subject: >>Magical parchment
date: Sat Dec 31 06:44:54 2005

On Sat Dec 31 06:12:03 2005 Wagro wrote post #976:
> On Sat Dec 31 06:10:38 2005 Wagro wrote post #975:
> > I think it would be awsome to add this to the Magical Parchment:
> > touch  with parchment. This action would then determine
> > wether or not the item you touched the parchment with was on that
> > list. It could perhaps, become warm to the touch if target item was
> > not on the list and cool to the touch if it was.
> > 
> > It would not be overpowering since you would need a new list
> > afterwords anyway as the list does not update itself. Now, I know we
> > can go into word or notepad or something and do a search for the
> > item, or alphabatize it, but I think it would be a neat themed
> > feature that should not be too difficult to make possible.
> 
> 
> P.S. for those of you who arent familiar with the player side of the
> mud inside and out, the Magical parchment I am referring to is the
> one you can get from Sloatinok that has the list of everything you
> have TP sacced to date.

What's a TP?

-----------------

poster: Ronan
subject: >>>Magical parchment
date: Sat Dec 31 09:25:34 2005

On Sat Dec 31 06:44:54 2005 Switchblade wrote post #977:
> On Sat Dec 31 06:12:03 2005 Wagro wrote post #976:
> > On Sat Dec 31 06:10:38 2005 Wagro wrote post #975:
> > > I think it would be awsome to add this to the Magical Parchment:
> > > touch  with parchment. This action would then determine
> > > wether or not the item you touched the parchment with was on that
> > > list. It could perhaps, become warm to the touch if target item was
> > > not on the list and cool to the touch if it was.
> > > 
> > > It would not be overpowering since you would need a new list
> > > afterwords anyway as the list does not update itself. Now, I know we
> > > can go into word or notepad or something and do a search for the
> > > item, or alphabatize it, but I think it would be a neat themed
> > > feature that should not be too difficult to make possible.
> > 
> > 
> > P.S. for those of you who arent familiar with the player side of the
> > mud inside and out, the Magical parchment I am referring to is the
> > one you can get from Sloatinok that has the list of everything you
> > have TP sacced to date.
> 
> What's a TP?
Sloatinok? What is this Rubbish

-----------------

poster: Blooje
subject: Guild(s)
date: Tue Jan  3 03:06:44 2006

Should have some hidden guilds, that no one knows about, so that
when you join them it never shows up anywhere because it's no a
known guild
not sure what spells/skills we could put in thre
but an idea would be we could have something like 'create your own
spell/skill' that does such and such, for this many tps or golds
just a basic idea, have to put morethought into it

-----------------

poster: Daran
subject: >Guild(s)
date: Tue Jan  3 03:07:59 2006

On Tue Jan  3 03:06:44 2006 Blooje wrote post #979:
> Should have some hidden guilds, that no one knows about, so that
> when you join them it never shows up anywhere because it's no a
> known guild
> not sure what spells/skills we could put in thre
> but an idea would be we could have something like 'create your own
> spell/skill' that does such and such, for this many tps or golds
> just a basic idea, have to put morethought into it

Ehehehe, how do you know something like this doesn't already exist
and you just don't know it yet? Eheehehehehh


-----------------

poster: Blooje
subject: Mask of linguist
date: Mon Jan 16 17:52:12 2006

you can either take it off, or it's special is diabled in hell :P

-----------------

poster: Inside
subject: >Mask of linguist
date: Mon Jan 16 18:00:06 2006

On Mon Jan 16 17:52:12 2006 Blooje wrote post #981:
> you can either take it off, or it's special is diabled in hell :P
honestly, i think you should have to remove eq when you enter hell anyway.

-----------------

poster: Tranquil
subject: >Mask of linguist
date: Mon Jan 16 19:24:41 2006

On Mon Jan 16 17:52:12 2006 Blooje wrote post #981:
> you can either take it off, or it's special is diabled in hell :P

Or better yet, make the chat curse start when you put the mask on,
and last for 20 seconds or so when you remove it.


-----------------

poster: Daneel
subject: >>Mask of linguist
date: Mon Jan 16 22:22:03 2006

On Mon Jan 16 19:24:41 2006 Tranquil wrote post #983:
> On Mon Jan 16 17:52:12 2006 Blooje wrote post #981:
> > you can either take it off, or it's special is diabled in hell :P
> 
> Or better yet, make the chat curse start when you put the mask on,
> and last for 20 seconds or so when you remove it.
> 
Yes!!!
Ok, time to do some coding :-)

-----------------

poster: Ronan
subject: >>>Mask of linguist
date: Tue Jan 17 07:47:17 2006

On Mon Jan 16 22:22:03 2006 Daneel wrote post #984:
> On Mon Jan 16 19:24:41 2006 Tranquil wrote post #983:
> > On Mon Jan 16 17:52:12 2006 Blooje wrote post #981:
> > > you can either take it off, or it's special is diabled in hell :P
> > 
> > Or better yet, make the chat curse start when you put the mask on,
> > and last for 20 seconds or so when you remove it.
> > 
> Yes!!!
> Ok, time to do some coding :-)
Or give them all to Sloat or Eje because they are teh suck!

-----------------

poster: Celine
subject: New Spell: Absorb Mist
date: Fri Jan 27 21:17:24 2006

Spell that would absorb either blue/yellow mist. Whether cast by the
mist mage or a monster.

eh? eh? pleaaaase. :D

-----------------

poster: Uno
subject: >New Spell: Absorb Mist
date: Fri Jan 27 21:36:48 2006

On Fri Jan 27 21:17:24 2006 Celine wrote post #986:
> Spell that would absorb either blue/yellow mist. Whether cast by the
> mist mage or a monster.
> 
> eh? eh? pleaaaase. :D

Another spell idea: Spell that would counter effects of absorb mist


-----------------

poster: Inside
subject: >>New Spell: Absorb Mist
date: Fri Jan 27 21:37:21 2006

On Fri Jan 27 21:36:48 2006 Uno wrote post #987:
> On Fri Jan 27 21:17:24 2006 Celine wrote post #986:
> > Spell that would absorb either blue/yellow mist. Whether cast by the
> > mist mage or a monster.
> > 
> > eh? eh? pleaaaase. :D
> 
> Another spell idea: Spell that would counter effects of absorb mist
> 
why do we need to absorb or counter spells? sheesh, just drag a stunner

-----------------

poster: Uno
subject: >>>New Spell: Absorb Mist
date: Fri Jan 27 21:39:07 2006

On Fri Jan 27 21:37:21 2006 Inside wrote post #988:
> On Fri Jan 27 21:36:48 2006 Uno wrote post #987:
> > On Fri Jan 27 21:17:24 2006 Celine wrote post #986:
> > > Spell that would absorb either blue/yellow mist. Whether cast by the
> > > mist mage or a monster.
> > > 
> > > eh? eh? pleaaaase. :D
> > 
> > Another spell idea: Spell that would counter effects of absorb mist
> > 
> why do we need to absorb or counter spells? sheesh, just drag a stunner

Or what you could have is a spell that Counters the effects of the
Counter-Absorb Mist spell

You could call is Dispel Counter-Absorb Mist

-----------------

poster: Inside
subject: >>>>New Spell: Absorb Mist
date: Fri Jan 27 21:42:25 2006

On Fri Jan 27 21:39:07 2006 Uno wrote post #989:
> On Fri Jan 27 21:37:21 2006 Inside wrote post #988:
> > On Fri Jan 27 21:36:48 2006 Uno wrote post #987:
> > > On Fri Jan 27 21:17:24 2006 Celine wrote post #986:
> > > > Spell that would absorb either blue/yellow mist. Whether cast by the
> > > > mist mage or a monster.
> > > > 
> > > > eh? eh? pleaaaase. :D
> > > 
> > > Another spell idea: Spell that would counter effects of absorb mist
> > > 
> > why do we need to absorb or counter spells? sheesh, just drag a stunner
> 
> Or what you could have is a spell that Counters the effects of the
> Counter-Absorb Mist spell
> 
> You could call is Dispel Counter-Absorb Mist
No no... name the spell 'opposite day' and have it do stuff like
that to any spell. that'd be waaaaaaaaaaaay cooler.

-----------------

poster: Uno
subject: >>>>>New Spell: Absorb Mist
date: Fri Jan 27 21:48:43 2006

On Fri Jan 27 21:42:25 2006 Inside wrote post #990:
> > > > Another spell idea: Spell that would counter effects of absorb mist
> > > > 
> > > why do we need to absorb or counter spells? sheesh, just drag a stunner
> > 
> > Or what you could have is a spell that Counters the effects of the
> > Counter-Absorb Mist spell
> > 
> > You could call is Dispel Counter-Absorb Mist
> No no... name the spell 'opposite day' and have it do stuff like
> that to any spell. that'd be waaaaaaaaaaaay cooler.


Two Words: "Power Word: Destroy Reverse Dispel Counter Absorb Mist"


yeah bee snatches....

-----------------

poster: Garraty
subject: Glowing Crystal Shard
date: Tue Feb  7 09:56:09 2006

This piercing weapon for a bard:
with 60wc | +29epr +4%heart_throw, average electric dmg *special:
emits light)....
since throwing knives with this two-handed shard, a lute (or other
musical instrument), and a knife...maybe a little hard to do all at
once...
i was thinking (with help of someone else's brain also), that maybe
it should say 4% to impale, then it could stay as a piercing
weapon...
just an idea
garr

-----------------

poster: Wagro
subject: Clan.general
date: Sun Feb 12 06:21:15 2006

I think it is a poor idea to have the clan.general newsgroup
restricted to players in clans. There is no real use for clan only
players to have an entire newsgroup. The only real use for such a
group would be for recruiting. The problem with that is, any player
looking to be recruited can't view the group.

-----------------

poster: Korthrun
subject: command history
date: Tue Feb 14 15:06:50 2006

Would it be possible to get teh command history to ignore repeat commands?
I understand with an indeterminable player base only 20 or so
commands can be kept.
This specific case, I wanted to do %use to redo my acrobat stance,
but my history was full of "kill first monk" or "kill all". 
Just thought it would be neat if within those last 20 commands,
repeats were ignored so that we could make good use of the history.
thanks

-----------------

poster: Lurch
subject: emotes
date: Thu Feb 16 20:49:33 2006

first, put in the pickup-line reference emote:
X says, "If I could rearrange the alphabet, I'd put U and I together."
then put the 'ui' emote... or maybe make it a typo message (or both):
'If  could rearrange the keyboard, 'd put U and I together.'
'If  could rearrange the keyboard, 'd put U and I together.'
hahaha, hahaha, get it! Now I wonder where u and i are on dvorak
- Lurch

-----------------

poster: Gereint
subject: >emotes
date: Fri Feb 17 07:46:56 2006

On Thu Feb 16 20:49:33 2006 Lurch wrote post #995:
> first, put in the pickup-line reference emote:
> X says, "If I could rearrange the alphabet, I'd put U and I together."
> then put the 'ui' emote... or maybe make it a typo message (or both):
> 'If  could rearrange the keyboard, 'd put U and I together.'
> 'If  could rearrange the keyboard, 'd put U and I together.'
> hahaha, hahaha, get it! Now I wonder where u and i are on dvorak
> - Lurch
on Dvorak, all vowels are on the left hand home row.  U and I are 
both index finger (where F and G are normally), so yes, in fact, 
they are together.

-----------------

poster: Lurch
subject: DC ferry
date: Tue Feb 21 02:43:16 2006

I don't see a sign that tells you when the ferry is going to show
up, like the other islands. Thinking about it (not much, just a little)
I have been unable to come up with a possible reason why, so:
A sign for the ferry on darkcavern so you know when it will arrive
- Lurch's 3.14 cents

-----------------

poster: Soulleech
subject: DAMN FERRIES!!
date: Tue Feb 21 06:31:47 2006

Please remove the problem where you can't see ferry's arrival and disembarkment if you have the first user of the ferry ignored... or however that works...



Just spent half an hour waiting for the sombre ferry and it's a little aggravating x(

-----------------

poster: Zifnab
subject: >DAMN FERRIES!!
date: Tue Feb 21 06:34:05 2006

On Tue Feb 21 06:31:47 2006 Soulleech wrote post #998:
> Please remove the problem where you can't see ferry's arrival and
disembarkment if you have the first user of the ferry ignored... or however
that works...

> 

> Just spent half an hour waiting for the sombre ferry and it's a little
aggravating x(
If it is a problem do not ignore people. It is a side effect of how
we did ignore. Total and complete.

Zif (Mumbles about r instead of f in news)

-----------------

poster: Soulleech
subject: >>DAMN FERRIES!!
date: Tue Feb 21 06:37:18 2006

> If it is a problem do not ignore people. It is a side effect of how

> we did ignore. Total and complete.

> 

> Zif (Mumbles about r instead of f in news)



but the point of ignoring is to avoid conflicts, and if you are going to have to suffer such setbacks... it's counterproductive x(



...so is this a side effect or an intended effect? I am hoping this isn't a way wizards want to force settlements of past conflicts?



btw who's casper?

-----------------

poster: Khosan
subject: >>>DAMN FERRIES!!
date: Tue Feb 21 22:41:32 2006

On Tue Feb 21 06:37:18 2006 Soulleech wrote post #1000:
> > If it is a problem do not ignore people. It is a side effect of how
> > we did ignore. Total and complete.
> > 
> > Zif (Mumbles about r instead of f in news)
> 
> but the point of ignoring is to avoid conflicts, and if you are going to
have to suffer such setbacks... it's counterproductive x(
> 
> ...so is this a side effect or an intended effect? I am hoping this isn't
a way wizards want to force settlements of past conflicts?
> 
> btw who's casper?

It is a side effect.

What happens is that you are ignoring the person that started the ferry
by being the first to go there. You end up ignoring the ferry because the
mud thinks the ferry is something that person did.

There is no easy way of fixing it, so we wont.

Khosan

-----------------

poster: Uno
subject: >>>>DAMN FERRIES!!
date: Wed Feb 22 18:49:31 2006

On Tue Feb 21 22:41:32 2006 Khosan wrote post #1001:
> 
> It is a side effect.
> 
> What happens is that you are ignoring the person that started the ferry
> by being the first to go there. You end up ignoring the ferry because the
> mud thinks the ferry is something that person did.
> 
> There is no easy way of fixing it, so we wont.
> 
> Khosan

I studied this v. carefully and figured out a clever workaround to
this problem:

ignore
You are not ignoring anyone.

This should work until some person fills you with hatee and anger.
I'm still working on
a long term solution, but early research indicates that only using
ignore until you
can count to 10, or simply "squinting" so as not to see the player
you hatee, might work.

-----------------

poster: Inside
subject: >>>>>DAMN FERRIES!!
date: Wed Feb 22 18:50:25 2006

On Wed Feb 22 18:49:31 2006 Uno wrote post #1002:
> On Tue Feb 21 22:41:32 2006 Khosan wrote post #1001:
> > 
> > It is a side effect.
> > 
> > What happens is that you are ignoring the person that started the ferry
> > by being the first to go there. You end up ignoring the ferry because the
> > mud thinks the ferry is something that person did.
> > 
> > There is no easy way of fixing it, so we wont.
> > 
> > Khosan
> 
> I studied this v. carefully and figured out a clever workaround to
> this problem:
> 
> ignore
> You are not ignoring anyone.
> 
> This should work until some person fills you with hatee and anger.
> I'm still working on
> a long term solution, but early research indicates that only using
> ignore until you
> can count to 10, or simply "squinting" so as not to see the player
> you hatee, might work.
i'll try that squinting thing.

-----------------

poster: Mamoru
subject: new command...
date: Thu Feb 23 20:15:09 2006

an idea for a new command would be something that lets you see a
ratio of warrior:healer:etc
just a thought...
mams

-----------------

poster: Eponine
subject: emote idea
date: Mon Feb 27 04:19:46 2006

brokeback LIV -> I wish I could quit you, LIV.

-----------------

poster: Lurch
subject: emotes
date: Tue Feb 28 10:50:05 2006

This idea is more of a question...
How come there aren't any Red vs Blue emotes?

- Agent double-o Doughnut

In fact, medals all around! A purple heart for Grif, a pink heart for
Doughnut, and a Brown nose for Simmons.

-----------------

poster: Holyman
subject: guild tree on website 
date: Tue Feb 28 19:00:59 2006

II think it would be nice if when you click on a particular guild in the guild tree at the top rather then just saying at what levels you get certain spells/skills it should also say how many levels are in that guild. This is branching off from a discussion today. You can gather this information by scrolling down and looking at the masteries but atleast for myself, and atleast a few other people ive chatted with when glacing through the various guilds thinking about reinc ideas and looking at the spells/skills that doesnt really come to mind. The website is my personal preference for looking up guild ideas because it is much easier to work and get around in then it would be to look at the same information on the mudd, atleast with my portal client. I think this is a good idea because I imagine that it wouldnt be a hard thing to code onto the website and it would also just help make things a little bit easier and avoid some confusion, atleast for people like myself who like to browse through the various guild trees on the webpage. Thanks

-----------------

poster: Wagro
subject: Partial Quests
date: Wed Mar  1 00:25:29 2006

Instead of on the quests menu having a (P) for partically completed
quests, would it be possible to make it say (X/Y) where X is how
many parts you have completed and Y is how many total parts there
are?

