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

poster: Cale
subject: Mana Drain
date: Fri Dec 24 19:06:59 1999

How about add a penalty for using mana drain too often. Say the
drainer has offended that gods by being too greedy and is given a
suck or drain f all hp,ep and sp. Something like that since it seems
to me the spell is being abused.

-Cale

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

poster: Biorn
subject: >Mana Drain
date: Fri Dec 24 19:08:05 1999

On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> How about add a penalty for using mana drain too often. Say the
> drainer has offended that gods by being too greedy and is given a
> suck or drain f all hp,ep and sp. Something like that since it seems
> to me the spell is being abused.
> 
> -Cale

Tell me again how we are abusing it?

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

poster: Cale
subject: >>Mana Drain
date: Fri Dec 24 19:09:56 1999

On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > How about add a penalty for using mana drain too often. Say the
> > drainer has offended that gods by being too greedy and is given a
> > suck or drain f all hp,ep and sp. Something like that since it seems
> > to me the spell is being abused.
> > 
> > -Cale
> 
> Tell me again how we are abusing it?
using it too much! seems to me you guys have unlimited sps. Ive been
taking double tha time to regen to ful than usual.

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

poster: Sunflare
subject: >>>Mana Drain
date: Fri Dec 24 19:11:17 1999



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

poster: Wik
subject: >>>Mana Drain
date: Fri Dec 24 20:19:27 1999

On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > How about add a penalty for using mana drain too often. Say the
> > > drainer has offended that gods by being too greedy and is given a
> > > suck or drain f all hp,ep and sp. Something like that since it seems
> > > to me the spell is being abused.
> > > 
> > > -Cale
> > 
> > Tell me again how we are abusing it?
> using it too much! seems to me you guys have unlimited sps. Ive been
> taking double tha time to regen to ful than usual.
Suppose they(harmers) were to accuse you of blasting too much, or
healing too much, or fighters making fires too much. Its part of
what their guild is and youll need to live with it.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Spirum
subject: harmers
date: Fri Dec 24 21:59:21 1999

Why not reinc to harmer? Then u solve your problem.


Spirum the newbie helper.

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

poster: Wildchild
subject: >harmers
date: Sat Dec 25 03:42:29 1999

On Sat Dec 25 05:59:21 1999 Spirum wrote post #6:
> Why not reinc to harmer? Then u solve your problem.
> 
> 
> Spirum the newbie helper.

The fact is, not every player is out to piss off the rest of the mud
by sitting there draining, whether the guild has the spell or not.

Some players are actually considerate of what their actions do
against other players. And mana drain is the only spell out there
that actually harms all players in the mud at once. Complain all you
want about haiming, but I don't see anybody else going on how they
don't appreciate the heals.

It's come down to the fact there are lots of people going harmer
because they don't care if they piss off the mud and nothing has
been done so far to stop them.
Myself, I don't see the advantage to a spell that hurts all players
on the mud, especially when they're chained (yeah, I saw HK getting
two off in the span of a tick) and people out there not getting any
regen accomplished because of it. This was not hte intention of the
spell.

-WildChild

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

poster: Quillz
subject: >>>Mana Drain
date: Sat Dec 25 09:18:32 1999

On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > How about add a penalty for using mana drain too often. Say the
> > > drainer has offended that gods by being too greedy and is given a
> > > suck or drain f all hp,ep and sp. Something like that since it seems
> > > to me the spell is being abused.
> > > 
> > > -Cale
> > 
> > Tell me again how we are abusing it?
> using it too much! seems to me you guys have unlimited sps. Ive been
> taking double tha time to regen to ful than usual.
ok, they do drain a lot, but Cale, if you had _any_ idea whatsoever
of the tune they went through a few months ago,
you would be much much much more understanding of the constant drains. 
Qz


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

poster: Quillz
subject: Dalak
date: Sat Dec 25 12:09:30 1999

ok guys. 
i want everyone to think of a time when you were talking to dalak or
partying with him and just had a blast, laughing the whole time
and post a message about it in praise. cuz he deservers it. 
Qz the appreciative

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

poster: Wik
subject: >Dalak
date: Sat Dec 25 19:07:05 1999

On Sat Dec 25 20:09:30 1999 Quillz wrote post #9:
> ok guys. 
> i want everyone to think of a time when you were talking to dalak or
> partying with him and just had a blast, laughing the whole time
> and post a message about it in praise. cuz he deservers it. 
> Qz the appreciative
I agree, one of the people ive had the most fun with on this mud is
Dalak. He rocks.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Pepin
subject: Mana Drain
date: Sat Dec 25 23:20:25 1999

I don't understand wats the problem here, i just became a blaster
and mana drain doesn't bother me one bit! Get over it, its part of
the game and it takes very little away from ur sps.

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

poster: Wildchild
subject: >Mana Drain
date: Sun Dec 26 02:16:48 1999

On Sun Dec 26 07:20:25 1999 Pepin wrote post #11:
> I don't understand wats the problem here, i just became a blaster
> and mana drain doesn't bother me one bit! Get over it, its part of
> the game and it takes very little away from ur sps.

Ok, you sit there then, blasting away with some possibly expensive
spells, with 3 or 4 mana drainers, which can take up to 50 sps away,
and possibly drain more than once in the span of a tick, and tell me
how much regen you get accomplished.

-WildChild

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

poster: Tantrum
subject: Dalak
date: Sun Dec 26 07:28:41 1999

i think the name should be retired for if/when he wants to come
back. i dont think anyone else is worthy.

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

poster: Golte
subject: >>>Mana Drain
date: Sun Dec 26 09:13:42 1999

On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > How about add a penalty for using mana drain too often. Say the
> > > drainer has offended that gods by being too greedy and is given a
> > > suck or drain f all hp,ep and sp. Something like that since it seems
> > > to me the spell is being abused.
> > > 
> > > -Cale
> > 
> > Tell me again how we are abusing it?
> using it too much! seems to me you guys have unlimited sps. Ive been
> taking double tha time to regen to ful than usual.

Unlimited sp? Then all with traveler levels have unlimited sp as well, 
since they get herb gathering, and can search for hp/ep/sp herbs. 

Did you know that if you mana drain and have more than half of your sp 
it implodes and you loose all your sps and half your hps? It was coded to
eliminate abusing and chain-drain-triggers. 

Three or more harmers doing exp at the same time is pretty rare, 
and that you do bad yourself with the mana drains is just one of many 
affects by many players in. It could also be that all monsters you want to
kill are cleaned out by a party. 

And remember that the day you join harmer (maybe to fit in an eq party), 
it's our turn to help _you_ with _your_ regen. Harmer is no 
superior guild if you think so. 



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

poster: Rambo
subject: A large marker
date: Sun Dec 26 10:16:42 1999

I think it would be good if you  get a skill in thief/assassin guild
so you can acctually read what it says on the markers.

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

poster: Wildchild
subject: >>>>Mana Drain
date: Mon Dec 27 01:35:42 1999

On Sun Dec 26 17:13:42 1999 Golte wrote post #14:
> On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> > On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > > How about add a penalty for using mana drain too often. Say the
> > > > drainer has offended that gods by being too greedy and is given a
> > > > suck or drain f all hp,ep and sp. Something like that since it seems
> > > > to me the spell is being abused.
> > > > 
> > > > -Cale
> > > 
> > > Tell me again how we are abusing it?
> > using it too much! seems to me you guys have unlimited sps. Ive been
> > taking double tha time to regen to ful than usual.
> 
> Unlimited sp? Then all with traveler levels have unlimited sp as well, 
> since they get herb gathering, and can search for hp/ep/sp herbs. 
> 
> Did you know that if you mana drain and have more than half of your sp 
> it implodes and you loose all your sps and half your hps? It was coded to
> eliminate abusing and chain-drain-triggers. 
> 
> Three or more harmers doing exp at the same time is pretty rare, 
> and that you do bad yourself with the mana drains is just one of many 
> affects by many players in. It could also be that all monsters you want to
> kill are cleaned out by a party. 
> 
> And remember that the day you join harmer (maybe to fit in an eq party), 
> it's our turn to help _you_ with _your_ regen. Harmer is no 
> superior guild if you think so. 
> 
> 
Maybe I'm unique in this situation, but I wouldn't join harmer if I
was forced to rely on mana drain. I still see no purpose in a spell
that is out to harm the whole mud, and has gotten to the point where
some can't regen while doing exp because of the number of drainers.
You say it's pretty rare, well, guess what, it's happening, so we
have to deal with it now, not later when they become even more
common.

Something needs to be done about it's effect upon other players, not
it's use in the guild itself. Most like to blame the spell and just
say get rid of it. Well, it's a pretty dead guild then, from what
I've heard. So change how it effects players with so many around.
Maybe that with the more harmers there are on, the less their drains
effect players, such as their drains effect each other in the guild,
so they can't get as many sps or something.

-WildChild

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

poster: Warchief
subject: Mana Drain
date: Mon Dec 27 03:27:23 1999

Here is a thought on mana drain, I posted it to the wizzes, but I
want to see what kind of responses other players have.  Maybe the
latest tune to mana drain shoud be undone, but mana drain, since it
is a pretty dang powerful spell should be moved to the dark
worshipper guild.  This may hurt the players who are harmers just
because it doesn't take much worth, but it would give back to the
players that are comitted to the guild the powerful they once had. 
The greatest majority of drainers are people who aren't even in the
dark worshipper or magical torturer guilds yet, and they shouldn't
wield the strength of mana drain yet.  I think this may be a
suitable solution.

-Chief

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

poster: Apathy
subject: >A large marker
date: Mon Dec 27 03:29:03 1999

On Sun Dec 26 18:16:42 1999 Rambo wrote post #15:
> I think it would be good if you  get a skill in thief/assassin guild
> so you can acctually read what it says on the markers.

The code is rather simple. Try working it out for yourself.

-Apathy

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

poster: Dram
subject: >>>>>Mana Drain
date: Mon Dec 27 05:47:47 1999

On Mon Dec 27 09:35:42 1999 Wildchild wrote post #16:
> On Sun Dec 26 17:13:42 1999 Golte wrote post #14:
> > On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> > > On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > > > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > > > How about add a penalty for using mana drain too often. Say the
> > > > > drainer has offended that gods by being too greedy and is given a
> > > > > suck or drain f all hp,ep and sp. Something like that since it seems
> > > > > to me the spell is being abused.
> > > > > 
> > > > > -Cale
> > > > 
> > > > Tell me again how we are abusing it?
> > > using it too much! seems to me you guys have unlimited sps. Ive been
> > > taking double tha time to regen to ful than usual.
> > 
> > Unlimited sp? Then all with traveler levels have unlimited sp as well, 
> > since they get herb gathering, and can search for hp/ep/sp herbs. 
> > 
> > Did you know that if you mana drain and have more than half of your sp 
> > it implodes and you loose all your sps and half your hps? It was coded to
> > eliminate abusing and chain-drain-triggers. 
> > 
> > Three or more harmers doing exp at the same time is pretty rare, 
> > and that you do bad yourself with the mana drains is just one of many 
> > affects by many players in. It could also be that all monsters you want to
> > kill are cleaned out by a party. 
> > 
> > And remember that the day you join harmer (maybe to fit in an eq party), 
> > it's our turn to help _you_ with _your_ regen. Harmer is no 
> > superior guild if you think so. 
> > 
> > 
> Maybe I'm unique in this situation, but I wouldn't join harmer if I
> was forced to rely on mana drain. I still see no purpose in a spell
> that is out to harm the whole mud, and has gotten to the point where
> some can't regen while doing exp because of the number of drainers.
> You say it's pretty rare, well, guess what, it's happening, so we
> have to deal with it now, not later when they become even more
> common.
> 
> Something needs to be done about it's effect upon other players, not
> it's use in the guild itself. Most like to blame the spell and just
> say get rid of it. Well, it's a pretty dead guild then, from what
> I've heard. So change how it effects players with so many around.
> Maybe that with the more harmers there are on, the less their drains
> effect players, such as their drains effect each other in the guild,
> so they can't get as many sps or something.
> 
> -WildChild
Even moving it to dark worshipper wont help that much when there are
people of very high worth who can cast it twice in one tick. I think
it would be better if drain only worked if there were like 3 kills
in between the last drain or something like that to stop the chain
drain. I dont know. Just my two sense.
Dram

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

poster: Warchief
subject: >>>>>>Mana Drain
date: Mon Dec 27 05:50:11 1999

On Mon Dec 27 13:47:47 1999 Dram wrote post #19:
> On Mon Dec 27 09:35:42 1999 Wildchild wrote post #16:
> > On Sun Dec 26 17:13:42 1999 Golte wrote post #14:
> > > On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> > > > On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > > > > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > > > > How about add a penalty for using mana drain too often. Say the
> > > > > > drainer has offended that gods by being too greedy and is given a
> > > > > > suck or drain f all hp,ep and sp. Something like that since it
seems
> > > > > > to me the spell is being abused.
> > > > > > 
> > > > > > -Cale
> > > > > 
> > > > > Tell me again how we are abusing it?
> > > > using it too much! seems to me you guys have unlimited sps. Ive been
> > > > taking double tha time to regen to ful than usual.
> > > 
> > > Unlimited sp? Then all with traveler levels have unlimited sp as well, 
> > > since they get herb gathering, and can search for hp/ep/sp herbs. 
> > > 
> > > Did you know that if you mana drain and have more than half of your sp 
> > > it implodes and you loose all your sps and half your hps? It was coded
to
> > > eliminate abusing and chain-drain-triggers. 
> > > 
> > > Three or more harmers doing exp at the same time is pretty rare, 
> > > and that you do bad yourself with the mana drains is just one of many 
> > > affects by many players in. It could also be that all monsters you
want to
> > > kill are cleaned out by a party. 
> > > 
> > > And remember that the day you join harmer (maybe to fit in an eq
party), 
> > > it's our turn to help _you_ with _your_ regen. Harmer is no 
> > > superior guild if you think so. 
> > > 
> > > 
> > Maybe I'm unique in this situation, but I wouldn't join harmer if I
> > was forced to rely on mana drain. I still see no purpose in a spell
> > that is out to harm the whole mud, and has gotten to the point where
> > some can't regen while doing exp because of the number of drainers.
> > You say it's pretty rare, well, guess what, it's happening, so we
> > have to deal with it now, not later when they become even more
> > common.
> > 
> > Something needs to be done about it's effect upon other players, not
> > it's use in the guild itself. Most like to blame the spell and just
> > say get rid of it. Well, it's a pretty dead guild then, from what
> > I've heard. So change how it effects players with so many around.
> > Maybe that with the more harmers there are on, the less their drains
> > effect players, such as their drains effect each other in the guild,
> > so they can't get as many sps or something.
> > 
> > -WildChild
> Even moving it to dark worshipper wont help that much when there are
> people of very high worth who can cast it twice in one tick. I think
> it would be better if drain only worked if there were like 3 kills
> in between the last drain or something like that to stop the chain
> drain. I dont know. Just my two sense.
> Dram

The problem as I see it is not a couple of people being able to cast
it twice a tick (which they only do every 5 ticks or so), but about
5 people casting it at the same time, but as it is now, moving it to
dark worshipper would eliminate 3 of those casters, allowing other
casters to continue with minimal loss.

-Chief

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

poster: Locke
subject: >>>>>>>Mana Drain
date: Mon Dec 27 06:49:17 1999

On Mon Dec 27 13:50:11 1999 Warchief wrote post #20:
> On Mon Dec 27 13:47:47 1999 Dram wrote post #19:
> > On Mon Dec 27 09:35:42 1999 Wildchild wrote post #16:
> > > On Sun Dec 26 17:13:42 1999 Golte wrote post #14:
> > > > On Sat Dec 25 03:09:56 1999 Cale wrote post #3:
> > > > > On Sat Dec 25 03:08:05 1999 Biorn wrote post #2:
> > > > > > On Sat Dec 25 03:06:59 1999 Cale wrote post #1:
> > > > > > > How about add a penalty for using mana drain too often. Say the
> > > > > > > drainer has offended that gods by being too greedy and is
given a
> > > > > > > suck or drain f all hp,ep and sp. Something like that since it
> seems
> > > > > > > to me the spell is being abused.
> > > > > > > 
> > > > > > > -Cale
> > > > > > 
> > > > > > Tell me again how we are abusing it?
> > > > > using it too much! seems to me you guys have unlimited sps. Ive been
> > > > > taking double tha time to regen to ful than usual.
> > > > 
> > > > Unlimited sp? Then all with traveler levels have unlimited sp as
well, 
> > > > since they get herb gathering, and can search for hp/ep/sp herbs. 
> > > > 
> > > > Did you know that if you mana drain and have more than half of your
sp 
> > > > it implodes and you loose all your sps and half your hps? It was coded
> to
> > > > eliminate abusing and chain-drain-triggers. 
> > > > 
> > > > Three or more harmers doing exp at the same time is pretty rare, 
> > > > and that you do bad yourself with the mana drains is just one of many 
> > > > affects by many players in. It could also be that all monsters you
> want to
> > > > kill are cleaned out by a party. 
> > > > 
> > > > And remember that the day you join harmer (maybe to fit in an eq
> party), 
> > > > it's our turn to help _you_ with _your_ regen. Harmer is no 
> > > > superior guild if you think so. 
> > > > 
> > > > 
> > > Maybe I'm unique in this situation, but I wouldn't join harmer if I
> > > was forced to rely on mana drain. I still see no purpose in a spell
> > > that is out to harm the whole mud, and has gotten to the point where
> > > some can't regen while doing exp because of the number of drainers.
> > > You say it's pretty rare, well, guess what, it's happening, so we
> > > have to deal with it now, not later when they become even more
> > > common.
> > > 
> > > Something needs to be done about it's effect upon other players, not
> > > it's use in the guild itself. Most like to blame the spell and just
> > > say get rid of it. Well, it's a pretty dead guild then, from what
> > > I've heard. So change how it effects players with so many around.
> > > Maybe that with the more harmers there are on, the less their drains
> > > effect players, such as their drains effect each other in the guild,
> > > so they can't get as many sps or something.
> > > 
> > > -WildChild
> > Even moving it to dark worshipper wont help that much when there are
> > people of very high worth who can cast it twice in one tick. I think
> > it would be better if drain only worked if there were like 3 kills
> > in between the last drain or something like that to stop the chain
> > drain. I dont know. Just my two sense.
> > Dram
> 
> The problem as I see it is not a couple of people being able to cast
> it twice a tick (which they only do every 5 ticks or so), but about
> 5 people casting it at the same time, but as it is now, moving it to
> dark worshipper would eliminate 3 of those casters, allowing other
> casters to continue with minimal loss.
> 
> -Chief
That's a good idea, cuz lotza low harmers chain drain for no
apparent reason, or are trying to kill a lowly monster, which really
pisses me off, them draining the whole mud to kill like a novice. 
Dark worshipper mana drain would prob solve this problem because
most of the people high enough to get to dark worshipper are matrue
enuf to not drain too much.
-L

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

poster: Nop
subject: Idle skill!
date: Tue Jan  4 03:08:46 2000

No, I'm serious.  Every once in a while, I idle and end up with
full mana, not doing anything with it.  Wouldn't it be kewl if,
when in the state of full mana, I could donate what I *would have*
ticked to the rest of the MUD?  (Yes, it's a reverse mana drain)

--Bored
Nop

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

poster: Kazulanth
subject: >Idle skill!
date: Tue Jan  4 03:10:43 2000

On Tue Jan  4 11:08:46 2000 Nop wrote post #22:
> No, I'm serious.  Every once in a while, I idle and end up with
> full mana, not doing anything with it.  Wouldn't it be kewl if,
> when in the state of full mana, I could donate what I *would have*
> ticked to the rest of the MUD?  (Yes, it's a reverse mana drain)
> 
> --Bored
> Nop

I would personally love something like this.. too many of us idle to
not be doing something constructive =)

--Kaz

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

poster: Golte
subject: >>Idle skill!
date: Tue Jan  4 03:22:39 2000

On Tue Jan  4 11:10:43 2000 Kazulanth wrote post #23:
> On Tue Jan  4 11:08:46 2000 Nop wrote post #22:
> > No, I'm serious.  Every once in a while, I idle and end up with
> > full mana, not doing anything with it.  Wouldn't it be kewl if,
> > when in the state of full mana, I could donate what I *would have*
> > ticked to the rest of the MUD?  (Yes, it's a reverse mana drain)
> > 
> > --Bored
> > Nop
> 
> I would personally love something like this.. too many of us idle to
> not be doing something constructive =)
> 
> --Kaz

but should idle be constructive?

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

poster: Sirk
subject: scan
date: Tue Jan  4 06:08:52 2000

during the down time i played some other muds..didn't like them much but
i did like one thing i saw. It was a scan command to check the area and see
what monsters are around. I thought that it would be a cool command to have 
here and just thought i'd mention it. The command didn't work in all areas, 
as to keep them rather difficult, but in more of the general areas the 
command works. You can see what monsters are around as well as other players.
just a thought.
sirk

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

poster: Wik
subject: >>>Idle skill!
date: Tue Jan  4 07:21:44 2000

On Tue Jan  4 11:22:39 2000 Golte wrote post #24:
> On Tue Jan  4 11:10:43 2000 Kazulanth wrote post #23:
> > On Tue Jan  4 11:08:46 2000 Nop wrote post #22:
> > > No, I'm serious.  Every once in a while, I idle and end up with
> > > full mana, not doing anything with it.  Wouldn't it be kewl if,
> > > when in the state of full mana, I could donate what I *would have*
> > > ticked to the rest of the MUD?  (Yes, it's a reverse mana drain)
> > > 
> > > --Bored
> > > Nop
> > 
> > I would personally love something like this.. too many of us idle to
> > not be doing something constructive =)
> > 
> > --Kaz
> 
> but should idle be constructive?
Of course

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

poster: Wildchild
subject: >>>>Idle skill!
date: Tue Jan  4 07:23:35 2000

On Tue Jan  4 15:21:44 2000 Wik wrote post #26:
> On Tue Jan  4 11:22:39 2000 Golte wrote post #24:
> > On Tue Jan  4 11:10:43 2000 Kazulanth wrote post #23:
> > > On Tue Jan  4 11:08:46 2000 Nop wrote post #22:
> > > > No, I'm serious.  Every once in a while, I idle and end up with
> > > > full mana, not doing anything with it.  Wouldn't it be kewl if,
> > > > when in the state of full mana, I could donate what I *would have*
> > > > ticked to the rest of the MUD?  (Yes, it's a reverse mana drain)
> > > > 
> > > > --Bored
> > > > Nop
> > > 
> > > I would personally love something like this.. too many of us idle to
> > > not be doing something constructive =)
> > > 
> > > --Kaz
> > 
> > but should idle be constructive?
> Of course

No, it shouldn't. Stuff is designed for you to go out and do
something, not sitting there while you go afk doing crap.
There's already muds designed for being constructive while idle,
however they manage to accomplish it.

-WildChild

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

poster: Jordali
subject: Unholy symbiosis (Evil Priest)
date: Tue Jan  4 18:12:58 2000

Evil Priest spell
==============================================================================
Help on spell          :  Dark symbiosis
Guild Level            :  Omicron
Spell type             :  Protection
Sp Cost                :  >500 at 100%?
Casting time           :  16 rounds
Protection category    :  General 
Average duration       :  >High at 100% all affecting skills?
Number of stacks       :  1 
Affecting skills       :  unholy essence, dark ritual, blood magic
Base Experience Cost   :  >300?
==============================================================================
Channeling all of his knowledge of dark lore, the caster forges an
unholy bond with the target, allowing the exchange of health and mana
in a direction determined by the relative physical and mental strength
of the caster and target.  A demanding application of evil lore, failure
to complete the casting successfully may be...unhealthy.
==============================================================================
Created By             :  ?
==============================================================================

Details:
Based on whether the target has more 1) hps, or more 2) sps, the
caster trades (1)their own hp for the target's sp, (2) their own sp
for the target's hp.  The rate at which this occurs is a few units
of transfer every "round", including in combat, including when they
move, and (?) when they are in different rooms.  A variation of when
it occurs would be rounds during combat only.

What is the use of this?  Well, it could be useful in a party,
prolonging the caster's ability to cast a little, and the tank's
ability to take damage a little.  Also, tanks catching ticks (under
the influence of martyric presence for example) would become
significant.  

If the variation where the caster trades sps for hps would be used,
it could for example allow the caster to "tank" somewhat better,
though this application would be somewhat hard to utilize, unless
the caster could pick which way the transfer went (I don't know if
this would be considered to be too powerful, so I didn't describe
the spell that way).

The failure of the spell may result in a one way transference of
mana and health from the caster.  Now, while this should be low in
quantity compared to a working link, I think this could be nerve
wracking and dangerous enough to warrant letting the caster pick the
direction of transfer, yet not unbalancing the spell.

Oh, and this might make high worth evil priests (1) party more (2)
stop mana draining quite so much, heh.

Inputs?

-J  

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

poster: Sirk
subject: goat
date: Wed Jan  5 12:39:35 2000

I think it would be cool if i could have a pet goat to follow me around on 
the mud. It would have to be no kill of course so no one could attack it. But 
it would be nice if i could feed it and it would have some cool spam about it 
munching on peoples clothes and stuff and pooping on them
sirk who wants a pet goat

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

poster: Hierokliff
subject: re: mana drain.
date: Wed Jan  5 18:47:24 2000

It sucks when mana drain drains so much more sps then the
drainer actually gets.
some changes..

sp cost 1, drains 6-10sps / player / drain.

Atm worst ive lost on a single mana drain is ~200sps...
with this change a mana drainer can get a huge amount of
sps if there are alot of players on, he gets very lil if
there is a few players on only. Another change that would
be kewl if it was a ceremony instead, that used a skill 
to perform the action, this would make it alot slower since
then the harmer cant get bonus from spellspeed and qc, and
cast it in 5rnds.

//Hierokliff.


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

poster: Nightfall
subject: success_rate
date: Fri Jan  7 18:05:12 2000


     Is there any way to include helper skills and the like such
as double stab and triple stab to show up with the new success_rate
command? 

  -NF


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

poster: Golte
subject: success_rate
date: Fri Jan  7 18:52:59 2000

The Percentage could have decimals.
I remember having trigs that computed a spell to 99.75% rate, 
when the spell and casting skill were highly trained. 

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

poster: Magneto
subject: >success_rate
date: Fri Jan  7 20:12:18 2000

On Fri Jan  7 18:05:12 2000 Nightfall wrote post #31:
>      Is there any way to include helper skills and the like such
> as double stab and triple stab to show up with the new success_rate
> command? 
> 
>   -NF
> 
I am pretty sure there is not a good way as a lot of skills that are masteries
like that are not checked in any standard way.  Ie in the success call of the
skill it just goes if random(x) > query_mastery()

Mags

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

poster: Apathy
subject: >>success_rate
date: Fri Jan  7 20:15:57 2000

On Fri Jan  7 20:12:18 2000 Magneto wrote post #33:
> On Fri Jan  7 18:05:12 2000 Nightfall wrote post #31:
> >      Is there any way to include helper skills and the like such
> > as double stab and triple stab to show up with the new success_rate
> > command? 
> > 
> >   -NF
> > 
> I am pretty sure there is not a good way as a lot of skills that are
masteries
> like that are not checked in any standard way.  Ie in the success call of
the
> skill it just goes if random(x) > query_mastery()
> 
> Mags

What about stuff like hef which obviously has some standard code,
since it displays the same messages for nearly every attack spell in
the game?