-----------------

poster: Krankok
subject: Ogres
date: Mon Mar  6 22:17:28 2006

In ogretown, if you attack Mother Ogres with ogre children in the
room, she should say "Please, lets not fight in front of the kids",
and not aggro :P then if you really wanna fight, just attack again
before leaving room.
whatever you think, its still funny!
Krankok out!

-----------------

poster: Holyman
subject: >Ogres
date: Mon Mar  6 23:50:32 2006

Lol ya that would be funny it just wouldnt make sense though cause they are orgres..thats pretty much all they do is kill stuff still funny though

-----------------

poster: Krankok
subject: shapeshifters
date: Tue Mar  7 07:52:05 2006

shapeshifters should get a permanent increase in our lore of 1% if
we kill something of that type and type examine corpse before
digging or eating it. like killing and examining a red dragon would
give dragon lore 1% increase. but only once per each animal type.

-----------------

poster: Evicta
subject: bodies
date: Tue Mar  7 20:46:38 2006

it would be very nice if it was possible to choose what bodies to recombine..:)

evicta:)

-----------------

poster: Zifnab
subject: >bodies
date: Tue Mar  7 21:01:15 2006

On Tue Mar  7 20:46:38 2006 Evicta wrote post #1012:
> it would be very nice if it was possible to choose what bodies to
recombine..:)

> evicta:)
it probably would be nice for you.

I chose to make recombine all of them as a small drawback to
splitting. If you choose to split, you know if/when you recombine
it must be all of them.


-----------------

poster: Evicta
subject: >>bodies
date: Tue Mar  7 21:16:23 2006

On Tue Mar  7 21:01:15 2006 Zifnab wrote post #1013 in ideas:

> On Tue Mar  7 20:46:38 2006 Evicta wrote post #1012:

> > it would be very nice if it was possible to choose what bodies to

> recombine..:)



> > evicta:)

> it probably would be nice for you.

> 

> I chose to make recombine all of them as a small drawback to

> splitting. If you choose to split, you know if/when you recombine

> it must be all of them.

>

so, the cost of the bodies isnt drawback enough?  

-----------------

poster: Zifnab
subject: >>>bodies
date: Tue Mar  7 21:19:41 2006

On Tue Mar  7 21:16:23 2006 Evicta wrote post #1014:
> On Tue Mar  7 21:01:15 2006 Zifnab wrote post #1013 in ideas:

> > On Tue Mar  7 20:46:38 2006 Evicta wrote post #1012:

> > > it would be very nice if it was possible to choose what bodies to

> > recombine..:)

> 

> > > evicta:)

> > it probably would be nice for you.

> > 

> > I chose to make recombine all of them as a small drawback to

> > splitting. If you choose to split, you know if/when you recombine

> > it must be all of them.

> >

> so, the cost of the bodies isnt drawback enough?  

It is a _choice_. You have the choice to do it or not.

And no. A one time cost is not that major of a thing. Actually
I think its pretty cheap.

-----------------

poster: Lurch
subject: Secondary guilds
date: Tue Mar 14 22:50:32 2006

First of all, I'd like to say that I like the guild system changes. It's
always good to have extra options of getting even more alphas if you want,
and the ability to join more than one tree formerly under the same alpha
is cool as well. Now what I have noticed may be my own fault, as I tend to
prefer taking a secondary over getting an omicron, but I still see it as
slightly off. Now I don't know the exact numbers, but it seems that the
secondary guild skills and spells have twice the cost with half the effect
and I understand this was to limit their usefulness... they are secondary
after all. But nearly every tree's most powerful guild is the omicron,
which is now inaccessable to a secondary, reducing its effectiveness even
more. Getting the levels for them is already much more difficult to get
than for a primary, unless you have hundreds of gigs of worth. And most
likely the only reason they use secondaries is it's a lot easier than
keeping track of 13 maxed-out bodies and 12 or more sets of eq. The thing
is the incredibly reduced power doesn't seem much like a secondary guild,
but more like a tertiary one. For example, 'quick chant' in a secondary
seems to not only have half the effect, but only kicks in at all half the
time. Spells and skills you use not only are half as effective, but also
cost twice as much sp/ep to use. All this together adds up to a secondary
being much less than half as effective as their primary counterpart, and
to me doesn't seem to fit. So my suggestion is making secondary abilities
cost 1.5 times as much, and be 3/4 as effective, while the third guild
would be 2 times and 1/2. That way a secondary guild doesn't need to
comform to the fighter or spellcaster primary to be effective, and they
will have more use than just getting rogue tunnels. (it's not like you
only get access to THEM 50% of the time, that would be funny :P) The huge
players are going to be huge regardless, and if they weren't there would
be no point in getting exp at all if you didn't even have a chance to be
huge yourself.
- Lurch
p.s. as long as I'm on things that don't seem right, why do necromancers
get 'weapon skill blunt' but not 'attack'? That's a little silly.

-----------------

poster: Daneel
subject: >Secondary guilds
date: Wed Mar 15 18:44:54 2006

On Tue Mar 14 22:50:32 2006 Lurch wrote post #1016 in ideas:

> ... But nearly every tree's most powerful guild is the omicron,

> which is now inaccessable to a secondary, reducing its effectiveness even

> more.



I find this a spurious argument.  First off, the vast majority of people with secondary guilds don't have enough xps to get omicrons in them anyway (perhaps 10 people do, if that?)  Secondly, if the omicron is so powerful, why do you find yourself joining a secondary guild instead more often?  Thirdly, not gaining power is not the same as lessening power.



> ... For example, 'quick chant' in a secondary

> seems to not only have half the effect, but only kicks in at all half the

> time.



You are assuming the goal is to have it exactly half as effective.  Most of our power curves are squares or cubes, and this example fits in with that trend.



> ... All this together adds up to a secondary

> being much less than half as effective as their primary counterpart, and

> to me doesn't seem to fit.



I don't see why, it seems to fit to me.



I see no reason at the moment to uptune secondary guilds.




-----------------

poster: Ronan
subject: >>Secondary guilds
date: Thu Mar 16 04:16:54 2006

Just retire, then you you wont have to worry about it and everyone
wont have to see you whining, though some would still log on just to
cry, another reason im done, im tired of crap

-----------------

poster: Shy
subject: Shifter
date: Sat Mar 18 05:43:00 2006

the shifter guildtree should get the casting skill
just an idea....dont flame to hard, you dirty flamers ;)

-----------------

poster: Tahnval
subject: >>>Secondary guilds
date: Sun Mar 19 00:06:45 2006

On Thu Mar 16 04:16:54 2006 Ronan wrote post #1018:
> Just retire, then you you wont have to worry about it and everyone
> wont have to see you whining, though some would still log on just to
> cry, another reason im done, im tired of crap
So why are you responding to a reasoned post with crap?

-----------------

poster: Daran
subject: MA Mystic Warriors
date: Thu Mar 23 20:59:15 2006


I think it would rock if Mystic Warriors got either Essence Eye or
some other skill like that.


-----------------

poster: Soulleech
subject: Material Gathering
date: Sun Mar 26 20:33:26 2006

Could there be a command to disable it temporarily? When you have enough materials for use and there's no one in need of blacksmith service, there tend to be a large surplus of materials that just have to be thrown away. In my case strewn about because my inventory space is nonexistent, merging materials every 2 kills is somewhat counterproductive. Granted, making materials lighter for chesting might be helpful but I doubt it'll happen.... sooo whatever can be done about the problem would be good.

-----------------

poster: Justus
subject: >Material Gathering
date: Wed Mar 29 01:48:29 2006

On Sun Mar 26 20:33:26 2006 Soulleech wrote post #1022:
> Could there be a command to disable it temporarily? When you have enough
materials for use and there's no one in need of blacksmith service, there
tend to be a large surplus of materials that just have to be thrown away. In
my case strewn about because my inventory space is nonexistent, merging
materials every 2 kills is somewhat counterproductive. Granted, making
materials lighter for chesting might be helpful but I doubt it'll happen....
sooo whatever can be done about the problem would be good.
tune it, sucky necro bsmith gets enuf material to fix
own, fams and rest of the mud eqs.

-----------------

poster: Soulleech
subject: >>Material Gathering
date: Wed Mar 29 08:33:54 2006

> tune it, sucky necro bsmith gets enuf material to fix

> own, fams and rest of the mud eqs.



If you don't have something productive to say, make an actual point or shut the hell up. I'm getting a bit tired of people claiming that necros are overpowered and bitching incessantly. The guild's been tuned very many times both in both the quantity and quality of hits. If it's so damn powerful and cheap, maybe there would be a LOT more people succeeding at it. Exp rate is low compared to dragons and woodsies, parties rarely take necros, monster selections are limited, and even when it comes to eq mob, the risk coming from dying is high. If you think necros are easy to play, let me see you max it first. I'm not even going to go into the challenges of being a necro because it's just cliche by now.



What I just said has nothing to do with blacksmith, nor are you the only one who has the anti-necro sentiment; just thought I'd get the point across. MMORPG is just a little more stressful when the players are spiteful. Don't reply to this. If you have a retort, mail me or pm me.



As far as your statements as it is explicitly stated, I'll just comment that a set of badly conditioned rhlss are able to use up the entire safes of materials. Therefore the complaint is directed toward storage and transportation, not effectiveness of the materials themselves.

-----------------

poster: Tranquil
subject: >>>Material Gathering
date: Wed Mar 29 16:54:13 2006

If it's that much of a problem, add this line to your monsterdeath trig:

drop materials

Believe it or not, this actually will stop you from having to carry
around materials. Problem solved. And then if you grow up later, you
can always go and collect the leftovers.


-----------------

poster: Soulleech
subject: >>>>Material Gathering
date: Thu Mar 30 09:42:10 2006

On Wed Mar 29 16:54:13 2006 Tranquil wrote post #1025 in ideas:

> If it's that much of a problem, add this line to your monsterdeath trig:

> 

> drop materials

> 

> Believe it or not, this actually will stop you from having to carry

> around materials. Problem solved. And then if you grow up later, you

> can always go and collect the leftovers.



Indeed, I already do this. Problem is that as many already know I leave trails of materials behind me... materials don't seem to be cleared from rooms and could bulid up over days... Remember how you were angry at me for dropping food all over giant camp? Imagine that with materials 0_0. Hmm... why doesn't clean up take care of them all?



Anyways, if I ever get really annoyed by the materials I'll just gather them up and pile them all outside the area. I'm sure that would be the next suggestion anyway :P

-----------------

poster: Bluemoon
subject: Eagle Form
date: Sat Apr 15 15:55:51 2006

Hi,
Maybe this has been posted, maybe it hasn't.  I was thinking as I
logged in and wanted to transport to another player, that I can just
use my eagle.
Then I thought about it, and said wait a minute, my character IS an
eagle right now.
Maybe eagle form could be used to transport like eagle familiar
does?  They are both eagles...that would make sense, right?
Moonie
Who is currently in eagle form.

-----------------

poster: Xain
subject: gold and turq eqs
date: Mon Apr 17 16:27:47 2006

iirc a harmer cant wear a full gold and turq set. doesnt seem to
make a whole lot of sense because it is pretty harmer oriented eqs
so one might consider either redoing the guild item slot or the set
so harmers can have the special. i could be wrong but harmers cant
wear the torso slot. just a thought

-----------------

poster: Korthrun
subject: >Eagle Form
date: Wed Apr 19 14:35:57 2006

falcon

-----------------

poster: Xain
subject: master nav
date: Wed Apr 19 23:08:18 2006

should have a madesco portal preference imo

-----------------

poster: Dmitri
subject: Poster
date: Fri Apr 21 19:53:23 2006

In the choose race room, the poster that tells you what races fit
what guild, I'm wondering, maybe we could add on Necromancer on the
poster? Unless of course the coder intended it to be that way.
-Dimtree

-----------------

poster: Ligea
subject: >Poster
date: Sat Apr 22 00:26:16 2006

I'm guessing it's intentionally off the list to discourage newbies from trying necro.  Iirc there's no necro portal in the portal room either.



On Fri Apr 21 19:53:23 2006 Dmitri wrote post #1031 in ideas:

> In the choose race room, the poster that tells you what races fit

> what guild, I'm wondering, maybe we could add on Necromancer on the

> poster? Unless of course the coder intended it to be that way.

> -Dimtree

-----------------

poster: Zifnab
subject: >>Poster
date: Sat Apr 22 00:46:47 2006

On Sat Apr 22 00:26:16 2006 Ligea wrote post #1032:
> I'm guessing it's intentionally off the list to discourage newbies from
trying necro.  Iirc there's no necro portal in the portal room either.

> 

> On Fri Apr 21 19:53:23 2006 Dmitri wrote post #1031 in ideas:

> > In the choose race room, the poster that tells you what races fit

> > what guild, I'm wondering, maybe we could add on Necromancer on the

> > poster? Unless of course the coder intended it to be that way.

> > -Dimtree
Correct

-----------------

poster: Ligea
subject: Halloween and Sunnydale
date: Sat Apr 22 01:09:06 2006

Fresh off the surprise "Khosan birthday event", I just wanted to plant the idea that maybe it would be possible to open up Sunnydale one day a year.  It would be nice for the newer players who never got to see Sunnydale to experience the several hundred rooms, xps, eqs, and the quest, and also good for those of us who miss it.  Given it's theme, I think it would be cool to open once a year on Halloween.  



I know some people object to the theme, but maybe they could be happy that it's closed 364 days of the year, and just look the other way on Halloween?  Eqers would go nuts at the prospect of "ungettable" eqs, but it wouldn't overflow the MUD with  Sunnydale eqs.  Since eq mobs take 24 hours to repop, if the area were open 24 hours you'd only get 1 shot at each and would have to settle for whatever they loaded.  Most of the best eqs were rare loads, and you can't even do all the mobs (for reasons I don't remember the choice of doing one mob eliminates the option of doing others).  The MUD has a periodic free reinc holiday, the christmas holidays and double xps holidays.  Opening Sunnydale once a year would be a really cool eq holiday.



Or if you really had to, you could make all the eqs there no-save (like the other halloween area).  It would still be nice to open the area periodically so players could appreciate all the work that went into it, and to give people something new and special to do and a reason to log in and party on a specific day.



Anyway, I think these 24 hour events are fun and add a little spice to the MUD.   



Thanks to the Admins for having them,

-L

-----------------

poster: Daran
subject: >Halloween and Sunnydale
date: Sat Apr 22 02:08:30 2006


I think you will have to petition directly with Friski. IIRC
Sunnydale was removed per her request. Although I like the idea, it
probably won't happen without her request first.


-----------------

poster: Monkey
subject: >Halloween and Sunnydale
date: Sat Apr 22 21:06:23 2006

I'm up for it. Just make the eqs nosave :)

-----------------

poster: Apathy
subject: >Halloween and Sunnydale
date: Sat Apr 22 21:26:02 2006

I think this is an awesome, "everybody-wins" idea, even if the eq is
nosave.  I explored Sunnydale somewhat, but there was so much that I
simply never got to.  I just hope Friski is up for it.

-Apathy

-----------------

poster: Zifnab
subject: >>Halloween and Sunnydale
date: Sat Apr 22 21:41:34 2006

On Sat Apr 22 21:26:02 2006 Apathy wrote post #1037:
> I think this is an awesome, "everybody-wins" idea, even if the eq is
> nosave.  I explored Sunnydale somewhat, but there was so much that I
> simply never got to.  I just hope Friski is up for it.
> 
> -Apathy

Everyone is forgetting that the reason it was closed was
at Friski's request.

We honored that request I do not see a compelling reason to 
open it back up.

-----------------

poster: Dfalt
subject: >>>Halloween and Sunnydale
date: Sun Apr 23 01:34:33 2006

On Sat Apr 22 21:41:34 2006 Zifnab wrote post #1038:
> On Sat Apr 22 21:26:02 2006 Apathy wrote post #1037:
> > I think this is an awesome, "everybody-wins" idea, even if the eq is
> > nosave.  I explored Sunnydale somewhat, but there was so much that I
> > simply never got to.  I just hope Friski is up for it.
> > 
> > -Apathy
> 
> Everyone is forgetting that the reason it was closed was
> at Friski's request.
> 
> We honored that request I do not see a compelling reason to 
> open it back up.
damnit Zif, your no fun. She doesnt have to know! we can keep it our
little secret.

-----------------

poster: Inside
subject: cauldrons
date: Mon May  1 09:19:33 2006

since the cauldron message can't really be more specific when it
tells you that it's fading, it'd be nice if we could dispel our
cauldrons when we're done with them. that way i wouldn't think my
nearly brand new cauldron had some larky short duration.

-----------------

poster: Bahgtru
subject: >cauldrons
date: Mon May  1 09:28:10 2006

On Mon May  1 09:19:33 2006 Inside wrote post #1040:
> since the cauldron message can't really be more specific when it
> tells you that it's fading, it'd be nice if we could dispel our
> cauldrons when we're done with them. that way i wouldn't think my
> nearly brand new cauldron had some larky short duration.
Doesn't common sense tell you that the cauldron that is fading is
your old one?

-----------------

poster: Inside
subject: >>cauldrons
date: Mon May  1 09:30:51 2006

assume it doesn't.

-----------------

poster: Apathy
subject: new traveler skill
date: Sun May  7 23:58:29 2006

time telling

-----------------

poster: Inside
subject: >new traveler skill
date: Mon May  8 00:03:25 2006

that should totally be a weather watcher skill too!

-----------------

poster: Dmitri
subject: Bard Song
date: Mon May  8 01:51:01 2006

An exprate song, 'nuff said.

-----------------

poster: Soulleech
subject: Mint EQ Saccing
date: Tue May 16 03:36:25 2006

The system of eq circulation seems to be a bit problematic in my view. I think it's mostly caused by the fact that all the mint eqs are sacced right as they are taken from monsters. Where before you could buy eq mint, use it, and then sac/sell to be sacced, now all the new eqs are taken directly out of circulation. Now that pretty much everyone in the mud have enough worth for eqing, it makes it much less likely that you would have items that people in the party do not have use for or are saccable. This means if one does not eq, one probably will not be able to find eq. This applies double for hyboria eq since they can't be pyroed no matter what.



I suggest either reducing the max condition at which sloat will accept eqs, or removing this system altogether. I do not really see the reasoning behind the additon of condition to tp saccing, but if there is one, I hope it could be resolved without making obtaining eq for utility harder.



Oh and lastly, don't tell me to reinc for eq, that has nothing to do with the sales market.

-----------------

poster: Monkey
subject: >Mint EQ Saccing
date: Tue May 16 05:16:01 2006

Oddworld eq is what you mean.

-----------------

poster: Soulleech
subject: >>Mint EQ Saccing
date: Tue May 16 05:17:31 2006

On Tue May 16 05:16:01 2006 Monkey wrote post #1047 in ideas:

> Oddworld eq is what you mean.



Umm yeah, knowing me you could probably expect mistakes like that :P

-----------------

poster: Blackwidow
subject: >>>Mint EQ Saccing
date: Tue May 16 07:06:19 2006

Well, you might thing removing the system would put more eq into the market,
I would venture that it would not.

I for one eq because I want tp.  That's it.  I have my sets, I don't
need eq.

If you remove my incentive to eq, by removing tp sac, then there
aren't gonna be a whole lot of eq parties going on.  Not because
I stop eqqing, but because I am not the only person with this 
motivation.

Now, the fact that I am a tp-fiend means that I try to eq as much
as possible.  Not all the other people in the parties are tp fiends.
This means that eq is actually going to come into the game. In 
addition, you might notice that gab gets a bit of eq after our 
parties as well.  After saccing and saccing eq, one eventually gets
to a point where one no longer can pick eq you haven't sacced
during dice.

So. Remove the tp sac if you want.  I won't be doing eq then.  

Be careful what you wish for.
Bw.

-----------------

poster: Nezmaniac
subject: >>>>Mint EQ Saccing
date: Tue May 16 07:10:51 2006

Uhm, I think he was suggesting removing the system of requiring mint
eqs, not the TP system altogether...

-----------------

poster: Blackwidow
subject: >>>>>Mint EQ Saccing
date: Tue May 16 07:11:48 2006

If you reread his post, you will see that he also sees removing of the 
entire system as an option.

It is that point that I commented, not the rest.
Bw
*

-----------------

poster: Nezmaniac
subject: >Mint EQ Saccing
date: Tue May 16 07:23:43 2006

Oh, dude, I totally just had an idea.  I think we should have an
event (whether one-time for a day to a week or periodically - like
an actual event - for a few minutes to an hour) where Sloat ignores
condition.  Yesyes!

-----------------

poster: Nezmaniac
subject: >>Mint EQ Saccing
date: Tue May 16 07:30:02 2006

On Tue May 16 07:23:43 2006 Nezmaniac wrote post #1052:
> Oh, dude, I totally just had an idea.  I think we should have an
> event (whether one-time for a day to a week or periodically - like
> an actual event - for a few minutes to an hour) where Sloat ignores
> condition.  Yesyes!

07:25:13 Wagro {myth}: or make it like saint michael so only first 5
pieces win or something :) 
07:25:22 Wagro {myth}: ready, set, navigate the rift 

:)

-----------------

poster: Ronan
subject: >>>Mint EQ Saccing
date: Tue May 16 07:39:16 2006

On Tue May 16 07:30:02 2006 Nezmaniac wrote post #1053:
> On Tue May 16 07:23:43 2006 Nezmaniac wrote post #1052:
> > Oh, dude, I totally just had an idea.  I think we should have an
> > event (whether one-time for a day to a week or periodically - like
> > an actual event - for a few minutes to an hour) where Sloat ignores
> > condition.  Yesyes!
> 
> 07:25:13 Wagro {myth}: or make it like saint michael so only first 5
> pieces win or something :) 
> 07:25:22 Wagro {myth}: ready, set, navigate the rift 
> 
> :)
thats what im talking about

-----------------

poster: Rancor
subject: >>>>Mint EQ Saccing
date: Tue May 16 20:01:16 2006

On Tue May 16 07:06:19 2006 Blackwidow wrote post #1049:
> Well, you might thing removing the system would put more eq into the market,
> I would venture that it would not.
> 
> I for one eq because I want tp.  That's it.  I have my sets, I don't
> need eq.
> 
> If you remove my incentive to eq, by removing tp sac, then there
> aren't gonna be a whole lot of eq parties going on.  Not because
> I stop eqqing, but because I am not the only person with this 
> motivation.
> 
> Now, the fact that I am a tp-fiend means that I try to eq as much
> as possible.  Not all the other people in the parties are tp fiends.
> This means that eq is actually going to come into the game. In 
> addition, you might notice that gab gets a bit of eq after our 
> parties as well.  After saccing and saccing eq, one eventually gets
> to a point where one no longer can pick eq you haven't sacced
> during dice.
> 
> So. Remove the tp sac if you want.  I won't be doing eq then.  
> 
> Be careful what you wish for.
> Bw.

Removing the task point system is not what anyone is talking about
it is purely removing the condition requirement on the pieces. it
used to be that we had an option when a piece of gear got low in
condition.
We would either pyro it or get a new mint piece and sac the old one.
 Alot of times it was much cheaper to just pyro it.  but like now
pyro's were in short supply on the open market. Something has to
give here.  We cant pyro the eq because we cant get the pyro's we
cant get new mint gear on the market because it is largely just sac
bait now, and the equipment is leaving the market via saccing and
decay much much faster than it is being put back in.

I dont see the point of making it so tps can only be obtained by
saccing mint gear.  What was this change actually meant to
accomplish.  I could be and eq whore like blackwidown.  But sue me
for not wanting to sit down and churn out eq mobs for 6 hours
straight.  Alot of players dont want to do that, and now we are
being told we have to to get the gear we need/want including pyros

Rancor

-----------------

poster: Wagro
subject: >>>>>Mint EQ Saccing
date: Tue May 16 21:18:46 2006

On Tue May 16 20:01:16 2006 Rancor wrote post #1055:
> On Tue May 16 07:06:19 2006 Blackwidow wrote post #1049:
> > Well, you might thing removing the system would put more eq into the
market,
> > I would venture that it would not.
> > 
> > I for one eq because I want tp.  That's it.  I have my sets, I don't
> > need eq.
> > 
> > If you remove my incentive to eq, by removing tp sac, then there
> > aren't gonna be a whole lot of eq parties going on.  Not because
> > I stop eqqing, but because I am not the only person with this 
> > motivation.
> > 
> > Now, the fact that I am a tp-fiend means that I try to eq as much
> > as possible.  Not all the other people in the parties are tp fiends.
> > This means that eq is actually going to come into the game. In 
> > addition, you might notice that gab gets a bit of eq after our 
> > parties as well.  After saccing and saccing eq, one eventually gets
> > to a point where one no longer can pick eq you haven't sacced
> > during dice.
> > 
> > So. Remove the tp sac if you want.  I won't be doing eq then.  
> > 
> > Be careful what you wish for.
> > Bw.
> 
> Removing the task point system is not what anyone is talking about
> it is purely removing the condition requirement on the pieces. it
> used to be that we had an option when a piece of gear got low in
> condition.
> We would either pyro it or get a new mint piece and sac the old one.
>  Alot of times it was much cheaper to just pyro it.  but like now
> pyro's were in short supply on the open market. Something has to
> give here.  We cant pyro the eq because we cant get the pyro's we
> cant get new mint gear on the market because it is largely just sac
> bait now, and the equipment is leaving the market via saccing and
> decay much much faster than it is being put back in.
> 
> I dont see the point of making it so tps can only be obtained by
> saccing mint gear.  What was this change actually meant to
> accomplish.  I could be and eq whore like blackwidown.  But sue me
> for not wanting to sit down and churn out eq mobs for 6 hours
> straight.  Alot of players dont want to do that, and now we are
> being told we have to to get the gear we need/want including pyros
> 
> Rancor



Correct me if im wrong, but this is the justification for all things
eq decay/saccing related.

A couple of years ago eq parties were significantly more rare.
Largely due to the fact that there were only a handful of people
over 1g worth, but also because several significant changes to eq
monsters and player abilities in general were implemented. If I
remember correctly, the first changes were the lowering of
resistances of monsters, which was shortly followed by the upping of
bravo level sorcerer spells. Soon after that, all skills, spells,
and levels were reduced in cost by something on the order of 10%.
The same reduction in cost came into play again not long after the
first, followed by the implementation of eq decay.

I don't recall exactly when sloatinok was implemented or even if he
was put in before or after eq decay, but the entire reasoning behind
the change of the eq system was explicitly stated by one of the
admins. Since at the time the majority of players felt that doing EQ
was highly favorable to doing exp, it was made easier. In order to
prevent the market from being flooded with equipment, sloatinok and
eq decay were implemented in order to create an outlet to remove
equipment from circulation.

I don't see tpsaccing being removed in the near future without some
other way to remove eq from circulation. I can only assume that if
tpsaccing were to be removed the only effective way to keep eq being
removed from the game would be to increase eq decay. Of course as
Soulleech pointed out, the sloatinok situation is not entirely
working as planned. Due to the requirement of equipment being mint
condition in order to sacrifice and the high value of pyroclasts, it
is much more efficient for players to sacrifice equipment before it
is ever put into play.

I think the best solution to the lack of equipment in circulation is
to either increase incentives to allow EQ to circulate before being
sacced, or implement some other system to at least increase the
lifetime of any individual piece. Before the requirement of
equipment being in mint condition, there was less reason to
sacrifice eq immeditly. It was at least practical to sell a piece of
equipment, and purchase a damanged copy for lesser value which could
be tpsacced.

Likely the easiest solution is to reverse the condition requirement,
though I can only assume that it was implemented in the first place
because the powers that be do not like seing a very well used piece
tapped for taskpoints. A second alternative is to make condition
repair less of a daunting task so that it at least reasonable to
repair a piece of EQ for the sole purpose of sacrificing it. The
only problem left to solve is how do you keep eq decay being an
effective way of removing eq from circulation? (This is where my
suggestion comes into play)


Suppose that we implement eq decay on monsters. No so much that it
really damages eq, but enough that equipment requires very, very
minor repairs, just enough so that brand new eq cannot be tpsacced.
This leaves the EQ'er with two options: repair the slightly damaged
piece, or sell it. In order to make selling the piece with the
intent of buying a used one and repairing it a feasible task, we add
a new way to repair max condition.

Salvage old eq for repair material.

I can see this as a perfect ability for the blacksmith guild to
hold, they can take low to mid end equipment and dissamble it into
its component materials which can be used to patch up existing
pieces of equipment. Heres what the overall plan achieves:
* Makes the immediate sacrifice of equipment less appealing.
* Makes the repair and thus sacrifice of equipment much easier.
* Increases the demand for mid level eq so that it can be salvaged
for materials.
* Adds an additional outlet for EQ to leave through.
* Keeps TP saccing practical
* Increases EQ flow to the non EQ-participating demographic.

-----------------

poster: Wagro
subject: >>>>>>Mint EQ Saccing
date: Tue May 16 21:26:21 2006

Summary for people who lack the attention span to read:

1) Allow mid level eq to be scrapped for materials which can be used
to repair other pieces of eq.
2) Make monsters drop non mint eq so it either needs to be
immediatly repaired or a piece can be easily repaired later down the
road

-----------------

poster: Blackwidow
subject: >Mint EQ Saccing
date: Wed May 17 00:47:33 2006

I just felt like rambling a bit more.  

You know, I see lots of stuff on sales lately.  A few months ago
I only saw people wanting to buy.  So it is obvious that sloat isn't
getting all the loot from eq.

I am a person that enjoys doing eq.  I don't see it as my job to
flood the market with eq so that everyone can have their own top
set or 5.  

I think it is good that sloatinok wants mint eq.  Top eq should be
top eq, for some of the mud, not all of the mud.  I think there is
something wrong with people not thinking anything but the best is
good enough, no matter what worth they are.  If you flood the 
market with eq, you will get more of this kind of phenomena.

Collecting your eq sets is one of those things like xping and 
questing and collecting tp.  It should not be something that comes
easy and overnight, but a challenge that is rewarding when you
finally manage it. 

You don't need the top parties to do eq.  Top top eq perhaps, but 
you can do a lot of eq without having a "perfect" setup.  So
even if people don't want to reinc into "eq reincs", they can still
try to organize something themselves and make it happen.  I mean,
look at lucifer, he tanks lots of eq these days ;)  and some
pretty decent mobs as well, as shapeshifter.

I do understand those people that have sunnydale eq that can't
be Tped now.. and that they are frustrated over the fact that
they never got a chance to do something about it before sloat 
started being selective about what he wants.  But even with this,
in the large picture, I still think the changes were good for
the mud.  

Perhaps nez has a point about making an event to make
it able to sac unsaccable eq or something.  Other then that tho,
I think the system works pretty well now.

But all this is just my two cents.  Since I do a bit of
eqqing, and saccing, I felt obligated to comment.

Bw.

-----------------

poster: Soulleech
subject: >>Mint EQ Saccing
date: Wed May 17 03:37:19 2006

Okay, from the old post, when I said remove the "system" altogether, I was referring to the mint saccing system (so the sentence says either to reduce or remove mint saccing). Anyways...



There are lots of stuff on sales lately, but iirc, yesterday after the eq party, I saw one person selling, and that was inside. I don't know what you guys killed, but I saw enought deaths to know that the one or two items is nothing compared to the stuff people were keeping. That's okay, that's fine, just thought I'd mention that *most* of the stuff people are actually selling on sales are crap that I can get from drops...



Collecting eq sets is a bit hard when you don't have the access to all the eq parties, and impossible if you don't eq nowadays. Impossible is not a very nice difficulty. Considering how with the reinc tweaks you WILL tap like a mofo if you don't have top eq sets. I can wear my entire set and if I do my normal blast with my vampiric leech and the cheapest blast of all mage guilds (I think), I can still tap!!! I'd say top eqs shouldn't be quite as impossible as you would like it to be, just me though.



I'll look at lucifer, he's bloody 12 gigs and friends with the 2 most prominent figures in eq scene in the mud :) He doesn't make such a good example. Not everyone can eq, and definitly not everyone top eqs. You used to be able to gold for eq, and with the hope that with enough gold youc an get eq just as good as eqers. If the system favors eqing only, then what is the point of gold? I know of a few people who have tens of millions that they CAN'T SPEND. I have 40+ mils myself. Believe me when I say that's not normal for me. Inflation happened one or two years back, people complained... I wonder if they saw the time when money doesn't even have value.



Now highpriest I know is broke, but he spent it all on tps ;)



There are plenty wrong with the system, if there's nothing wrong there would be people complaining about it. Granted the solution can be discussed, but please don't be the perfect aristocrate. Some people actually need cake, not bread ;)



TP whoring's alright, but the problem is that it's getting in the way of utility. All I want to do is have SOME eq out there that people actually could wear without going straight to sloat. It's nice for people to try to make the game nicer and easier for the people who aren't doing well. I probably give out way too many warp blades and have made warp blades practically useless, but at least I hope it's helping someone have a bit more fun in a game that is in dire need of new players anyway.



Well that's my rambling, feel free to ramble back so I can ramble some more, tciao.