-Apathy

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

poster: Zifnab
subject: >>>success_rate
date: Fri Jan  7 20:19:54 2000

On Fri Jan  7 20:15:57 2000 Apathy wrote post #34:
> On Fri Jan  7 20:12:18 2000 Magneto wrote post #33:
> > On Fri Jan  7 18:05:12 2000 Nightfall wrote post #31:
> > >      Is there any way to include helper skills and the like such
> > > as double stab and triple stab to show up with the new success_rate
> > > command? 
> > > 
> > >   -NF
> > > 
> > I am pretty sure there is not a good way as a lot of skills that are
> masteries
> > like that are not checked in any standard way.  Ie in the success call of
> the
> > skill it just goes if random(x) > query_mastery()
> > 
> > Mags
> 
> What about stuff like hef which obviously has some standard code,
> since it displays the same messages for nearly every attack spell in
> the game?
> 
> -Apathy
For things like that then, i have to special case code for tracking 
all spells that were cast, and whether hef went off or not.. 
with the current spells, if they are used, or casted its pretty easy
I pass the name of the spell if success, or failure, pretty easy, i dont
have an easy way with masteries to do that.   That is probably the 
one flaw from when sigwald and I rewrote them early last year is 
that we left the mastery skills stuff in combat and other places like
it was.... although I really dont want that job to fix those either...

zif

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

poster: Quillz
subject: ptell
date: Sat Jan  8 09:12:25 2000

i know this has been brought up before but i'll try to make my point clear
tell kaos,snorgeil,pure,khi,balinor guys need another sorc?
_or_
ptell kaos got roon for another sorc?
just makes life a lot easier :>)
Q the easy going

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

poster: Ant
subject: >ptell
date: Sat Jan  8 13:36:25 2000

On Sat Jan  8 09:12:25 2000 Quillz wrote post #36:
> i know this has been brought up before but i'll try to make my point clear
> tell kaos,snorgeil,pure,khi,balinor guys need another sorc?
> _or_
> ptell kaos got roon for another sorc?
> just makes life a lot easier :>)
> Q the easy going
Hmm... I never liked how ptell sent a msg to the party channel.
It'd be better if ptell sent a multiple recipient tell to all members of
the party... If it's ever put back into the game, that is ;)

- Ant


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

poster: Cloud
subject: Rinc Machine
date: Mon Jan 10 20:40:20 2000

Ok, just a thought here, how about makeing so the people who didnt
rinc again within 3 days still get thier machine rincs. 
Some people may not have had the time to re-rinc or wanted to try a
guild long enough to really know.
Please consider it.
Thanks,
Cloud

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

poster: Grinch
subject: spell for evil clerics
date: Tue Jan 11 11:48:12 2000

there may already be a similar spell but i was thinking that there
should be a drain life spell for evil clerics. A spell that would do
harm to a monster while the caster gains a part of the life lost by
the target depending on skill.

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

poster: Alisha
subject: >spell for evil clerics
date: Tue Jan 11 11:51:51 2000

Maybe we could expand on the spell that's already there, so that the
harmer can suck the life from a creature and then decide where the
energy goes to (ie. tank?)

-- LIshie

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

poster: Phire
subject: >spell for evil clerics
date: Tue Jan 11 11:55:18 2000

On Tue Jan 11 11:48:12 2000 Grinch wrote post #39:
> there may already be a similar spell but i was thinking that there
> should be a drain life spell for evil clerics. A spell that would do
> harm to a monster while the caster gains a part of the life lost by
> the target depending on skill.
Actually there are already 2 spells like this in the harmer tree.

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

poster: Wik
subject: new who thing
date: Thu Jan 13 00:12:18 2000

who sex 
Or some way of checking that at least
 
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Wik
subject: Castles
date: Thu Jan 13 02:36:39 2000

Dont know if there is a way to do this but if not i think it'd be
cool if we were allowed to sell our castles.
Just a command that allowed us to transfer ownership.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Frogmann
subject: Entry Hits
date: Thu Jan 13 08:15:48 2000

Do we get entry hits as well?  Would do wonders for those monsies that track
Its only fair =)
Froggie

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

poster: Wildchild
subject: >new who thing
date: Thu Jan 13 09:52:58 2000

On Thu Jan 13 00:12:18 2000 Wik wrote post #42:
> who sex 
> Or some way of checking that at least
>  
> -%^WHITE%^%^B_BLUE%^W%^RESET%^

God, I can remember Lord asking for a "who female" command like 2 years ago.
You people need to figure stuff out on your own at times.

-WildChild

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

poster: Javier
subject: >>new who thing
date: Thu Jan 13 09:54:40 2000

Hehehehe, yeah, but everyone said no to Lord, just because it was Lord...;)
always
Javi

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

poster: Astarte
subject: >>new who thing
date: Thu Jan 13 11:19:17 2000

On Thu Jan 13 09:52:58 2000 Wildchild wrote post #45:
> On Thu Jan 13 00:12:18 2000 Wik wrote post #42:
> > who sex 
> > Or some way of checking that at least
> >  
> > -%^WHITE%^%^B_BLUE%^W%^RESET%^
> 
> God, I can remember Lord asking for a "who female" command like 2 years ago.
> You people need to figure stuff out on your own at times.
> 
> -WildChild

I'm not quite sure if this is even possible anymore, seems to me that the
gender of quite some people is buggy, i. e. 0
At least I happen to notice it/its in emotes or combat messages of certain
people from time to time and I doubt it's a bug in the messages.
Seems that some people have lost their gender.

A.

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

poster: Revenant
subject: The Tree of Healing
date: Sun Jan 16 20:24:48 2000

I think that its really a waste of time to be sitting around for so
long, every 30 secs you get invigorated for only 5 hp...I would like
it as of many others if the invigoration was upped, so that you wont
be sitting around for soo long waiting for yourself to heal!

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

poster: Quillz
subject: plaque
date: Mon Jan 17 10:10:59 2000

ok this is "im tired and in a weird mood idea"
if you stare at the plaque long enought, it should give you some xp
or something. 
so it is at least like watching grass grow, rather than watching it stagnate. 
Qz the weird mofo

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

poster: Apathy
subject: >The Tree of Healing
date: Mon Jan 17 13:22:57 2000

On Sun Jan 16 20:24:48 2000 Revenant wrote post #48:
> I think that its really a waste of time to be sitting around for so
> long, every 30 secs you get invigorated for only 5 hp...I would like
> it as of many others if the invigoration was upped, so that you wont
> be sitting around for soo long waiting for yourself to heal!

Some people think it helps them, others don't. If you don't think it
does, then just don't use it.

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

poster: Tektor
subject: Boats
date: Mon Jan 17 15:56:51 2000

I Had an idea what if like you were able to buy your boat boat and
upgrade like add a inn, or a casino too it and such and you could
make it go to whatever island you wanted, or jsut wander around the
water checking stuff out. And every island has its own harbo for you
to park it in while you explore that island then you can return to
the main harbor in rd and store it there.(Ok its kinda stupid)

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

poster: Balinor
subject: races
date: Tue Jan 18 09:41:49 2000


perhaps adding some sort of generalization next to each race
name indicating wether they are better for mag,fig,rog,cle ex: xorn
(fighter) etc...
-Caliban

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

poster: Warchief
subject: Odd World Area
date: Tue Jan 18 15:41:16 2000

I think there should be an area on Odd World with a Star Wars theme.
 It doesn't have to have blasters or lightsabers or anything like
that, because there are several Star Wars related groups and
individuals who never used any type of machine like that.  I have
several books on equipment, people, and places that could be of help
and I could think of a few monsies to go into the area, and I love
Star Wars.  Please add this area!

-Chief

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

poster: Javier
subject: >Odd World Area
date: Tue Jan 18 16:06:39 2000

On Tue Jan 18 15:41:16 2000 Warchief wrote post #53:
> I think there should be an area on Odd World with a Star Wars theme.
>  It doesn't have to have blasters or lightsabers or anything like
> that, because there are several Star Wars related groups and
> individuals who never used any type of machine like that.  I have
> several books on equipment, people, and places that could be of help
> and I could think of a few monsies to go into the area, and I love
> Star Wars.  Please add this area!
> 
> -Chief
EWOK AREA!!!!!!!!!!!!!!!!!!!!!!!!!
Javi

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

poster: Sirk
subject: valar leadership eq
date: Tue Jan 18 20:31:09 2000

i find it odd that valar, a casting race has a rog piece of eq as the 
race leadership eq. the eq is avg sta avg dex and avg epr, which is nice if 
the race were good for rogue, but with poor epr as a race and dex and low str 
that isn't a option, thus i was wondering if it was possiable to re evaluate 
this piece of leadership eq and perhaps gear it more towards one of the guild 
that someone in this race would actually play. just my opinion
sirk the valar abjurer

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

poster: Javier
subject: Spell For Healers
date: Wed Jan 19 12:22:52 2000

I think there should be a spell in healers to lower reinc tax...The
healer, then, would incur part of the reinc tax they lowered, but
would also get an ammount of exp dependant on how high the reinc tax
is of the person they are lowering the tax of.
Javi
*8

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

poster: Warchief
subject: >valar leadership eq
date: Wed Jan 19 14:36:28 2000

On Tue Jan 18 20:31:09 2000 Sirk wrote post #55:
> i find it odd that valar, a casting race has a rog piece of eq as the 
> race leadership eq. the eq is avg sta avg dex and avg epr, which is nice if 
> the race were good for rogue, but with poor epr as a race and dex and low
str 
> that isn't a option, thus i was wondering if it was possiable to re
evaluate 
> this piece of leadership eq and perhaps gear it more towards one of the
guild 
> that someone in this race would actually play. just my opinion
> sirk the valar abjurer

think %^BOLD%^%^RED%^!%^YELLOW%^!%^GREEN%^FULL SP%^YELLOW%^!%^RED%^!%^RESET%^
A leadership item like that would help the casters that the valar
seemed to be originally created for, though with the changes to
them, they seem good for other guilds as well, but the eq is still
good for the first guild I spoke of ;)

-Chief

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

poster: Wildchild
subject: ignore
date: Wed Jan 19 20:13:52 2000

If somebody has you on ignore, then make it so they can't send crap
to you. I won't even waste the keystrokes to put some idiot on
ignore that should just be nuked for coming on harassing everybody
only because they were "bored".
Either that, or if they do try and talk to you and they're ignoring
you, it drops the ignore.

-WildChild

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

poster: Zifnab
subject: >ignore
date: Wed Jan 19 22:01:10 2000

On Wed Jan 19 20:13:52 2000 Wildchild wrote post #58:
> If somebody has you on ignore, then make it so they can't send crap
> to you. I won't even waste the keystrokes to put some idiot on
> ignore that should just be nuked for coming on harassing everybody
> only because they were "bored".
> Either that, or if they do try and talk to you and they're ignoring
> you, it drops the ignore.
> 
> -WildChild
I am not understanding what you are referring to?

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

poster: Wildchild
subject: >>ignore
date: Wed Jan 19 22:02:43 2000

On Wed Jan 19 22:01:10 2000 Zifnab wrote post #59:
> On Wed Jan 19 20:13:52 2000 Wildchild wrote post #58:
> > If somebody has you on ignore, then make it so they can't send crap
> > to you. I won't even waste the keystrokes to put some idiot on
> > ignore that should just be nuked for coming on harassing everybody
> > only because they were "bored".
> > Either that, or if they do try and talk to you and they're ignoring
> > you, it drops the ignore.
> > 
> > -WildChild
> I am not understanding what you are referring to?

Player A has Player B on ignore, but Player A continues to harass
Player B wtih tells and whatnot.
So since Player A has B on ignore, he shouldn't be able to send
tells and stuff to B, which would make sense that the ignore goes
both ways instead of just both players A and B having to use
ignore.

-WildChild

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

poster: Wik
subject: %^RED%^%^BOLD%^RedDragon%^RESET%^ Real Estate
date: Thu Jan 20 01:09:23 2000

A place where you could sell your castle back to someone, or just be
able to change castle ownership somehow.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Trancemaster
subject: >plaque
date: Thu Jan 20 01:21:29 2000

On Mon Jan 17 10:10:59 2000 Quillz wrote post #49:
> ok this is "im tired and in a weird mood idea"
> if you stare at the plaque long enought, it should give you some xp
> or something. 
> so it is at least like watching grass grow, rather than watching it
stagnate. 
> Qz the weird mofo
heh, but that'd unfair for those of us that actually do stuff here  :).  
id be more inclined to ask for xp donations from the idlers, or at
least an xp bonus for those of us that are working, based on how
many idlers are on, and how long they've been idle for.

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

poster: Trancemaster
subject: >races
date: Thu Jan 20 01:24:44 2000

On Tue Jan 18 09:41:49 2000 Balinor wrote post #52:
> perhaps adding some sort of generalization next to each race
> name indicating wether they are better for mag,fig,rog,cle ex: xorn
> (fighter) etc...
> -Caliban
there is, if you go through the tour, its there, but once youve been
here a while there really isnt a need to have a list of them.
if its a new player that wants to see it, but refuses to go through
the tour, then, as a newbie guide, i say serves them right, they
should help themselves if they want help from others.
just my 2 cents, cya

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

poster: Trancemaster
subject: >Spell For Healers
date: Thu Jan 20 01:27:50 2000

On Wed Jan 19 12:22:52 2000 Javier wrote post #56:
> I think there should be a spell in healers to lower reinc tax...The
> healer, then, would incur part of the reinc tax they lowered, but
> would also get an ammount of exp dependant on how high the reinc tax
> is of the person they are lowering the tax of.
> Javi
> *8
wouldnt that sort of defeat the purpose of reincing someone if you
are the healer? i thought the whole idea of training reinc was so
you could get xp from reincing people...
trance

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

poster: Lasher
subject: 'Last' feature on channels.
date: Fri Jan 21 19:31:24 2000

 
Could it be made possible to use, for example, 'dragon last'
without actually having dragon on? That way you could get like a 
'digest version' of the channel.
 
Sometimes it can be very spammy but I don't like to turn it off
in case I miss something important from Zif or another wiz.
 
Thanks,
Lasher.

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

poster: Hexus
subject: Idea
date: Fri Jan 21 22:23:48 2000

I was wondering if there can be maybe a party invite all,because its
hard to type 8+ names manual..just a thought

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

poster: Hexus
subject: Anj
date: Fri Jan 21 22:24:03 2000

also,mebbe have a abj pgrap spell..

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

poster: Quillz
subject: tells
date: Fri Jan 21 22:36:38 2000

have tell last do the tells you have sent
and last tell the tells sent to you.
just an idea.
Q

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

poster: Javier
subject: New Healer Spell
date: Sat Jan 22 11:03:45 2000

Sheild Against Mana Drain..
need I explain further?

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

poster: Javier
subject: Clan Exp
date: Sat Jan 22 12:10:31 2000

Make exp donated to clan actually usefull :) like if you're 10k away
from studying a spell or something and you don't want to go out and
kill something else, you can withdraw exp from the clan, etc...but
there should be a max ammount...
Javi

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

poster: Balinor
subject: Flee
date: Sat Jan 22 12:13:26 2000

Could make that when you flee, you won't be able to flee in dirs
where you can't go
so people wouldn't die on that they flee in direction which they can't even go
-Bal

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

poster: Javier
subject: >Flee
date: Sat Jan 22 12:14:44 2000

On Sat Jan 22 12:13:26 2000 Balinor wrote post #71:
> Could make that when you flee, you won't be able to flee in dirs
> where you can't go
> so people wouldn't die on that they flee in direction which they can't
even go
> -Bal
I think this couples with an idea I had a while ago...you should be
able to set what direction you wimpy to...that way if you're aware
there are a bunch of agro monsies in a room, you don't flee there
:P
etc...
Javi

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

poster: Phire
subject: >>Flee
date: Sat Jan 22 12:16:02 2000

On Sat Jan 22 12:14:44 2000 Javier wrote post #72:
> On Sat Jan 22 12:13:26 2000 Balinor wrote post #71:
> > Could make that when you flee, you won't be able to flee in dirs
> > where you can't go
> > so people wouldn't die on that they flee in direction which they can't
> even go
> > -Bal
> I think this couples with an idea I had a while ago...you should be
> able to set what direction you wimpy to...that way if you're aware
> there are a bunch of agro monsies in a room, you don't flee there
> :P
> etc...
> Javi
When you flee I think it just randomly picks a direction from the exit list. 
The general idea is that you are in a panic and just run in some
random direction.

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

poster: Balinor
subject: >>Flee
date: Sat Jan 22 12:17:11 2000

On Sat Jan 22 12:14:44 2000 Javier wrote post #72:
> On Sat Jan 22 12:13:26 2000 Balinor wrote post #71:
> > Could make that when you flee, you won't be able to flee in dirs
> > where you can't go
> > so people wouldn't die on that they flee in direction which they can't
> even go
> > -Bal
> I think this couples with an idea I had a while ago...you should be
> able to set what direction you wimpy to...that way if you're aware
> there are a bunch of agro monsies in a room, you don't flee there
> :P
> etc...
> Javi
yeah, that's even better idea

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

poster: Apathy
subject: >>>Flee
date: Sat Jan 22 16:01:59 2000

On Sat Jan 22 12:16:02 2000 Phire wrote post #73:
> On Sat Jan 22 12:14:44 2000 Javier wrote post #72:
> > On Sat Jan 22 12:13:26 2000 Balinor wrote post #71:
> > > Could make that when you flee, you won't be able to flee in dirs
> > > where you can't go
> > > so people wouldn't die on that they flee in direction which they can't
> > even go
> > > -Bal
> > I think this couples with an idea I had a while ago...you should be
> > able to set what direction you wimpy to...that way if you're aware
> > there are a bunch of agro monsies in a room, you don't flee there
> > :P
> > etc...
> > Javi
> When you flee I think it just randomly picks a direction from the exit
list. 
> The general idea is that you are in a panic and just run in some
> random direction.

Yes, but it's rather silly to run in the direction which the monsie
you're fighting is blocking.

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

poster: Hexus
subject: Quytl
date: Mon Jan 24 21:05:48 2000

mebbe make it so quytl doesent avoid death 90%+ of the time we
killed him but he avoided...6x+

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

poster: Wik
subject: Pages
date: Tue Jan 25 00:55:42 2000

Should be able to hire pages to carry eq around for you. Would be useful.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Javier
subject: Gold
date: Tue Jan 25 16:04:16 2000

It might be nice if gold showed up in inventory, like....you are
carying so many gold coins

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

poster: Arnoth
subject: another stupid arnoth idea
date: Tue Jan 25 19:35:55 2000

Hrm, just a thought, but shouldn't 10,000 gold pieces have some weight? :P

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

poster: Apathy
subject: >another stupid arnoth idea
date: Tue Jan 25 19:37:34 2000

On Tue Jan 25 19:35:55 2000 Arnoth wrote post #79:
> Hrm, just a thought, but shouldn't 10,000 gold pieces have some weight? :P

Not if each gold piece is only a single atom.

-Apathy, who's doing his physics homework.

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

poster: Trancemaster
subject: >>another stupid arnoth idea
date: Wed Jan 26 09:29:56 2000

On Tue Jan 25 19:37:34 2000 Apathy wrote post #80:
> On Tue Jan 25 19:35:55 2000 Arnoth wrote post #79:
> > Hrm, just a thought, but shouldn't 10,000 gold pieces have some weight? :P
> 
> Not if each gold piece is only a single atom.
> 
> -Apathy, who's doing his physics homework.
Please No!!! Not that!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
%^BOLD%^%^BLUE%^Trance%^RESET%^

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

poster: Tyler
subject: Atlantis
date: Thu Jan 27 01:23:30 2000

I have some ideas for an Atlantis area, or at least an extended
event, say for two hours. Have it rise from the sea and all that.
Maybe have some cthulu-esque creatures there and rare items that
should not be! Any wizzes like the idea let me know.

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

poster: Javier
subject: spell command
date: Thu Jan 27 09:59:09 2000

It would be nice if there was some sort of command that allows you
to see if you are currently casting a spell, as well as which
spell.
I realize this sounds retarded, but when you cast long spells like
Prayer for Mankind without quickchant...heh, sometimes you forget
you're casting, and recast...then it takes forever to cast it again,
and so on...
Javi
*8

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

poster: Phire
subject: >spell command
date: Thu Jan 27 10:00:48 2000

On Thu Jan 27 09:59:09 2000 Javier wrote post #83:
> It would be nice if there was some sort of command that allows you
> to see if you are currently casting a spell, as well as which
> spell.
> I realize this sounds retarded, but when you cast long spells like
> Prayer for Mankind without quickchant...heh, sometimes you forget
> you're casting, and recast...then it takes forever to cast it again,
> and so on...
> Javi
> *8

what about the skill essence eye
(yes it is annoying, but you can turn it off when you aren't casting those
long spells)

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

poster: Wildchild
subject: >>spell command
date: Thu Jan 27 10:20:42 2000

On Thu Jan 27 10:00:48 2000 Phire wrote post #84:
> On Thu Jan 27 09:59:09 2000 Javier wrote post #83:
> > It would be nice if there was some sort of command that allows you
> > to see if you are currently casting a spell, as well as which
> > spell.
> > I realize this sounds retarded, but when you cast long spells like
> > Prayer for Mankind without quickchant...heh, sometimes you forget
> > you're casting, and recast...then it takes forever to cast it again,
> > and so on...
> > Javi
> > *8
> 
> what about the skill essence eye
> (yes it is annoying, but you can turn it off when you aren't casting those
> long spells)

heh, I never knew such a command existed to toggle it on/off. Any
chance of getting this command added into the help file for the
skill?

-WildChild

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

poster: Myrddin
subject: >>>spell command
date: Thu Jan 27 12:27:54 2000

also could this be used for long skills like meditation since there
is no essence eye i know there arent many marital artist but for
those of us that are it would be appreciated i have reused that
skill so many times it is rediculous
Myrddin

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

poster: Apathy
subject: Combat spam
date: Thu Jan 27 16:44:31 2000

Instead of removing the 'You finish the chant.' type messages in
combat silent, how about removing the 'Blah hit blah x times.'
messages? They're even more spammy and they really serve no
purpose...

-Apathy

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

poster: Durin
subject: Study/LIbrary
date: Fri Jan 28 03:25:22 2000

How about if we could build studies or libraries to our castles,
where it would be totally silent. This would be a perfect place to
edit plans, write news, do some shit where you don't want to be
disturbed. You couldn't be reached by tells, nor channel spams,
emotes etc. The place would be absolutely dead quiet. Of course you
couldnät use the tells/channels etc either.

-Durin

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

poster: Trancemaster
subject: >Study/LIbrary
date: Fri Jan 28 07:52:27 2000

On Fri Jan 28 03:25:22 2000 Durin wrote post #89:
> How about if we could build studies or libraries to our castles,
> where it would be totally silent. This would be a perfect place to
> edit plans, write news, do some shit where you don't want to be
> disturbed. You couldn't be reached by tells, nor channel spams,
> emotes etc. The place would be absolutely dead quiet. Of course you
> couldnät use the tells/channels etc either.
> 
> -Durin
yea, this kind of thing would be VERY usefull for people who dont
want to be disturbed.  ;p
ive actually seen this at another mud, in my clan hall, but the room
wasnt used as a library, thats for sure  ;p
I think itd be a bit better if instead of only being able to have a
library as a silent room, how about we have "soundproofing"
available at the castle shop, usable in any castle room, and costing
say 100k gold to buy.
I dont think that price would be too high, as people wouldnt want
every room to be soundproofed, but for those of us that will use it,
its a great idea. thanks to Durin for reminding me to ask about it 
:)
for all you other people who actually bother to read the news, let
us know what you think, and mebbe after this animist guild has been
put in as permanant, the wizzes will seriously look at something as
kewl as this  :)
%^BOLD%^%^BLUE%^Trance%^RESET%^

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

poster: Wik
subject: >>spell command
date: Sat Jan 29 02:24:09 2000

You can turn essence eye off? Wow, learn something new everyday.
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Koma
subject: MA style
date: Sat Jan 29 02:32:51 2000


'style' command should be added to the 'help skill style preference' -info.

Thank you.

Koma

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

poster: Zarp
subject: Ignore
date: Sat Jan 29 07:53:57 2000

and I come up with that u could type ignore clear and u would't
ignore those ppl u have on the ignore list..
////Zarp

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

poster: Apathy
subject: druids
date: Sat Jan 29 18:10:47 2000

Since the druid beta is a caster tree, it would seem reasonable if
druids (but not rangers) were allowed to join navs. Especially since
there are only 5 druid guilds open right now, and the navs guilds
would extend that to 7, so druids would be able to take a second
alpha.

-Apathy

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

poster: Javier
subject: Summary
date: Sun Jan 30 13:31:50 2000

How about make it so that if you go LD, it doesn't reset your summary :)
Javi

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

poster: Max
subject: Random2
date: Mon Jan 31 15:41:15 2000

I think that if we could use random2 at someone instead of being in
that same room it would rock more. Even though it already rocks the
house.

Max

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

poster: Trigon
subject: think %^YELLOW%^I got a TOCK%^RESET%^
date: Mon Jan 31 15:47:39 2000



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

poster: Sirk
subject: ignore
date: Mon Jan 31 15:52:26 2000

Just an idea that's been rolling around in my head awhile, but i think it 
woud be really great if you could put up level ignore, yet unignore select 
individuals, say the people on your friends list. This way you can block mass 
groups of people when you want, yet still recieve tells from friends that are 
below the level of people you wish to ignore. this would be a lot more handy 
than ignoring every single person. just a suggestion
thanks
Sirk the born again thief

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

poster: Regan
subject: Warp
date: Mon Jan 31 16:04:16 2000

I dunno if this is possible, or even a good idea, but was wondering
if warp could take a character back to there starting location
instead of to adv?

-Regan

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

poster: Apathy
subject: >New spell
date: Mon Jan 31 17:38:30 2000

On Mon Jan 31 15:55:38 2000 Caliban wrote post #99:
> Make a new spell under some guild that allows the caster to 
> stop the wandering monsters sorta like maximillians earthed 
> grasp. Something that once cast lasts X amount of rounds where 
> the monsie cant run and such. ;)
> -Cal
> 

curse of petrification

-Apathy

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

poster: Apathy
subject: >Warp
date: Mon Jan 31 17:40:51 2000

On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> I dunno if this is possible, or even a good idea, but was wondering
> if warp could take a character back to there starting location
> instead of to adv?
> 
> -Regan

I'm against this for the reason that it makes keys completely
unnecessary. Aside from that, it's a good idea.

-Apathy

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

poster: Tektor
subject: Female Player Rep
date: Mon Jan 31 17:41:24 2000

Im all for a female player rep, I think Kazulanth, Kalma, or Alisha
would make awesome female reps.                               The
Ever Psycho Tek

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

poster: Hexus
subject: Singing blade
date: Mon Jan 31 20:57:27 2000

mebbe make it so singing/prismic blade dont go down if you are
disarmed,real annyoing to put em back up and also when they fail
half the time even tho its at 94

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

poster: Golte
subject: >Singing blade
date: Mon Jan 31 21:23:25 2000

On Mon Jan 31 20:57:27 2000 Hexus wrote post #104:
> mebbe make it so singing/prismic blade dont go down if you are
> disarmed,real annyoing to put em back up and also when they fail
> half the time even tho its at 94

should you be able to boost another persons weapon, 
and then give it back to him then, which you can if the boost
doesn't fall at unwield?

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

poster: Regan
subject: >>Warp
date: Mon Jan 31 21:29:47 2000

On Mon Jan 31 17:40:51 2000 Apathy wrote post #102:
> On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> > I dunno if this is possible, or even a good idea, but was wondering
> > if warp could take a character back to there starting location
> > instead of to adv?
> > 
> > -Regan
> 
> I'm against this for the reason that it makes keys completely
> unnecessary. Aside from that, it's a good idea.
> 
> -Apathy

But warp is only usable by newbies, thus maybe the newbie will
forget a key every once in a while. This can help with if a newbie
does something stupid. Warp i would think is to help people from
getting lost. By making you warp to your starting location, if the
newbie by chance forgot their key etc.. they could get back with
relative ease.