-----------------

poster: Blackwidow
subject: >>>Mint EQ Saccing
date: Wed May 17 09:31:46 2006

Well, I know that there were only 4 of us that went immediately to sloat
yesterday. And after 4 hours of eqqing, not everyone really wants to
hang around and try to actively sell what they just diced.  So just 
because items did not come out on sales immediately, does not mean 
they are not around to be sold.

If you look at who was in the party yesterday, as well, you might
note that some of those people are relatively new to eq, and are still
collecting their own sets.  This means that if we do a good job, and
make our eq party members happy, you might not see that much eq out
on the market right away, after every party.

And OK, lucifer is perhaps special.  But the hardest part about
eq, and you can ask anyone that has done any amount of it, is
not killing the mobs, but getting it organized.  If eq is 
commonplace on the market and prices drop, some of or eqqers are
no longer interested in eqqing as often, and it slowly falls
apart. We have new blasters with us, and they are eqqing a lot
and working hard to eq their own sets.  I believe that it should
be easier for them to get top eq sets then those who sit and 
gold 24/7 and just sit back and plan to buy theirs.  I mean,
if it is not easier to eq your own set then to buy it, other
good eqqers that are not as TP fixated as me, might not be eqqing
at all.

Sales works like a marketplace, supply and demand.  If eq gets
as commonplace as you like, the supply will fall, because no one
will bother to go get it, because it is no longer worth their time.
A few hard time Tp people like me isn't enough to get eq done.
You need the hard core of people and a great number of blasters
to choose from, because not everyone can eq at the same times,
and in my experience you need to do eq regularly to keep people
in eq reincs.


Now I will admit, after all the noise on the news and on the 
channels the last days, I passed up picking good stuff that I could
sell, but had already sacced, for bad stuff that I could still sac.
It is not often I pass up 5 tp things for 1 and 2 tp things like
yesterday. So gab did get less then from me yesterday, cuz almost
all my picks went straight to sloat.

Having said that.  I have also been known to pick eq to sell
to specific people, when we have an agreement ahead of time.  If
I know that X person wants Y piece of eq, and will pay Z amount
of gold, then sometimes the dice fall such that I can help them 
out. And actually, the people I have done this for, are most often
NOT my close friends.  It is more often that I have seen something
on sales that I knew really wasn't that hard to get.

If you go back to some old post in eq or something, I have also
asked on the boards, that people that wanted eq that really didnt
do much eqqing themselves, to make it more publicly known exactly
what they need, so that those of us that eq know what is sellable.
I hate sitting with eq and not getting it sold.  So I prefer kills
I can drop something I would like myself, something I would sac,
or something I know i can sell immediately.

If you are having a hard time getting the exact pieces you are 
looking for, then I suggest writing a note on a board, saying 
what you are willing to pay for what, or talking to someone that
eqstacy and here if they might have something in their safes or 
might be willing to keep you in mind during dice.

And now I am getting as bad as Wagro, so I will shutup for now :)
Bw.

-----------------

poster: Blackwidow
subject: >>>Mint EQ Saccing
date: Wed May 17 10:25:37 2006

And on an aside.  How would the removing of the mint restriction
affect me (and probably other people most interested in tp sac) ?
Very little.

I have always taken my tp to sloat immediately after the party.
This was also the case before the changes to sloat.  This is because
we eq so much, that it takes too much safe space to save stuff 
that we aren't saving for our own sets.

So, the difference for me, is that I could upgrade pieces of my
set that were worn out, saccing the old ones and using the new ones, 
or perhaps doing the same favor for those that are in the eq party 
with me, and want to trade me there and then.  So a few pyros would 
be spared.  All the rest would still go straight to sloat.

For people that aren't tp/eq fixated?  You either have to use 
pyros to upgrade used eq or you get into eq reincs and do something
other then xp/gold to get those eq tps.  And, you do want people
into eq reincs don't you?  So that eq gets done?

I still think the mint restriction on sloat is a good thing.

Bw.

-----------------

poster: Monkey
subject: >>>>Mint EQ Saccing
date: Wed May 17 10:31:17 2006

Are you saying that other people don't have 20+ safes?

-----------------

poster: Blackwidow
subject: >>>>>Mint EQ Saccing
date: Wed May 17 10:35:19 2006

Warr and I have perhaps 20 together.  But those are used for other
things that are not for sale.  I don't want 20 more safes with other
stuff in it that might get mixed up with the stuff we plan to keep.

Now, I know other people do otherwise.  But they are not the ones 
saccing to sloat all the time either.

-----------------

poster: Warrowarr
subject: >>>Mint EQ Saccing
date: Wed May 17 14:28:59 2006

I was initially decided to not get involved in this discussion. But seeing
all what is taken as 'facts' it is too hard to shut up. 
(And yes, this is another long note.)


Soulleech wrote:
"There are lots of stuff on sales lately, but iirc, yesterday after the eq
party, I saw one person selling, and that was inside. I don't know what you
guys killed, but I saw enought deaths to know that the one or two items is
nothing compared to the stuff people were keeping. That's okay, that's fine,
just thought I'd mention that *most* of the stuff people are actually
selling on sales are crap that I can get from drops..."


Exactly how much of the total loot collected in an eq party would seem fair
to you to end up on sales? Do you know what all the pieces were that dropped?

What I'm really interested in is how people reaches the conlusion that
having a topset is everyones god given right in this place. And if you can
not do it in the way you like to do it, something is wrong with the system.
Both Soulleech and Rancor is proclaiming that they do not have any interest
in doing equipment parties, but still feel it highly unfair that they cannot
buy all the pieces they want, when they want it, for a topset. I very simply
ask: Why? Would you think I was reasonable if i wrote public notes about
being frustrated about not having 200m gold in the bank, and that some
system needs to be set in place (alternatively disabled) so I too could have
a big fat account. And in addition arguing that the fact that I'm refusing
to gold has noththing to do with it? Or another one: I could write about how
totally unfair it is that I don't get a 150-200k/min xp rate while doing eq.

The fact that you don't want to do eq is obviously totally your own
descision. But I won't pity you for not getting everything you want for gold.
You know very well where you need to begin to improve your situation.


Soulleech also wrote:
"Collecting eq sets is a bit hard when you don't have the access to all the
eq parties, and impossible if you don't eq nowadays. Impossible is not a
very nice difficulty. Considering how with the reinc tweaks you WILL tap
like a mofo if you don't have top eq sets. I can wear my entire set and if I
do my normal blast with my vampiric leech and the cheapest blast of all mage
guilds (I think), I can still tap!!! I'd say top eqs shouldn't be quite as
impossible as you would like it to be, just me though."


This adresses some other (to me) interesting point of veiw. How do you think
people get into eq parties? How do you think these parties are initiated? In
a game where equipment gets into the game solely by killing monsters or
winning events (at least there are no other significant sources I recall
from the top of my head.) how did you come to the conclusion that it is
'somebody elses' responsibility to make the items YOU want available to YOU?
(appoligy in advance, but to me this is analog to a kid deperatly wanting a
can of coke, then whining and moaning to his mom for not providing it to
him. When he's very capable of walking over to the fridge at get it himself.)

Are you responsible for providing me with xp and gold? Thought not. Then I
can not see why it is anyones responsibility to make eq available to you
either.

A group of players with 200-500m worth can perfectly well do up to midbie eq.

At least from 1.5g worth, you can perfectly well fill any role in any eq
party. 

The only things that are impossible are the things you have fixed in your
mind as impossible.

-----------------

poster: Rancor
subject: >>>>Mint EQ Saccing
date: Wed May 17 16:03:25 2006

You all are offtrack I think in all of this.  Who cares about sales
who cares about the petty arguement that this has turn into between
the tps whores and the exp whores.  Point is the tps whores are
happy with the situation right now(or so it seems)  which is a very
good thing.  When it comes down to it the exp whores(myself
included)  are looking for a viable way to repair our equipments max
condition without having to eq for the pyro's.  

We used to have a choice.  And while I dont completely agree with
the current situation of the repair of equipment in the mud as we
speak I dont really think that sales market is responsible or going
to fix what is actually needed.


We have a blacksmith guild.  Why cant they repair the max condition
of the equipment.  Obviously at a higher cost in mats to the gear. 
Why are pyros so rare that I cant get ahold of any without doing
equipment.  before I took a long break none went up for sale.  there
are still none up for sale which is fine that the people doing eq
are using them for thier own eq.  But why cant I have a viable way
of repairing my own gear like you do while enjoying an aspect of the
game that does not involve eq.  I am not asking for topslot eq to be
on sales.  I am not saying you cant sac eq..  I am saying why cant I
repair my gear without having to change sets, reinc, dice pyro's
repair my gear and reinc again.

PS.  I want to buy Pyro's  (prove me wrong and sell me some)

P.s.s  Yeah sorry in the java interface and cant form good writing
structure with paragraphs etc.

Rancor

-----------------

poster: Soulleech
subject: >>>>Mint EQ Saccing
date: Wed May 17 20:11:37 2006

Meh I wrote about two pages but I deleted them all. Just realizes how futile it is to argue something that the wizzies do not care about. It's a waste of time, the unworthy xpers will have to be the ones to adapt.

-----------------

poster: Baer
subject: >>>>>Mint EQ Saccing
date: Thu May 18 12:37:36 2006

Booo. Selling EQ sucks!

Down with capitalists! Love live socialists!

Bring back warp! Power to the people!

that is all.

-----------------

poster: Fox
subject: Ronana Banana!
date: Fri May 19 19:41:03 2006

New emote for Ronan; ronan2 : Ronna, Roanna, ronana, WTF is Ronald McDonald?!

-----------------

poster: Escense
subject: idling in hell
date: Sat May 20 01:08:53 2006

fiffle
Someone should code minigames or something for people to do in hell
besides idle til avatars are avail.

-----------------

poster: Communist
subject: >idling in hell
date: Sat May 20 01:41:26 2006

On Sat May 20 01:08:53 2006 Escense wrote post #1069:
> fiffle
> Someone should code minigames or something for people to do in hell
> besides idle til avatars are avail.

they're already there
you can activate them by pressing ALT-TAB

-----------------

poster: Daran
subject: >>idling in hell
date: Sat May 20 03:30:03 2006

On Sat May 20 01:41:26 2006 Communist wrote post #1070:
> On Sat May 20 01:08:53 2006 Escense wrote post #1069:
> > fiffle
> > Someone should code minigames or something for people to do in hell
> > besides idle til avatars are avail.
> 
> they're already there
> you can activate them by pressing ALT-TAB

Problem with that Commy, that sends 95% of the players here to pr0n,
not minigames (even though spank the monkey is funner than any
game)


-----------------

poster: Zifnab
subject: >>idling in hell
date: Sat May 20 04:20:14 2006

On Sat May 20 01:41:26 2006 Communist wrote post #1070:
> On Sat May 20 01:08:53 2006 Escense wrote post #1069:
> > fiffle
> > Someone should code minigames or something for people to do in hell
> > besides idle til avatars are avail.
> 
> they're already there
> you can activate them by pressing ALT-TAB

You also have a choice not to idle in hell

-----------------

poster: Ironwhimp
subject: report spells/skills
date: Sun May 21 16:14:15 2006

How about implementing an extra parameter to the report function?
Expample: report name skills/spells guild
That could be usefull for reporting only part of one's spells/skills.
Avoids spam...

-----------------

poster: Zavier
subject: Mist
date: Thu May 25 23:53:44 2006

I'm sure this has been suggested in the past and, if it has, this is
not a suggestion but a plea for someone 
to reiterate the issue to me.

I'm wondering why, other than obvious physics, there is no way to
get looted items onto my floating disc
other than to solidify. This uses up a relatively large sp ammount
in relation to my spr rate and, quite
honestly is something of a pain in the ass. Perhaps a new spell that
would somehow scoop loot up and place
it on the disc. I'd spend the gold and xp to train such a spell  if
it saved me the hassel of solidifying. 
Course you'd have to be solid to actually SELL your stuff...

Anyway, any feed back would be awesome. Maybe I'm being nit-picky
but I get paranoid about leaving my
hard-earned loot laying around till I can revert from mist form.
Money's hard enough to come by without being
unable to simply pick up my spoils.

-Zavier

-----------------

poster: Drake
subject: >Mist
date: Fri May 26 16:31:59 2006

On Thu May 25 23:53:44 2006 Zavier wrote post #1075 in ideas:

> I'm sure this has been suggested in the past and, if it has, this is

> not a suggestion but a plea for someone 

> to reiterate the issue to me.

> 

> I'm wondering why, other than obvious physics, there is no way to

> get looted items onto my floating disc

> other than to solidify. This uses up a relatively large sp ammount

> in relation to my spr rate and, quite

> honestly is something of a pain in the ass. Perhaps a new spell that

> would somehow scoop loot up and place

> it on the disc. I'd spend the gold and xp to train such a spell  if

> it saved me the hassel of solidifying. 

> Course you'd have to be solid to actually SELL your stuff...

> 

> Anyway, any feed back would be awesome. Maybe I'm being nit-picky

> but I get paranoid about leaving my

> hard-earned loot laying around till I can revert from mist form.

> Money's hard enough to come by without being

> unable to simply pick up my spoils.

> 

> -Zavier





ditto

-----------------

poster: Denim
subject: RE:Whiney Mist Mages
date: Fri May 26 20:30:09 2006

Ok, so, the guild is called _MIST_ Mage, right?
You shouldnt be able to pick up anything, your body is made from
mist, if you dont like the way the guild works, there are plenty of
others out there.

whinebitchmoan

denim

-----------------

poster: Genesis
subject: >RE:Whiney Mist Mages
date: Fri May 26 20:34:02 2006

On Fri May 26 20:30:09 2006 Denim wrote post #1077 in ideas:

> Ok, so, the guild is called _MIST_ Mage, right?

> You shouldnt be able to pick up anything, your body is made from

> mist, if you dont like the way the guild works, there are plenty of

> others out there.

> 

> whinebitchmoan

> 

> denim



I second that motion. You should know going into the guild you aren't going to be able to pick anything up or you should gain more worth and reinc with a druid secondary for familiars that can pick loot up for you.

-----------------

poster: Celine
subject: >>RE:Whiney Mist Mages
date: Fri May 26 20:39:36 2006

Having been mist mage for 2+ years now.. and only recently gaining
the experience to have familiars. I third the vote of quityerbichin.
It's part of the theme and balance to the guild.
Not to mention I find majority of the playerbase to be honest and
trustworthy, enough so I rarely had loots stolen from the ground
before I could get back to them, forget solidifying, just wait it
out.

$0.02 - celine

-----------------

poster: Eomer
subject: more on the mist mage thing
date: Fri May 26 21:37:20 2006

So yeah, I really dont think he was so much whining and bitching as
making a very reasonable suggestion.  He did not say he was mad that
he couldnt pick things up, he suggested making a spell to transport
items from the ground to your disc, which in my opinion would make
total sense, if a mage can create a disc out of thin air, and
control that, why shouldnt he be able to lift items onto the disc?
-Eomer

-----------------

poster: Denim
subject: RE:more on the mist mage thing
date: Sat May 27 08:36:09 2006

wow, i think i just said this, and so did two other people.
you cant "lift items onto the disc" because he is made from mist,
which is not a solid form, so thus, he cannot lift the objects.

so, to summarize, mist = not solid

denim

-----------------

poster: Garraty
subject: more on mist mage thing
date: Sat May 27 20:42:51 2006

hate to do this denim, but he brought up a good point...if you can
make a disc out of nothing, why can't you make (with your mind) the
items go onto the disc.  maybe like telekenesis he was thinking? 
even though it is more a psychic guild spell.  but, i assume that's
what eomer was talkin about.  not lifting with his misty hands :P

-----------------

poster: Zifnab
subject: >more on mist mage thing
date: Sun May 28 15:53:13 2006

On Sat May 27 20:42:51 2006 Garraty wrote post #1082:
> hate to do this denim, but he brought up a good point...if you can
> make a disc out of nothing, why can't you make (with your mind) the
> items go onto the disc.  maybe like telekenesis he was thinking? 
> even though it is more a psychic guild spell.  but, i assume that's
> what eomer was talkin about.  not lifting with his misty hands :P

Because it is one of the disadvantages to using the guild.

Cal it a design decision or whatever you want it is intentional
and the way it is goin to stay.

-----------------

poster: Daneel
subject: >>more on mist mage thing
date: Mon May 29 18:34:24 2006

On Sun May 28 15:53:13 2006 Zifnab wrote post #1083:
> On Sat May 27 20:42:51 2006 Garraty wrote post #1082:
> > hate to do this denim, but he brought up a good point...if you can
> > make a disc out of nothing, why can't you make (with your mind) the
> > items go onto the disc.  maybe like telekenesis he was thinking? 
> > even though it is more a psychic guild spell.  but, i assume that's
> > what eomer was talkin about.  not lifting with his misty hands :P
> 
> Because it is one of the disadvantages to using the guild.
> 
> Cal it a design decision or whatever you want it is intentional
> and the way it is goin to stay.

I should make levitate do that, so those misties who want to waste 
25 levels on the psychics tree can :-)

-----------------

poster: Wagro
subject: Master enchanter
date: Mon May 29 20:09:59 2006

A few small requests for the master enchanter guild, really any of
them would be neat, of course all would be best :)

1) Let mastery of enchanting effect enchanter spells (enchant armor,
protect armor, enlarge weapon, etc)
2) Add mass enchant spells. I.E. similar to the guardians guild
party shields, so you dont have to enchant 20 pieces one by one
3) Patterns better than minor!

Thanks.

-----------------

poster: Temuthril
subject: Voting
date: Wed May 31 13:43:24 2006

I guess it wouldn't hurt if someone added Mud Connector link to the vote command.



http://www.mudconnect.com/mud-bin/vote_rank.cgi?mud=Islands+of+Myth

-----------------

poster: Bahgtru
subject: News
date: Fri Jun  2 10:54:51 2006

Can we get a link to the obscene newsgroup on the news on the web
page? Or was it intentionally skipped?

- Bags, the dirty news reader

-----------------

poster: Ixtlilton
subject: >News
date: Fri Jun  2 17:19:36 2006

On Fri Jun  2 10:54:51 2006 Bahgtru wrote post #1087 in ideas:

> Can we get a link to the obscene newsgroup on the news on the web

> page? Or was it intentionally skipped?

> 

> - Bags, the dirty news reader



The obscene news group already shows on the web page. If you can't see it

it's either a problem with you or a problem with your eyes.



-Ixtlilton

-----------------

poster: Lithp
subject: Poker MACHINE =)
date: Sun Jun  4 15:45:08 2006

I was just thinking that it'd be cool if we had a video poker
machine at the docks. Nothing special, just an ordinary five card
draw poker game. k tnx

-----------------

poster: Bahgtru
subject: >>News
date: Tue Jun  6 11:30:25 2006

On Fri Jun  2 17:19:36 2006 Ixtlilton wrote post #1088:
> On Fri Jun  2 10:54:51 2006 Bahgtru wrote post #1087 in ideas:

> > Can we get a link to the obscene newsgroup on the news on the web

> > page? Or was it intentionally skipped?

> > 

> > - Bags, the dirty news reader

> 

> The obscene news group already shows on the web page. If you can't see it

> it's either a problem with you or a problem with your eyes.

> 

> -Ixtlilton
Opps, I was using old link. Thanks for pointing out I have problems Ixy

-----------------

poster: Pyromaniac
subject: shifter
date: Thu Jun  8 18:29:05 2006

could shifters get a guild plaque too??? i think it would be kinda
neat to see when you stand from time to time

-----------------

poster: Zifnab
subject: >shifter
date: Thu Jun  8 19:23:41 2006

On Thu Jun  8 18:29:05 2006 Pyromaniac wrote post #1092:
> could shifters get a guild plaque too??? i think it would be kinda
> neat to see when you stand from time to time

The creater of the guild did not want one.

-----------------

poster: Tranquil
subject: Gab, the Pr0n B0rker
date: Mon Jun 12 16:10:29 2006

I've noticed that Mr. Gab the pawn broker likes to sell things. He also
likes to make some profit from everything he sells. That's good business
sense, and is no doubt great for the Illium tax collectors. However, I
have also noticed that some people are attempting to use his place of
business to sell things that are either a) shopeq (Ie: stuff that clones
in a shop inventory), b) completely statless (ie: has no stats, specials,
respectable ac/wc or any other distinguishing feature), or c) advertised
with a price tag that looks like it belongs on another, far more powerful
piece of equipment.

Now, I have no problem with people trying to sell these sorts of things.
After all, there just might be a market for some of this stuff out there.
However, over time these objects accumulate, and Gab's shop tends to get
clogged with large amounts of these types of items. I'd like to submit a
few suggestions that may help to increase the amount of usable floor
space in Gab's shop, so that people with low dexterity will not live in
fear of tripping over the rotting corpses of dead Smees every time they
step inside it.

Suggestion 1: Limit what Gab will sell.

This has been ever-so briefly suggested before, however I have expanded
on the idea to address several factors that were only discussed on
channels following the time the original idea was posted.

 Gab would only accept something if it met _at least one_ of the
 following requirements:

 a) Boosts at least 1 stat, skill, or spell;
 b) Possesses some special ability (as recognised by the eqstat daemon);
 c) Possesses a combat special;
 d) Possesses a considerable amount of wc or ac (perhaps 50+); or,
 e) Is specifically allowed by some tag within the equipment's code (For
    all objects with special effects or features that are not recognised
    by the eqstat daemon).

This would stop people from clogging up Gab's shop with 'shop' equipment
that no-one will buy. It would also put a stop to the attempts of players
who might otherwise be tempted to try to swindle some unsuspecting newbie
out of his or her hard earned gold piece, by offering 'budget' equipment
that is actually easily obtainable elsewhere for a much lower price.

Suggestion 2: Limit the length of time Gab will attempt to sell items.

In the current system, if an item was placed in Gabs shop for resale at a
price that is substantially above the current market value of the item,
then two things happen. First, no-one wants to pay the high price, so the
item adds to the general clogging of Gab's inventory. Secondly, anyone
who has the same item but wishes to offer it at a lower price is
prevented from selling it through Gab, because another identical item is
already offered for sale there - regardless of the fact that the new
seller wishes to offer it at a lower price.

By inference, this also means that a dubious player may deliberately clog
up Gab's shop with overpriced equipment to prevent other players from
selling that specific item through Gab.

Putting a sale time limit of perhaps one month onto items sold at Gab's
shop would stop all of the above issues from occurring, or at least stop
them from occurring for extended periods.

Suggestion 3: Expansion to Gab's Sale Time Limit concept.

If suggestion 2 is implemented in its raw form, there is nothing to stop
a player from immediately re-advertising the item that didn't sell, for
the same, or even a higher price. There are several ways to prevent this
from happening.

 a) Prevent that specific player from advertising the specific item that
    did not sell, for a pre-determined period of time.
 b) Prevent any player from advertising the specific item that did not
    sell, for any price that is higher than a pre-determined percentage
    of the former, unsuccessful sale price (With or without a time limit
    to allow for later market fluctuations).
 c) A combination of the above.

These restrictions would stop players from trying to intentionally prevent
other players from selling certain items through Gab. This may or may not
be an issue right now, and I am not personally aware of any cases where a
player has _intentionally_ advertised an item at a very high price to
prevent other players from selling that item. However, on a number of
occasions I have seen, for example, Defenders Burning Blade for sale at
Gab's shop for in excess of 200k gold, when I have wanted to sell the same
item for less than one quarter of that price.

I have also seen items offered for sale there at exorbitant prices, that
seem to take forever to leave Gab's shop. When they eventually go, whether
they went by being sold or by being taken off sale by the player is
unknown.


None of these changes will stop any player from asking for a very high
price for any particular item. If an item does sell for that high price,
there's nothing to stop any player from advertising that same item for an
equal or greater price through Gab. However, these changes will assist in
the turnover of Gab's store by preventing the shop from becoming clogged
with useless items or items with insanely expensive price tags for
extended periods.

Further suggestions, constructive critism, or comments are welcome.

Whines should be comprehensively researched and submitted - with all
supporting data - directly to Ixtlilton in mudmails, in single-line form
so as to not confuse him too much.

Thank you, and good day.


-----------------

poster: Eyespy
subject: Unkillable Bounties
date: Mon Jun 12 16:39:45 2006

Yeah, I received an unkillable bounty (because I couldn't attack it
since I was too small.) and it sucks having to wait three hours to
get another bounty, and I don't want to have to log off for half of
an hour either.
So, I just thought that it'd be cool to get to take on another
bounty hunt if you report your mob as unkillable.

Yes, I know some people may abuse this system, so I thought of a way
that may deter them from doing so.
When they want to report a mob as unkillable, a warning message
should come up and say blah blah blah, if this monster is not
unkillable and you continue to abuse this system, you may be
temporarily frozen as the wizards see fit.
It could work, and it'd be much more enjoyable doing bounties. Heck,
even if that doesn't work, how about having two bounties that you
could try?
Loading up on more than two would be impractical and newbs would be
gaining worth like crazy, but I don't see the harm in just having
one extra bounty. Chances are it's going to be too big anyway. xP


  -With my little eye, Eyespy

-----------------

poster: Warrowarr
subject: >Gab, the Pr0n B0rker
date: Mon Jun 12 18:58:05 2006

I don't see the need for putting a lof of work into how Gab
works. But restricting a little bit might be a nice idea.

Suggestion 1: Pick an eqstat level which is the minimum Gab
will bother to try to sell for you. I suggest the same level
as Eje has as minimum.

Suggestion 2: Leave it as it is. Clutter at Gab isn't THAT
much of a hassle .)

-----------------

poster: Wazup
subject: >Unkillable Bounties
date: Mon Jun 12 20:49:00 2006

On Mon Jun 12 16:39:45 2006 Eyespy wrote post #1095 in ideas:

> Yeah, I received an unkillable bounty (because I couldn't attack it

> since I was too small.) and it sucks having to wait three hours to

> get another bounty, and I don't want to have to log off for half of

> an hour either.

> So, I just thought that it'd be cool to get to take on another

> bounty hunt if you report your mob as unkillable.

> 

> Yes, I know some people may abuse this system, so I thought of a way

> that may deter them from doing so.

> When they want to report a mob as unkillable, a warning message

> should come up and say blah blah blah, if this monster is not

> unkillable and you continue to abuse this system, you may be

> temporarily frozen as the wizards see fit.

> It could work, and it'd be much more enjoyable doing bounties. Heck,

> even if that doesn't work, how about having two bounties that you

> could try?

> Loading up on more than two would be impractical and newbs would be

> gaining worth like crazy, but I don't see the harm in just having

> one extra bounty. Chances are it's going to be too big anyway. xP

> 

> 

>   -With my little eye, Eyespy



The point of bounties is not so you can just go kill some mob that you can usually kill and go back to the hunter for a reward.  If it was like that, no one would xp.  There's a point in giving you bigger mobs so you don't just get easy xp.

-Wazup

-----------------

poster: Eyespy
subject: Reply reply Unkillable Bounties
date: Mon Jun 12 20:50:14 2006

Yeah, but I'm pretty certain the point doesn't include being
assigned things that you can't even attack.

k thnx

-----------------

poster: Daran
subject: 2Cents on Gab
date: Tue Jun 13 00:27:37 2006

I've got another idea. Instead of restricting Gab, since a pawn shop should have some shadiness to it, how about giving Gab the Identify ability and just make it cost like 10% of the asking price. For all those 10k-50k items, 10% shouldn't be that hard to get a hold of.



I for one am against restricting Gab, especially since we have a player controlled economy here.

-----------------

poster: Wagro
subject: >Reply reply Unkillable Bounties
date: Tue Jun 13 01:25:25 2006

I agree with you that the bounty system has its flaws, but based on
comments from the wiz staff in the past they appear to dislike
systems which require constant enforcing. Opening up a way for
people to blatently abuse bounties would require the wiz's to spend
a lot of time babysitting it, time which could be much better spent
on other projects. Like countless other things in the past it would
only be a matter of time before it starts getting blatently abused.
It sucks when you get an undoable bounty but it is one of the
necessary evil's of the bounty system. When that happens you are
best off jus reporting the bounty unkillable and exping as normal
for the next few hours.

-----------------

poster: Eyespy
subject: Reply reply reply!
date: Tue Jun 13 03:18:48 2006

You've got a point, and I can't see a good way around it atm, but
man... it's annoying having to wait three hours. (Or thirty minutes
logged off.)
Well, I suppose having bounty is better than not having bounty even
with all of its kinks.

  -With my little eye, Eyespy!

-----------------

poster: Bahgtru
subject: >Reply reply reply!
date: Tue Jun 13 07:06:28 2006

On Tue Jun 13 03:18:48 2006 Eyespy wrote post #1101:
> You've got a point, and I can't see a good way around it atm, but
> man... it's annoying having to wait three hours. (Or thirty minutes
> logged off.)
> Well, I suppose having bounty is better than not having bounty even
> with all of its kinks.
> 
>   -With my little eye, Eyespy!
I'm not sure bounties were designed with low levels in mind - their
range of killable mobs is somewhat restricted, as is often their
knowledge of areas and where mobs are.

And for future reference, enter 'F' when reading a news post to
follow up on it

-----------------

poster: Wagro
subject: >>Reply reply reply!
date: Tue Jun 13 07:47:27 2006

On Tue Jun 13 07:06:28 2006 Bahgtru wrote post #1102:
> On Tue Jun 13 03:18:48 2006 Eyespy wrote post #1101:
> > You've got a point, and I can't see a good way around it atm, but
> > man... it's annoying having to wait three hours. (Or thirty minutes
> > logged off.)
> > Well, I suppose having bounty is better than not having bounty even
> > with all of its kinks.
> > 
> >   -With my little eye, Eyespy!
> I'm not sure bounties were designed with low levels in mind - their
> range of killable mobs is somewhat restricted, as is often their
> knowledge of areas and where mobs are.
> 
> And for future reference, enter 'F' when reading a news post to
> follow up on it


Bounties were totally designed for low levels. In fact, bounties are
way better for them. A complete new scrub of a player can kill a 130
exp mob and get a 40k reward. Yeah they do get some largeish
bounties but a whole lot of them are doable and very worth it.

-----------------

poster: Zifnab
subject: >>>Reply reply reply!
date: Tue Jun 13 20:06:25 2006

On Tue Jun 13 07:47:27 2006 Wagro wrote post #1103:
> On Tue Jun 13 07:06:28 2006 Bahgtru wrote post #1102:
> > On Tue Jun 13 03:18:48 2006 Eyespy wrote post #1101:
> > > You've got a point, and I can't see a good way around it atm, but
> > > man... it's annoying having to wait three hours. (Or thirty minutes
> > > logged off.)
> > > Well, I suppose having bounty is better than not having bounty even
> > > with all of its kinks.
> > > 
> > >   -With my little eye, Eyespy!
> > I'm not sure bounties were designed with low levels in mind - their
> > range of killable mobs is somewhat restricted, as is often their
> > knowledge of areas and where mobs are.
> > 
> > And for future reference, enter 'F' when reading a news post to
> > follow up on it
> 
> 
> Bounties were totally designed for low levels. In fact, bounties are
> way better for them. A complete new scrub of a player can kill a 130
> exp mob and get a 40k reward. Yeah they do get some largeish
> bounties but a whole lot of them are doable and very worth it.
Wagro has spoken. He jumped into the head of Tuk
and pulled out his reasons for making bounties.

I do not have the heart to tell him he is wrong though.

-----------------

poster: Wagro
subject: >>>>Reply reply reply!
date: Wed Jun 14 01:27:50 2006

On Tue Jun 13 20:06:25 2006 Zifnab wrote post #1104:
> On Tue Jun 13 07:47:27 2006 Wagro wrote post #1103:
> > On Tue Jun 13 07:06:28 2006 Bahgtru wrote post #1102:
> > > On Tue Jun 13 03:18:48 2006 Eyespy wrote post #1101:
> > > > You've got a point, and I can't see a good way around it atm, but
> > > > man... it's annoying having to wait three hours. (Or thirty minutes
> > > > logged off.)
> > > > Well, I suppose having bounty is better than not having bounty even
> > > > with all of its kinks.
> > > > 
> > > >   -With my little eye, Eyespy!
> > > I'm not sure bounties were designed with low levels in mind - their
> > > range of killable mobs is somewhat restricted, as is often their
> > > knowledge of areas and where mobs are.
> > > 
> > > And for future reference, enter 'F' when reading a news post to
> > > follow up on it
> > 
> > 
> > Bounties were totally designed for low levels. In fact, bounties are
> > way better for them. A complete new scrub of a player can kill a 130
> > exp mob and get a 40k reward. Yeah they do get some largeish
> > bounties but a whole lot of them are doable and very worth it.
> Wagro has spoken. He jumped into the head of Tuk
> and pulled out his reasons for making bounties.
> 
> I do not have the heart to tell him he is wrong though.

Allow me to rephraise. The point I was trying to explain was that
bounties are much more effective for low levels than high levels.
Newbies can recieve bounties with rewards upwards of 300 : 1 ratio,
whereas larger players can except to see something like 2 : 1. I
misspoke in saying that is the design intent, though that was not
the point I was attempting to make. Either way, it is obvious that
bounties are much more lucrative to low end players.

-----------------

poster: Bahgtru
subject: Bounties
date: Wed Jun 14 12:37:49 2006

Just to follow up on Wag's comments - I tried a whole lot of
bounties when I created a new secondary (I swear he's registered
Zif, don't nuke me).