-Regan

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

poster: Trancemaster
subject: >>>Warp
date: Mon Jan 31 23:51:55 2000

On Mon Jan 31 21:29:47 2000 Regan wrote post #106:
> On Mon Jan 31 17:40:51 2000 Apathy wrote post #102:
> > On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> > > I dunno if this is possible, or even a good idea, but was wondering
> > > if warp could take a character back to there starting location
> > > instead of to adv?
> > > 
> > > -Regan
> > 
> > I'm against this for the reason that it makes keys completely
> > unnecessary. Aside from that, it's a good idea.
> > 
> > -Apathy
> 
> But warp is only usable by newbies, thus maybe the newbie will
> forget a key every once in a while. This can help with if a newbie
> does something stupid. Warp i would think is to help people from
> getting lost. By making you warp to your starting location, if the
> newbie by chance forgot their key etc.. they could get back with
> relative ease.
> 
> -Regan
They can, by quitting and re-entering RD, just like a higher lvl
player would. Think of it as a lesson for when you are no longer a
newbie.
If you tend to lose keys often, then try making a macro for eq'ing
up, and another for storing it all. Many people have done that, and
speaking from experience, it ROCKS to not have to do it manually.
As for "relative ease", this "re-aiming" of the warp command will
only be usefull to newbies in other peoples castles, because once
you get your own castle, you can use the "castle goto #" command.
And that command also passes doors and guards, but to my knowledge,
is only available to the owner of the castle, so if you really want
to save yourself the trouble of forgetting your key, just buy your
own castle.

Just my 2 cents

%^BOLD%^%^BLUE%^Trance%^RESET%^


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

poster: Mixer
subject: >Singing blade
date: Tue Feb  1 00:05:01 2000

On Mon Jan 31 20:57:27 2000 Hexus wrote post #104:
> mebbe make it so singing/prismic blade dont go down if you are
> disarmed,real annyoing to put em back up and also when they fail
> half the time even tho its at 94
Hmm.
There are effecting stats and skills which make this stuff work GREAT
If you're not smart enough to figure it out, keep whining.
Mix :)

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

poster: Zaxxon
subject: >>Singing blade
date: Tue Feb  1 05:10:05 2000

On Mon Jan 31 21:23:25 2000 Golte wrote post #105:
> On Mon Jan 31 20:57:27 2000 Hexus wrote post #104:
> > mebbe make it so singing/prismic blade dont go down if you are
> > disarmed,real annyoing to put em back up and also when they fail
> > half the time even tho its at 94
> 
> should you be able to boost another persons weapon, 
> and then give it back to him then, which you can if the boost
> doesn't fall at unwield?
Shouldn't be too hard to check if the wielder is the one actually having
boosted the weapon.

Zaxxon

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

poster: Golte
subject: assist
date: Tue Feb  1 05:39:56 2000

Can you please skip the message "x helps y in battle", 
when x is already aggresive to me? 
Kind of spams to see that message repeatedly. 

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

poster: Sirk
subject: new guild idea
date: Tue Feb  1 14:03:31 2000

Ok, I was sitting around with nothing to do and thought of a new guild that 
would be really great for thieves. Of course it would have to be a rather 
high level thieves guild....OMICRON would be good. and would require that all 
other thieves guild be maxed including both juggler and poison brewer. 

The Mockers (master thieves guild in the Krondor books)

guild master: The Upright Man (he's the master in the stories)

skills:

Tunnel Lore: (mastery)

this skill gives a thief the knowledge of the infamous thieves highway 
beneight the land of Red Dragon. With this skill a thief can read the cryptic 
markers and more quickly navagate there way around the undercity.

Scan :

This skill allows a master thief to use his heightened sences to detect the 
presence of other around him up to three rooms in every direction.  This 
skill does not report condition, it mearly alerts the thief to the presence 
of those around when used


Stalk :

This skills provides a thief with the ability to track an opponet down. By 
using this skill a master thief is able to contact his network of informants 
and gain the knowledge to locate people anywhere in the game. Use of this 
skill reports back to the thief the island and room that his target is 
currently in. example:  Red Dragon : adventurer guild. This skill requires 
one to be highly trained in Scan.


Picklock:

This skill allows a master thief the ability to unlock doors without the need 
for keys. (to be used only on areas, not necessary on players castles)


Steal

This skill allows a master thief a 1 in 25 chance of removing one piece of eq 
off his target. This skill can not be used in combat, and once attempted, 
wether it succeeds or fails makes the target aggressive and starts combat. If 
allowed to be used on players, it can only be attempted on PK reg players 
since it would innitiate combat. Ep cost on this skill would be 500eps a use.

Thieves sanctuary

This skill allows a master thief the ability to instantly teleport himself to 
the saftey of the thieves tunnels. The location one is teleported to is 
random and only a thief knowledgable in tunnel lore will be able to locate 
his position and thus saftely navigate hi way out. Knowledge of this skill is 
rare and it is rumored that one must not only train such a skill but also 
complete a quest assigned by the guild master to obtain this ability.


This is just a rough idea, but i think most of the skills could be balanced 
out to just add to the thieves ability yet not make them overbalanced in the 
game. If you have any suggestions, comments, or complaints please feel free 
to respond in either a post or to me directly. If any wiz is interested in 
this idea i'd be more than happy to help in anyway possiable to create 
another thief guild. thanks for listening all

Sirk 

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

poster: Regan
subject: >>>>Warp
date: Tue Feb  1 14:43:30 2000

On Mon Jan 31 23:51:55 2000 Trancemaster wrote post #107:
> On Mon Jan 31 21:29:47 2000 Regan wrote post #106:
> > On Mon Jan 31 17:40:51 2000 Apathy wrote post #102:
> > > On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> > > > I dunno if this is possible, or even a good idea, but was wondering
> > > > if warp could take a character back to there starting location
> > > > instead of to adv?
> > > > 
> > > > -Regan
> > > 
> > > I'm against this for the reason that it makes keys completely
> > > unnecessary. Aside from that, it's a good idea.
> > > 
> > > -Apathy
> > 
> > But warp is only usable by newbies, thus maybe the newbie will
> > forget a key every once in a while. This can help with if a newbie
> > does something stupid. Warp i would think is to help people from
> > getting lost. By making you warp to your starting location, if the
> > newbie by chance forgot their key etc.. they could get back with
> > relative ease.
> > 
> > -Regan
> They can, by quitting and re-entering RD, just like a higher lvl
> player would. Think of it as a lesson for when you are no longer a
> newbie.
> If you tend to lose keys often, then try making a macro for eq'ing
> up, and another for storing it all. Many people have done that, and
> speaking from experience, it ROCKS to not have to do it manually.
> As for "relative ease", this "re-aiming" of the warp command will
> only be usefull to newbies in other peoples castles, because once
> you get your own castle, you can use the "castle goto #" command.
> And that command also passes doors and guards, but to my knowledge,
> is only available to the owner of the castle, so if you really want
> to save yourself the trouble of forgetting your key, just buy your
> own castle.
> 
> Just my 2 cents
> 
> %^BOLD%^%^BLUE%^Trance%^RESET%^
> 

But by the time that you have the cash to get your own castle..
don't you not think that you will no longer be able to use the warp
command..?
This could help people that do give out rooms in there castles to
not have to worry about coming on and finding all of there stuff
gone because some newbie forgot to lock a door, or dropped theeir
key somewhere:)

-Regan

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

poster: Kazulanth
subject: >>>>>Warp
date: Tue Feb  1 14:46:18 2000

On Tue Feb  1 14:43:30 2000 Regan wrote post #112:
> On Mon Jan 31 23:51:55 2000 Trancemaster wrote post #107:
> > On Mon Jan 31 21:29:47 2000 Regan wrote post #106:
> > > On Mon Jan 31 17:40:51 2000 Apathy wrote post #102:
> > > > On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> > > > > I dunno if this is possible, or even a good idea, but was wondering
> > > > > if warp could take a character back to there starting location
> > > > > instead of to adv?
> > > > > 
> > > > > -Regan
> > > > 
> > > > I'm against this for the reason that it makes keys completely
> > > > unnecessary. Aside from that, it's a good idea.
> > > > 
> > > > -Apathy
> > > 
> > > But warp is only usable by newbies, thus maybe the newbie will
> > > forget a key every once in a while. This can help with if a newbie
> > > does something stupid. Warp i would think is to help people from
> > > getting lost. By making you warp to your starting location, if the
> > > newbie by chance forgot their key etc.. they could get back with
> > > relative ease.
> > > 
> > > -Regan
> > They can, by quitting and re-entering RD, just like a higher lvl
> > player would. Think of it as a lesson for when you are no longer a
> > newbie.
> > If you tend to lose keys often, then try making a macro for eq'ing
> > up, and another for storing it all. Many people have done that, and
> > speaking from experience, it ROCKS to not have to do it manually.
> > As for "relative ease", this "re-aiming" of the warp command will
> > only be usefull to newbies in other peoples castles, because once
> > you get your own castle, you can use the "castle goto #" command.
> > And that command also passes doors and guards, but to my knowledge,
> > is only available to the owner of the castle, so if you really want
> > to save yourself the trouble of forgetting your key, just buy your
> > own castle.
> > 
> > Just my 2 cents
> > 
> > %^BOLD%^%^BLUE%^Trance%^RESET%^
> > 
> 
> But by the time that you have the cash to get your own castle..
> don't you not think that you will no longer be able to use the warp
> command..?
> This could help people that do give out rooms in there castles to
> not have to worry about coming on and finding all of there stuff
> gone because some newbie forgot to lock a door, or dropped theeir
> key somewhere:)
> 
> -Regan

That is why we have guards.

--Kazulanth

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

poster: Ant
subject: >*10^n Warp
date: Tue Feb  1 14:54:12 2000

Umm... If warp would throw the newbie into his/her castle room and the
room would have a locked door and if the newbie had lost their key,
would they be able to leave the room? >;)
- Ant

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

poster: Apathy
subject: >>*10^n Warp
date: Tue Feb  1 15:36:38 2000

On Tue Feb  1 14:54:12 2000 Ant wrote post #114:
> Umm... If warp would throw the newbie into his/her castle room and the
> room would have a locked door and if the newbie had lost their key,
> would they be able to leave the room? >;)
> - Ant

start clear :P

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

poster: Apathy
subject: >>>>>Warp
date: Tue Feb  1 15:37:41 2000

> But by the time that you have the cash to get your own castle..
> don't you not think that you will no longer be able to use the warp
> command..?
> This could help people that do give out rooms in there castles to
> not have to worry about coming on and finding all of there stuff
> gone because some newbie forgot to lock a door, or dropped theeir
> key somewhere:)
> 
> -Regan

My secondary, Vitreous, bought his castle at level 9.

-Apathy

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

poster: Max
subject: Sirks Guild
date: Tue Feb  1 16:27:22 2000

I think that guild idea is great. All the skills are cool and seem
resonable and i thin that would be a greate help for experienced
thieves.

Good job Sirk:)

Max

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

poster: Ant
subject: >Sirks Guild
date: Tue Feb  1 16:30:35 2000

On Tue Feb  1 16:27:22 2000 Max wrote post #117:
> I think that guild idea is great. All the skills are cool and seem
> resonable and i thin that would be a greate help for experienced
> thieves.
> 
> Good job Sirk:)
> 
> Max
Looking at the way ppl type/spell here, I'd like to suggest a
Spellers Guild. Spell/Skill info later. Also a Typers Guild wouldn't
hurt either.

- Ant the anal-retentive


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

poster: Max
subject: Experiance storage
date: Tue Feb  1 16:39:56 2000

I had this idea of if I had like lets say 500k exp on me and i
didn't want to die with it on and waste it on stupid spells/skills i
was wondering if you could make it so you can like give it to achman
and he could minus that amount from your level amount.
I don't like going into parties with over 500k trying to get a level
and end up dying.

Just thought it would be cool beans to have that.
Just thought it would be cool beans to have that.
Max

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

poster: Max
subject: mistake
date: Tue Feb  1 16:40:15 2000

sorry for the double cool beans part

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

poster: Zifnab
subject: >Experiance storage
date: Tue Feb  1 16:53:43 2000

On Tue Feb  1 16:39:56 2000 Max wrote post #119:
> I had this idea of if I had like lets say 500k exp on me and i
> didn't want to die with it on and waste it on stupid spells/skills i
> was wondering if you could make it so you can like give it to achman
> and he could minus that amount from your level amount.
> I don't like going into parties with over 500k trying to get a level
> and end up dying.
> 
> Just thought it would be cool beans to have that.
> Just thought it would be cool beans to have that.
> Max
lets just make death cost you nothing, and you not really
die?

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

poster: Zifnab
subject: >>Sirks Guild
date: Tue Feb  1 16:54:23 2000

On Tue Feb  1 16:30:35 2000 Ant wrote post #118:
> On Tue Feb  1 16:27:22 2000 Max wrote post #117:
> > I think that guild idea is great. All the skills are cool and seem
> > resonable and i thin that would be a greate help for experienced
> > thieves.
> > 
> > Good job Sirk:)
> > 
> > Max
> Looking at the way ppl type/spell here, I'd like to suggest a
> Spellers Guild. Spell/Skill info later. Also a Typers Guild wouldn't
> hurt either.
> 
> - Ant the anal-retentive
> 
Wee do I get to lead the typers guild?

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

poster: Tektor
subject: Xp Storage
date: Tue Feb  1 16:56:00 2000

think Tick!
Well sometimes you wanna get a lvl and dont wanna spend the xp you
have but its alot on, and so you go out and decide to get more
sometimes you lag a little, or the healer doesnt heal, or it gets a
crit hit on you you cant always prevent death, the only eay to do
that is to sit in cs and haim :)

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

poster: Tektor
subject: Typo
date: Tue Feb  1 16:56:49 2000

er the monster gets a crit on you :)

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

poster: Magneto
subject: >Typo
date: Tue Feb  1 17:18:12 2000

On Tue Feb  1 16:56:49 2000 Tektor wrote post #124:
> er the monster gets a crit on you :)
puuuyuuuuuuh whine whine whine I will be nice and not say stfu
oops i did.  please what your asking for is risk free mudding.
It really isnt that hard to play safely on this mud.  I know I did it.
And when i was 1/2 way to a level I wouldn't go and do eq parties.  Thats the
the choices.  Make exp or do dangerous stuff.

Magneto
p.s. I hear ya can't die when playing IRC

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

poster: Trancemaster
subject: >>>>>Warp
date: Tue Feb  1 17:53:30 2000

On Tue Feb  1 14:43:30 2000 Regan wrote post #112:
> On Mon Jan 31 23:51:55 2000 Trancemaster wrote post #107:
> > On Mon Jan 31 21:29:47 2000 Regan wrote post #106:
> > > On Mon Jan 31 17:40:51 2000 Apathy wrote post #102:
> > > > On Mon Jan 31 16:04:16 2000 Regan wrote post #100:
> > > > > I dunno if this is possible, or even a good idea, but was wondering
> > > > > if warp could take a character back to there starting location
> > > > > instead of to adv?
> > > > > 
> > > > > -Regan
> > > > 
> > > > I'm against this for the reason that it makes keys completely
> > > > unnecessary. Aside from that, it's a good idea.
> > > > 
> > > > -Apathy
> > > 
> > > But warp is only usable by newbies, thus maybe the newbie will
> > > forget a key every once in a while. This can help with if a newbie
> > > does something stupid. Warp i would think is to help people from
> > > getting lost. By making you warp to your starting location, if the
> > > newbie by chance forgot their key etc.. they could get back with
> > > relative ease.
> > > 
> > > -Regan
> > They can, by quitting and re-entering RD, just like a higher lvl
> > player would. Think of it as a lesson for when you are no longer a
> > newbie.
> > If you tend to lose keys often, then try making a macro for eq'ing
> > up, and another for storing it all. Many people have done that, and
> > speaking from experience, it ROCKS to not have to do it manually.
> > As for "relative ease", this "re-aiming" of the warp command will
> > only be usefull to newbies in other peoples castles, because once
> > you get your own castle, you can use the "castle goto #" command.
> > And that command also passes doors and guards, but to my knowledge,
> > is only available to the owner of the castle, so if you really want
> > to save yourself the trouble of forgetting your key, just buy your
> > own castle.
> > 
> > Just my 2 cents
> > 
> > %^BOLD%^%^BLUE%^Trance%^RESET%^
> > 
> 
> But by the time that you have the cash to get your own castle..
> don't you not think that you will no longer be able to use the warp
> command..?
> This could help people that do give out rooms in there castles to
> not have to worry about coming on and finding all of there stuff
> gone because some newbie forgot to lock a door, or dropped theeir
> key somewhere:)
> 
> -Regan
heh, by the time....
well, in answer to "by the time", ill give you a little info.
I am, at the moment, worth approximately 7.4 mil xp. I have spent
over 3 mil gold on eq, and I do have my own castle, with 7 rooms so
far, and more being added by the day.
of course, that doesnt include the money ive spent on training
skills/spells, and it doesnt include all the newbie eq that cost me
money, but I gave away to newer newbies than me.
really, 500k is pretty easy to get if you look for it, and that will
buy you a new castle, a safe to store your stuff in, and 2 extra
rooms to play with.
oh, and did I forget to mention that since im only lvl 15 still, im
still entitled to all the newbie abilities, warp included  :)
as for forgetting to lock a door, they automatically reset often
enough that the chance of someone finding your castle unlocked is
slim. 
plus if someone is handing out rooms to newbies, they should have
guards in their castle too, which would stop most people from being
able to rip your stuff off. not to mention the combination on your
safe/chest.

just my 2 cents

%^BOLD%^%^BLUE%^Trance the newbie guide%^RESET%^

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

poster: Wildchild
subject: >>>>>>Warp
date: Tue Feb  1 18:11:25 2000

Myself, I avoid the hell that Kaz went thru... ie, lack of guards
yet having newbies deal with doors... There is only one door in my
castle, and that's to protect my stuff. But I've got plenty of
guards around to keep people out that don't belong in places.
(Btw, thankfully Kaz remedied the situation and that guards have
been made a bit stronger)

I don't know how hard it is for newbies to get that 500k now, since
some changes were made to what monsies give out what value in gems,
but it's still feasible if you're willing to put time and effort
into it.

-WildChild

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

poster: Wildchild
subject: >Xp Storage
date: Tue Feb  1 18:13:16 2000

On Tue Feb  1 16:56:00 2000 Tektor wrote post #123:
> think Tick!
> Well sometimes you wanna get a lvl and dont wanna spend the xp you
> have but its alot on, and so you go out and decide to get more
> sometimes you lag a little, or the healer doesnt heal, or it gets a
> crit hit on you you cant always prevent death, the only eay to do
> that is to sit in cs and haim :)

Actually, we've already had something like this done once... well,
twice. First, was exp donation to clan (disabled) for strongholds
and such.
2nd, was that it used to be solely your adv-level, then you could
just go and get the level in your guild. Now your full level is
divided into two parts, so you spend half to get adv-level, half to
get guild level. So your "level" is only 1meg now, instead of 2meg.
So it's not as bad as it used to be. And risk is always part of the
game.

-WildChild

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

poster: Tektor
subject: Xp Storage
date: Tue Feb  1 18:16:12 2000

I dont midnt he way it works i was simply adding to his idea, and
MAgneto went and took it the wrong way, completely happy with the
ways things work.

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

poster: Quillz
subject: New spell
date: Tue Feb  1 19:21:02 2000

Sacrafice Mana
An extremely experienced healer may chant a long, ancient chant that
allows him to sacrafice his mana to increase the efficiency of all
the spell casters of the lands of Red Dragon.
Through intense studying, the healer can make his chat more
efficient, allowing more mana to be spread throughout. 
basically the opposite of mana drain, adds 20-50 sps/player
should be roughly 20 rounds orso. does totally clear their sps, bout
half of em orso
and of course ppl could tithe after every sp haim :>)
Q the friendly faerie

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

poster: Maldan
subject: >Experiance storage
date: Tue Feb  1 21:23:46 2000

On Tue Feb  1 16:39:56 2000 Max wrote post #119:
> I had this idea of if I had like lets say 500k exp on me and i
> didn't want to die with it on and waste it on stupid spells/skills i
> was wondering if you could make it so you can like give it to achman
> and he could minus that amount from your level amount.
> I don't like going into parties with over 500k trying to get a level
> and end up dying.
> 
> Just thought it would be cool beans to have that.
> Just thought it would be cool beans to have that.
> Max
Better yet lets make it a exp bank! No wait, lets give 100k exp for
each time a player dies!  Man I bet thats even a better idea than
giving it to Achman!

Puh! what will players ask for next, free reincs?


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

poster: Maldan
subject: >>>Sirks Guild
date: Tue Feb  1 21:25:08 2000

On Tue Feb  1 16:54:23 2000 Zifnab wrote post #122:
> On Tue Feb  1 16:30:35 2000 Ant wrote post #118:
> > On Tue Feb  1 16:27:22 2000 Max wrote post #117:
> > > I think that guild idea is great. All the skills are cool and seem
> > > resonable and i thin that would be a greate help for experienced
> > > thieves.
> > > 
> > > Good job Sirk:)
> > > 
> > > Max
> > Looking at the way ppl type/spell here, I'd like to suggest a
> > Spellers Guild. Spell/Skill info later. Also a Typers Guild wouldn't
> > hurt either.
> > 
> > - Ant the anal-retentive
> > 
> Wee do I get to lead the typers guild?
Hummm, Zif can we have a second in command of this guild? As I sure
come in a close second to you on this one.. 


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

poster: Mixer
subject: >Xp Storage
date: Wed Feb  2 01:22:32 2000

On Tue Feb  1 16:56:00 2000 Tektor wrote post #123:
> think Tick!
> Well sometimes you wanna get a lvl and dont wanna spend the xp you
> have but its alot on, and so you go out and decide to get more
> sometimes you lag a little, or the healer doesnt heal, or it gets a
> crit hit on you you cant always prevent death, the only eay to do
> that is to sit in cs and haim :)
Hmm why not play Solitaire, you can't die playing that.

Mix.

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

poster: Larssi
subject: >>>Singing blade
date: Wed Feb  2 06:45:00 2000

On Tue Feb  1 05:10:05 2000 Zaxxon wrote post #109:
> On Mon Jan 31 21:23:25 2000 Golte wrote post #105:
> > On Mon Jan 31 20:57:27 2000 Hexus wrote post #104:
> > > mebbe make it so singing/prismic blade dont go down if you are
> > > disarmed,real annyoing to put em back up and also when they fail
> > > half the time even tho its at 94
> > 
> > should you be able to boost another persons weapon, 
> > and then give it back to him then, which you can if the boost
> > doesn't fall at unwield?
> Shouldn't be too hard to check if the wielder is the one actually having
> boosted the weapon.
> 
> Zaxxon
It's impossible. We have no clue what so ever what's going on...
 
-Lars, the clueless :)

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

poster: Larssi
subject: >Xp Storage
date: Wed Feb  2 06:55:12 2000

On Tue Feb  1 16:56:00 2000 Tektor wrote post #123:
> think Tick!
> Well sometimes you wanna get a lvl and dont wanna spend the xp you
> have but its alot on, and so you go out and decide to get more
> sometimes you lag a little, or the healer doesnt heal, or it gets a
> crit hit on you you cant always prevent death, the only eay to do
> that is to sit in cs and haim :)
I think mortals die too little when these kindof posts emerge
immediatedly after they've died once. Death rules! Exp sucks!
If you die, don't waste time on whine, get more speed and
energy from the warm flames of the hell, get mad, get even with
the monsters.
 
Or something. Bore.

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

poster: Durin
subject: >>Xp Storage
date: Wed Feb  2 06:56:41 2000

How about if you die. You die for good. No coming back. 8)
-Durin Deathless

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

poster: Larssi
subject: >>>Xp Storage
date: Wed Feb  2 06:57:21 2000

On Wed Feb  2 06:56:41 2000 Durin wrote post #137:
> How about if you die. You die for good. No coming back. 8)
> -Durin Deathless
*sigh*

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

poster: Palenon
subject: Who Guild Command
date: Wed Feb  2 16:26:45 2000

i don't know is this has been suggested before but wouldn't it be
helpful to put the exact number of levels a character has in the who
guild blah command thus eliminating questions like do u have summon
etc


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

poster: Alisha
subject: >Who Guild Command
date: Wed Feb  2 16:28:43 2000

On Wed Feb  2 16:26:45 2000 Palenon wrote post #139:
> i don't know is this has been suggested before but wouldn't it be
> helpful to put the exact number of levels a character has in the who
> guild blah command thus eliminating questions like do u have summon
> etc
> 
Apathy can't respond to this, cause Ant will make fun of him. 

-- Lishie

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

poster: Tektor
subject: XP Storage
date: Wed Feb  2 16:35:02 2000

Ok for the second and final time, i was helping his idea along, i do
not care if i die with tons of xp happens to me all the time i live
and move on, now shoo and quit critizing me. (go back to critizing
max or whoever was who started this) :)

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

poster: Psyko
subject: Ciggarettes
date: Wed Feb  2 23:19:11 2000

Ciggarettes (irl) inhibit the uptake of oxygen by the hemoglobin,
causing shortness of breath, etc.  Maybe here, on the mud, when you
smoke a ciggarette (or 10 at a time like some smoke-l
ke-a-chimmney-spammers do) your eps and ep regen should go down
until you cough out the smoke.
Just something stupid to entertain us,
                                 Psyko

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

poster: Baer
subject: Aggro monsters.
date: Thu Feb  3 18:25:37 2000

I've just walked into a room with an aggressive monster, and wimpied
out. Because of entry 
hits, if I find him again, I'm likely to be dead. Since he wanders
around Snoops new area, 
walking room to room, it's hard to avoid him while spending any
amount of time there.

Normally this would be fine - wait until reboot, but with nearly a
week until the next 
reboot, I thought it would be good to lower the time monsters are
aggro to you, or come up 
with an event that makes everyone peaceful to each other (Hippy event heh).

-Baer

(sorry about spacing, my clients a bit screwy atm)

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

poster: Koma
subject: strangle + armband
date: Fri Feb  4 06:03:23 2000


Why does the skill strangle require the indigo armband of Banin to
work? It's quite absurd that one can only strangle with one single
piece of equipment.. couldn't the thief guild shop sell strangling
cords or armbands or is there a reason for this requirement?

Koma

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

poster: Cloud
subject: Clan member limit
date: Fri Feb  4 13:50:33 2000

How about raising the clan member limit from 15 to 20:)
If you like this idea, let the wiz's know:)
-Cloud, who is about to be spamed by khosan:(

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

poster: Tektor
subject: Clan Members
date: Fri Feb  4 15:33:43 2000

I like Cloud's idea about upping amount of clan members you can have
even tho im not in a clan i think its a very good idea seeing as how
many clans get full fast.

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

poster: Regan
subject: Exploring
date: Fri Feb  4 22:35:54 2000

Maybe it should be made to where that when you reinc, your amount
explored is returned to 0 since you are in a since a new person. The
tps you earned as the other player will be removed and you will have
to start all over. This can help with the jumpiing around of players
from guild to guild.

-Regan

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

poster: Wildchild
subject: >Exploring
date: Fri Feb  4 22:39:42 2000

On Fri Feb  4 22:35:54 2000 Regan wrote post #148:
> Maybe it should be made to where that when you reinc, your amount
> explored is returned to 0 since you are in a since a new person. The
> tps you earned as the other player will be removed and you will have
> to start all over. This can help with the jumpiing around of players
> from guild to guild.
> 
> -Regan

How would it help from jumping guild to guild? I'm proud that I've
earned my near 5500 rooms explored by every means possible. I sure
as hell wouldn't have to go find those 5500 rooms over and over
again when once thru proves I know where to find them.

If anything, it would just drag players down instead of doing what
they set out to do when they reinc.