Of all the bounties I received, the only one I have found killable
has been a demon from the motel on Odd World. At 12k, yes, that's
doable, but that's the smallest mob I have received.

Yes, bonuses are better for you (in relative terms) if you're a
newbie. But the likelihood of obtaining a bounty you can actually
kill is a lot smaller.

- Bags, the Eternal Newbie

-----------------

poster: Tranquil
subject: >Bounties
date: Thu Jun 15 05:35:25 2006

On Wed Jun 14 12:37:49 2006 Bahgtru wrote post #1106:
> Just to follow up on Wag's comments - I tried a whole lot of
> bounties when I created a new secondary (I swear he's registered
> Zif, don't nuke me).
> 
> Of all the bounties I received, the only one I have found killable
> has been a demon from the motel on Odd World. At 12k, yes, that's
> doable, but that's the smallest mob I have received.
> 
> Yes, bonuses are better for you (in relative terms) if you're a
> newbie. But the likelihood of obtaining a bounty you can actually
> kill is a lot smaller.
> 
> - Bags, the Eternal Newbie

When the bounty system was first introduced, I did some testing on
my primary and secondary characters. My findings were that bounties
were a fantastic way to earn exp as a newbie, but weren't great for
exp as a highbie. However, they were also a great way to get bonus
equipment as a midbie or above, particularly if you are a deather.

Several months later I attempted to play my secondary as I had
during bounty testing, and found that the bounty monsters I was
given were almost always far too large to kill. We're talking a
minimum of 30k for a level 24 player, with an average mob worth of
about 80k.

Whether this was an intentional change, I do not know. However, the
change did greatly affect my usage of the bounty system, to the
point that if I do play my secondary, I don't bother with bounties.
I can see someone who is a level 1 warrior with maxxed attack and at
least a pair of warp blades making some exp from the bounty system
as it exists today, but I doubt there are many such players around
these days.

Overall, I agree that the bounty system _was_ more useful to
newbies. That's probably within balance, since the more worth you
have the easier it is to increase that worth. However, apart from
midbies seeking eq bounties, it seems to me that the present
incarnation of the bounty system is almost superflous.

- My 2x 5c pieces.


-----------------

poster: Baer
subject: server problems
date: Thu Jun 15 13:43:07 2006

If the other disk fails we should restore a backup from the good ol'
days. Say about 5 years ago. Imagine how much fun it would be. We
could sack Red Dragon city all over again.

-----------------

poster: Andros
subject: Druid
date: Thu Jun 15 21:20:59 2006

Maybe have a 5 or 10 lvls guild in druid, Master Herbalist.
Could have mastery to protection potions and balms from dropping on
buttnaked, increased power or other things.
just an idea.

-----------------

poster: Monkey
subject: >>Gab, the Pr0n B0rker
date: Fri Jun 16 01:44:34 2006

i like the idea of 'If you offer the item for less than the item
that is already in the shop' idea. but make it be a set amount (so
people don't 1 gold you) like 1k less

-----------------

poster: Inside
subject: druid
date: Sat Jun 17 14:19:04 2006

it'd be neat if there was a guild added that allowed some of the
outdoor only things that druids get turn into indoor friendly
things. not all, but some.

-----------------

poster: Druid
subject: herb preference
date: Sat Jun 17 16:22:41 2006

make a new mastery that allows you to pick what type of herb instead of it being random

-----------------

poster: Tranquil
subject: >herb preference
date: Sat Jun 17 16:28:19 2006

On Sat Jun 17 16:22:41 2006 Druid wrote post #1112:
> make a new mastery that allows you to pick what type of herb instead of it
being random

I have found that training masteries in Herbalist to be very
effective when it comes to finding Athelas. You can't choose which
herbs you find, and there's still some randomness as to what you do
find. Even with herb gathering and the three skills from Herbalist
trained to 110%, I find there's still about a 10% chance of getting
a non-athelas herb. Of course, this won't help you find non-athelas
herbs at all. However, since Athelas is better than any of the other
herbs, you might be better off just training it and dealing with the
10% chance of not getting what you wanted. =)


-----------------

poster: Inside
subject: >>herb preference
date: Sat Jun 17 16:42:32 2006

you know, i have herb lore (the one that affects what you get) at
100%, and i probably get the dark herbs about 80-85% of the time.
you don't need it at 110 to have a good chance of getting something
useful.
and the athelas are better than browns, yellows, or greens. i get
more sps from athelas than browns every time.

-----------------

poster: Wagro
subject: Arcade bounties
date: Wed Jun 21 05:19:19 2006

It would be cool if X number of bounty points would lower your time
to get a new bounty by Y minutes. 'Nuff said.

-----------------

poster: Eyespy
subject: >Arcade bounties
date: Wed Jun 21 05:20:22 2006

Or why not be able to redeem those bounty points, sort of like how
you cash in tickets and coins at arcades.
Just a thought.

-----------------

poster: Inside
subject: >>Arcade bounties
date: Wed Jun 21 05:21:37 2006

you can already redeem bounties. when you do a prize bounty, you get
eq for the token. when you do an exp bounty, you get exp rewards.

-----------------

poster: Kaida
subject: Hunger
date: Mon Jul 10 17:15:33 2006

Don't know if this is possible and maybe it's been suggested before anyway... but I'd find it really useful to be able to have my hunger shown in my prompt. I keep forgetting to eat.

-----------------

poster: Avenger
subject: command "skills"
date: Mon Jul 10 18:31:54 2006

skills command has only 1 possible argument that prevents listing of
low-trained skills. it would be nice to have another argument that
would list only these low-trained skills.
as an example: skills -50 would list all skills trained to 50% or less

another argument could list only 1 guild (skills warrior) or 1
guildtree (Warrior)

the same applies to command "spells"

also, listing only 1 guildtree would prevent migrating common skills
from 1 guild to another, like attack or whirlwind attack etc.

-Avenger-

-----------------

poster: Tranquil
subject: >command "skills"
date: Mon Jul 10 18:36:18 2006

On Mon Jul 10 18:31:54 2006 Avenger wrote post #1119:
> skills command has only 1 possible argument that prevents listing of
> low-trained skills. it would be nice to have another argument that
> would list only these low-trained skills.
> as an example: skills -50 would list all skills trained to 50% or less
> 
> another argument could list only 1 guild (skills warrior) or 1
> guildtree (Warrior)
> 
> the same applies to command "spells"
> 
> also, listing only 1 guildtree would prevent migrating common skills
> from 1 guild to another, like attack or whirlwind attack etc.
> 
> -Avenger-

Some other suggested improvements:

The display order of guilds could be fixed (showing primary guilds
first, then secondary, then tertiary, etc)

The guild name could be shown in the score_headings colour

possibly also change 'report  ' to
accept args allowing players to report skills over/under a certain
percent

mmm.


-----------------

poster: Pyromaniac
subject: >Hunger
date: Mon Jul 10 21:08:40 2006

On Mon Jul 10 17:15:33 2006 Kaida wrote post #1118:
> Don't know if this is possible and maybe it's been suggested before
anyway... but I'd find it really useful to be able to have my hunger shown
in my prompt. I keep forgetting to eat.
hahahaha, this sounds familiar
pyro the ever hungry

-----------------

poster: Korthrun
subject: >>Hunger
date: Tue Jul 11 09:11:13 2006

On Mon Jul 10 21:08:40 2006 Pyromaniac wrote post #1121:
> On Mon Jul 10 17:15:33 2006 Kaida wrote post #1118:
> > Don't know if this is possible and maybe it's been suggested before
> anyway... but I'd find it really useful to be able to have my hunger shown
> in my prompt. I keep forgetting to eat.
> hahahaha, this sounds familiar
> pyro the ever hungry
help rdmp
rdmp help
something like that
it's not your prompt, but it might as well be if you're using
anything other than java/telnet

-----------------

poster: Korthrun
subject: idea
date: Wed Jul 12 12:32:33 2006

Would it be possible to be able to pass "object id's" (exscuse my
ignorance of terminalogy) to the inventory command and have it apply
a filter based on that?

i potion
will only show us things that ID to potion
i herb
will only show us things that ID to herb
etc

-----------------

poster: Tranquil
subject: >idea
date: Wed Jul 12 12:36:17 2006

On Wed Jul 12 12:32:33 2006 Korthrun wrote post #1123:
> Would it be possible to be able to pass "object id's" (exscuse my
> ignorance of terminalogy) to the inventory command and have it apply
> a filter based on that?
> 
> i potion
> will only show us things that ID to potion
> i herb
> will only show us things that ID to herb
> etc

Not a bad idea, but as a stopgap for the interim, you could use
potion bags, herb pouches, etc. I find that items that save normally
save over logins within these bags, though herbalist herbs and
potions will not.


-----------------

poster: Chrono
subject: Party Quests w/ Solo Rewards
date: Tue Jul 18 01:52:50 2006

Something that always bothered me while I played here was that there
were some changes made to some of the party quests that made them
give only one person of the party the task point reward.
I don't recall why the changes were made exactly, but I believe it
was because people who done a particular quest were dragging people,
who haven't, through the quests for whatever reason.  And while the
"party required - solo reward" staves off this problem somewhat, I
think it creates a larger problem of people not wanting to go out
and do a party quest because of the fact that only one of the people
will get the reward.
While I don't think all the quests must give the whole party a
reward, because some of them were probably designed with one person
getting a reward in mind.. I do think that some of the changes that
were made could be reversed without being particularly harmful
towards the mud and would actually encourage some people to gather
and do the party quests because it would be a much less daunting
task.

Or really maybe just a different solution all together that I can't
really think of at the moment. And for refrence, what I'm thinking
of are quests such as the Clayborne Necklace.

-----------------

poster: Wraith
subject: sky
date: Wed Jul 19 01:54:18 2006

la sky
its a little after noon, and their are some thick clouds in the sky
with a little rain.

combine la clouds, la sun etc.

-----------------

poster: Tranquil
subject: >sky
date: Wed Jul 19 04:04:04 2006

On Wed Jul 19 01:54:18 2006 Wraith wrote post #1126:
> la sky
> its a little after noon, and their are some thick clouds in the sky
> with a little rain.
> 
> combine la clouds, la sun etc.

command sky do weather sun ; weather moon ; weather clouds ; weather
rain ; weather snow

Works wonders for those who rely on weather. =)


-----------------

poster: Beranis
subject: An extra greater and lesser wish: 
date: Thu Jul 20 13:04:22 2006


I was thinking you could add in these two wishes:

'greater duplicate' and 'lesser duplicate'

You may duplicate one of the wishes that you have already taken.
Before anyone leaps in with the obvious - I already worked out that
some wishes just aren't up for duplication eg; never hungry.

I hope you can all see the potential in this eg: 130% spells/skills.

A note to the admins, just think of all the xp and gold players will
have to spend.


-----------------

poster: Tranquil
subject: Shop lists
date: Thu Jul 20 20:32:43 2006


list mint

Shows all items for sale within the shop that are in mint condition. Likewise,

list used

To view any non-mint items for sale at the shop.

- Tranquil's idea factory


-----------------

poster: Phire
subject: >>Halloween and Sunnydale
date: Sat Jul 22 19:20:43 2006

On Sat Apr 22 02:08:30 2006 Daran wrote post #1035:
> I think you will have to petition directly with Friski. IIRC
> Sunnydale was removed per her request. Although I like the idea, it
> probably won't happen without her request first.
> 
Can't we get some slave-wage wiz to code a cheap knockoff version of
the said eq. I'm sure
there are enough of the eq around to get a decent counterfit.

-----------------

poster: Tektor
subject: Hyborean Gorget
date: Sun Jul 23 16:02:32 2006

Hearing about unique eq and stuff and getting a hold of a gorget, i
was wondering since it dests after a short while anyways maybe it
could get a tune up since atm its midbish eq. Maybe a +dmg special
or something or +all skills would be neat. Just an idea after
hearing about some of the other unique eq out there that has all
sorts of wierd things on them.

-----------------

poster: Vor
subject: >Hyborean Gorget
date: Sun Jul 23 18:08:02 2006

what makes you think it's midbieish?
i remember that being topslot tank when it wasn't unique. it's fuckin' awesome

-----------------

poster: Temuthril
subject: Healor spells
date: Mon Jul 24 15:08:23 2006

Party pftc/pfp.

Or a pftc that affects all non-players in the room (familiars, monsters).

-----------------

poster: Tektor
subject: Bards and Tithes
date: Thu Jul 27 02:51:25 2006

Anyone in the bard guild should be titheable as they eventually gain
the abilitiy to do prots from a distance. Not only that but some
bards sit in cs and prot people as well. Would be nice if we could
tithe them. I mean after all bards do usually sing the praises of
gods and would be in their favor right?

-----------------

poster: Warrowarr
subject: >Bards and Tithes
date: Thu Jul 27 03:09:00 2006

On Thu Jul 27 02:51:25 2006 Tektor wrote post #1134:
> Anyone in the bard guild should be titheable as they eventually gain
> the abilitiy to do prots from a distance. Not only that but some
> bards sit in cs and prot people as well. Would be nice if we could
> tithe them. I mean after all bards do usually sing the praises of
> gods and would be in their favor right?
1 level of weaver is all you need though .)

-----------------

poster: Vor
subject: >>Bards and Tithes
date: Thu Jul 27 03:51:26 2006

On Thu Jul 27 03:09:00 2006 Warrowarr wrote post #1135:
> On Thu Jul 27 02:51:25 2006 Tektor wrote post #1134:
> > Anyone in the bard guild should be titheable as they eventually gain
> > the abilitiy to do prots from a distance. Not only that but some
> > bards sit in cs and prot people as well. Would be nice if we could
> > tithe them. I mean after all bards do usually sing the praises of
> > gods and would be in their favor right?
> 1 level of weaver is all you need though .)
or maybe a bank :P

-----------------

poster: Vor
subject: >Bards and Tithes
date: Thu Jul 27 03:59:47 2006

On Thu Jul 27 02:51:25 2006 Tektor wrote post #1134:
> Anyone in the bard guild should be titheable as they eventually gain
> the abilitiy to do prots from a distance. Not only that but some
> bards sit in cs and prot people as well. Would be nice if we could
> tithe them. I mean after all bards do usually sing the praises of
> gods and would be in their favor right?

it is my personal opinion that tithing isn't meant to be something useful.

i mean, there are certain circumstances when it is slightly useful... but not
so much because you need it. more because it allows you to be lazy.

rather, i think tithing is just something that was coded as a fun ability
in the game for weavers.

as far as adding the ability to bards, bards already get rogue tunnels.

if an evoker wanted a fast way to adv (via a spell), they'd join nav
without really
thinking twice about it. considering they'd need 3 levels and you'd
need only 1
weaver level, it's a good tradeoff... though spending a massive amount of exp
at a higher level so that your targetted recipient can avoid going
to one of the
8 banks in the game is kind of silly.

bard songs last a while, i'm sure the 2 minute trip would barely be missed.

-----------------

poster: Uno
subject: >>Bards and Tithes
date: Thu Jul 27 15:00:36 2006

On Thu Jul 27 03:59:47 2006 Vor wrote post #1137:
> if an evoker wanted a fast way to adv (via a spell), they'd join nav
> without really
> thinking twice about it. considering they'd need 3 levels and you'd
> need only 1
> weaver level, it's a good tradeoff... though spending a massive amount of
exp
> at a higher level so that your targetted recipient can avoid going
> to one of the
> 8 banks in the game is kind of silly.
> 
> bard songs last a while, i'm sure the 2 minute trip would barely be missed.

GIEV DARGON FORM TO BARDS PROBLAM SOLVD
CAEKASS

-----------------

poster: Vor
subject: >>>Bards and Tithes
date: Thu Jul 27 15:02:54 2006

yea.


on the topic of giving abilities to people, i think we'd get more newbies if
there was a deathwish spellbook that only they could wear and it
should be dropped
by trobbit.

-----------------

poster: Tektor
subject: >>>Bards and Tithes
date: Thu Jul 27 15:05:20 2006

On Thu Jul 27 15:00:36 2006 Uno wrote post #1138:
> On Thu Jul 27 03:59:47 2006 Vor wrote post #1137:
> > if an evoker wanted a fast way to adv (via a spell), they'd join nav
> > without really
> > thinking twice about it. considering they'd need 3 levels and you'd
> > need only 1
> > weaver level, it's a good tradeoff... though spending a massive amount of
> exp
> > at a higher level so that your targetted recipient can avoid going
> > to one of the
> > 8 banks in the game is kind of silly.
> > 
> > bard songs last a while, i'm sure the 2 minute trip would barely be
missed.
> 
> GIEV DARGON FORM TO BARDS PROBLAM SOLVD
> CAEKASS
Its more than a 2 minute trip when your in the middle of xping or
eqing and have to use ferries to get where your going.
I just thought it made sense and was in theme.