-WildChild

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

poster: Trancemaster
subject: >Exploring
date: Fri Feb  4 23:53:24 2000

On Fri Feb  4 22:35:54 2000 Regan wrote post #148:
> Maybe it should be made to where that when you reinc, your amount
> explored is returned to 0 since you are in a since a new person. The
> tps you earned as the other player will be removed and you will have
> to start all over. This can help with the jumpiing around of players
> from guild to guild.
> 
> -Regan
heh, why dont you just take all the xp, eq, gold, castle and
everything else, including character customisation from the
character while you are at it?
the idea of a reinc is so that you can change races/guilds without
losing everything, and im sure others will back me up in the opinion
that this idea should be filed where it belongs: in the trash.

just my 2 cents

%^BOLD%^%^BLUE%^Trance%^RESET%^


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

poster: Sirk
subject: Guild Idea
date: Sat Feb  5 00:14:53 2000

Ok i've reworked the concept for this guild with the input of many people. I 
removed the idea of a steal skill, and added a combat skill ambush. This is 
how my idea looks so far. if anyone else has any feedback or suggestions 
please contact me as all feedback is welcomed.

The Mockers (master thieves guild in the Krondor books)

guild master: The Upright Man (he's the master in the stories)

skills:

Tunnel Lore: (mastery)

this skill gives a thief the knowledge of the infamous thieves highway 
beneight the land of Red Dragon. With this skill a thief can read the cryptic 
markers and more quickly navagate there way around the undercity.

Scan :

This skill allows a master thief to use his heightened sences to detect the 
presence of other around him up to three rooms in every direction.  This 
skill does not report condition, it mearly alerts the thief to the presence 
of those around when used


Stalk :

This skills provides a thief with the ability to track an opponet down. By 
using this skill a master thief is able to contact his network of informants 
and gain the knowledge to locate people anywhere in the game. Use of this 
skill reports back to the thief the island and room that his target is 
currently in. example:  Red Dragon : adventurer guild. This skill requires 
one to be highly trained in Scan.

Picklock:

This skill allows a master thief the ability to unlock doors without the need 
for keys. (to be used only on areas, not necessary on players castles)

ambush:

This skill allows a master thief to minipulate his party so that upon 
re-entering a battle they gain the upperhand and ambush the target, thus 
eliminating entry hits from the ambushed target.  This skill requires the 
theif to me trained in scan and stalk.


Thieves sanctuary

This skill allows a master thief the ability to instantly teleport himself to 
the saftey of the thieves tunnels. The location one is teleported to is 
random and only a thief knowledgable in tunnel lore will be able to locate 
his position and thus saftely navigate hi way out. Knowledge of this skill is 
rare and it is rumored that one must not only train such a skill but also 
complete a quest assigned by the guild master to obtain this ability.

thanks for reading

Sirk the Assassin of DragonHeart

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

poster: Tektor
subject: Exploring
date: Sat Feb  5 08:01:42 2000

I agree with Wildchild and Trance, if you were to lose rooms and tps
when you reinc whats the point of exploring youd get bored, and
besides the whole point of tps is not just from exploring but also
when yuo donate that measn youd lose tps for donating money not a
very good idea. (Also every one would get bored from having to keep
exploring rooms over and over.)

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

poster: Nightfall
subject: >Exploring
date: Sat Feb  5 14:05:15 2000

On Fri Feb  4 22:35:54 2000 Regan wrote post #148:
> Maybe it should be made to where that when you reinc, your amount
> explored is returned to 0 since you are in a since a new person. The
> tps you earned as the other player will be removed and you will have
> to start all over. This can help with the jumpiing around of players
> from guild to guild.
> 
> -Regan


     I don't think your explore percentage is a problem, or resetting
it incentive enough to prevent a reinc.  Nor do I think that a person
should lose task points for anything other than a punishment for 
breaking the rules.
    I do however think there is a problem with people being able to 
reinc into a completely different race and guild so freely.  The 
ability to do this with a minimal loss of 1% is, in my mind, 
completely out of whack.  Personally I would like to see a more 
hefty cost to your exp and perhaps gold to reinc.

  -NF


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

poster: Tektor
subject: Body Force
date: Sat Feb  5 19:24:34 2000

I think its a cool idea, pretty neat, and it makes it easier on
wizzes when they fix a bug, kudos to those who are wroking on it.

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

poster: Guest-10
subject: Gods/Wizzes
date: Sat Feb  5 19:32:26 2000

Praise to Gods/Wizzes for putting up with us, and all your great
work on fixxing bugs, keep up the good work.
Tektor

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

poster: Regan
subject: Summary
date: Sat Feb  5 21:52:35 2000

While we are working on summary, is there any ways cash earned could be added?

-Regan

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

poster: Wildchild
subject: castle guards
date: Sat Feb  5 22:10:01 2000

Any chance of getting something added to the alter guard help to see
which direction a guard is blocking?
Instead of just being stuck altering it, and maybe not knowing what
it was previously that we may have had it set for.

-WildChild

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

poster: Alisha
subject: Bew emote
date: Sun Feb  6 00:19:49 2000

nosetwitch

You twitch your nose like a bunny.

Something like that. I was pretty surprised when there wasn't one.

-- Lishie

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

poster: Quillz
subject: emote
date: Sun Feb  6 05:12:48 2000

coin
er coin LIV
You flip a coin to LIV
penny LIV
You fling a penny at LIV and say, "Here's a penny for your thoughts."
Q the bored one

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

poster: Golte
subject: terrains
date: Sun Feb  6 06:35:52 2000

Herb gathering doesn't work "indoors". 
Dont know for sure how big percent of the areas that are indoors, 
but all dragons, undead monkeys that is highbie exp areas, 
and monks where highbies solo are, so it's a noticable downgrade. 

However imo an old dark dirty cave or mine isn't a bad place at 
all for herbs to grow in. 
Do you think you can add a terrain attribute for rooms so it's not just 
"inside a house" and "out on the fields" to chose between? 


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

poster: Balinor
subject: Tiger claw
date: Sun Feb  6 08:01:15 2000

tiger claw seems to be abit weak now, taking 4 rnds to use
is quite alot for fast and dexterous martial artist, since they are
suppose to be fast and deadly and i think the damage is awfully low.
so my idea is to lower the useing time or maybe add abit damage.
since backstab was upped too and i think it does huge amounts of damage
-Bal the weak leopard fist

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

poster: Koma
subject: >Tiger claw
date: Sun Feb  6 08:09:16 2000

On Sun Feb  6 08:01:15 2000 Balinor wrote post #161:
> tiger claw seems to be abit weak now, taking 4 rnds to use
> is quite alot for fast and dexterous martial artist, since they are
> suppose to be fast and deadly and i think the damage is awfully low.
> so my idea is to lower the useing time or maybe add abit damage.
> since backstab was upped too and i think it does huge amounts of damage
> -Bal the weak leopard fist

I agree with Balinor with the damage part, tiger claw is quite
ineffective considering that it has like 5 mastery skills. Even with
maxed tiger skills it doesnt do that much damage.. seems like i.e
bladed fury does a lot more, and without sinking tons of exp to
mastery skills.

Koma

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

poster: Golte
subject: >>Tiger claw
date: Sun Feb  6 08:42:20 2000

On Sun Feb  6 08:09:16 2000 Koma wrote post #162:
> On Sun Feb  6 08:01:15 2000 Balinor wrote post #161:
> > tiger claw seems to be abit weak now, taking 4 rnds to use
> > is quite alot for fast and dexterous martial artist, since they are
> > suppose to be fast and deadly and i think the damage is awfully low.
> > so my idea is to lower the useing time or maybe add abit damage.
> > since backstab was upped too and i think it does huge amounts of damage
> > -Bal the weak leopard fist
> 
> I agree with Balinor with the damage part, tiger claw is quite
> ineffective considering that it has like 5 mastery skills. Even with
> maxed tiger skills it doesnt do that much damage.. seems like i.e
> bladed fury does a lot more, and without sinking tons of exp to
> mastery skills.
> 
> Koma

Bladed fury is affected by blade dance, master of the dance, 
weaponmaster, and enhance bladed fury. 
Bladed fury is at above average for me now (trained to 97%). 

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

poster: Rambo
subject: Race leaders
date: Sun Feb  6 11:29:46 2000

I think it would rock if you just could type "race leaders" and then
get a list of the races and the race leaders. it would help alot and
save time.

-- RamBo

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

poster: Apathy
subject: >Race leaders
date: Sun Feb  6 12:24:51 2000

On Sun Feb  6 11:29:46 2000 Rambo wrote post #164:
> I think it would rock if you just could type "race leaders" and then
> get a list of the races and the race leaders. it would help alot and
> save time.
> 
> -- RamBo

Did you try the sign in the race museum? ;)
Not the poster, but the sign.

-Apathy

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

poster: Ada
subject: ideas
date: Sun Feb  6 17:20:58 2000

Most of my ideas are just solutions to annoying things.

When someone sends you a tell, and you're dead, the tell goes
through, but they'll see a little (Dead) flag so they aren't going
"Are you there? Speak to me? Fine then ^&*^%."

When you auto-flee in a direction that you cannot go, it doesn't
break your skill/spell use.


Yup, that's it.

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

poster: Apathy
subject: >ideas
date: Sun Feb  6 17:25:56 2000

On Sun Feb  6 17:20:58 2000 Ada wrote post #166:
> Most of my ideas are just solutions to annoying things.
> 
> When someone sends you a tell, and you're dead, the tell goes
> through, but they'll see a little (Dead) flag so they aren't going
> "Are you there? Speak to me? Fine then ^&*^%."
> 
> When you auto-flee in a direction that you cannot go, it doesn't
> break your skill/spell use.
> 
> 
> Yup, that's it.

If you're wildly flailing about trying to escape, you're not going
to be able to concentrate on a spell or skill.

-Apathy

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

poster: Wik
subject: >Clan member limit
date: Sun Feb  6 19:51:02 2000

On Fri Feb  4 13:50:33 2000 Cloud wrote post #145:
> How about raising the clan member limit from 15 to 20:)
> If you like this idea, let the wiz's know:)
> -Cloud, who is about to be spamed by khosan:(
I agree. It would be nice to allow a few more people into our
clan.(Am Sure others agree).
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Wildchild
subject: >>Clan member limit
date: Sun Feb  6 19:52:55 2000

On Sun Feb  6 19:51:02 2000 Wik wrote post #168:
> On Fri Feb  4 13:50:33 2000 Cloud wrote post #145:
> > How about raising the clan member limit from 15 to 20:)
> > If you like this idea, let the wiz's know:)
> > -Cloud, who is about to be spamed by khosan:(
> I agree. It would be nice to allow a few more people into our
> clan.(Am Sure others agree).
> -%^WHITE%^%^B_BLUE%^W%^RESET%^

Actually, I don't agree. As it is, the majority of clans don't have
their ranks filled out, so why not give them a chance instead of
constantly increasing the limit for those clans that do fill them
out?
Keeping the limit at 15 will force more clans to be formed as the
player base increases. Otherwise, players will keep demanding higher
and higher limits to the number of people for their clans.

-WildChild

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

poster: Raw
subject: >>>Tiger claw
date: Mon Feb  7 08:41:19 2000

On Sun Feb  6 08:42:20 2000 Golte wrote post #163:
> On Sun Feb  6 08:09:16 2000 Koma wrote post #162:
> > On Sun Feb  6 08:01:15 2000 Balinor wrote post #161:
> > > tiger claw seems to be abit weak now, taking 4 rnds to use
> > > is quite alot for fast and dexterous martial artist, since they are
> > > suppose to be fast and deadly and i think the damage is awfully low.
> > > so my idea is to lower the useing time or maybe add abit damage.
> > > since backstab was upped too and i think it does huge amounts of damage
> > > -Bal the weak leopard fist
> > 
> > I agree with Balinor with the damage part, tiger claw is quite
> > ineffective considering that it has like 5 mastery skills. Even with
> > maxed tiger skills it doesnt do that much damage.. seems like i.e
> > bladed fury does a lot more, and without sinking tons of exp to
> > mastery skills.
> > 
> > Koma
> 
> Bladed fury is affected by blade dance, master of the dance, 
> weaponmaster, and enhance bladed fury. 
> Bladed fury is at above average for me now (trained to 97%). 

I agree with balinor on one part, tiger claw is too slow, considering
the type of guild it's in, 3 rounds would be more appropriate, and
that would also fix any problem with it doing to little damage. (At
least it did back when i was MA)

Raw



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

poster: Sigwald
subject: >Tiger claw
date: Mon Feb  7 11:47:36 2000

On Sun Feb  6 08:01:15 2000 Balinor wrote post #161:
> tiger claw seems to be abit weak now, taking 4 rnds to use
> is quite alot for fast and dexterous martial artist, since they are
> suppose to be fast and deadly and i think the damage is awfully low.
> so my idea is to lower the useing time or maybe add abit damage.
> since backstab was upped too and i think it does huge amounts of damage
> -Bal the weak leopard fist

Train lightning strike :P

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

poster: Max
subject: New guild: Adaptaion Guild
date: Mon Feb  7 13:13:47 2000


ok, i have an idea for a new guild. The guild is for lets say rather
high worth players to make/create/buy/sell scrolls that have
spells/skills on them from monsters. After any of the learning
spells are casted the monster that the spell was directed to becomes
agresso to prevent the repetition on scroll makeing.

Level 1 skill: Scroll Reading
This skill allows a player to read scrolls that have skills/spells on them.
Affecting skills: Mastery of reading

Level 2 spell: Lesser learn spell
This spell alows the adaptor to aquire a spell from a monster. The
spell can not be greater then a alpha guild level 10 spell.

affecting skills: Mastery of spell learning

Level 3 spell: Lesser Skill learning
A player may use this spell to aquire kills in a alpha guild from a monster.

Level 4 spell: Create scroll
A player may use this spell to create a scroll on which he can put a
spell/skill he has aquired on.

(you could make a store that sells scrolls too)

Level 6 Spell: Greater Learn Spell
a higher guild member may use this spell to aquire a spell higher
then a alpha guild from a monster.
affectin skills: Mastery of spell learning

(i missed a spell:))
no i didn't

Level 7 spell: Greater learn skill
a higher guild member may use this spell to aquire a skill higher
then a alpha guild skill from a monster.

Level 8 skill: Mastery of reading
A player may use this skill to better his reading ability. The
better the recitation of a scroll the higher the affectiveness.

Level 9 skill: Mastery of spell learning
This skill betters a players azffectiveness of how he aquires
spells. They higher this skill is trained the better the spell may
be.

Level 10 skill: Mastery of skill learning
this skill betters a players ability to aquire skills from a monster.


Well thats it, you should get the general idea of the guild. The
spells can't be used on players only monster.

well thats all the study hall time i had so gimmie so info on what
ya think of it.
Max...

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

poster: Nyx
subject: Gold
date: Mon Feb  7 14:10:46 2000

I am sure it may have been posted before but is there anyway to make
it so that we can use gold in the bank without going to get it? Like
a check card. Say you need 300 gold and you have 300 in you bank
account but not on you, now say you can use it anyway up to like 700
limit or something. Like a real bank would? Just a thought.
Nyx

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

poster: Nyx
subject: CS
date: Mon Feb  7 14:12:35 2000

For a place where so many gather, it is offally plain and small by
the description.....maybe a sprucing up?
Nyx

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

poster: Max
subject: p
date: Mon Feb  7 14:24:13 2000

Mabey, if u could make an add on to the guantlets for parties....a
lot harder then reqular gauntlets but it would be nice to see a
strong party go in there and kick some ass.

Max

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

poster: Zifnab
subject: >p
date: Mon Feb  7 14:26:07 2000

On Mon Feb  7 14:24:13 2000 Max wrote post #175:
> Mabey, if u could make an add on to the guantlets for parties....a
> lot harder then reqular gauntlets but it would be nice to see a
> strong party go in there and kick some ass.
> 
> Max
parties can go in.

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

poster: Kalma
subject: >p
date: Mon Feb  7 14:26:16 2000

On Mon Feb  7 14:24:13 2000 Max wrote post #175:
> Mabey, if u could make an add on to the guantlets for parties....a
> lot harder then reqular gauntlets but it would be nice to see a
> strong party go in there and kick some ass.
> 
> Max
You can. Just make a party and enter it. ;) 

K

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

poster: Max
subject: p
date: Mon Feb  7 14:26:31 2000

sorry didn't know:(

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

poster: Kalma
subject: >p
date: Mon Feb  7 14:27:23 2000

A better suggestion would be to get parties on the plaque. ;) 

K

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

poster: Max
subject: Guantlets
date: Mon Feb  7 14:33:40 2000

how about makeing it so someone can use the evil side while the
other person is on the good???
i can't enter either side when zuperb is in one.
Max

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

poster: Nyx
subject: Emote
date: Mon Feb  7 15:34:24 2000

type bellydance 
You shake and shimmie with your veils a flying.
Or something liek that. ;)
Nyx

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

poster: Max
subject: Another crazy idea
date: Mon Feb  7 18:58:19 2000

How about makeing it so when you type who, the clan that your clan
is in alliance with, it shows up a different color like orange or
something.....easier to tell whos in that clan and also your
clan..:)
just a easier helpful thing for peeps
Maxie

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

poster: Smee
subject: >Another crazy idea
date: Mon Feb  7 18:59:37 2000

On Mon Feb  7 18:58:19 2000 Max wrote post #183:
> How about makeing it so when you type who, the clan that your clan
> is in alliance with, it shows up a different color like orange or
> something.....easier to tell whos in that clan and also your
> clan..:)
> just a easier helpful thing for peeps
> Maxie
Clan that yours in alliance with? What're you talking about?
Smee

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

poster: Lasher
subject: Ignore.
date: Mon Feb  7 19:02:44 2000


Quiet often I see people get offended/pissed off because
they think someone is ignoring them when that person
actually just has a level ignore set.
 
Perhaps tell could somehow inform that a person is ignored
by a level ignore rather than specifically ignored? Just 
seems like it might avoid some unnecessary bad feeling...
 
Thanks,
Lasher.

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

poster: Apathy
subject: >Ignore.
date: Mon Feb  7 19:03:26 2000

On Mon Feb  7 19:02:44 2000 Lasher wrote post #185:
> Quiet often I see people get offended/pissed off because
> they think someone is ignoring them when that person
> actually just has a level ignore set.
>  
> Perhaps tell could somehow inform that a person is ignored
> by a level ignore rather than specifically ignored? Just 
> seems like it might avoid some unnecessary bad feeling...
>  
> Thanks,
> Lasher.

If you don't want people to get pissed by your level ignore, just
set something to the effect of "level ignore on" in your away
message

-Apathy

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

poster: Alisha
subject: Find Herbs
date: Mon Feb  7 20:47:08 2000

Maaaaaybe, in certain forests around the mud, you can actually
search the trees and brush for the herbs that you need to create
things.. it would make it just a bit easier to create things
sometimes, but still just as meticulous.

-- LIshie
The Silly One with the Craaaaaazy Ideas

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

poster: Regan
subject: >>Ignore.
date: Mon Feb  7 20:53:53 2000

On Mon Feb  7 19:03:26 2000 Apathy wrote post #186:
> On Mon Feb  7 19:02:44 2000 Lasher wrote post #185:
> > Quiet often I see people get offended/pissed off because
> > they think someone is ignoring them when that person
> > actually just has a level ignore set.
> >  
> > Perhaps tell could somehow inform that a person is ignored
> > by a level ignore rather than specifically ignored? Just 
> > seems like it might avoid some unnecessary bad feeling...
> >  
> > Thanks,
> > Lasher.
> 
> If you don't want people to get pissed by your level ignore, just
> set something to the effect of "level ignore on" in your away
> message
> 
> -Apathy

Or you could make it when you type 'ignored' it says you are ignored
by foo1(level), foo2, and foo3... Don't think that would be too hard
of a change:)

-Regan

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

poster: Sigwald
subject: >Find Herbs
date: Tue Feb  8 01:30:33 2000

On Mon Feb  7 20:47:08 2000 Alisha wrote post #187:
> Maaaaaybe, in certain forests around the mud, you can actually
> search the trees and brush for the herbs that you need to create
> things.. it would make it just a bit easier to create things
> sometimes, but still just as meticulous.
> 
> -- LIshie
> The Silly One with the Craaaaaazy Ideas

Well when we get a new weather daemon we will get terrains and
then you find mostly herbs that should grow in that terrain
(like cactus in a desert).
Will take some time though.

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

poster: Cloud
subject: wood cutter's
date: Tue Feb  8 04:26:03 2000

I was told wood gathering would be in the wood cutters guild. Will
it be in other guilds like traveler or fighter?
Just seams to me if you can collect the wood outside to make a fire,
you would also have the knowalage to keep some on you.
Cloudy

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

poster: Golte
subject: >>Ignore.
date: Tue Feb  8 04:37:06 2000

On Mon Feb  7 19:03:26 2000 Apathy wrote post #186:
> On Mon Feb  7 19:02:44 2000 Lasher wrote post #185:
> > Quiet often I see people get offended/pissed off because
> > they think someone is ignoring them when that person
> > actually just has a level ignore set.
> >  
> > Perhaps tell could somehow inform that a person is ignored
> > by a level ignore rather than specifically ignored? Just 
> > seems like it might avoid some unnecessary bad feeling...
> >  
> > Thanks,
> > Lasher.
> 
> If you don't want people to get pissed by your level ignore, just
> set something to the effect of "level ignore on" in your away
> message
> 
> -Apathy

Doesn't work if you want to always have level ignore. You wont bother
typing level ignore msg in your away every boot and everytime 
you come back from afk. 
½½

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

poster: Samael
subject: >wood cutter's
date: Tue Feb  8 06:23:56 2000

On Tue Feb  8 04:26:03 2000 Cloud wrote post #190:
> I was told wood gathering would be in the wood cutters guild. Will
> it be in other guilds like traveler or fighter?
> Just seams to me if you can collect the wood outside to make a fire,
> you would also have the knowalage to keep some on you.
> Cloudy

I think you're referring to woodsmen here. They will indeed
have the skill (scavenge wood) for building a more efficient
campfire. I suppose we could add a lesser version of the
skill in figs and travelers. Then it'd make sense to build
the fire inside too.

Sam

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

poster: Sirk
subject: mail remove
date: Tue Feb  8 07:35:21 2000

was thinking it might be nice to have a command to remove a sent mail message
kinda like the command to remove a news post, just thought it'd be nice for 
those damn misfire mail messages i tend to send
*shrug*
sirk

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

poster: Apathy
subject: >>>Ignore.
date: Tue Feb  8 15:51:55 2000

On Tue Feb  8 04:37:06 2000 Golte wrote post #191:
> On Mon Feb  7 19:03:26 2000 Apathy wrote post #186:
> > On Mon Feb  7 19:02:44 2000 Lasher wrote post #185:
> > > Quiet often I see people get offended/pissed off because
> > > they think someone is ignoring them when that person
> > > actually just has a level ignore set.
> > >  
> > > Perhaps tell could somehow inform that a person is ignored
> > > by a level ignore rather than specifically ignored? Just 
> > > seems like it might avoid some unnecessary bad feeling...
> > >  
> > > Thanks,
> > > Lasher.
> > 
> > If you don't want people to get pissed by your level ignore, just
> > set something to the effect of "level ignore on" in your away
> > message
> > 
> > -Apathy
> 
> Doesn't work if you want to always have level ignore. You wont bother
> typing level ignore msg in your away every boot and everytime 
> you come back from afk. 
> ½½

Yeah, well, level ignore should reset every time you connect, imho

-Apathy

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

poster: Jaws
subject: fire and indoors
date: Tue Feb  8 17:48:04 2000

ok guys, I have already found quite a few areas that are outdoors 
by the desc, but gee i cant make a fire cuz in indoors
here is an idea

make it possible to carry provisiongs - ie firewood
TFM
TI
also I am not sure on curent diversity of the in/out
in rooms
but need to have a wide range
inside - brick
inside - wood
outside - enclosed area
outside - desert
oustide - forest
outside fields

etc 

Jaws

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

poster: Racklanim
subject: dryads
date: Tue Feb  8 18:42:01 2000

1 get familiar handling, all they seem to do so far is attack, so if
they kill a creat, sucks to be you
2 if we dont get fam handling, have them tank for us
3 desc, "She is a forest spirit linked..." "he is in excellent shape"
4 thanks guys, a permanent summon, my prayers have been answered,
I'm gonna play some again.

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

poster: Racklanim
subject: dryads2
date: Tue Feb  8 18:48:32 2000

5 order dryad summon, there is no dryad here.... uhmm....
6. can we please have a little more description in the familiar help?

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

poster: Myrddin
subject: Martial Artist
date: Wed Feb  9 21:40:17 2000

just a gripe been talking to people the same worth as me on the
plaque and have been realizing how poor martial artist are right now
when a mage can solo a better rate then a guild that is expscially
designed for soloing something needs to change i dont know if they
need to start doing more damage or taking less or what needs to be
done but just have noticed taht i cnat solo anywhere near what
others teh same worth as me can just a gripe since there isnt flame
anymore well maybe i should put some ideas in since this is idea
basically looking for a way to do damage quicker well as a mantisman
# of hits isnt the problem its more the amount of damage they do
maybe they just need to be tuned to do more damge ok have rambeled
enough just was hoping to get something changed 
Myrddin
 (my two cents worth)

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

poster: Golte
subject: >Martial Artist
date: Wed Feb  9 21:48:13 2000

1. MAs aren't designed to solo, mages are. 
2. MA isn't suitable for low players since the essential skill are 
many and expensive. 
Consider using some puncation btw. 

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

poster: Myrddin
subject: >>Martial Artist
date: Wed Feb  9 23:00:59 2000

On Wed Feb  9 21:48:13 2000 Golte wrote post #199:
> 1. MAs aren't designed to solo, mages are. 
> 2. MA isn't suitable for low players since the essential skill are 
> many and expensive. 
> Consider using some puncation btw. 
how many parties do you see with MAs?
how many parties do you see with mages?
for my lvl i have a good bit trained and cand do fairly well 100k an
hour or so but mages with much less hps can for some reason solo
much better rates
sorry about the punctuation get sick of it written to many papers

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

poster: Regan
subject: Animist
date: Wed Feb  9 23:36:43 2000

Should a portal to the animist guild be added to the black room
south of adv, and also castle portals?

just wondering,
-Regan

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

poster: Regan
subject: >Animist
date: Wed Feb  9 23:41:31 2000

On Wed Feb  9 23:36:43 2000 Regan wrote post #201:
> Should a portal to the animist guild be added to the black room
> south of adv, and also castle portals?
> 
> just wondering,
> -Regan

My bad, did not realize that the animist guild does not have a place
on rd yet. Well then i guess i hope that when it does have a place
it will be added to those portal locations:)

-Regan

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

poster: Balinor
subject: >>Martial Artist
date: Thu Feb 10 09:23:42 2000

On Wed Feb  9 21:48:13 2000 Golte wrote post #199:
> 1. MAs aren't designed to solo, mages are. 
> 2. MA isn't suitable for low players since the essential skill are 
> many and expensive. 
> Consider using some puncation btw. 
Eh, you think Ma is not meant for solo? i think that's way wrong
Nothing is more solo guild than MA, and besides mages should 
not be so good in solo, really doesn't fit in the theme...
-Bal 

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

poster: Golte
subject: beacon
date: Thu Feb 10 10:10:29 2000

why not make the beacon work after death instead?

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

poster: Zifnab
subject: >beacon
date: Thu Feb 10 10:11:20 2000

On Thu Feb 10 10:10:29 2000 Golte wrote post #204:
> why not make the beacon work after death instead?
it is supposed to as i just found out, the way it was written
it cannot possibly do that.  (needs to be redone)

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

poster: Golte
subject: >>beacon
date: Thu Feb 10 10:15:55 2000

On Thu Feb 10 10:11:20 2000 Zifnab wrote post #205:
> On Thu Feb 10 10:10:29 2000 Golte wrote post #204:
> > why not make the beacon work after death instead?
> it is supposed to as i just found out, the way it was written
> it cannot possibly do that.  (needs to be redone)

Aren't there any codewilling wizlings, without inspiration 
for areas, to put work on?

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

poster: Apathy
subject: >Martial Artist
date: Thu Feb 10 13:46:07 2000

On Wed Feb  9 21:40:17 2000 Myrddin wrote post #198:
> just a gripe been talking to people the same worth as me on the
> plaque and have been realizing how poor martial artist are right now
> when a mage can solo a better rate then a guild that is expscially
> designed for soloing something needs to change i dont know if they
> need to start doing more damage or taking less or what needs to be
> done but just have noticed taht i cnat solo anywhere near what
> others teh same worth as me can just a gripe since there isnt flame
> anymore well maybe i should put some ideas in since this is idea
> basically looking for a way to do damage quicker well as a mantisman
> # of hits isnt the problem its more the amount of damage they do
> maybe they just need to be tuned to do more damge ok have rambeled
> enough just was hoping to get something changed 
> Myrddin
>  (my two cents worth)

I'm impressed...this is the longest run-on sentence I've ever seen.

-Apathy

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

poster: Nyarlathotep
subject: RD City
date: Thu Feb 10 16:37:11 2000

Had an idea the other day; first time for everything, so I figured I
might as well share it. 
Seems like Red City doesn't have a very well defined system of
government, or a palace or something, like other cities.  No
official king/queen hierarchy, really, although I'm told there was
once a mayor or something, long ago.
I was thinking we should have a government, and it should be
possible for the system of government to be changeable.
One day, we could have a monarchy, then run an invasion event, and
have the king overthrown by barbarians, or an emperor from some
other country. Something like that.
Also, it would be really cool if players could participate in or
even bring about the changes: people could choose sides in an
invasion, bards could incite the peasants to revolt, highbies could
lead massive war parties against the current rulers... etc.
Current system of rulership could affect the state of things in
RD... Certain eq or items would be sold or bought for different
prices under each system, some things would be harder to get within
the city (such as food), or maybe even considered contraband. 
Guards could act/look different, be more/less agressive (agro,
even...) toward certain races/guilds, and the general tone of things
in the city would be altered.
For example, under an Arthurian-style monarchy, peace would be
stressed, pk and combat within the city would carry heavier
penalties, bands of minstrels could roam the streets, groups of NPCs
could meet in cs to perform plays, etc.
Votes could be held for a democracy, looters and pickpockets (NPCs,
not players like normal ;) ) could be everywhere in a state of
anarchy.
In extreme cases, maybe strong enough players could even overthrow
the govt singlehandedly and become kings themselves, get a tithe of
xp/gold from other players, special ruler eq, etc...but there would
have to be a time limit on something like that, maybe reset at
reboot...
Anyway, that's the idea... I know a lot of this is pretty
far-fetched, some of it may be unfeasible to code or to balance into
gameplay, but these are what occurred to me. As always, I'm sure the
wizzes have plenty of things to work on that affect gameplay
mechanics.  Don't know if this is the right time to suggest
something as cosmetic as this, but it seemed to me that it would add
a lot of character, and stir things up a bit :)
Responses welcome, I'd like to get some opinions on this.


Nyar the Ambitious

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

poster: Racklanim
subject: >>Martial Artist
date: Thu Feb 10 18:08:30 2000

nah, longest run on sentence is the first three paragraphs of the
declaration of independance

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

poster: Apathy
subject: >>>Martial Artist
date: Thu Feb 10 20:16:30 2000

On Thu Feb 10 18:08:30 2000 Racklanim wrote post #209:
> nah, longest run on sentence is the first three paragraphs of the
> declaration of independance

"When in the Course of human events, it becomes necessary for one
people to dissolve the political bands which have connected them
with another, and to assume among the powers of the earth, the
separate and equal station to which the Laws of Nature and of
Nature's God entitle them, a decent respect to the opinions of
mankind requires that they should declare the causes which impel
them to the separation."

Nowhere near as long, and it's grammatically correct anyhow.

-Apathy

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

poster: Golte
subject: ideas
date: Thu Feb 10 20:45:50 2000

The good ideas posted here get drowned in the huge amounts 
of whines, askings for upgrades and total rubbish. 
All stuff like "downgrade mana drain!" and "upgrade backstab!" 
aren't ideas so they should be kept in "rogue.general" etc. 

Then you should make a "spam" newsgroup, so players have
somewhere to send mindless drivel in, and move the posts to there
that are sent somewhere they dont belong. 


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

poster: Quillz
subject: Herbs
date: Thu Feb 10 21:51:42 2000

Why not make herbs like food. 
You do not need a 'preservation skill' to make food last. 
And you would think food would spoil before a friggin leaf. 
So imo, herbs should last as long as food, and the food should be
the items that need a preservation skill
Q

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

poster: Jaws
subject: BUGS
date: Thu Feb 10 22:11:41 2000

hows this, make a command that players can use when in the
room with a abug that logs it to some file - maybe the wizz who made it 
so it can be read and it has info on what exact room etc.


Jaws

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

poster: Kazmin
subject: >RD City
date: Thu Feb 10 22:57:49 2000

On Thu Feb 10 16:37:11 2000 Nyarlathotep wrote post #208:
> Had an idea the other day; first time for everything, so I figured I
> might as well share it. 
> Seems like Red City doesn't have a very well defined system of
> government, or a palace or something, like other cities.  No
> official king/queen hierarchy, really, although I'm told there was
> once a mayor or something, long ago.
> I was thinking we should have a government, and it should be
> possible for the system of government to be changeable.
> One day, we could have a monarchy, then run an invasion event, and
> have the king overthrown by barbarians, or an emperor from some
> other country. Something like that.
> Also, it would be really cool if players could participate in or
> even bring about the changes: people could choose sides in an
> invasion, bards could incite the peasants to revolt, highbies could
> lead massive war parties against the current rulers... etc.
> Current system of rulership could affect the state of things in
> RD... Certain eq or items would be sold or bought for different
> prices under each system, some things would be harder to get within
> the city (such as food), or maybe even considered contraband. 
> Guards could act/look different, be more/less agressive (agro,
> even...) toward certain races/guilds, and the general tone of things
> in the city would be altered.
> For example, under an Arthurian-style monarchy, peace would be
> stressed, pk and combat within the city would carry heavier
> penalties, bands of minstrels could roam the streets, groups of NPCs
> could meet in cs to perform plays, etc.
> Votes could be held for a democracy, looters and pickpockets (NPCs,
> not players like normal ;) ) could be everywhere in a state of
> anarchy.
> In extreme cases, maybe strong enough players could even overthrow
> the govt singlehandedly and become kings themselves, get a tithe of
> xp/gold from other players, special ruler eq, etc...but there would
> have to be a time limit on something like that, maybe reset at
> reboot...
> Anyway, that's the idea... I know a lot of this is pretty
> far-fetched, some of it may be unfeasible to code or to balance into
> gameplay, but these are what occurred to me. As always, I'm sure the
> wizzes have plenty of things to work on that affect gameplay
> mechanics.  Don't know if this is the right time to suggest
> something as cosmetic as this, but it seemed to me that it would add
> a lot of character, and stir things up a bit :)
> Responses welcome, I'd like to get some opinions on this.
> 
> 
> Nyar the Ambitious
I would judt like to say that this is one of the best thought ideas
I have heard in a while.  Kudos Nyar.
Oh yeah....btw....great idea :)
Kaz

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

poster: Quillz
subject: fires
date: Fri Feb 11 00:35:57 2000

Ok, you can use a torch in a cave, but you cant light a fire. 
ga
I see the logic ther. 
Q cant spell there

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

poster: Sigwald
subject: >>>beacon
date: Fri Feb 11 01:28:24 2000

On Thu Feb 10 10:15:55 2000 Golte wrote post #206:
> On Thu Feb 10 10:11:20 2000 Zifnab wrote post #205:
> > On Thu Feb 10 10:10:29 2000 Golte wrote post #204:
> > > why not make the beacon work after death instead?
> > it is supposed to as i just found out, the way it was written
> > it cannot possibly do that.  (needs to be redone)
> 
> Aren't there any codewilling wizlings, without inspiration 
> for areas, to put work on?

Actually, no. There aint extra coding abilities atm.

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

poster: Sigwald
subject: >BUGS
date: Fri Feb 11 01:31:06 2000

On Thu Feb 10 22:11:41 2000 Jaws wrote post #213:
> hows this, make a command that players can use when in the
> room with a abug that logs it to some file - maybe the wizz who made it 
> so it can be read and it has info on what exact room etc.
> 
> 
> Jaws

Well we got a bug command dont we ?

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

poster: Sigwald
subject: >fires
date: Fri Feb 11 01:32:21 2000

On Fri Feb 11 00:35:57 2000 Quillz wrote post #215:
> Ok, you can use a torch in a cave, but you cant light a fire. 
> ga
> I see the logic ther. 
> Q cant spell there

All right I'm getting bored with smartass posts about fire building.
It'll get changed when it get changed, till then I propose
you all shut up about that topic that starts to piss me off.
Now just for the record, go out of ur damn cubicle and check
how much smoke a campfire makes compared to a torch.

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

poster: Nyx
subject: >>RD City
date: Fri Feb 11 03:06:56 2000

On Thu Feb 10 22:57:49 2000 Kazmin wrote post #214:
> On Thu Feb 10 16:37:11 2000 Nyarlathotep wrote post #208:
> > Had an idea the other day; first time for everything, so I figured I
> > might as well share it. 
> > Seems like Red City doesn't have a very well defined system of
> > government, or a palace or something, like other cities.  No
> > official king/queen hierarchy, really, although I'm told there was
> > once a mayor or something, long ago.
> > I was thinking we should have a government, and it should be
> > possible for the system of government to be changeable.
> > One day, we could have a monarchy, then run an invasion event, and
> > have the king overthrown by barbarians, or an emperor from some
> > other country. Something like that.
> > Also, it would be really cool if players could participate in or
> > even bring about the changes: people could choose sides in an
> > invasion, bards could incite the peasants to revolt, highbies could
> > lead massive war parties against the current rulers... etc.
> > Current system of rulership could affect the state of things in
> > RD... Certain eq or items would be sold or bought for different
> > prices under each system, some things would be harder to get within
> > the city (such as food), or maybe even considered contraband. 
> > Guards could act/look different, be more/less agressive (agro,
> > even...) toward certain races/guilds, and the general tone of things
> > in the city would be altered.
> > For example, under an Arthurian-style monarchy, peace would be
> > stressed, pk and combat within the city would carry heavier
> > penalties, bands of minstrels could roam the streets, groups of NPCs
> > could meet in cs to perform plays, etc.
> > Votes could be held for a democracy, looters and pickpockets (NPCs,
> > not players like normal ;) ) could be everywhere in a state of
> > anarchy.
> > In extreme cases, maybe strong enough players could even overthrow
> > the govt singlehandedly and become kings themselves, get a tithe of
> > xp/gold from other players, special ruler eq, etc...but there would
> > have to be a time limit on something like that, maybe reset at
> > reboot...
> > Anyway, that's the idea... I know a lot of this is pretty
> > far-fetched, some of it may be unfeasible to code or to balance into
> > gameplay, but these are what occurred to me. As always, I'm sure the
> > wizzes have plenty of things to work on that affect gameplay
> > mechanics.  Don't know if this is the right time to suggest
> > something as cosmetic as this, but it seemed to me that it would add
> > a lot of character, and stir things up a bit :)
> > Responses welcome, I'd like to get some opinions on this.
> > 
> > 
> > Nyar the Ambitious
> I would judt like to say that this is one of the best thought ideas
> I have heard in a while.  Kudos Nyar.
> Oh yeah....btw....great idea :)
> Kaz
I too would like to say, mucho kudos. This would be very cool to
have, though would probably cause the wizzes to grow gray hairs,
however, mucho cool. I must say that Ny must have bust a few brain
cells with this one. I am impressed.
Nyx

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

poster: Zifnab
subject: >BUGS
date: Fri Feb 11 06:07:35 2000

On Thu Feb 10 22:11:41 2000 Jaws wrote post #213:
> hows this, make a command that players can use when in the
> room with a abug that logs it to some file - maybe the wizz who made it 
> so it can be read and it has info on what exact room etc.
> 
> 
> Jaws
it gets logged into wiz.bugs with the room name via the 'bug' bommand

The bug commadn used to have an option to send mail to the creator
as well, but nonoe did that so it was removed.

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

poster: Wildchild
subject: >>BUGS
date: Fri Feb 11 10:57:09 2000

On Fri Feb 11 06:07:35 2000 Zifnab wrote post #220:
> On Thu Feb 10 22:11:41 2000 Jaws wrote post #213:
> > hows this, make a command that players can use when in the
> > room with a abug that logs it to some file - maybe the wizz who made it 
> > so it can be read and it has info on what exact room etc.
> > 
> > 
> > Jaws
> it gets logged into wiz.bugs with the room name via the 'bug' bommand
> 
> The bug commadn used to have an option to send mail to the creator
> as well, but nonoe did that so it was removed.

I'd credit that toward the lack of knowledge in the 'creator'
command, and that in many cases, it could be worthless as nobody
might know who the creator of something was, should it be a bug in
the code other than the room or a piece of eq or something.

-WildChild

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

poster: Mixer
subject: >Martial Artist
date: Fri Feb 11 14:48:28 2000

On Wed Feb  9 21:40:17 2000 Myrddin wrote post #198:
> just a gripe been talking to people the same worth as me on the
> plaque and have been realizing how poor martial artist are right now
> when a mage can solo a better rate then a guild that is expscially
> designed for soloing something needs to change i dont know if they
> need to start doing more damage or taking less or what needs to be
> done but just have noticed taht i cnat solo anywhere near what
> others teh same worth as me can just a gripe since there isnt flame
> anymore well maybe i should put some ideas in since this is idea
> basically looking for a way to do damage quicker well as a mantisman
> # of hits isnt the problem its more the amount of damage they do
> maybe they just need to be tuned to do more damge ok have rambeled
> enough just was hoping to get something changed 
> Myrddin
>  (my two cents worth)
Actually fig guilds are never going to solo as well as
blaster guilds because a/ figs stay in combat and take more
damage and b/ casters go in, do quick damage, grab a tick
then go back in.  Figs just bash and miss the ticks so BAM
how about getting a little refresher cleric to double your
rate?
Mix the guy who made lots as MA

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

poster: Mixer
subject: >ideas
date: Fri Feb 11 14:50:19 2000

On Thu Feb 10 20:45:50 2000 Golte wrote post #211:
> The good ideas posted here get drowned in the huge amounts 
> of whines, askings for upgrades and total rubbish. 
> All stuff like "downgrade mana drain!" and "upgrade backstab!" 
> aren't ideas so they should be kept in "rogue.general" etc. 
> 
> Then you should make a "spam" newsgroup, so players have
> somewhere to send mindless drivel in, and move the posts to there
> that are sent somewhere they dont belong. 
> 
Actually we should have a whine.general where players can
vent and wizzes can ignore.
Mix with tongue in cheek

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

poster: Warchief
subject: >>ideas
date: Fri Feb 11 14:51:29 2000

On Fri Feb 11 14:50:19 2000 Mixer wrote post #223:
> On Thu Feb 10 20:45:50 2000 Golte wrote post #211:
> > The good ideas posted here get drowned in the huge amounts 
> > of whines, askings for upgrades and total rubbish. 
> > All stuff like "downgrade mana drain!" and "upgrade backstab!" 
> > aren't ideas so they should be kept in "rogue.general" etc. 
> > 
> > Then you should make a "spam" newsgroup, so players have
> > somewhere to send mindless drivel in, and move the posts to there
> > that are sent somewhere they dont belong. 
> > 
> Actually we should have a whine.general where players can
> vent and wizzes can ignore.
> Mix with tongue in cheek

Hmm, you're saying we should have flame back? ;)

-Chief

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

poster: Mixer
subject: >>>ideas
date: Fri Feb 11 14:53:54 2000

On Fri Feb 11 14:51:29 2000 Warchief wrote post #224:
> On Fri Feb 11 14:50:19 2000 Mixer wrote post #223:
> > On Thu Feb 10 20:45:50 2000 Golte wrote post #211:
> > > The good ideas posted here get drowned in the huge amounts 
> > > of whines, askings for upgrades and total rubbish. 
> > > All stuff like "downgrade mana drain!" and "upgrade backstab!" 
> > > aren't ideas so they should be kept in "rogue.general" etc. 
> > > 
> > > Then you should make a "spam" newsgroup, so players have
> > > somewhere to send mindless drivel in, and move the posts to there
> > > that are sent somewhere they dont belong. 
> > > 
> > Actually we should have a whine.general where players can
> > vent and wizzes can ignore.
> > Mix with tongue in cheek
> 
> Hmm, you're saying we should have flame back? ;)
> 
> -Chief
Sure, write your posts, mail em to me and I'll send em
to /dev/null
Mix.

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

poster: Tektor
subject: Ant
date: Fri Feb 11 16:56:19 2000

Nah just think you deserve some thats all. :)

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

poster: Max
subject: >>RD City
date: Fri Feb 11 17:54:53 2000

The idea sounds awsome...good idea kazmin.

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

poster: Nyx
subject: >>>RD City
date: Fri Feb 11 17:55:23 2000

On Fri Feb 11 17:54:53 2000 Max wrote post #227:
> The idea sounds awsome...good idea kazmin.
It was Nyarlathotep's idea. ;)
Nyx

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

poster: Max
subject: >>>>RD City
date: Fri Feb 11 17:56:30 2000

On Fri Feb 11 17:55:23 2000 Nyx wrote post #228:
> On Fri Feb 11 17:54:53 2000 Max wrote post #227:
> > The idea sounds awsome...good idea kazmin.
> It was Nyarlathotep's idea. ;)
> Nyx

opps
)
good job nyarlathotep...thought i t was kazmins:( just looked at the post
max

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

poster: Nyx
subject: Parties
date: Fri Feb 11 17:58:12 2000

There shoud be a party channel to ask for parties. I never know what
channel to ask on. ;)
Nyx

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

poster: Max
subject: Event nosuck
date: Fri Feb 11 17:58:52 2000

well i logged on i guess during a nosuck and logged off....and now
that i logged back on i still have the huge amount of sp/hp the hp
went away because i was healed but the sp arn't going to go away
because i am starving and i'm not ticking so i have around 4k sps
still and it might be an idea if when a nosuck is over and someone
is starving their sps automaticly return to normal....
Max

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

poster: Zifnab
subject: >Parties
date: Fri Feb 11 19:25:11 2000

On Fri Feb 11 17:58:12 2000 Nyx wrote post #230:
> There shoud be a party channel to ask for parties. I never know what
> channel to ask on. ;)
> Nyx
this idea has floated around before, and the general mud
population didnt want it.

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

poster: Trigon
subject: Task Points
date: Sat Feb 12 09:47:36 2000

I was thinking about the "problem" that newer people couldn't donate
to get Task Points.
Maybe you could assign task points to go along with completing
quests or something.
Just my little idea.
Trigon

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

poster: Warchief
subject: >Task Points
date: Sat Feb 12 10:05:06 2000

On Sat Feb 12 09:47:36 2000 Trigon wrote post #233:
> I was thinking about the "problem" that newer people couldn't donate
> to get Task Points.
> Maybe you could assign task points to go along with completing
> quests or something.
> Just my little idea.
> Trigon

Hmm, as I see it, quests that offer exp/gold are already abused so
having quests to offer tps would just make people abuse it more as
tps are much more valuable.

-Chief

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

poster: Palenon
subject: new emote
date: Sat Feb 12 13:42:38 2000

I was thinking how many times i could've used an emote like this...
wsom --> You say, "That rates about a 9.0 on my weird-shit-o-meter!"
I thought that would be cool..someone code it =P

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

poster: Sirk
subject: identify shop
date: Sat Feb 12 13:47:54 2000

hmm just an idea but could we have a shop that offers id's on objects for 
gold. kinda like what eje does for ew. you pay 10k or so and the shopkeeper, 
mabey even merlin in his castle over on blackavar or something, and they id 
the piece of eq for you.
thanks 
sirk

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

poster: Jaws
subject: quests - TP
date: Sat Feb 12 15:48:33 2000

I think getting task points for quests would be good
But some things to go with that

Only get task points first tie you complete quest
and Quest would have to be weighted to number of points appropriatly

Jaws

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

poster: Trigon
subject: Quests thing
date: Sat Feb 12 15:50:35 2000

Sorry, I wasn't aware of the abuse of Quests, nor that there was a
way to do such a thing.
Just thought it would be a good way to integrate task points for
newer players, that's all.
My bad. :P
Trigon the Bigon

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

poster: Zifnab
subject: >Quests thing
date: Sat Feb 12 16:04:13 2000

On Sat Feb 12 15:50:35 2000 Trigon wrote post #238:
> Sorry, I wasn't aware of the abuse of Quests, nor that there was a
> way to do such a thing.
> Just thought it would be a good way to integrate task points for
> newer players, that's all.
> My bad. :P
> Trigon the Bigon
it is a good idea, unfortunately there have been probably 15 players
recently removed for quest cheating. (recently = last 3 months)

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

poster: Wik
subject: Emote
date: Sun Feb 13 01:16:52 2000

dbeat STR/LIV 

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

-> You drag  into the street and beat the crap
out of it.
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Jogurt
subject: peanuts emotes
date: Sun Feb 13 01:34:57 2000

Waah...Charles Schulz (Peanuts cartoonist, Nitemare =P) died...and I
just noticed we don't have any Peanuts/Snoopy emotes.

;lucy --> You scream "YOU BLOCKHEAD!!" in your most Lucy-esque voice.
linus --> You hug your security blanket.
linus LIV --> You beat LIV with your security blanket.
woodstock --> You fly around sporadically.

-Jogurt is too sleepy to think of any more

P.S. We need more =P

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

poster: Mixer
subject: >peanuts emotes
date: Sun Feb 13 06:23:07 2000

On Sun Feb 13 01:34:57 2000 Jogurt wrote post #241:
> Waah...Charles Schulz (Peanuts cartoonist, Nitemare =P) died...and I
> just noticed we don't have any Peanuts/Snoopy emotes.
> 
> ;lucy --> You scream "YOU BLOCKHEAD!!" in your most Lucy-esque voice.
> linus --> You hug your security blanket.
> linus LIV --> You beat LIV with your security blanket.
> woodstock --> You fly around sporadically.
> 
> -Jogurt is too sleepy to think of any more
> 
> P.S. We need more =P
For gods sake, we have 2000+ emotes as it is right now!

Go kill some stuff dammit!

Mix.

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

poster: Regan
subject: Gnosis
date: Sun Feb 13 09:25:12 2000

Is there any reason why when you chose Misc. Info, There is not a
help about the rogue guild? And the new animist guild as well? It
would probably be helpful to the people that do read this:) 

-Regan

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

poster: Hoot
subject: New Monster
date: Sun Feb 13 16:49:53 2000

Imho, there should be a monster that is head and shoulders abouve the 
other monsters. I would have it be a Red dragon, just because that
is the name of the mud. Maybe it could be like the King Red Dragon 
and be worth 3+megs. Of course it would be almost impossible to
kill, but it could carry some superfly eq,(maybe a dragonsuit, could 
take up all slots but be like the perfect fig eq, or something). I just
figured that the name of the mud is RedDragon, so maybe there should
be a monster to represent the epitome of dificulty in a mob. thanks
-hoot

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

poster: Golte
subject: >New Monster
date: Sun Feb 13 17:03:11 2000

Aren't the strongest dragons supposed to be female?

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

poster: Tektor
subject: Lvl Cost
date: Sun Feb 13 18:16:14 2000

I think after lvl 100 like every other lvl, or every couple of lvls
you should get a cheap lvl/glvl cost, like atleast half of the one
before it, because they are pretty costly and i see dfalt soloing
his butt off and it still takes him awhile aquire enough xp for a
lvl/glvl. Just a thought since ppl like Dfalt and Hiero have already
done such a great job of reach lvl 100. :)

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

poster: Nyx
subject: >New Monster
date: Mon Feb 14 01:46:29 2000

On Sun Feb 13 16:49:53 2000 Hoot wrote post #244:
> Imho, there should be a monster that is head and shoulders abouve the 
> other monsters. I would have it be a Red dragon, just because that
> is the name of the mud. Maybe it could be like the King Red Dragon 
> and be worth 3+megs. Of course it would be almost impossible to
> kill, but it could carry some superfly eq,(maybe a dragonsuit, could 
> take up all slots but be like the perfect fig eq, or something). I just
> figured that the name of the mud is RedDragon, so maybe there should
> be a monster to represent the epitome of dificulty in a mob. thanks
> -hoot
I thought we did and her name was Tiamat.....
Nyx

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

poster: Nyx
subject: Valentines
date: Mon Feb 14 01:49:59 2000

We have no Valentines emotes.....I feel so empty.....:P
Nyx who gives everyone a Valentine....you open it up, read it, and
find your self turning beet red. You didn't know she was that
naughty!


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

poster: Nyx
subject: Emote
date: Mon Feb 14 03:46:21 2000

nlf LIV- You exclaim to Blah, "Nosey Little Fucker aren't ya?"
Nyx

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

poster: Alisha
subject: Nifty idea!@
date: Mon Feb 14 04:31:25 2000

You know how you can set castle rooms dark or light? Well, why can't
you set them inside or outside? If they were outside, tho, you'd
probably need a wizard willing to make sure that people don't abuse
that and set all the rooms outside. This way, people could create
gardens, etc, and have them set outside.

-- Alisha
(It sounded like a really good idea when I thought of it.)

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

poster: Magneto
subject: >>Parties
date: Mon Feb 14 10:34:24 2000

On Fri Feb 11 19:25:11 2000 Zifnab wrote post #232:
> On Fri Feb 11 17:58:12 2000 Nyx wrote post #230:
> > There shoud be a party channel to ask for parties. I never know what
> > channel to ask on. ;)
> > Nyx
> this idea has floated around before, and the general mud
> population didnt want it.
You can make your own channels.  Why not make a public channel on your own
and see what the response is?

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

poster: Nyx
subject: Brief Mode
date: Mon Feb 14 14:28:33 2000

I always have to turn brief off when i log on, is there anyway to
make it so that it stays the way i leave it? I like being able to
read everything and it is sorta annoying having to always turn it
off. Just a thought. Thanks.
Nyx

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

poster: Apathy
subject: >Brief Mode
date: Mon Feb 14 15:13:11 2000

On Mon Feb 14 14:28:33 2000 Nyx wrote post #252:
> I always have to turn brief off when i log on, is there anyway to
> make it so that it stays the way i leave it? I like being able to
> read everything and it is sorta annoying having to always turn it
> off. Just a thought. Thanks.
> Nyx

brief automatically gets set to on whenever you follow your leader
in a party. Afaik, you can't do a thing about it other than writing
a connection trig that does 'brief off' automatically

-Apathy

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

poster: Apathy
subject: >>New Monster
date: Mon Feb 14 15:13:54 2000

On Mon Feb 14 01:46:29 2000 Nyx wrote post #247:
> On Sun Feb 13 16:49:53 2000 Hoot wrote post #244:
> > Imho, there should be a monster that is head and shoulders abouve the 
> > other monsters. I would have it be a Red dragon, just because that
> > is the name of the mud. Maybe it could be like the King Red Dragon 
> > and be worth 3+megs. Of course it would be almost impossible to
> > kill, but it could carry some superfly eq,(maybe a dragonsuit, could 
> > take up all slots but be like the perfect fig eq, or something). I just
> > figured that the name of the mud is RedDragon, so maybe there should
> > be a monster to represent the epitome of dificulty in a mob. thanks
> > -hoot
> I thought we did and her name was Tiamat.....
> Nyx

Tiamat is polychromatic, not red.
We do have Chara, though, so maybe she should be upped... ;)

-Apathy

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

poster: Astarte
subject: >Valentines
date: Mon Feb 14 19:06:24 2000

On Mon Feb 14 01:49:59 2000 Nyx wrote post #248:
> We have no Valentines emotes.....I feel so empty.....:P
> Nyx who gives everyone a Valentine....you open it up, read it, and
> find your self turning beet red. You didn't know she was that
> naughty!
> 


Oh my god, just use your fantasy and use emoteto or emote.
I know these aren't perfect, but at least it's something.