-----------------

poster: Vor
subject: >>>>Bards and Tithes
date: Thu Jul 27 15:11:36 2006

On Thu Jul 27 15:05:20 2006 Tektor wrote post #1140:
> On Thu Jul 27 15:00:36 2006 Uno wrote post #1138:
> > On Thu Jul 27 03:59:47 2006 Vor wrote post #1137:
> > > if an evoker wanted a fast way to adv (via a spell), they'd join nav
> > > without really
> > > thinking twice about it. considering they'd need 3 levels and you'd
> > > need only 1
> > > weaver level, it's a good tradeoff... though spending a massive amount
of
> > exp
> > > at a higher level so that your targetted recipient can avoid going
> > > to one of the
> > > 8 banks in the game is kind of silly.
> > > 
> > > bard songs last a while, i'm sure the 2 minute trip would barely be
> missed.
> > 
> > GIEV DARGON FORM TO BARDS PROBLAM SOLVD
> > CAEKASS
> Its more than a 2 minute trip when your in the middle of xping or
> eqing and have to use ferries to get where your going.
> I just thought it made sense and was in theme.

to be honest, weavers are people who are very pious, and have the
favours of the gods.

while in certain cultures, bards were actually more heavenly than
clerics and holymen,
bards here are more like entertainers. i see no reason for the gods
to grant favour
to bards enough to carry gold to them.

also, the term 'tithing' refers to people who would pay a sort of
tax to the church,
whether out of piety or just trying to get a good name for themselves.

-----------------

poster: Goroharahad
subject: >>>>Bards and Tithes
date: Thu Jul 27 18:27:33 2006

There is another solution  : disable distant songs. I think it just
doesn't make sense.

Please don't reply nothing makes sense here .. that's true but not
constructive :)

-----------------

poster: Eomer
subject: Abjurer guild
date: Fri Aug 11 00:09:21 2006

I think it would be amazing to add 5 more levels to the guardians
guild, making full abj 95 levels.  I see three spells that could
easily be added, party iron will, remove party shields, and party
reflects.  Maybe even add some sort of mastery that effected the
power of your party spells.  (Really I just want remove party
shields, but the other things would be cool too =D)
-Eomer

-----------------

poster: Lesk
subject: Idea report
date: Sat Aug 12 17:42:35 2006

(Originally in wiz.player.ideas)
Idea reported from /domains/everrest/tpost/harbor--

embark
would it be possible to add in an extra argument to get/give/eat/rub etc commands? ie rub first kept lodestone and stuff like it, would be handy for a lota things and less spammy as well ie drop all unkept 


-----------------

poster: Zifnab
subject: >Idea report
date: Sat Aug 12 20:07:21 2006

On Sat Aug 12 17:42:35 2006 Lesk wrote post #1144:
> (Originally in wiz.player.ideas)
> Idea reported from /domains/everrest/tpost/harbor--
> 
> embark
> would it be possible to add in an extra argument to get/give/eat/rub etc
commands? ie rub first kept lodestone and stuff like it, would be handy for
a lota things and less spammy as well ie drop all unkept 
> 
Moved this here just because I wanted to reply where everyone
could see it.

As nice as this would be the fact of doing it would be a nightmare with
respect to the way the parser works. the driver has no concept of what
'kept' is thats purely something the mud code knows about.

to make the driver know what kept is would be a nightmare because
of the complexity of the parser and the fact that there is no
documentation.

We could do it in the mud itself but what would result is really confusing
error messages (like we do not have enough of those already).

I guess what I am saying is that it would end up causing 
more issues than its worth.

-----------------

poster: Tranquil
subject: >>Idea report
date: Sun Aug 13 14:05:57 2006


If you wanted to remove the spam, you could try just gagging any
line that includes the pattern ']: Marked as kept." Of course, that
would stop you from seeing things that are kept but shouldn't be,
but the effect would be identical to being able to 'drop unkept
s' anyway.

Hope this helps.


-----------------

poster: Lesk
subject: >>>Idea report
date: Sun Aug 13 21:35:07 2006

It would be more helpful if you read the whole post before replying. A reply to the last 3 words tends to be wrong. six times seven.

-----------------

poster: Monkey
subject: >>>>Idea report
date: Mon Aug 14 02:38:27 2006

god ur dumb, you dont know what six times seven is?
and please stop posting math questions in ideas

-----------------

poster: Slayn
subject: ropers hand
date: Tue Aug 15 18:18:08 2006

maybe there should be something like a lvl limit on who it emotes to.
in the last few days have had to explain it to a few newbies. i think
one may have logged off due to some of the msgs.

with it being the highest top int gettable it causes a bit of a 
problem when people idle in adv.
 
-slyna

-----------------

poster: Trigon
subject: >Bards and Tithes
date: Wed Aug 16 05:20:28 2006

On Thu Jul 27 02:51:25 2006 Tektor wrote post #1134:
> Anyone in the bard guild should be titheable as they eventually gain
> the abilitiy to do prots from a distance. Not only that but some
> bards sit in cs and prot people as well. Would be nice if we could
> tithe them. I mean after all bards do usually sing the praises of
> gods and would be in their favor right?
I think in the city bar there should be an option like in the flower
shop for delivery, because nobody gives bards money, they just buy
them a drink!

-----------------

poster: Tektor
subject: Guild items
date: Sun Aug 27 18:21:50 2006

It would be cool if you have an option on your guild item that would
allow you to set how many % you could train by in 5%'s of course.
Like set to train to 50 every time you input train attack it trains
it to 50.

-----------------

poster: Inside
subject: >Guild items
date: Sun Aug 27 18:22:54 2006

On Sun Aug 27 18:21:50 2006 Tektor wrote post #1151:
> It would be cool if you have an option on your guild item that would
> allow you to set how many % you could train by in 5%'s of course.
> Like set to train to 50 every time you input train attack it trains
> it to 50.
OR you could just type '9 train attack' :P

-----------------

poster: Maduo
subject: >>Guild items
date: Mon Aug 28 09:44:23 2006

On Sun Aug 27 18:22:54 2006 Inside wrote post #1152:
> On Sun Aug 27 18:21:50 2006 Tektor wrote post #1151:
> > It would be cool if you have an option on your guild item that would
> > allow you to set how many % you could train by in 5%'s of course.
> > Like set to train to 50 every time you input train attack it trains
> > it to 50.
> OR you could just type '9 train attack' :P
iirc, daneel put in some sort of 'train 50%' option recently..

-----------------

poster: Ligea
subject: lava eqs
date: Thu Aug 31 07:18:59 2006

As cool as it is to make a lava necklace with 24 hpr, 14 con and +10 bladed fury, it's kinda useless for elementals.



It would be nice if either the fighter stuff was removed or players could select a guild to make eqs for.  I mean, considering mages are the only guild on the mud that don't learn attack...i'm not sure why they make eqs with doublehit.



I'm sure this has been mentioned before, but +10 bladed fury kind of underscores the nature of the disconnect.

-----------------

poster: Flamekrayt
subject: kills/party kills command
date: Sun Sep  3 15:09:59 2006

instead of:





-=-=-| LAST KILLS |-=-=-=-=-=-=-=-=-=-=-=-=

                     ||

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-



could include the time when you killed the mob:



-=-=-| LAST KILLS |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                     ||

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=





flamey


-----------------

poster: Fox
subject: Avoid Hits
date: Thu Sep  7 22:06:31 2006

Avoiding hits should be considered as a dodge but, it does not track
into stats as a dodge would.
If, "You dodge monks attack." Takes into effect that it's considered
a dodge, then so should "You avoid monks attack.", and this action
should also be considered, "You swipe your left arm pushing Monk's
Wooden Bo Stick to the right."
All of the actions are considered in some way, a dodge.
Fox

-----------------

poster: Fox
subject: Martial Artist
date: Mon Sep 11 20:37:40 2006

Style preference should last as long as one would need it, until one
decides to change preference.

-----------------

poster: Uno
subject: >Martial Artist
date: Mon Sep 11 21:29:55 2006

On Mon Sep 11 20:37:40 2006 Fox wrote post #1157:
> Style preference should last as long as one would need it, until one
> decides to change preference.

q


-----------------

poster: Andros
subject: MA
date: Tue Sep 12 22:04:12 2006

something needs to be changed, all mid level mobs cast butt naked
nearly constantly
considering a maxxed ma with a healer is stuck doing such mobs, it
makes ma a very unwanted guild i think
and the idea fox had about making style preference last til you
change it makes alot of sense, much like target preference in
juggler, why would an ma doing a certain style suddenly forget what
he was doing?
rabblerabblerabblerabble
Andros.

-----------------

poster: Andros
subject: MA
date: Tue Sep 12 22:08:42 2006

oh yeah, as a frame of reference i get butt naked every 7.5 minutes
on average while trying 3 different areas.

-----------------

poster: Zifnab
subject: >MA
date: Wed Sep 13 00:38:54 2006

On Tue Sep 12 22:08:42 2006 Andros wrote post #1160:
> oh yeah, as a frame of reference i get butt naked every 7.5 minutes
> on average while trying 3 different areas.
And you killed how many monsters in that 7.5 minutes?

-----------------

poster: Fox
subject: Guild items
date: Sat Sep 16 08:04:42 2006

I had this wacky idea that maybe, just maybe... this could be
something rather interesting.
As we progress in our guilds, we gets stats, resists, and damages...
What if we were able to _choose_ what stats, resists, and damage
types we receive once we gain that certain rank in the guild.
I understand the random stats added to our persona but, I believe
that this would make the guilds alittle bit more customizable to our
own choosing.
If not that, what if we were able to choose what stats, resists, and
damage types once we reinc into that guild.
Open to suggestions, comments, etc...
By the way, if it's negative, don't even bother replying...
constructive criticism is what I'm after! I just want more ways to
enjoy the game
Foxxers

-----------------

poster: Bahgtru
subject: >Guild items
date: Sat Sep 16 08:06:37 2006

On Sat Sep 16 08:04:42 2006 Fox wrote post #1162:
> I had this wacky idea that maybe, just maybe... this could be
> something rather interesting.
> As we progress in our guilds, we gets stats, resists, and damages...
> What if we were able to _choose_ what stats, resists, and damage
> types we receive once we gain that certain rank in the guild.
> I understand the random stats added to our persona but, I believe
> that this would make the guilds alittle bit more customizable to our
> own choosing.
> If not that, what if we were able to choose what stats, resists, and
> damage types once we reinc into that guild.
> Open to suggestions, comments, etc...
> By the way, if it's negative, don't even bother replying...
> constructive criticism is what I'm after! I just want more ways to
> enjoy the game
> Foxxers
Wouldn't most people just choose the same stats in that guild - ie
weaver types would take wis/spr?

-----------------

poster: Fox
subject: >>Guild items
date: Sat Sep 16 08:07:39 2006

On Sat Sep 16 08:06:37 2006 Bahgtru wrote post #1163:
> On Sat Sep 16 08:04:42 2006 Fox wrote post #1162:
> > I had this wacky idea that maybe, just maybe... this could be
> > something rather interesting.
> > As we progress in our guilds, we gets stats, resists, and damages...
> > What if we were able to _choose_ what stats, resists, and damage
> > types we receive once we gain that certain rank in the guild.
> > I understand the random stats added to our persona but, I believe
> > that this would make the guilds alittle bit more customizable to our
> > own choosing.
> > If not that, what if we were able to choose what stats, resists, and
> > damage types once we reinc into that guild.
> > Open to suggestions, comments, etc...
> > By the way, if it's negative, don't even bother replying...
> > constructive criticism is what I'm after! I just want more ways to
> > enjoy the game
> > Foxxers
> Wouldn't most people just choose the same stats in that guild - ie
> weaver types would take wis/spr?
Exactly! That's what makes it neat! If we were able to choose what
we _need_ and get rid of the things we don't.

-----------------

poster: Inside
subject: >Guild items
date: Sun Sep 17 01:55:28 2006

On Sat Sep 16 08:04:42 2006 Fox wrote post #1162:
> I had this wacky idea that maybe, just maybe... this could be
> something rather interesting.
> As we progress in our guilds, we gets stats, resists, and damages...
> What if we were able to _choose_ what stats, resists, and damage
> types we receive once we gain that certain rank in the guild.
> I understand the random stats added to our persona but, I believe
> that this would make the guilds alittle bit more customizable to our
> own choosing.
> If not that, what if we were able to choose what stats, resists, and
> damage types once we reinc into that guild.
> Open to suggestions, comments, etc...
> By the way, if it's negative, don't even bother replying...
> constructive criticism is what I'm after! I just want more ways to
> enjoy the game
> Foxxers
rank is meaningless. you can easily get 4th rank by making a
secondary, joining a guild, a few months. i've done it in woodsman
guild.

mastery is a tricky thing to play with, since setting a particular
number of mastery points would be very silly.

-----------------

poster: Tranquil
subject: >>Guild items
date: Sun Sep 17 10:06:49 2006

a) Guild Rank and Guild Mastery are not the same. The latter
contributes to the former, but the former also includes one
affecting yet completely irellevent factor.

b) As Fox has stated, the ability to choose where to add particular
stats would offer some customisation that guild equipment does not
currently allow. This does not mean that Weaver types won't take
wis/spr, but it does mean that some Weaver types would probably
choose wis over holy resist, or damage Warriors might take str/dex
over con, for example.

c) The basic idea seems sound, however it is as yet incomplete.

As inside has noted, giving a set amount of mastery points to each
player would be silly. However, one way of calculating how many
points one gets to spend on guild equipment would be to base it off
the players' guild mastery points. From there, each guild equipment
could be given a set of stats/abilities/resists that points could be
invested in, and a list of costs proportional to the amount of
'guild points' that are already invested in each of these bonuses.

The tricky part would be to determine what those costs would be, and
what maximum, if any, one could acheive in those abilities.

As it stands now, I believe that guild equipment bonuses are capped
for each guild. For most players this would not be an issue, as most
players don't stay in a guild long enough to gain enough mastery to
max their guild equipment bonuses. However, as I recall, the entire
point of guild mastery and guild equipment was to reward those
players who stayed in a guild for a considerable amount of time.
Perhaps time spent consequtively in the guild should then count
slightly towards the points one can spend.

All of that said, guild equipment does need some balancing. Ranks
were balanced several years ago, so that each guild has 7 ranks, and
can get its guild equipment when joining the beta (now alpha) guild.
However, the stats offered by guild equipment itself does not share
balance between the different guilds.

For example, some guilds give insane bonuses to several useful
stats, as well as bonuses to many masteries and/or resists, while
others give middling bonuses to some useful stats, a few masteries,
and perhaps some other less relevent bonuses.

One comparative example is Necromancer vs. Woodsman. The guild
equipment of one well-known Necromancer offers a total of 30% across
8 masteries - most of which are bravo level, as well as 180 stat
points spread over several stats, only one of which might be argued
as irellevent. In comparison, a maxxed out Woodsman guild equipment
offers a total of 10% spread equally between only 2 masteries - one
gamma and one omicron, a total of only 100 stat points spread over 5
stats - 30 of which are in 2 stats that can be argued as superflous,
15% cold resist - which it could also be argued is superflous, and
10% physical resist. In addition, the Woodsman guild equipment does
not offer bonuses to one of the most important Woodsman stats,
Wisdom.

Furthermore, Evokers receive resistance to 8 damage types, bonuses
in 3 stats, and only one mastery; Elementals receive bonuses to 4
resists - 3 of which are almost useless, 3 useful stats, and 2
masteries; and Psychics receive strong bonuses to 5 stats, 4
resistances, and 30% bonus percentage points spread over 6
masteries.

Clearly, there is disparity between the bonuses that each guild
equipment offers, and these bonuses should be standardised similar
to the way race bonuses are standardised. That is, each point in a
stat, point in a resist, and percentage to a skill (based on skill
level), should count for a specific value, and each guild equipment
should have a maximum number of points that can be allocated to that
equipment. When that limit is reached, no more stats may be added.

One could argue that since the two more powerful examples of guild
equipment mentioned above are dual-handed weapons, they should
receive twice the allocation points, and this is logical. However,
it should also be noted that some guilds also have other important,
and in some cases necessary, guild-specific equipment. To all
intents and purposes, the bonuses these items offer, and the slots
they fill, should be factored into the bonuses offered by the guild
equipment. Alternatively, this additional but necessary
guild-specific equipment should be assessed for balance, as they
often appear to be pitifully weak when compared to standard
equipment available for the same slot.

All of these issues could be addressed and, possibly, resolved by
redoing the guild equipment bonus system. Personally, I do like the
idea of being able to choose, within reason, which ability bonuses
my guild equipment gives. However, if the existing cap stays in
effect, choosing where these bonuses go will not benefit any player
who is serious about their guild, and thus will not serve the
original purpose of guild equipment.

Further discussion and constructive criticism is welcome. Flames,
whines, and other bitching should be addressed to Snoop.

-----------------

poster: Daneel
subject: >> Guild items
date: Mon Sep 18 16:06:55 2006

Fairness isn't the main issue, tuning is.