2nd idea: for all those emote whines...

As far as I know emotes can be attached quite easy to the LIMA lib
How about handing out a help file for the $ commands and letting

people alias their own emotes? You can still set a @ in front of those
to avoid abusage.
Might be worth thinking of and it might stop these "I want the xy emote"
requests, too.

A.

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

poster: Energystar
subject: >Brief Mode
date: Mon Feb 14 20:28:10 2000

On Mon Feb 14 14:28:33 2000 Nyx wrote post #252:
> I always have to turn brief off when i log on, is there anyway to
> make it so that it stays the way i leave it? I like being able to
> read everything and it is sorta annoying having to always turn it
> off. Just a thought. Thanks.
> Nyx
Brief should stay on/off, however you set it.
But it always automatically switches to on when you join a party.
That may be your problem.

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

poster: Kazulanth
subject: start locations
date: Tue Feb 15 10:38:48 2000

It would be great if a castle owner could find out who was set to
start in a given room.

--Kaz

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

poster: Alisha
subject: Area
date: Tue Feb 15 17:04:10 2000

An area for people like me. :P

-- LIshie
The Weak, Sad, and Pitiful

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

poster: Cypros
subject: >>New Monster
date: Tue Feb 15 19:27:48 2000

this is actually a follow up to the previouse message.  
the red dragon is MY idea =)  i think that it only makes sense that
we should have A red dragon.  he is big, meen, eats newbies for
breakfast! 
i even have a whole area designed for him.  it we do need him
though, that is the real point.
thanks
cypros

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

poster: Cypros
subject: >>>New Monster
date: Tue Feb 15 19:32:34 2000

i lied, it isn't a follow up on previouse message, my bad

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

poster: Dram
subject: cast time
date: Tue Feb 15 19:34:48 2000

Since there is the success_rate command now that tells failures and
whatnot. I think that spells and skills should have a lower casting
time the longer and more successful you are with them. Even if it
was to lower it a round or so.

Or the other way to do with would to have new people using the spell
start out with a slight casting time disadvantage and work up to a
slight advantage through time.
Or the other way to do with would to have new people using the spell
start out with a slight casting time disadvantage and work up to a
slight advantage through time.
Just a thought and sorry for double enter.
Dram

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

poster: Smee
subject: >>>>New Monster
date: Tue Feb 15 19:35:24 2000

On Tue Feb 15 19:32:34 2000 Cypros wrote post #260:
> i lied, it isn't a follow up on previouse message, my bad
We've got lots of red dragons, and there's an eq monsie who is a
huge red dragon (chara). Then we've got huge mult-colored dragon
(Tiamat).

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

poster: Cypros
subject: >>>>>New Monster
date: Tue Feb 15 19:38:45 2000

but we don't have THE Red Dragon.  besides, the area i have in mind
would add charictore to the other wise dull area of south central
red dragon island. (lol south central)
plus it could have kewl %^BOLD%^%^RED%^Red Dragon%^RESET%^ eq
cypros

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

poster: Wildchild
subject: >>>>>>New Monster
date: Tue Feb 15 20:54:36 2000

On Tue Feb 15 19:38:45 2000 Cypros wrote post #263:
> but we don't have THE Red Dragon.  besides, the area i have in mind
> would add charictore to the other wise dull area of south central
> red dragon island. (lol south central)
> plus it could have kewl %^BOLD%^%^RED%^Red Dragon%^RESET%^ eq
> cypros

Well, we have Chara, as has been stated TWICE now. We have Tiamat,
which, altho not a red dragon, she is like the second largest monsie
in the game exp-wise.

As for "south central" Red Dragon Island, I can think of one island
off the top of my head that deserves any new area it can get for a
long while.

Besides, there's no reason that any single dragon should be
larger/more powerful than a goddess like Tiamat.

-WildChild

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

poster: Quillz
subject: Ebay ?
date: Tue Feb 15 21:34:46 2000

if ya can sell kidneys over ebay, why not be able to sell sear eq or
sumpin? :>)
Q

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

poster: Wildchild
subject: >Ebay ?
date: Tue Feb 15 21:45:32 2000

On Tue Feb 15 21:34:46 2000 Quillz wrote post #265:
> if ya can sell kidneys over ebay, why not be able to sell sear eq or
> sumpin? :>)
> Q

Umm, because it's illegal? Against mud rules? against mudlib rules?
Basically, the people that created the lima give it away, ie, you
can't go trying to make a profit off it.

-WildChild

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

poster: Nyx
subject: Emotes
date: Wed Feb 16 01:33:31 2000

Just to set it straight, I do have emotes aliased, not hard...and I
was now whining for any. The wizards are busy, they have things to
do, The only reason I put my ideas up, and my suggestions is because
I seen wizards say they were bored and want something to do. And I
figured that is the same reason everyone else does it. So I am not
trying to sound bitchy (I probably am though cause i am in a pissy
mood) but I don't whine, if I were whining, it would sound more like
this post. But this is more to say that i don't think ,after having
read many emote post, that anyone was whining for an emote, they
were suggesting. Just my two bitchy cents.
Nyx

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

poster: Warchief
subject: >>>>>>New Monster
date: Wed Feb 16 14:37:42 2000

On Tue Feb 15 19:38:45 2000 Cypros wrote post #263:
> but we don't have THE Red Dragon.  besides, the area i have in mind
> would add charictore to the other wise dull area of south central
> red dragon island. (lol south central)
> plus it could have kewl %^BOLD%^%^RED%^Red Dragon%^RESET%^ eq
> cypros

The way I always saw the title was not of a story about players
killing a huge red dragon, but a story about a city of people (Red
Dragon City).  I mean, that's what a mud is right?  A neverending
story? ;)

-Chief

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

poster: Myrddin
subject: tiger claw
date: Wed Feb 16 19:54:51 2000

i think a good solution to the complaints about tiger claw would be
the completeion of the dragon guild i know that there are many
guilds in the process of being done with the starting of animist but
i think it is only fair to finish a guild tree before starting work
on another as a result i think that dragon guild would be a good
guild to do more damage since that is apparently what that is what
ma needs more of i am sorry that once again this is a run on
sentance but hey at least i use spaces
myrddin the newbie ma whos kung fu is getting better

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

poster: Hoot
subject: command
date: Wed Feb 16 20:43:31 2000

I think there should be a invite all command to invite everyone in a room
into your party. would save much time and effort on typing. thanks

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

poster: Tektor
subject: Omicron Guild
date: Thu Feb 17 14:06:02 2000

think %^BOLD%^%^CYAN%^Tick!%^RESET%^

Called Holy Angel, you have to be maxxed in Avatar, and Exorcist.
Lots of Healing Spells, and a gather mana skills that allows the
healer to gater some mana :)

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

poster: Apathy
subject: revive companions
date: Thu Feb 17 16:24:52 2000

Can it be made so that revive companions causes level loss and such
a bit less frequently? The spell is great for eq, but so many people
are so afraid of losing levels on this mud that everybody in the
party whines about it and we end up having to cast revive dead on
each individual member anyway, so the spell doesn't really see much
use.

-Apathy

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

poster: Apathy
subject: >revive companions
date: Thu Feb 17 16:26:28 2000

On Thu Feb 17 16:24:52 2000 Apathy wrote post #272:
> Can it be made so that revive companions causes level loss and such
> a bit less frequently? The spell is great for eq, but so many people
> are so afraid of losing levels on this mud that everybody in the
> party whines about it and we end up having to cast revive dead on
> each individual member anyway, so the spell doesn't really see much
> use.
> 
> -Apathy

Alternatively, I wouldn't reject the idea of a party remove scar spell.

-Apathy

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

poster: Sigwald
subject: >tiger claw
date: Thu Feb 17 16:50:15 2000

On Wed Feb 16 19:54:51 2000 Myrddin wrote post #269:
> i think a good solution to the complaints about tiger claw would be
> the completeion of the dragon guild i know that there are many
> guilds in the process of being done with the starting of animist but
> i think it is only fair to finish a guild tree before starting work
> on another as a result i think that dragon guild would be a good
> guild to do more damage since that is apparently what that is what
> ma needs more of i am sorry that once again this is a run on
> sentance but hey at least i use spaces
> myrddin the newbie ma whos kung fu is getting better

Being worked upon...

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

poster: Myrddin
subject: >>tiger claw
date: Thu Feb 17 16:51:16 2000

On Thu Feb 17 16:50:15 2000 Sigwald wrote post #274:
> On Wed Feb 16 19:54:51 2000 Myrddin wrote post #269:
> > i think a good solution to the complaints about tiger claw would be
> > the completeion of the dragon guild i know that there are many
> > guilds in the process of being done with the starting of animist but
> > i think it is only fair to finish a guild tree before starting work
> > on another as a result i think that dragon guild would be a good
> > guild to do more damage since that is apparently what that is what
> > ma needs more of i am sorry that once again this is a run on
> > sentance but hey at least i use spaces
> > myrddin the newbie ma whos kung fu is getting better
> 
> Being worked upon...
yeah yeah cool 

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

poster: Regan
subject: Race leadership
date: Thu Feb 17 19:14:27 2000

There should be a time limit for when someone is a race leader. It
is not cool for someone to log on. become race leader. then not play
again for 2 months. 

-Just a thought
Regan

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

poster: Zifnab
subject: >Race leadership
date: Thu Feb 17 19:22:46 2000

On Thu Feb 17 19:14:27 2000 Regan wrote post #276:
> There should be a time limit for when someone is a race leader. It
> is not cool for someone to log on. become race leader. then not play
> again for 2 months. 
> 
> -Just a thought
> Regan
hmm i am almost postive that i put that in last time i 
made cahnges to the race stuff i.e. the sign in the clahh hall etc, 
it should check that when a person tries to take the leadership of that race.

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

poster: Regan
subject: >>Race leadership
date: Thu Feb 17 19:24:40 2000

On Thu Feb 17 19:22:46 2000 Zifnab wrote post #277:
> On Thu Feb 17 19:14:27 2000 Regan wrote post #276:
> > There should be a time limit for when someone is a race leader. It
> > is not cool for someone to log on. become race leader. then not play
> > again for 2 months. 
> > 
> > -Just a thought
> > Regan
> hmm i am almost postive that i put that in last time i 
> made cahnges to the race stuff i.e. the sign in the clahh hall etc, 
> it should check that when a person tries to take the leadership of that
race.

How do you mean it should check that?.... I don't know how that
wouldwork, seems like when they go to become leader they would not
be inactive any longer.. just need a little more explaining:)

Thanks
-Regan

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

poster: Fox
subject: MA Tune
date: Thu Feb 17 19:31:50 2000

Martial Artist's have been tuned to a low degree of terrible for
taking damage and dealing damage as well.
It would be better to atleast give martial artist's back their
strength and controlling of damage being delt to the Martial
Artist.
It's just a thought that should be taken into account.
Fox

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

poster: Zifnab
subject: >>>Race leadership
date: Thu Feb 17 19:37:14 2000

On Thu Feb 17 19:24:40 2000 Regan wrote post #278:
> On Thu Feb 17 19:22:46 2000 Zifnab wrote post #277:
> > On Thu Feb 17 19:14:27 2000 Regan wrote post #276:
> > > There should be a time limit for when someone is a race leader. It
> > > is not cool for someone to log on. become race leader. then not play
> > > again for 2 months. 
> > > 
> > > -Just a thought
> > > Regan
> > hmm i am almost postive that i put that in last time i 
> > made cahnges to the race stuff i.e. the sign in the clahh hall etc, 
> > it should check that when a person tries to take the leadership of that
> race.
> 
> How do you mean it should check that?.... I don't know how that
> wouldwork, seems like when they go to become leader they would not
> be inactive any longer.. just need a little more explaining:)
> 
> Thanks
> -Regan
not the person that is currently the leader, another person
that woudl like the leadership.

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

poster: Zifnab
subject: >>>>Race leadership
date: Thu Feb 17 19:39:18 2000

On Thu Feb 17 19:37:14 2000 Zifnab wrote post #280:
> On Thu Feb 17 19:24:40 2000 Regan wrote post #278:
> > On Thu Feb 17 19:22:46 2000 Zifnab wrote post #277:
> > > On Thu Feb 17 19:14:27 2000 Regan wrote post #276:
> > > > There should be a time limit for when someone is a race leader. It
> > > > is not cool for someone to log on. become race leader. then not play
> > > > again for 2 months. 
> > > > 
> > > > -Just a thought
> > > > Regan
> > > hmm i am almost postive that i put that in last time i 
> > > made cahnges to the race stuff i.e. the sign in the clahh hall etc, 
> > > it should check that when a person tries to take the leadership of that
> > race.
> > 
> > How do you mean it should check that?.... I don't know how that
> > wouldwork, seems like when they go to become leader they would not
> > be inactive any longer.. just need a little more explaining:)
> > 
> > Thanks
> > -Regan
> not the person that is currently the leader, another person
> that woudl like the leadership.
actually i lied, i thought about adding it, and left myself a 
note to do that, its pretty simple, i should be able to add it
in a few days.

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

poster: Quillz
subject: prayer for mankind
date: Fri Feb 18 00:01:26 2000

just curious if it would be possible to have the haim not affect
those you choose it not to
ie ppl you are ignoring
Q

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

poster: Samael
subject: >prayer for mankind
date: Fri Feb 18 04:07:28 2000

On Fri Feb 18 00:01:26 2000 Quillz wrote post #282:
> just curious if it would be possible to have the haim not affect
> those you choose it not to
> ie ppl you are ignoring
> Q

Sure, I bet the Gods of justice and healing just love mature
prayers like "I pray for everyones salvation, oh except Blahs
blahs and blahs"


Sam

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

poster: Jaws
subject: success_rate
date: Fri Feb 18 09:31:24 2000

when you dont have skills to report success on dont list the headers
and prob vica versa

Jaws
TF

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

poster: Jaws
subject: newb/lowb/highb
date: Fri Feb 18 09:33:05 2000

TT
An idea I saw elsewhere

Give highbies a bonus of some kind if they party with 
people lower level than them.

It would have to be limited to some extend to prevent abuse, but
this would maybe help smooth some of 
TI
the problems with highbies even wanting to help lower level people out


Jaws

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

poster: Hierokliff
subject: combat silent on
date: Fri Feb 18 11:20:09 2000

Would rock if this didnt remove skill/spell messages...
since they are toggleable anyway..
//Hierokliff

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

poster: Apathy
subject: >newb/lowb/highb
date: Fri Feb 18 13:39:39 2000

On Fri Feb 18 09:33:05 2000 Jaws wrote post #285:
> TT
> An idea I saw elsewhere
> 
> Give highbies a bonus of some kind if they party with 
> people lower level than them.
> 
> It would have to be limited to some extend to prevent abuse, but
> this would maybe help smooth some of 
> TI
> the problems with highbies even wanting to help lower level people out
> 
> 
> Jaws

Why do the highbies have to help out the lowbies? Imho, lowbies
should party with each other and get their worth the same way the
highbies did.

-Apathy

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

poster: Jaws
subject: :)
date: Fri Feb 18 14:18:50 2000

Did not say they had to... but given recent
complaints about such things, thouhgt it might be a cool idea

and like all cool ideas I wanted to sahre

share even

Jaws

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

poster: Warchief
subject: Tuner
date: Fri Feb 18 14:38:15 2000

I was just thinking about the exp tuner, and I was thinking that it
would be cool, and maybe even more realistic if the tuner affected
individual people instead of the whole mud.  Like if a party has
slaughtered some guys 10 minutes ago, then someone completely
different comes in, the monsies wouldn't be tuned down for them. 
It's kind of realistic because the point behind gaining experience
is like you are learning from the monster (hence, becoming
experienced), and the tuner shows that the more you kill a monster,
the less you can learn from it.  But someone else killing a monster
shouldn't affect someone else's learning capabilities.  Now, I'm not
a coder, so I don't know if this would take a lot of code to do or
not, it's just an idea.  Also, I don't know how it would affect
parties if a member or 2 had been killing them before.
Just a thought

-Chief

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

poster: Myrddin
subject: >Tuner
date: Fri Feb 18 15:09:08 2000

On Fri Feb 18 14:38:15 2000 Warchief wrote post #289:
> I was just thinking about the exp tuner, and I was thinking that it
> would be cool, and maybe even more realistic if the tuner affected
> individual people instead of the whole mud.  Like if a party has
> slaughtered some guys 10 minutes ago, then someone completely
> different comes in, the monsies wouldn't be tuned down for them. 
> It's kind of realistic because the point behind gaining experience
> is like you are learning from the monster (hence, becoming
> experienced), and the tuner shows that the more you kill a monster,
> the less you can learn from it.  But someone else killing a monster
> shouldn't affect someone else's learning capabilities.  Now, I'm not
> a coder, so I don't know if this would take a lot of code to do or
> not, it's just an idea.  Also, I don't know how it would affect
> parties if a member or 2 had been killing them before.
> Just a thought
> 
> -Chief
that would be cool if the effects lasted alot longer like if you
killed all the birds one day and the next day you went back to kill
the birds and so on for like a week by then end of the week you
should not be getting very much from the birds and therfore have to
go other places but then make it like after a fortnight or such it
reset so that every thing in the mud doesnt get tuned to you ok
another run on senctance i know but hey what can i do
myrddin

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

poster: Kalon
subject: guards
date: Fri Feb 18 15:10:59 2000

It would be nice if castle guards could block the out exit?
after all they're already in your castle..

Kalon

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

poster: Quillz
subject: >Tuner
date: Fri Feb 18 15:46:21 2000

On Fri Feb 18 14:38:15 2000 Warchief wrote post #289:
> I was just thinking about the exp tuner, and I was thinking that it
> would be cool, and maybe even more realistic if the tuner affected
> individual people instead of the whole mud.  Like if a party has
> slaughtered some guys 10 minutes ago, then someone completely
> different comes in, the monsies wouldn't be tuned down for them. 
> It's kind of realistic because the point behind gaining experience
> is like you are learning from the monster (hence, becoming
> experienced), and the tuner shows that the more you kill a monster,
> the less you can learn from it.  But someone else killing a monster
> shouldn't affect someone else's learning capabilities.  Now, I'm not
> a coder, so I don't know if this would take a lot of code to do or
> not, it's just an idea.  Also, I don't know how it would affect
> parties if a member or 2 had been killing them before.
> Just a thought
> 
> -Chief
think %^RED%^I %^BLUE%^Tic%^RED%^ked%^CYAN%^!!!%^RESET%^
Helluva idea. Y didnt i think of that?
 :>)
Q

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

poster: Alisha
subject: Ezaw, High Priest of Gaia
date: Fri Feb 18 17:06:20 2000

Ezaw, High Priest of Gaia
Eyes soft and dim from age, Ezaw is a calm elderly fellow. His
wrinkled hands deftly move back and forth, casting the spells he has
learned from his years studying the druidic ways. His thin lips
curve into a warm smile as he prepares his new apprentices for their
lifelong journey of praising Gaia and her motherly ways.


Just a cute desc. You like?

-- Alisha

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

poster: Golte
subject: >Tuner
date: Fri Feb 18 17:18:38 2000

On Fri Feb 18 14:38:15 2000 Warchief wrote post #289:
> I was just thinking about the exp tuner, and I was thinking that it
> would be cool, and maybe even more realistic if the tuner affected
> individual people instead of the whole mud.  Like if a party has
> slaughtered some guys 10 minutes ago, then someone completely
> different comes in, the monsies wouldn't be tuned down for them. 
> It's kind of realistic because the point behind gaining experience
> is like you are learning from the monster (hence, becoming
> experienced), and the tuner shows that the more you kill a monster,
> the less you can learn from it.  But someone else killing a monster
> shouldn't affect someone else's learning capabilities.  Now, I'm not
> a coder, so I don't know if this would take a lot of code to do or
> not, it's just an idea.  Also, I don't know how it would affect
> parties if a member or 2 had been killing them before.
> Just a thought
> 
> -Chief

Even they who dont know how to code can give some more ideas, 
to make this clearer. For instance if a fighter and healer kills sidhes
for quite a while, then invite a blaster that haven't been at sidhes
for long, 
should the blaster get much better exp than the other two? Or should the 
whole party gain better on the monsters that the blaster finished than on
the monster the fighter finished?

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

poster: Mixer
subject: >Tuner
date: Fri Feb 18 17:48:30 2000

On Fri Feb 18 14:38:15 2000 Warchief wrote post #289:
> I was just thinking about the exp tuner, and I was thinking that it
> would be cool, and maybe even more realistic if the tuner affected
> individual people instead of the whole mud.  Like if a party has
> slaughtered some guys 10 minutes ago, then someone completely
> different comes in, the monsies wouldn't be tuned down for them. 
> It's kind of realistic because the point behind gaining experience
> is like you are learning from the monster (hence, becoming
> experienced), and the tuner shows that the more you kill a monster,
> the less you can learn from it.  But someone else killing a monster
> shouldn't affect someone else's learning capabilities.  Now, I'm not
> a coder, so I don't know if this would take a lot of code to do or
> not, it's just an idea.  Also, I don't know how it would affect
> parties if a member or 2 had been killing them before.
> Just a thought
> 
> -Chief
You know what, I'd actually like to see the tuner work in a
different way.  Like if you continually kill a monsie with the
same methods then its going to evolve to be tougher.
It would just build up resistances to what you use until 
its immune almost to your dtype.  Or it just keeps
developing nasty stuff but doesn't get any more worth :)

Aren't you all lucky I'm not an admin :P
Mix.

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

poster: Cloud
subject: >>Tuner
date: Fri Feb 18 19:17:17 2000

On Fri Feb 18 17:18:38 2000 Golte wrote post #294:
> On Fri Feb 18 14:38:15 2000 Warchief wrote post #289:
> > I was just thinking about the exp tuner, and I was thinking that it
> > would be cool, and maybe even more realistic if the tuner affected
> > individual people instead of the whole mud.  Like if a party has
> > slaughtered some guys 10 minutes ago, then someone completely
> > different comes in, the monsies wouldn't be tuned down for them. 
> > It's kind of realistic because the point behind gaining experience
> > is like you are learning from the monster (hence, becoming
> > experienced), and the tuner shows that the more you kill a monster,
> > the less you can learn from it.  But someone else killing a monster
> > shouldn't affect someone else's learning capabilities.  Now, I'm not
> > a coder, so I don't know if this would take a lot of code to do or
> > not, it's just an idea.  Also, I don't know how it would affect
> > parties if a member or 2 had been killing them before.
> > Just a thought
> > 
> > -Chief
> 
> Even they who dont know how to code can give some more ideas, 
> to make this clearer. For instance if a fighter and healer kills sidhes
> for quite a while, then invite a blaster that haven't been at sidhes
> for long, 
> should the blaster get much better exp than the other two? Or should the 
> whole party gain better on the monsters that the blaster finished than on
> the monster the fighter finished?
i have suggested this before, however i was told it would be difuclt to code.
Cloud

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

poster: Apathy
subject: party watch
date: Sat Feb 19 13:16:41 2000

Would it be possible to have multiple party watch spaces at once?
As a healer, I often need to keep track of both the hps and eps of
my tank at the same time, so it would help.

-Apathy

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

poster: Tektor
subject: Parties
date: Sat Feb 19 13:18:04 2000

I like Snoops idea about getting a better rate in a party than
soloing alone. You could have it take like 4-5% of the monsters
worth and add it to the xp you get from killing the monster, that
way it makes your rate better than if you were soloing. So like lets
say you kill a monster worth 100k, the party bonus if it was 5%
would make the monster 105k (i think, not good with math). Just a
thought.

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

poster: Wildchild
subject: >Parties
date: Sat Feb 19 13:38:34 2000

On Sat Feb 19 13:18:04 2000 Tektor wrote post #298:
> I like Snoops idea about getting a better rate in a party than
> soloing alone. You could have it take like 4-5% of the monsters
> worth and add it to the xp you get from killing the monster, that
> way it makes your rate better than if you were soloing. So like lets
> say you kill a monster worth 100k, the party bonus if it was 5%
> would make the monster 105k (i think, not good with math). Just a
> thought.

If you didn't realize this (since the old msg for it was removed
awhile ago), parties can get up to a 10k bonus in exp on their
kills, depending on the size of the creature they kill. Any
half-decent party will get this 10k bonus every kill.

Atleast, afaik, this is still in the game.

-WildChild

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

poster: Regan
subject: >>Parties
date: Sat Feb 19 13:40:13 2000

On Sat Feb 19 13:38:34 2000 Wildchild wrote post #299:
> On Sat Feb 19 13:18:04 2000 Tektor wrote post #298:
> > I like Snoops idea about getting a better rate in a party than
> > soloing alone. You could have it take like 4-5% of the monsters
> > worth and add it to the xp you get from killing the monster, that
> > way it makes your rate better than if you were soloing. So like lets
> > say you kill a monster worth 100k, the party bonus if it was 5%
> > would make the monster 105k (i think, not good with math). Just a
> > thought.
> 
> If you didn't realize this (since the old msg for it was removed
> awhile ago), parties can get up to a 10k bonus in exp on their
> kills, depending on the size of the creature they kill. Any
> half-decent party will get this 10k bonus every kill.
> 
> Atleast, afaik, this is still in the game.
> 
> -WildChild
I thought that it was only a bonus of 1k..?

-Regan

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

poster: Cloud
subject: >>>Parties
date: Sat Feb 19 16:08:06 2000

On Sat Feb 19 13:40:13 2000 Regan wrote post #300:
> On Sat Feb 19 13:38:34 2000 Wildchild wrote post #299:
> > On Sat Feb 19 13:18:04 2000 Tektor wrote post #298:
> > > I like Snoops idea about getting a better rate in a party than
> > > soloing alone. You could have it take like 4-5% of the monsters
> > > worth and add it to the xp you get from killing the monster, that
> > > way it makes your rate better than if you were soloing. So like lets
> > > say you kill a monster worth 100k, the party bonus if it was 5%
> > > would make the monster 105k (i think, not good with math). Just a
> > > thought.
> > 
> > If you didn't realize this (since the old msg for it was removed
> > awhile ago), parties can get up to a 10k bonus in exp on their
> > kills, depending on the size of the creature they kill. Any
> > half-decent party will get this 10k bonus every kill.
> > 
> > Atleast, afaik, this is still in the game.
> > 
> > -WildChild
> I thought that it was only a bonus of 1k..?
> 
> -Regan
nods, it is:)
Cloud

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

poster: Alisha
subject: Trophy Cases
date: Sun Feb 20 01:15:42 2000

Make them moveable. :( Please?

-- Lishie

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

poster: Trancemaster
subject: >Parties
date: Sun Feb 20 01:37:33 2000

On Sat Feb 19 13:18:04 2000 Tektor wrote post #298:
> I like Snoops idea about getting a better rate in a party than
> soloing alone. You could have it take like 4-5% of the monsters
> worth and add it to the xp you get from killing the monster, that
> way it makes your rate better than if you were soloing. So like lets
> say you kill a monster worth 100k, the party bonus if it was 5%
> would make the monster 105k (i think, not good with math). Just a
> thought.
thatd be too easy to cheat on.
I quite often solo in a party (funnily enough, named solo) and I
know many others do too, but this would then give those players an
extra 5% when they arent really partying
really, i should take this chance to say that xp isnt easy to get
for people with my worth/level, but who ever said we want it to be
easy? what would be the point if we could all lvl and train like
crazy?
and one things for sure, the highbies dont need a better rate, if
anything, this tune thing is good so that it makes it harder for
those people who are higher levels.
I can see im going to get flamed for this, but i think the tuner
rocks, it gives those of higher worth more incentive to fight at
different places, which was the whole point, i think.
if you think you dont get enough xp, either solo or in a party, then
either 1) go pick on bigger monsies, or 2) get into a more efficient
party.
I dont know about other people, but quite often i get a better solo
rate than I do when im partying, but youve never heard me whining
about it, nor do i whine about how crappy my solo rate is.
personally, I party for the fun and company, not for the xp, that to
me is a bonus.
your hanging with friends, and if you arent happy without a rate at
all, youll never be happy with a rate, whether its a good one or
not.

just my two cents.

%^BOLD%^%^BLUE%^Trance%^RESET%^


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

poster: Apathy
subject: >>Parties
date: Sun Feb 20 08:23:02 2000

On Sun Feb 20 01:37:33 2000 Trancemaster wrote post #303:
> On Sat Feb 19 13:18:04 2000 Tektor wrote post #298:
> > I like Snoops idea about getting a better rate in a party than
> > soloing alone. You could have it take like 4-5% of the monsters
> > worth and add it to the xp you get from killing the monster, that
> > way it makes your rate better than if you were soloing. So like lets
> > say you kill a monster worth 100k, the party bonus if it was 5%
> > would make the monster 105k (i think, not good with math). Just a
> > thought.
> thatd be too easy to cheat on.
> I quite often solo in a party (funnily enough, named solo) and I
> know many others do too, but this would then give those players an
> extra 5% when they arent really partying
> really, i should take this chance to say that xp isnt easy to get
> for people with my worth/level, but who ever said we want it to be
> easy? what would be the point if we could all lvl and train like
> crazy?
> and one things for sure, the highbies dont need a better rate, if
> anything, this tune thing is good so that it makes it harder for
> those people who are higher levels.
> I can see im going to get flamed for this, but i think the tuner
> rocks, it gives those of higher worth more incentive to fight at
> different places, which was the whole point, i think.
> if you think you dont get enough xp, either solo or in a party, then
> either 1) go pick on bigger monsies, or 2) get into a more efficient
> party.
> I dont know about other people, but quite often i get a better solo
> rate than I do when im partying, but youve never heard me whining
> about it, nor do i whine about how crappy my solo rate is.
> personally, I party for the fun and company, not for the xp, that to
> me is a bonus.
> your hanging with friends, and if you arent happy without a rate at
> all, youll never be happy with a rate, whether its a good one or
> not.
> 
> just my two cents.
> 
> %^BOLD%^%^BLUE%^Trance%^RESET%^
> 

The exp bonus that's already in place only works when you have more
than one person in the party and all members are in the same room.
Tektor's idea would be no more than a matter of increasing the size
of the bonus, so it wouldn't help soloing highbies at all.

-Apathy

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

poster: Jaws
subject: party xp
date: Sun Feb 20 10:01:01 2000

Trance - if you get a better solo rate, than party.  Maybe you
have been in the wrong party.   As most know I
am a Party - a - holic :).  Lately since I went
TI
evoker I can now get a 3-4k rate by myself but its not
easy and if nothing else boring.  I have been in many 
parties where I have gotten 5k-10k rate.  This is not
TI
the norm but can happen with right team.  Also with all the
diversity and different abilites in the game I think
the creators want us to party together, party of the going
TT
thing for the mud. You have healers, abjurers, fighters, evokers, elementals
so many different.  All with abilities that are minimal alone
but bring them all together and u can whip some major ass

I personally do not need more incentive for partying, but
TI
some people do.  So I am all in favor of raising the xp
bonus on a party.

Jaws

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

poster: Kelyr
subject: New spell/skill ideas.
date: Sun Feb 20 10:55:51 2000

Calming, Avatar, 300sps, Through intensive studys of emotion. A
Avatar can render a aggresive opponent unhostile.
Holy Weapon, Exorcist, 200 sps, Calling upon the Gods, a exorcist
can channel thier energy into any weaponing, making the weapon do
more damage to the undead. (Note: Clerics do not have to wield the
weapon, IE: they can bless ally friends weapons)
Dancing Blade, Bannerman, 200 sps 100 eps, Masters of air and
vibration, a bannerman can sing to a weapon, and have it float in
the air, following the caster. When the bannerman goes into battle,
the weapon will fight alongside the Bannerman, striking the vicious
oppenent with the bannermans skill. (Basically like a third hand,
helps bards solo.) When the duration is up, the caster snatches the
weapon out of mid air.
;
Blur, Sorcerer, 300 sps, Masters of illusions and manipulation, a
sorcerer can cause thier illusion to blur, causing the opponent to
see two sorcerers. (basically gives sorcerers avoided hits cause the
monster doesn't really know which sorcerer is which)
Barrier, Masters of energy, 500 sps, An abjurer can someone his
power, to create a powerful barrier surrounding his party,
protecting them from minor damage. Since such a spell requires such
intensive concentration, if the party runs the spell is broken.
Well those are just some spell/skill ideas. I have tons more ideas,
so stay tuned!

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

poster: Kelyr
subject: New area
date: Sun Feb 20 11:00:46 2000

Was thinking maybe we could have a area where you have to be able to
fly. Phoenix's since they have wings can enter freely. Spell idea
could be that one of the professions get a spell like Wings of faith
(cleric). Which lets someone fly around, hence they can enter the
area. Could be a heaven type area, with arch angels and stuff. Good
for all those harmers out there who want thier good monsters.

We can already go to hell and kill Satan, maybe you could go to
heaven and challenge your powers against the Gods? (shrug) Just a
type of area that would be neat, use your imaginations 8)
Kelyr (PS:Sorry about the spell/skill post. had a few problems with
the format of it!)

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

poster: Tektor
subject: Parties
date: Sun Feb 20 11:14:14 2000

think %^BOLD%^%^BLUE%^Full Sps!!!%^RESET%^
think %^BOLD%^%^MAGENTA%^Tock!%^RESET%^
There is already a 1k bonus we just dont see it anymore, The whole
idea Trance, is basically the same thing as the 1k bonus but have it
based upon the monsters worth, and if you think about it at 5% a
100k monster only gives you an extra 5k bonus its not as much as you
think. As i said it was just an idea, and if your doing better on
soloing obviously you don't know how to party. For those of you who
dont know this Healers more or less rely on parties for there xp,
yes the can solo once they
get to Avatar or Exorcist, but their rate would still be better in a
party if you know how to party.

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

poster: Kelyr
subject: Talisman magic
date: Sun Feb 20 11:26:53 2000

Alright, last post today (I promise!) was thinking about the
Talisman magic guild. Figured I might share some ideas, since
Witch's don't really have any high damage spells.

Create Magical Talisman, through a few incantations, a witch can
summon a magical talisman needed to use talisman magics. (worn on
neck)

Charge Talisman, Charges the witches Talisman, needed for Talisman magic.

think %^BOLD%^BLUE%^  Tick! %^RESET%^
Steal powers, Through intensive studys, a witch can steal his/her
opponents spells, and trap the spell within his/her magical
talisman. Note: A charged talisman is necessary to absorb the
powers.

Multiply powers, Manipulating the power of the talisman, a witch can
multiply the number of charges in his/her talisman for further
usage. (maximum of 25 charges in a amulet.)

Talisman blast, By calling upon his/her powers, the talisman user
can release a charge of his talisman. And blasts his target with the
spell trapped within the talisman.

Cleanse Talisman, like ripping the strands off a rug. The witch can
rip apart the magical pattern in his/her talisman. Removing the
spell inside the talisman.

Know talisman, mastery skill, a Witch who knows thier talisman, is
able to be even more powerful with it. Making spells used through it
even more powerful then the original cast.

Summon black cat, (wasn't sure where this could go) Calling upon
thier deitys, a witch can call a black cat to thier aid. Although
the black cat doesn't attack, it can help, and inspire the witch for
when they charge thier broom/crystal ball/talisman/cauldron.

Eyes of the black cat, a witch can control thier black cat, telling
it to go in diffrent directions. There the witch can direct it to
cross thier opponents path, cursing the opponent with any of the
witches curses.

Alrightie thats the extent of my knowledge today. But stay tuned, ye
never know what I may think of next. Also, this guild would need to
be a high guild. Since curses/seers/witch need to be maxed to use
these spells.

Ohh one last idea, should a area where you need to fly open up...A
witch could cast a spell allowing them to ride thier brooms.
Ohh one last idea, should a area where you need to fly open up...A
witch could cast a spell allowing them to ride thier brooms.
Gah darn sticky keys. Well heres some points to ponder. enjoy!

Kelyr

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

poster: Trancemaster
subject: >party xp
date: Sun Feb 20 22:58:07 2000

On Sun Feb 20 10:01:01 2000 Jaws wrote post #305:
> Trance - if you get a better solo rate, than party.  Maybe you
> have been in the wrong party.   As most know I
> am a Party - a - holic :).  Lately since I went
> TI
> evoker I can now get a 3-4k rate by myself but its not
> easy and if nothing else boring.  I have been in many 
> parties where I have gotten 5k-10k rate.  This is not
> TI
> the norm but can happen with right team.  Also with all the
> diversity and different abilites in the game I think
> the creators want us to party together, party of the going
> TT
> thing for the mud. You have healers, abjurers, fighters, evokers, elementals
> so many different.  All with abilities that are minimal alone
> but bring them all together and u can whip some major ass
> 
> I personally do not need more incentive for partying, but
> TI
> some people do.  So I am all in favor of raising the xp
> bonus on a party.
> 
> Jaws
my point wasnt that i get a low rate, my point was i party for fun,
not xp, and many of the people i know do the same thing.

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

poster: Alisha
subject: Herbalist "Storage"
date: Sun Feb 20 23:28:45 2000

Perhaps make a special thing that herbalists can purchase (for, say,
300k?) that works like a safe, but preserves the herbs they collect.
Not the different color ones, but the edelweis and alga and whatnot.
After a certain amount of time, maybe they could lose some of their
potency and become less likely to have the spell work/be effective.

-- Lishie
((

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

poster: Cazhmere
subject: merging parties
date: Mon Feb 21 11:39:25 2000

   I think it would be helpful if we had a new party command that
would merge 2 parties together. The command would be something to
the effect of party merge foo (as foo would be the parties name).
The party leader would just party merge with the other. It would
save time and save the leader from having to re-invite everyone that
is in the other party, so it would eliminate confusion and also help
make sure everyone gets invited and not forgotten.
   Hopefully I have explained this clearly.

                   ~~*Caz*~~

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

poster: Nyx
subject: Random2
date: Mon Feb 21 15:30:23 2000

Just a silly thought. Isnce we have a channel for music, why not a
channel for random2 where people can share the really funny ones?
Just a quick thought.
Nyx

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

poster: Zifnab
subject: >Random2
date: Mon Feb 21 17:12:45 2000

On Mon Feb 21 15:30:23 2000 Nyx wrote post #314:
> Just a silly thought. Isnce we have a channel for music, why not a
> channel for random2 where people can share the really funny ones?
> Just a quick thought.
> Nyx
I am not sure which music channel you are referring to.. but a guess 
is that it is player made.. feel free to make your own random2 channel
if you wish :)

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

poster: Palenon
subject: Clan Stuff
date: Mon Feb 21 21:57:16 2000

I think a bonus could be a Clan Mail command automatically sending
the mail to all clan members.
This would help to organize things a bit more.
Paltheboredharmerhasgoofyideas

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

poster: Wildchild
subject: >Clan Stuff
date: Mon Feb 21 21:59:13 2000

On Mon Feb 21 21:57:16 2000 Palenon wrote post #316:
> I think a bonus could be a Clan Mail command automatically sending
> the mail to all clan members.
> This would help to organize things a bit more.
> Paltheboredharmerhasgoofyideas

mail clan

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

poster: Palenon
subject: Clan Stuff
date: Mon Feb 21 22:05:47 2000

Regarding my earlier post..
Yes, I am dumb and should have asked more than just two people if
such a command existed.
But now everyone who reads news knows and there will be less idiotic
statements like my earlier one.
Palwhoisfrequentlyandeasilymislead

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

poster: Xphere
subject: Spell Percent
date: Mon Feb 21 23:09:09 2000

I think it would be kinda cool if we could see how much percent of
life was take away by our spells when we blast
Just my two cents
-X

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

poster: Kaos
subject: >>Random2
date: Tue Feb 22 05:35:39 2000

And while the subject is up, how about making a permanent
music channel? :)

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

poster: Jaws
subject: idea
date: Tue Feb 22 17:00:07 2000

hey make the blob actuially move from room to room

Jaws

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

poster: Pedron
subject: party money
date: Tue Feb 22 21:57:02 2000

A command called party money to show how much money a party has
pulled down collectively.
Good for dividing the loot at the end of the party if the tank/leader's been 
getting all from the corpses the whole time.


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

poster: Quillz
subject: >party money
date: Wed Feb 23 10:26:56 2000

On Tue Feb 22 21:57:02 2000 Pedron wrote post #322:
> A command called party money to show how much money a party has
> pulled down collectively.
> Good for dividing the loot at the end of the party if the tank/leader's
been 
> getting all from the corpses the whole time.
> 
Tanks loot because without them, there would be no party. 
Q

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

poster: Phire
subject: >>party money
date: Wed Feb 23 11:24:49 2000

On Wed Feb 23 10:26:56 2000 Quillz wrote post #323:
> On Tue Feb 22 21:57:02 2000 Pedron wrote post #322:
> > A command called party money to show how much money a party has
> > pulled down collectively.
> > Good for dividing the loot at the end of the party if the tank/leader's
> been 
> > getting all from the corpses the whole time.
> > 
> Tanks loot because without them, there would be no party. 
> Q
Then why do some many other people have autoloot trigs and refuse to
share?

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

poster: Mannfred
subject: exp tuner
date: Wed Feb 23 13:34:52 2000

What about just tuning down the exp for the monster for the
individual player or monster.. like kill it 10 times.. its ok 15
times it drops etc.. and just have a log on player/party
to see how many times theyve killed the monster.....
seeing something like ... you killed this monster to much you know
its strategies.. etc. therefore you dont
get as much experience since its just routine etc.
and a log of say 50-100 kills.. so that you can go to another area
and kill other stuph and then come back.
This way one party chain killing dragons.. wouldnt mess up another
party wanting to do it 2 hours after
the first has stopped etc.
Dunno how hard this is to code but.. hey its an idea..
// Mannfred

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

poster: Hierokliff
subject: new guilds
date: Wed Feb 23 15:45:52 2000

High power guilds - Omnicron and above.

        -= Master of arms =-
Fighter omnicron. 
Strike mighty blow
        -1/5% on doublehit, whirlwind attack.
        +1/5% on enhance criticals, stun, stunning blow
Shattering blow
        Has a chance of really hurt the target badly, its a version of
        stunning blow, but has a chance of almost crush all bones in the
        targets body, making him disrupt skills,spells and think twice
        before he starts on a new skill or spell for a while.
Trophy making.
        Can create small thropies over his kills, need the corpse and must
        have been the killer.
Cleaving
        ...as shattering blow, but is for edged weapons.
Attune weapon
        The more the master uses that kind of weapon the better he becames
        with it. Each weapon could be an own 'guild mastery skill', after a 
        while he gets a +WC, +attack-bonus when using that weapon.

        - = High warrior monk =-
Martial artist omnicron
A relious martial artist, where the religion is about martial art.
Weapon skill staff
        Weapon skill for staves/bo weapons.
Weapon Kata.
        This skill makes the monk do a fearsome attack on the target, using 
        both his body and the mighty staff.
Defensive weaving
        For every 10% in martial parry + dodge can the master
        of arms buy 5% in this skill.
        In combat, this skill has an automagically chance of 
        disarming,stunnung the attacker.
Adrenal Defense
        Super dodge.
        Problem is the warrior cant carry much at all.
        For each 1% in carried weight, this skill gets a penalty of 10%
Adrenal spell avoidance
        The monk throws his body into the air and avoids the incoming 
        offensive spells. a lil matrix feeling over the moves :)


        -= Arcist =-
Arcist is a 50 level evoker guild.

        Arcists dont have anything useful in itself, it is a strange guild
        where it has learned the spells of others. For each level it can get 
        a spell from any other spell casting guild (mage guild tree only?).
        The other spell cant be higher level then the arcist guild level/5 
        rounded up so if you have 6 lvls in arcist, you can have 5 lvl 1 
        spells from any other guild, and 1 lvl 2 spells. Since arcists cant
        get the mastery skills it will not be superior to be the primary 
        guild. But then again having 5 lvl 10 spells from any guild is 
        extremly powerful.
//Could be a 10,20 or 30 lvl guild instead.

        -= Mystics =-
Evoker guild that are Masters if disguises, what wouldnt a spy do to 
gain these spells, combined with hide, stealth etc from rogues.
Spells.
Displacement 
        A spell that gives the mystic a 50% chance of avoid hits, spells
        except area spells.
Invisibility
        A none combat spell, if you are in combat this spell drops.
Mirror images
        as the npc spell
Face shift
        Alters the apperance (short desc,name etc of the mystic)
        require a successful study, and change to kind spell.
change to kind
        Alters the race of the mystic.
Unpresence
        The mystic is gone, if you finger him, he is ld/has left the world
        he aint on who etc...together with invis he is very well hidden.
Nondetect
        Hides the mystic for detection skills,spells etc.

Skills.
Study
        Studies a persons face,moves etc so that the mystic can 
        use face shift with the information later.
Conceal spellcasting



//Hierokliff

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

poster: Warchief
subject: MAs
date: Wed Feb 23 17:33:03 2000

I'm trying to think of something very constructive to post here.  At
the moment, MAs seem to be behind all the other guilds.  I know we
shouldn't be able to solo like a blaster or take damage like a tank,
but as far as I know, we are supposed to be able to deal out massive
amount of damage, and this doesn't seem to be the case.  We seem to
get fewer hits than we used to, though the strength of the hits are
the same.  The criticals are fine, just the number of hits.  As to
the post earlier about curing this may be to open the dragon guild,
I don't believe this will help except for when the character reaches
a very high worth.  MAs already seem to take a good bit of worth, so
it would take more to get to the dragon guild just to get this added
power.  I believe that MAs need a small upping of their physical
power, and I believe that an increase in the fists of fury skill
will do this.

-Chief, always well stating his comments

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

poster: Pedron
subject: party money
date: Wed Feb 23 19:28:41 2000

I've been in parties where we take turns tanking or somebody with higher 
carry capacity gets to pickup some of the loot when the tank 
is loaded down but still good to tank.

I'm not suggesting tanks should have to divvy up loot, just want 
the information provided by a party money command 
in case party members decide to split their loot.


-Pedron

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

poster: Hoot
subject: Newbie help
date: Wed Feb 23 19:28:41 2000

hey, i just thought of a cool idea for newbies. it could possibly help
with the spam highbies get from newbies asking to party. i was thinking
that maybe, a newbie(lvl 15-) could get a random piece of unchestable eq
from the baby area. it would be completely random and the piece of eq would be
temporary.. like maybe 1 hour of playing time. To clear up what im saying
is like, if you kill a baby sear, a newbie would have a chance, like
1 in 100 of getting a temporary rhls. the main flaw i see with this idea
is that the newbie would try to sell the eq. maybe if the piece was
flagged temporary 
or something? i dunno. just an idea, im open to criticism. thanks:)
-hoot

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

poster: Tyrell
subject: Food
date: Thu Feb 24 06:59:43 2000

How about instead of having many lines of There are many Roast Beef
sandwiches here.
and other foodstuf. We could have There's enough food here for a
buffet/party/banquet.

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

poster: Sirk
subject: stuns/summary
date: Thu Feb 24 23:52:22 2000

just wondering, in stuns were recently changed for summary stats. I think 
fast talk was overlooked in this matter. It would be nice, since they are 
actually a stun skill, to be counted in this number in the summary sheet.
thanks
Sirk 

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

poster: Zifnab
subject: >stuns/summary
date: Fri Feb 25 02:47:35 2000

On Thu Feb 24 23:52:22 2000 Sirk wrote post #331:
> just wondering, in stuns were recently changed for summary stats. I think 
> fast talk was overlooked in this matter. It would be nice, since they are 
> actually a stun skill, to be counted in this number in the summary sheet.
> thanks
> Sirk 
stuns were changed wrt summary to do the totallying correctly, 
in the _stun_ code itself, not in each individual place where a 
stun can happen, as long as fasttalk is truely a stun, its
being counted.  I will take a look.

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

poster: Tektor
subject: Exploring/Summary
date: Fri Feb 25 10:47:26 2000

I thought it would be kinda neat if in summary you could also see
how many new rooms you have explored.

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

poster: Myrddin
subject: woodsman
date: Fri Feb 25 20:54:42 2000

ok i think i am the first woodsman and let me say i like it alot but
i have one request some of the skills like prepare healing poultice
is a 13 round skill and i have no idea if it is goin or what not
could we please have a skill like essence eye
just so that we know how much longer we have and such i just think
it would be very helpfull thanks
myrddin the woodsman

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

poster: Trigon
subject: Friends
date: Sat Feb 26 18:01:23 2000

I was thinking since there is a tell friends command, why not have a
way to emote to all of your friends?
Like wave friends would do the wave emote to everyone on your
friends list instead of saying bye to all of them or something.  I
dunno.  My little idea.
Trigon

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

poster: Hexus
subject: sacrifice health
date: Sat Feb 26 20:31:57 2000

Sacrifice health still allows you to heal a person at full
health,maybe change that

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

poster: Hexus
subject: Sac health
date: Sat Feb 26 20:37:21 2000

by that i ment when the person your casting it on is at full heal it
still costs yer sps and it works,but they are alreasy full hps.

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

poster: Lasher
subject: whatamidoing
date: Sun Feb 27 10:50:55 2000

'Activity' or 'action' might be decent replacements?

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

poster: Regan
subject: XP
date: Sun Feb 27 20:33:07 2000

OK, i know this is sometimes a problem, and was trying to think of a
way to fix it and a few other ideas popped into my head.

-U know when you are killing something that takes u awhile, and u
have to go to another room to regen.... then someone comes into that
room and kills it while u are regenning. It is very very
frustrating.

-- Was thinking maybe to decide who the xp goes to the mud could
determine who did more damage to the monsi and whoever affected it
the most should get the xp. This led me to start thinking about
parties. and this could also be applied there... i think this might
not be a good thing tho b/c it will hurt newbies... highbie parties
would not help them any, and i think the player base would shift
even further over to mage... b/c they do more damage etc... also
there is the cleric... who does not normally do any damage during a
battle... anyways just some ideas:)

-Regan

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

poster: Phire
subject: >XP
date: Sun Feb 27 20:46:33 2000

On Sun Feb 27 20:33:07 2000 Regan wrote post #339:
> OK, i know this is sometimes a problem, and was trying to think of a
> way to fix it and a few other ideas popped into my head.
> 
> -U know when you are killing something that takes u awhile, and u
> have to go to another room to regen.... then someone comes into that
> room and kills it while u are regenning. It is very very
> frustrating.
> 
> -- Was thinking maybe to decide who the xp goes to the mud could
> determine who did more damage to the monsi and whoever affected it
> the most should get the xp. This led me to start thinking about
> parties. and this could also be applied there... i think this might
> not be a good thing tho b/c it will hurt newbies... highbie parties
> would not help them any, and i think the player base would shift
> even further over to mage... b/c they do more damage etc... also
> there is the cleric... who does not normally do any damage during a
> battle... anyways just some ideas:)
> 
> -Regan
Bog, you made an idea and then complete shot it down all in one post,
good job.

It's not me going insane, it's everyone else, honest

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

poster: Regan
subject: >>XP
date: Sun Feb 27 20:48:06 2000

On Sun Feb 27 20:46:33 2000 Phire wrote post #340:
> On Sun Feb 27 20:33:07 2000 Regan wrote post #339:
> > OK, i know this is sometimes a problem, and was trying to think of a
> > way to fix it and a few other ideas popped into my head.
> > 
> > -U know when you are killing something that takes u awhile, and u
> > have to go to another room to regen.... then someone comes into that
> > room and kills it while u are regenning. It is very very
> > frustrating.
> > 
> > -- Was thinking maybe to decide who the xp goes to the mud could
> > determine who did more damage to the monsi and whoever affected it
> > the most should get the xp. This led me to start thinking about
> > parties. and this could also be applied there... i think this might
> > not be a good thing tho b/c it will hurt newbies... highbie parties
> > would not help them any, and i think the player base would shift
> > even further over to mage... b/c they do more damage etc... also
> > there is the cleric... who does not normally do any damage during a
> > battle... anyways just some ideas:)
> > 
> > -Regan
> Bog, you made an idea and then complete shot it down all in one post,
> good job.
> 
> It's not me going insane, it's everyone else, honest

Heh nods, Well it was an idea, but i did not want to hear all that
from everyone else so i posted it first. If there are ways around
those things i think it could be cool tho;)

-Regan

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

poster: Trancemaster
subject: actions
date: Mon Feb 28 01:52:23 2000

just a small gripe about the actions command, when you are in the
process of using a skill, what about putting a carriage return after
the skill name?
it just looks a bit wierd when i get this message 

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

>

You are currently using the skill kickHp: 424/982 - Sp: 274/274 -
Ep: 300/450 - Exp: 10649 - Next: 6% - Gold: 1950

just a puny little idea, its even easy to code ;p

%^BOLD%^%^BLUE%^Trance%^RESET%^


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

poster: Jordali
subject: Recent sales post
date: Mon Feb 28 11:31:45 2000

On Sun Feb 27 14:28:28 2000 Kazulanth wrote post #94:
> For sale: blue silvery shirt, 15 spr, 5 int, +5 blood magic, torso slot
> Mail me bids
> 
> --Kaz

I'd just like to make a comment on this item, if these stats are correct...
it seems to me, correct me if I'm wrong, that a torso slot item with
and evil priest mastery skill...makes no sense.

For a constructive suggestion, if these stats are correct, maybe the wiz
who coded it could change it to a cloak or something?

-J

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

poster: Wildchild
subject: >Recent sales post
date: Mon Feb 28 14:56:09 2000

On Mon Feb 28 11:31:45 2000 Jordali wrote post #343:
> On Sun Feb 27 14:28:28 2000 Kazulanth wrote post #94:
> > For sale: blue silvery shirt, 15 spr, 5 int, +5 blood magic, torso slot
> > Mail me bids
> > 
> > --Kaz
> 
> I'd just like to make a comment on this item, if these stats are correct...
> it seems to me, correct me if I'm wrong, that a torso slot item with
> and evil priest mastery skill...makes no sense.
> 
> For a constructive suggestion, if these stats are correct, maybe the wiz
> who coded it could change it to a cloak or something?
> 
> -J

It's been discussed with Mannfred, and I believe it was said in
inform that harmer skills were removed from that particular piece of
eq (since it gives a random skill every boot).

-WildChild

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

poster: Jordali
subject: >>Recent sales post
date: Mon Feb 28 14:58:12 2000

This is what the "oh" emote was made for.  Didn't realize it was
liz god eq..

-J

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

poster: Sirk
subject: stealth status
date: Mon Feb 28 17:33:37 2000

hmm just a though, but there is a way to check if you are hiding through the 
score display and thought it would be nice to also be able to check stealth 
status. would be helpful for those of us who forget easily :P
sirk

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

poster: Regan
subject: hmm
date: Tue Feb 29 01:21:56 2000

Ok have been thinking about a few things...

Do monsters have a stat Dex? or just a lvl? If they have the stats
dex, it might be cool of it was compared to the dex of the player.
And initiative could be put into effect. Say a monster has a dex of
40 and a player a dex of 120... the player might get to hit 2 rounds
when the monster is not aloud to hit at all. this will come into
affect for everyone fighting so people with higher dex would get to
hit more often. 

The thing that led me to think of this was thinking about a new beta
guild for mage..( not that there arn't enough) ... Time mage

They could have such spells as.... 
; Haste - greatly increases the targets initiative
 Slow - greatly reduces the targets initiative
 Charm - calms an aggresive monster down
Stun - stuns a monster for a few rounds ... the spell version...
very costy / 5 or 6 round spell

skills such as
time teller - mastery for time mage spells

i dunno, just some ideas that popped in my head at school today
while i was day dreaming... if the thing with dex is not possible
b/c monsters do not have dex... maybe a new stats initiative..? that
is put on score etc...