Tuning to some abstract version of fairness, merely because of
a perceived front-end imbalance, doesn't really help anything.

-----------------

poster: Ixtlilton
subject: >>>Guild items
date: Mon Sep 18 16:35:11 2006

tl;dr

-----------------

poster: Korthrun
subject: >>>>Guild items
date: Tue Sep 19 01:49:30 2006

On Mon Sep 18 16:35:11 2006 Ixtlilton wrote post #1168:
> tl;dr
q

-----------------

poster: Korthrun
subject: news
date: Thu Sep 21 11:11:49 2006

thought i might throw this out there while news was getting a revamp.

A way to search the news would be neat. I used to use googles
site:www.islandsofmyth.org feature, but those links are no good now
that the style has changed.

I'm really just trying to find out what happened to belgarion, but a
news search feature would be neat overall

thanks

-----------------

poster: Korthrun
subject: httpd.conf
date: Thu Sep 21 11:15:26 2006

 AddType application/x-httpd-php .php .php3 .php4
apachectl restart

-----------------

poster: Korthrun
subject: >httpd.conf
date: Thu Sep 21 11:16:03 2006

On Thu Sep 21 11:15:26 2006 Korthrun wrote post #1171:
>  AddType application/x-httpd-php .php .php3 .php4
> apachectl restart
to add some context
http://islandsofmyth.org/old_plaques/explist.php

-----------------

poster: Ixtlilton
subject: >news
date: Thu Sep 21 12:56:03 2006

On Thu Sep 21 11:11:49 2006 Korthrun wrote post #1170 in ideas:

> thought i might throw this out there while news was getting a revamp.

> 

> A way to search the news would be neat. I used to use googles

> site:www.islandsofmyth.org feature, but those links are no good now

> that the style has changed.

> 

> I'm really just trying to find out what happened to belgarion, but a

> news search feature would be neat overall

> 

> thanks

There always was one in the mud.

Now there is one on the web too.

-----------------

poster: Zifnab
subject: >news
date: Thu Sep 21 15:29:40 2006

On Thu Sep 21 11:11:49 2006 Korthrun wrote post #1170:
> thought i might throw this out there while news was getting a revamp.
> 
> A way to search the news would be neat. I used to use googles
> site:www.islandsofmyth.org feature, but those links are no good now
> that the style has changed.
> 
> I'm really just trying to find out what happened to belgarion, but a
> news search feature would be neat overall
> 
> thanks
s and S will search news.

-----------------

poster: Monkey
subject: >>news
date: Fri Sep 22 05:30:45 2006

Belgarion got hitched.

-----------------

poster: Korthrun
subject: >>news
date: Fri Sep 22 05:31:42 2006

On Thu Sep 21 15:29:40 2006 Zifnab wrote post #1174:
> > 
> > A way to search the news would be neat. I used to use googles
> > site:www.islandsofmyth.org feature, but those links are no good now
> > that the style has changed.
> > 
> > I'm really just trying to find out what happened to belgarion, but a
> > news search feature would be neat overall
> > 
> > thanks
> s and S will search news.
MY BAD
A way to search the {WEB BASED}  news would be neat.
DOES TEH INGAEM NEWS ALSO SEARCH TEH ARCHIVE?S?!?!

-----------------

poster: Korthrun
subject: >>>news
date: Fri Sep 22 05:33:51 2006

On Fri Sep 22 05:31:42 2006 Korthrun wrote post #1176:
> > > that the style has changed.
> > > 
> > > I'm really just trying to find out what happened to belgarion, but a
> > > news search feature would be neat overall
> > > 
> > > thanks
> > s and S will search news.
> MY BAD
> A way to search the {WEB BASED}  news would be neat.
> DOES TEH INGAEM NEWS ALSO SEARCH TEH ARCHIVE?S?!?!
OH A TEXT SEARCH TOO IS WHAT I MEANT
ALSO I ANSWERED MY QUESTION 
IT DOESN'T SEARCH THE ARCHIVES.

So a (complete) search for the (web based and or in game) news would be neat.

-----------------

poster: Ixtlilton
subject: >>>>news
date: Tue Sep 26 09:36:54 2006

> So a (complete) search for the (web based and or in game) news would be neat.

google

-----------------

poster: Codrus
subject: combat text colors
date: Wed Sep 27 17:43:23 2006

I found default combat here very spammy with redundant information.
So I tried to cut it down to the least amount of spam with the most
concise information and ended up with:

Percent - on
Blocks - off
Reporter - off
Number - on
Silent (generic) - off
Silent (start use) - on
Silent (finish use) - on
Silent (words) - off
Silent (skill action) - off
Silent (round) - on

This is a pretty clean setup, with only one problem left.  It is all
one color w/o any
line spacing or anything for the eye to pickup on.  The 'colors'
command allows you to
config colors for just about everything except combat!  Which is odd
since we're doing
combat most of all.

So here's my suggestion to make this interface easier to read and
follow.  Either allow
us to set color for our hits, or our enemies hits, or put a line
space between rounds or
just make a default color difference in there somewhere.

If you want to go further, even better would be to possibility to
set our hits and miss
messages to different colors.  Then it's easy for the eye to pick
out the lines where
the mobs hit us for example, which is the most important bit of
information to have.

Thanks for any consideration.
p

-----------------

poster: Uno
subject: >combat text colors
date: Wed Sep 27 20:30:34 2006

On Wed Sep 27 17:43:23 2006 Codrus wrote post #1179:
> 
> If you want to go further, even better would be to possibility to
> set our hits and miss
> messages to different colors.  Then it's easy for the eye to pick
> out the lines where
> the mobs hit us for example, which is the most important bit of
> information to have.
> 
> Thanks for any consideration.
> p

I prefer "combat silent generic" with only the reporter on.

My theory is that eventually you will too. Parties of mid-high lvl
chars are V Spammy.

-----------------

poster: Maduo
subject: report
date: Sat Sep 30 13:35:54 2006

it'd be cool if you could report your success_rate to someone else.. 

-----------------

poster: Inside
subject: >report
date: Sun Oct  1 04:36:27 2006

On Sat Sep 30 13:35:54 2006 Maduo wrote post #1181:
> it'd be cool if you could report your success_rate to someone else.. 
i honestly don't see why you can report skills/spells. that shit is
spammy, and quite annoying. why can't people just c/p :P

-----------------

poster: Maduo
subject: fish
date: Mon Oct  2 03:51:53 2006

it would be interesting if fish could also add stats in addition to
filling hunger when you eat them
just a thought...

-----------------

poster: Daneel
subject: >fish
date: Wed Oct  4 16:28:49 2006

On Mon Oct  2 03:51:53 2006 Maduo wrote post #1183:
> it would be interesting if fish could also add stats in addition to
> filling hunger when you eat them
> just a thought...

Interesting? Adding stats is _interesting_?

Now, if they occasionally gave you Mercury poisoning, that'd be
interesting.  Perhaps if, every now and then, one threw a hook 
out on land and tried to catch you, _that_ would be interesting.
Heck, if eating them gave you the ability to understand animals,
_that_ would be interesting!

But adding stats? Come on!!!

-----------------

poster: Korthrun
subject: >>fish
date: Wed Oct  4 22:21:52 2006

I quite like the idea if fish going humanoiding.

-----------------

poster: Maduo
subject: >>>fish
date: Sat Oct  7 07:51:56 2006

On Wed Oct  4 22:21:52 2006 Korthrun wrote post #1185:
> I quite like the idea if fish going humanoiding.
in my experience, animals are jackasses anyways so why would i want
to talk to them instead of killing them with a big sword? =)
besides, those bastards did try to hook me. *kicks violet lodestone
to a mysterious place*
the poison sounds fun though... maybe add some diseases as well? =)

-----------------

poster: Daran
subject: >>>>fish
date: Sat Oct  7 08:45:27 2006

On Sat Oct  7 07:51:56 2006 Maduo wrote post #1186:
> On Wed Oct  4 22:21:52 2006 Korthrun wrote post #1185:
> > I quite like the idea if fish going humanoiding.
> in my experience, animals are jackasses anyways so why would i want
> to talk to them instead of killing them with a big sword? =)
> besides, those bastards did try to hook me. *kicks violet lodestone
> to a mysterious place*
> the poison sounds fun though... maybe add some diseases as well? =)

cast create poison food


-----------------

poster: Monkey
subject: >>>>>fish
date: Sun Oct  8 08:01:30 2006

On Sat Oct  7 08:45:27 2006 Daran wrote post #1187:
> On Sat Oct  7 07:51:56 2006 Maduo wrote post #1186:
> > On Wed Oct  4 22:21:52 2006 Korthrun wrote post #1185:
> > > I quite like the idea if fish going humanoiding.
> > in my experience, animals are jackasses anyways so why would i want
> > to talk to them instead of killing them with a big sword? =)
> > besides, those bastards did try to hook me. *kicks violet lodestone
> > to a mysterious place*
> > the poison sounds fun though... maybe add some diseases as well? =)
> 
> cast create poison food
> 
use create poison food

-----------------

poster: Andros
subject: Chi of Yin
date: Tue Oct 17 04:11:17 2006

ive been told that chi of yin drops faster when killin good mobs
03:30:17 Andros {androsthings}: CHI OF YIN UP
03:31:18 Andros {androsthings}: CHI OF YIN DOWN
first off why ma depends at all on align?
and if it must remain maybe make it stay up half the time it
normally does, which is around 12 min
ive noticed that the more grank i get the quicker it drops also,
should definetly be reversed
i know this isnt gonna amount to anything but figured i should put it on here
Andros.

-----------------

poster: Uno
subject: >Chi of Yin
date: Tue Oct 17 15:57:53 2006

On Tue Oct 17 04:11:17 2006 Andros wrote post #1189:
> ive been told that chi of yin drops faster when killin good mobs
> 03:30:17 Andros {androsthings}: CHI OF YIN UP
> 03:31:18 Andros {androsthings}: CHI OF YIN DOWN
> first off why ma depends at all on align?
> and if it must remain maybe make it stay up half the time it
> normally does, which is around 12 min
> ive noticed that the more grank i get the quicker it drops also,
> should definetly be reversed
> i know this isnt gonna amount to anything but figured i should put it on
here
> Andros.

My first thought was you might be overthinking this a bit,
my second thought was that your log evidence consisted of only 1 datapoint.
you should provide more than 1 datapoint to prove your premise.
Finally, it seems to me that it would be a lot of bother for someone
to have coded an alignment-adjusted algorithm into a skill,
thus I must remain skeptical.... and nude.

-----------------

poster: Uno
subject: >>Chi of Yin
date: Tue Oct 17 20:03:10 2006

On Tue Oct 17 15:57:53 2006 Uno wrote post #1190:
> > i know this isnt gonna amount to anything but figured i should put it on
> here
> > Andros.
> 
> My first thought was you might be overthinking this a bit,
> my second thought was that your log evidence consisted of only 1 datapoint.
> you should provide more than 1 datapoint to prove your premise.
> Finally, it seems to me that it would be a lot of bother for someone
> to have coded an alignment-adjusted algorithm into a skill,
> thus I must remain skeptical.... and nude.

Proxima sent the following reply to my mailbox, I think he meant
to include it in the general discussion, so i'm posting it for him
(p.s. ffr use T to reply to posts... T rules)


My take on this skill is that it drops after you've taken a set
number of melee hits.
I.E., Chi of Yin (there's another one too, maybe one of the
from|skills?) might go up for 500 melee hits,
which is only 10 seconds on a mob like lloth or possibly half an
hour in birds.
Anyways,
I don't think it's duration based.

-----------------

poster: Lurch
subject: humanoiding
date: Wed Oct 18 02:10:22 2006

You know, it really would be cool if you could be walking along
the beach, and all of a sudden you spot of hook attached to a
line with something temping on it. (like food, or a naked woman)
And you could like, 'get hook' or maybe 'get ' in
order to get 'caught' by it, and then get transported to a room
with some funny fish mob in it. Like, either some wimpy thing
that attacks you, or some big EQ fish mob that laughs at you for
falling for your own trick. Either way, it would be cool. It could
say "Too small" and throw you back if you're a newbie, or enter
you in a fishing contest and win a reward if you're a jantbie.

Hmm, okay now I'm out of ideas.
-Lurch

-----------------

poster: Pyromaniac
subject: >humanoiding
date: Wed Oct 18 18:02:52 2006

On Wed Oct 18 02:10:22 2006 Lurch wrote post #1192:
> You know, it really would be cool if you could be walking along
> the beach, and all of a sudden you spot of hook attached to a
> line with something temping on it. (like food, or a naked woman)
> And you could like, 'get hook' or maybe 'get ' in
> order to get 'caught' by it, and then get transported to a room
> with some funny fish mob in it. Like, either some wimpy thing
> that attacks you, or some big EQ fish mob that laughs at you for
> falling for your own trick. Either way, it would be cool. It could
> say "Too small" and throw you back if you're a newbie, or enter
> you in a fishing contest and win a reward if you're a jantbie.
> 
> Hmm, okay now I'm out of ideas.
> -Lurch
i kinda like this idea, would be pretty neat

-----------------

poster: Bahgtru
subject: >>humanoiding
date: Wed Oct 18 18:04:12 2006

On Wed Oct 18 18:02:52 2006 Pyromaniac wrote post #1193:
> On Wed Oct 18 02:10:22 2006 Lurch wrote post #1192:
> > You know, it really would be cool if you could be walking along
> > the beach, and all of a sudden you spot of hook attached to a
> > line with something temping on it. (like food, or a naked woman)
> > And you could like, 'get hook' or maybe 'get ' in
> > order to get 'caught' by it, and then get transported to a room
> > with some funny fish mob in it. Like, either some wimpy thing
> > that attacks you, or some big EQ fish mob that laughs at you for
> > falling for your own trick. Either way, it would be cool. It could
> > say "Too small" and throw you back if you're a newbie, or enter
> > you in a fishing contest and win a reward if you're a jantbie.
> > 
> > Hmm, okay now I'm out of ideas.
> > -Lurch
> i kinda like this idea, would be pretty neat
It's the kinda thing you would come up with if you had lots of weed
and a sentence starting with "Alright, picture this..."

Thus, I like too. Someone throws out a line, a line gets thrown
back. Man vs. Man's Stupidity. Awesome.

-----------------

poster: Lurch
subject: >>>humanoiding
date: Wed Oct 18 23:35:50 2006

Of course this is more of an idea for a builder doing an area I
suppose. I'd be funny though. Imagine the fish version of the 
DNR coming by to check on them :)

-Lurch

P.S. I can't believe I said 'fishing contest' there. I meant 'enter
you in a humanoiding contest' ;)

-----------------

poster: Esoteric
subject: Gab, the Pawn Broker
date: Tue Oct 24 08:12:17 2006

It would be really awesome if there was a feature you could set,
where Gab could mudmail you, or send you a tell if you are logged
on, reminding you that someone bought your item from her shop. I
don't have the best memory in the world, and it could be really
helpful to those people who are always active when they login, and
have brainfarts. That way the store items list might be less crowded
too..If this is moronic let me know, hehe.
-Eso

-----------------

poster: Avenger
subject: Gab, the Pawn Broker
date: Sun Oct 29 17:36:48 2006

what about some command (like "talk to shopkeeper about prices")
that would list only stuff i'm selling with prices i asked, so i
dont need to bother other players to check the list for me...

and another idea, but i think its not very new: if i reclaim my
money for sold stuff, it would be nice if i could see the list of
stuff Gab already sold, so i dont need to remember what all i tried
to sell months ago for what prices :)

-Avenger-

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poster: Tektor
subject: Body of Nether
date: Sun Oct 29 21:02:51 2006

Would be cool if when you casted body of nether you could select one
of the body types for different effects. Like cast body of nether
with earth grants you more hp and physical defense in that form of
body of nether, or body of nether with water gives you enhanced
regen. Maybe even make it useable with mist and lava forms like mist
helps regen and adds ress, and lava could up spell dmg and maybe the
body could return dmg of whatever dtype your attuned to. Just some
ideas to make lava and mist have use with nether and give the gamma
bodies a bit more tie in to the omicron guild while making body of
nether versatile.

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poster: Wagro
subject: Mudmail
date: Mon Oct 30 00:34:14 2006

It would be pretty cool if mails would autodelete after x number of
days unless explicitly marked as saved. I know that I have a bad
habit of not deleting mails, and as a consequence have 669 mails,
the earlies of which is from Jun 17 2002.

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poster: Zifnab
subject: >Mudmail
date: Mon Oct 30 00:40:44 2006

On Mon Oct 30 00:34:14 2006 Wagro wrote post #1199:
> It would be pretty cool if mails would autodelete after x number of
> days unless explicitly marked as saved. I know that I have a bad
> habit of not deleting mails, and as a consequence have 669 mails,
> the earlies of which is from Jun 17 2002.

Debated this before. People usually kick and screem.
d 1-699 will solve your issue though.