-Regan

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

poster: Genjuro
subject: Martial Artist
date: Tue Feb 29 01:36:45 2000

I took a look at the new guild and found that it wasn't really what
I thought it was.  My idea is, maybe there could be a way to combine
magic and fighting.  Example:  Use Freeze magic with an attack or
punch, FROSTFISTS.  This would last about a couple of rounds just
like a magic spell then disappear.  Of course you'd have to study up
on the magic guilds to gain the magic skills also.  If you've ever
seen Chinese movies you'd understand what mystical martial arts
would be like.  I know it would be very hard to code but it's just
an idea.

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

poster: Sleet
subject: New Emote!
date: Tue Feb 29 05:03:16 2000

we need a buha emote.
i think it'd be chill if we had an emote like that, for when ya
typed buha it made you go "BUHA!"
first post woohoo!,
Sleet

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

poster: Denim
subject: Genjuro....
date: Tue Feb 29 05:08:19 2000

Fists of legend allows you to do either Fire or Cold damage with
attacks,Chi bolt allows you to do psychic damage.

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

poster: Myrddin
subject: idle
date: Tue Feb 29 13:04:50 2000

party idle command 
lets you see how long party members have been idle so you know when
ot kick them
i was idle last night and there was nothing i could do about it wish
i was kicked before i leached exp and peopl got pissed
myrddin

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

poster: Apathy
subject: >idle
date: Tue Feb 29 13:45:16 2000

On Tue Feb 29 13:04:50 2000 Myrddin wrote post #351:
> party idle command 
> lets you see how long party members have been idle so you know when
> ot kick them
> i was idle last night and there was nothing i could do about it wish
> i was kicked before i leached exp and peopl got pissed
> myrddin

Is there something wrong with the idle command that's already in place?

-Apathy

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

poster: Quillz
subject: hrm
date: Tue Feb 29 18:07:26 2000

On Tue Feb 29 17:24:36 2000 Khosan wrote post #332:
> Inform reported from /wiz/khosan/workroom--
> 
> fixed abjurerer spells so they are less powerfull when used in a secondary
guild (level 70+ multiclass)
last i knew, spells got stronger, not weaker, with higher stats ect. 
it doesnt make much sense to make a multiclasser
s (someone with higher worth, lvls. stats, ect) spells weaker than
someone elses spells that might be half their with, or even smaller
fractions
Seems like their is less innitiative to multiclass if the spells are
just gunna get weakened as you get bigger
And, if there isnt as much initiative to multiclass, well, its less
initiative to do xp and more time into your char...
just a few thoughts
Q

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

poster: Dfalt
subject: alternative?
date: Tue Feb 29 18:25:41 2000

Cloud wrote:
;I dont think it was directed at you dfalt. When the first started
with sec guild they said they wouldnt be a powerful.
I think a big reason for this is that if a fighter learns mage
skills, they probly wouldnt be as good, simply because a
fighter's;mentality is to hack. I'm dont think it was tuned to the
point of uselessness, however,
like hk told me, its a shame when his grap is better then a level 58
abj.

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Ok, I see Cloud does have a point, so this is my idea.. Let us join
a secondary Beta Instead (withinn the same alpha guild tree).. IE.
Im a Mage/elemental/blablabla/nether mage.. i can join either psi,
abjurer, or Sorc, and STILL be as powerfull because its in the same
alpha guild tree. If you choose a diffrent alpha guild, it should be
less powerfull.

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

poster: Mikul
subject: Second Alpha.s
date: Tue Feb 29 18:31:12 2000

Correct me if i'm wrong (khosan), but i think your idea is
basically to limit the power of the second alpha to the actually
level of the second alpha .. and not the players level.

So if you a rogue, and then second alpha as mage, and you are
90th level, you are only as powerful as a level 20 mage in that
guild, give or take stats making spells a little more powerful.
But stats are covered with general experience any character would
have. So as dfalt sez, let ppl join second beta would be another
option. Then they'ed be level 30 in there second beta tree as
they have mage/cle/fig/rog/ani already.

Mikul, who'd think we'd see so many more reincs while ppl
      get sorted again.

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

poster: Wildchild
subject: >alternative?
date: Tue Feb 29 18:32:24 2000

On Tue Feb 29 18:25:41 2000 Dfalt wrote post #354:
> Cloud wrote:
> ;I dont think it was directed at you dfalt. When the first started
> with sec guild they said they wouldnt be a powerful.
> I think a big reason for this is that if a fighter learns mage
> skills, they probly wouldnt be as good, simply because a
> fighter's;mentality is to hack. I'm dont think it was tuned to the
> point of uselessness, however,
> like hk told me, its a shame when his grap is better then a level 58
> abj.
> 

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> Ok, I see Cloud does have a point, so this is my idea.. Let us join
> a secondary Beta Instead (withinn the same alpha guild tree).. IE.
> Im a Mage/elemental/blablabla/nether mage.. i can join either psi,
> abjurer, or Sorc, and STILL be as powerfull because its in the same
> alpha guild tree. If you choose a diffrent alpha guild, it should be
> less powerfull.

Personally, I think that would make for a worse situation than it is
now. Seeing an elementalist/abjurer, or abjurer/psychic is gonna
start reducing the need for others in those guilds for parties.
Myself, I'd rather see another system altogether for high levelled
players than even joining a second alpha. Maybe true dual-class
guilds that would run like 20-25 levels or something to give you
spells. Maybe a guild that would have skills/spells from all guilds,
or one that you could select specific skills/spells to learn and so
forth.

-WildChild

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

poster: Tektor
subject: Multi Class
date: Tue Feb 29 18:50:50 2000

I the whole idea of multi classing was to become more powerful. As i
see it, you really dont change much after lvl 90. An idea is instead
of weakening second alpha guilds why not have races upgrades that
require 1.5 gig worth or be lvl 100, like if your Phoenix you could
become a Cyber Phoenix (gives you better stats all around maybe). Or
have like new guilds only lvl 100+ players can join (or 1-1.5 gig
worth or something).

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

poster: Wildchild
subject: guilds
date: Tue Feb 29 18:51:53 2000

With the guilds that are coming out now, and some players finding
that having a second alpha is less useful than before, they still
lack good firepower in their guilds to make them want to keep
joining guilds in their alpha, instead of joining a second.

What about some restructuring of guilds so there is more firepower
on the high end of levels? Like I suggested already, make some
guilds stretch more levels, especially in higher guilds like bravos,
and then make the spells/skills in those guilds more powerful.
This would encourage people to stay in their alphas at higher levels
for the firepower that they need & deserve, seeing as there are
still some guilds where mid-worth and high-worth do about the same
rate (ignoring the second alpha).
It would also help out since the skills/spells from a second alpha
have been weakened now.

-WildChild

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

poster: Mixer
subject: >hrm
date: Tue Feb 29 22:06:43 2000

On Tue Feb 29 18:07:26 2000 Quillz wrote post #353:
> On Tue Feb 29 17:24:36 2000 Khosan wrote post #332:
> > Inform reported from /wiz/khosan/workroom--
> > 
> > fixed abjurerer spells so they are less powerfull when used in a secondary
> guild (level 70+ multiclass)
> last i knew, spells got stronger, not weaker, with higher stats ect. 
> it doesnt make much sense to make a multiclasser
> s (someone with higher worth, lvls. stats, ect) spells weaker than
> someone elses spells that might be half their with, or even smaller
> fractions
> Seems like their is less innitiative to multiclass if the spells are
> just gunna get weakened as you get bigger
> And, if there isnt as much initiative to multiclass, well, its less
> initiative to do xp and more time into your char...
> just a few thoughts
> Q
FROM THE START everybody has known 2ndary alpha spells are weaker
than your primary alpha

I remember this CLEARLY from when I was still a player...
Mix.

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

poster: Mixer
subject: >alternative?
date: Tue Feb 29 22:07:49 2000

On Tue Feb 29 18:25:41 2000 Dfalt wrote post #354:
> Cloud wrote:
> ;I dont think it was directed at you dfalt. When the first started
> with sec guild they said they wouldnt be a powerful.
> I think a big reason for this is that if a fighter learns mage
> skills, they probly wouldnt be as good, simply because a
> fighter's;mentality is to hack. I'm dont think it was tuned to the
> point of uselessness, however,
> like hk told me, its a shame when his grap is better then a level 58
> abj.
> 

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> Ok, I see Cloud does have a point, so this is my idea.. Let us join
> a secondary Beta Instead (withinn the same alpha guild tree).. IE.
> Im a Mage/elemental/blablabla/nether mage.. i can join either psi,
> abjurer, or Sorc, and STILL be as powerfull because its in the same
> alpha guild tree. If you choose a diffrent alpha guild, it should be
> less powerfull.
Hmm not to be too negative but can you imagine an abj sorc?  We'd
have to tune down sorcs or abj's for everybody to make it
balanced...

?

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

poster: Zane
subject: >>hrm
date: Tue Feb 29 23:14:49 2000

On Tue Feb 29 22:06:43 2000 Mixer wrote post #359:
> On Tue Feb 29 18:07:26 2000 Quillz wrote post #353:
> > On Tue Feb 29 17:24:36 2000 Khosan wrote post #332:
> > > Inform reported from /wiz/khosan/workroom--
> > > 
> > > fixed abjurerer spells so they are less powerfull when used in a
secondary
> > guild (level 70+ multiclass)
> > last i knew, spells got stronger, not weaker, with higher stats ect. 
> > it doesnt make much sense to make a multiclasser
> > s (someone with higher worth, lvls. stats, ect) spells weaker than
> > someone elses spells that might be half their with, or even smaller
> > fractions
> > Seems like their is less innitiative to multiclass if the spells are
> > just gunna get weakened as you get bigger
> > And, if there isnt as much initiative to multiclass, well, its less
> > initiative to do xp and more time into your char...
> > just a few thoughts
> > Q
> FROM THE START everybody has known 2ndary alpha spells are weaker
> than your primary alpha
> 
> I remember this CLEARLY from when I was still a player...
> Mix.
Agreed, we know it or at least I remember it, but we dont like it. 
Not that I am suggesting completely removing it.  That would cause
problems as well.  Just like a player to whine about what they dont
like but not to offer any usefull solution of how to fix it =P

Zane

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

poster: Sigwald
subject: >>alternative?
date: Wed Mar  1 08:51:51 2000

On Tue Feb 29 18:32:24 2000 Wildchild wrote post #356:
> On Tue Feb 29 18:25:41 2000 Dfalt wrote post #354:
> > Cloud wrote:
> > ;I dont think it was directed at you dfalt. When the first started
> > with sec guild they said they wouldnt be a powerful.
> > I think a big reason for this is that if a fighter learns mage
> > skills, they probly wouldnt be as good, simply because a
> > fighter's;mentality is to hack. I'm dont think it was tuned to the
> > point of uselessness, however,
> > like hk told me, its a shame when his grap is better then a level 58
> > abj.
> > 

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> > Ok, I see Cloud does have a point, so this is my idea.. Let us join
> > a secondary Beta Instead (withinn the same alpha guild tree).. IE.
> > Im a Mage/elemental/blablabla/nether mage.. i can join either psi,
> > abjurer, or Sorc, and STILL be as powerfull because its in the same
> > alpha guild tree. If you choose a diffrent alpha guild, it should be
> > less powerfull.
> 
> Personally, I think that would make for a worse situation than it is
> now. Seeing an elementalist/abjurer, or abjurer/psychic is gonna
> start reducing the need for others in those guilds for parties.
> Myself, I'd rather see another system altogether for high levelled
> players than even joining a second alpha. Maybe true dual-class
> guilds that would run like 20-25 levels or something to give you
> spells. Maybe a guild that would have skills/spells from all guilds,
> or one that you could select specific skills/spells to learn and so
> forth.
> 
> -WildChild

Gotta agree with WC, making people join 2 betas would be very very
bad for balance, probably worse than second alpha.

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

poster: Krellen
subject: >>>hrm
date: Wed Mar  1 10:23:24 2000

You know, whining mortals are so passe.  They've been around for at
least ten years.  ;)  Anyways...  do you really think someone that
takes on a profession as a SECONDARY aspect is going to be as good
as someone whose primary focus is in that?  Be reasonable, folks.
You already get twice as much ability as most people.  Why should
you be as good at both of them as anyone else?  You all have taken
up this profession after already choosing a lifepath.  You're not
going to be as good on your secondary path as someone whose chosen
it as their lifepath.

In short.. deal.  :P

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

poster: Golte
subject: >>>>hrm
date: Wed Mar  1 12:47:06 2000

On Wed Mar  1 10:23:24 2000 Krellen wrote post #363:
> You know, whining mortals are so passe.  They've been around for at
> least ten years.  ;)  Anyways...  do you really think someone that
> takes on a profession as a SECONDARY aspect is going to be as good
> as someone whose primary focus is in that?  Be reasonable, folks.
> You already get twice as much ability as most people.  Why should
> you be as good at both of them as anyone else?  You all have taken
> up this profession after already choosing a lifepath.  You're not
> going to be as good on your secondary path as someone whose chosen
> it as their lifepath.
> 
> In short.. deal.  :P

They got more levels (means more studying). 
If i study chemistry 3 years, and then math 3 years, 
then i know as much math as they who only studied math three years. 

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

poster: Phire
subject: >>>>>hrm
date: Wed Mar  1 12:50:25 2000

On Wed Mar  1 12:47:06 2000 Golte wrote post #364:
> On Wed Mar  1 10:23:24 2000 Krellen wrote post #363:
> > You know, whining mortals are so passe.  They've been around for at
> > least ten years.  ;)  Anyways...  do you really think someone that
> > takes on a profession as a SECONDARY aspect is going to be as good
> > as someone whose primary focus is in that?  Be reasonable, folks.
> > You already get twice as much ability as most people.  Why should
> > you be as good at both of them as anyone else?  You all have taken
> > up this profession after already choosing a lifepath.  You're not
> > going to be as good on your secondary path as someone whose chosen
> > it as their lifepath.
> > 
> > In short.. deal.  :P
> 
> They got more levels (means more studying). 
> If i study chemistry 3 years, and then math 3 years, 
> then i know as much math as they who only studied math three years. 
And after the 3 years of studying math, they probably wouldn't be as 
sharp on the chemistry as they were 3 years prior.

Careful with analogies in RL being applied to a fantasy realm.

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

poster: Tektor
subject: Mulitclass
date: Wed Mar  1 14:16:24 2000

think %^BOLD%^BLUE%^Dam%^RESET%^ %^BOLD%^%^CYAN%^I%^RESET%^
%^BOLD%^%^RED%^Love%^RESET%^ %^YELLOW%^That%^RESET%^ 
^BOLD%^%^GREEN%^Clock!%^RESET%^
Ok heres an idea how about make a guild after omicron, like omega
and have it be 20 glvls and have it have alot of spells and skills
that are really good, this i think might help players who are worth
more and help them to do better. (more masteries) Also, maybe give
better stats all around in the omega guilds? I mean after all the
whole idea of gettting bigger to get is stonger, and better right?
And you woudl have to be maxed in the omicron and at least lvl 100
to join.

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

poster: Warchief
subject: >>>>>hrm
date: Wed Mar  1 14:37:37 2000

On Wed Mar  1 12:47:06 2000 Golte wrote post #364:
> On Wed Mar  1 10:23:24 2000 Krellen wrote post #363:
> > You know, whining mortals are so passe.  They've been around for at
> > least ten years.  ;)  Anyways...  do you really think someone that
> > takes on a profession as a SECONDARY aspect is going to be as good
> > as someone whose primary focus is in that?  Be reasonable, folks.
> > You already get twice as much ability as most people.  Why should
> > you be as good at both of them as anyone else?  You all have taken
> > up this profession after already choosing a lifepath.  You're not
> > going to be as good on your secondary path as someone whose chosen
> > it as their lifepath.
> > 
> > In short.. deal.  :P
> 
> They got more levels (means more studying). 
> If i study chemistry 3 years, and then math 3 years, 
> then i know as much math as they who only studied math three years. 

They have more levels yeah, but not _as many_ levels in their
secondary as in their primary, so if you were to compare it to
studying subjects, then you would have to say like 3 years of
chemisty + 2 years of math vs 3 years of math, in which, who would
have better math?

-Chief

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

poster: Myrddin
subject: partyshare
date: Wed Mar  1 16:09:45 2000

what about a bracket system kinda like taxes?

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

poster: Kaos
subject: Emote
date: Wed Mar  1 16:34:38 2000

There should definately be a 'sweet' emote here.

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

poster: Baer
subject: castle invaders.
date: Wed Mar  1 16:48:14 2000

How about a flag set for entering other peoples castles.
So You don't accidently go into them by hitting the wrong dir while
trying to find your own in lag.

(simple idea = short post)
-Baer

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

poster: Mamoru
subject: command
date: Wed Mar  1 17:04:35 2000

Yoink
take object, and say "Yoink"

just a cute thought. . . i'd always use it instead of get blah....

thanks for paying some attention.
Mamoru
the animist who sits around looking stupid

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

poster: Jaws
subject: Multi Class
date: Wed Mar  1 17:57:13 2000

Ok My 2 cents
 First I dont know what the wizzes intents arem but what I think would be fair

That being said - Since Im no where near the level of this being an issue I
cannot speak from expereince, but I will be a Sorc and will want
this option.
All of you are whining about not being powerfull enough - stop -
just being able to go multiclass is cool - period, the more powerfull comes
from havintg skills and spells that your iriginal class cannot

As for guidelines I like the proposed idea of
Same alpha tree - Have some penalty to cost and effectiveness
after all you are older, and learning something new, should not be
as good as a primary with same stats

Different alpha - should have much greater cost and effectiveness - whole
new area of mental and physical disciplines
BUT this should be weighed - cleric to mage should not be as bad
fighter to rogue should not be as bad
but say fighter to mage and vice versa should carry heaviest tax

A tank who is their own blaster - *shiver*
Quit giving the wizzes shit for making cool code for us and
be glad they LET us do it in the first place.

Also Kudos on the more guilds avail stuff guys, I plan to try some out 
eventually

And it would be nice to have something above Sorc on the evoker tree
The others have so many options and we have few.  I understand
we have some very powerfull spells, BUT we pay out the
ass for em.  Even if we must continue the paying trend or
even escalate it - would be nice to have another guild after Sorc

Jaws

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

poster: Hierokliff
subject: >Multi Class
date: Wed Mar  1 18:00:17 2000

This would be fixed by the stats u get from the guild.
A fig gets very bad caster stats, spellmax etc...
all though there was some races worth using for multiclassing, and
not just be a pure fig...dwarf fig/psi, etc now they are back to be
useless...
But since a dwarf has less stats then a giant its a loss u have to take...
//Hierokliff
ps.
So can we expect high lvl guilds? or is it back to 1G is good enough
for anything u want in here?

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

poster: Mamoru
subject: wood
date: Wed Mar  1 18:16:16 2000

you should be able to wield fire wood in a jam... it could be blunt
weapon... no stats
thanks for listening

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

poster: Mixer
subject: >>>>>>hrm
date: Wed Mar  1 20:16:28 2000

On Wed Mar  1 12:50:25 2000 Phire wrote post #365:
> On Wed Mar  1 12:47:06 2000 Golte wrote post #364:
> > On Wed Mar  1 10:23:24 2000 Krellen wrote post #363:
> > > You know, whining mortals are so passe.  They've been around for at
> > > least ten years.  ;)  Anyways...  do you really think someone that
> > > takes on a profession as a SECONDARY aspect is going to be as good
> > > as someone whose primary focus is in that?  Be reasonable, folks.
> > > You already get twice as much ability as most people.  Why should
> > > you be as good at both of them as anyone else?  You all have taken
> > > up this profession after already choosing a lifepath.  You're not
> > > going to be as good on your secondary path as someone whose chosen
> > > it as their lifepath.
> > > 
> > > In short.. deal.  :P
> > 
> > They got more levels (means more studying). 
> > If i study chemistry 3 years, and then math 3 years, 
> > then i know as much math as they who only studied math three years. 
> And after the 3 years of studying math, they probably wouldn't be as 
> sharp on the chemistry as they were 3 years prior.
> 
> Careful with analogies in RL being applied to a fantasy realm.
Phire knows this as he's gonna be a student into his 30's :(

Mix.

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

poster: Sigwald
subject: >>Multi Class
date: Thu Mar  2 02:33:05 2000

On Wed Mar  1 18:00:17 2000 Hierokliff wrote post #373:
> This would be fixed by the stats u get from the guild.
> A fig gets very bad caster stats, spellmax etc...
> all though there was some races worth using for multiclassing, and
> not just be a pure fig...dwarf fig/psi, etc now they are back to be
> useless...
> But since a dwarf has less stats then a giant its a loss u have to take...
> //Hierokliff
> ps.
> So can we expect high lvl guilds? or is it back to 1G is good enough
> for anything u want in here?

*Shrug* if you want to see it like this, then yes.
Doing guilds for the 4-5 people that are over 1G is not 
one of my high pritority.

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

poster: Trancemaster
subject: %^GREEN%^Scouts of Deep Green%^RESET%^
date: Thu Mar  2 03:34:48 2000

Ok, here is an idea I've been working on for the woodsmen tree. I
chose Scouts because it was the closest to the guild that these
ideas would fit into, but I think "Cooks Monkey" would be a better
guild to call it, if you change a few skills around :)

  

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GUILD LEVEL : 1
NAME        : Forage
EP COST     : 20
USAGE TIME  : 4 Rounds
DESCRIPTION : The user forages for nuts/roots/fruit in the immediate
area, to be
              eaten as food.Type of forage found is random.

AFFECTING SKILLS : Natures Bond, Scouting
AFFECTING STATS  : Stamina

 Nuts    = 2% hunger relief + 20 hp
 Roots   = 2% hunger relief + 20 sp
 Fruit   = 2% hunger relief + 20 ep

User must be outside for this skill to work.

  

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GUILD LEVEL : 2
NAME        : Snare animal
EP COST     : 40
USAGE TIME  : 5 - 10 Rounds
DESCRIPTION : This skill is used to catch an animal for the purposes
of cooking.
              Any animal caught may be roasted, or cooked in a stew.

AFFECTING SKILLS : Natures Bond, Scouting
AFFECTING STATS  : Stamina, Dexterity

A caught animal will dissappear if not cooked within 5 minutes.
User must be outside for this skill to work.
Usage time for this skill varies somewhat.

  

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GUILD LEVEL : 2
NAME        : Roast Catch
EP COST     : 40
USAGE TIME  : 10 Rounds
DESCRIPTION : This skill is used to roast a caught animal,  to be
either eaten 
              as food, or to be processed into trail rations.

AFFECTING SKILLS : Food Preparation
AFFECTING STATS  : Stamina

 If eaten, a Roast would give 20% hunger relief.

User must have a caught animal in his possession for this skill to work.
The Roast will be inedible if not eaten or processed within 5 minutes.
This skill requires a Campfire to work.
If failed, the caught animal is wasted, and dissappears.

  

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GUILD LEVEL : 3
NAME        : Scouting
EP COST     : Nil
USAGE TIME  : Mastery type skill
DESCRIPTION : This skill shows how skilled a Scout is at identifying natures
              wonders, and also how competent he is at moving stealthily,
              leaving the green undisturbed.

AFFECTING SKILLS : Natures Bond
AFFECTING STATS  : stamina, dexterity, wisdom

This skill has no effect indoors.

  

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GUILD LEVEL : 5
NAME        : Search surrounding area
EP COST     : 50
USAGE TIME  : 10 Rounds
DESCRIPTION : With this skill, a scout can discover all potential enemies in
              rooms adjacent to the one he is in, aswell as thier
condition and
              state of agression.

AFFECTING SKILLS : Natures Bond, Scouting
AFFECTING STATS  : Stamina, Dexterity

Must be outside for this skill to work.
  

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GUILD LEVEL : 6
NAME        : Food Preparation
EP COST     : Nil
USAGE TIME  : Mastery type skill
DESCRIPTION : This skill helps prevent failed attempts at cooking and food
              processing skills. With this skill highly trained, a
Scout is more
              competent and  eficent, and he can work faster due to the
              increased knowledge of cooking that he possesses.

AFFECTING SKILLS : None
AFFECTING STATS  : Stamina

 At 30% - Affected skills using time are reduced by 1 round.
 At 60% - Affected skills using time are reduced by 2 rounds.
 At 90% - Affected skills using time are reduced by 3 rounds.

  

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GUILD LEVEL : 7
NAME        : Prepare trail rations
EP COST     : 32
USAGE TIME  : 8 Rounds
DESCRIPTION : A Scout can use this skill to cut a Roast into smaller
pieces that
              are easier to transport, and last longer due to the fact that
              they are dried out and wrapped in preserving herbs.

AFFECTING SKILLS : Food Preparation
AFFECTING STATS  : stamina, dexterity

 The amount of rations aquired from a roast varies between 2 - 6 portions, due
to different animal shapes and competency in this skill, and its affecting
skill and stats.
 Each ration gives 5% hunger relief.

Rations do not deteriorate.
User must be outside for this skill to work.

  

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GUILD LEVEL : 8
NAME        : Natures Bond
EP COST     : Nil
USAGE TIME  : Mastery type skill
DESCRIPTION : This skill shows how comfortable a Scout feels in
nature, and how
              well he knows the ways of the green. The higher this skill is
              trained, the more likely the scout is to succeed any affected
              skills, and the more powerful those skills will be.

AFFECTING SKILLS : None
AFFECTING STATS  : stamina, dexterity, wisdom

  

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GUILD LEVEL : 10
NAME        : Prepare replenishing stew
EP COST     : 150
USAGE TIME  : 15
DESCRIPTION : With this skill, a Scout can make a filling stew made
of herbs and
              an animal he has caught. 

AFFECTING SKILLS : Food Preparation
AFFECTING STATS  : stamina

 Each serving replenishes 5% hunger and 5% hp/sp/ep.
 Number of sevings per stew is random between 3 - 7.
 Any player, Scout or otherwise may eat the stew.
 Stew stays in the room, over the campfire, and any unused portions dissappear
when the campfire burns out.

This skill requires a campfire in the room, an animal, and 2 herbs.

  

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Ok, so some skills may suit Scouts more than anything else, but i
thought a guild with such coolies food skills would be good for the
mud, and since Animist is THE soloing guild, i figured "why not have
some really good food skills". It might even make Woodsmen good for
parties :) 
I'm open to ideas and criticism, as long as its constructive, and
I'm certainly interested in any feedback you all might have, so feel
free to mail me, tell me, or post here what you think could make it
better :)

%^BOLD%^%^BLUE%^Trance%^RESET%^ - %^BOLD%^%^GREEN%^The
soon-to-be-Woodsman%^RESET%^


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

poster: Hierokliff
subject: >>>Multi Class
date: Thu Mar  2 18:56:19 2000

On Thu Mar  2 02:33:05 2000 Sigwald wrote post #376:
> On Wed Mar  1 18:00:17 2000 Hierokliff wrote post #373:
> > This would be fixed by the stats u get from the guild.
> > A fig gets very bad caster stats, spellmax etc...
> > all though there was some races worth using for multiclassing, and
> > not just be a pure fig...dwarf fig/psi, etc now they are back to be
> > useless...
> > But since a dwarf has less stats then a giant its a loss u have to take...
> > //Hierokliff
> > ps.
> > So can we expect high lvl guilds? or is it back to 1G is good enough
> > for anything u want in here?
> 
> *Shrug* if you want to see it like this, then yes.
> Doing guilds for the 4-5 people that are over 1G is not 
> one of my high pritority.
This was the beauty of having a use of a secondary guild, no need
to make highbie guilds, since they could join a sec guild and reduce
the need of others.

A party of 4-5 lvl 120+ chars could with good sec guilds have fun
and do good eq, without trying to get 10+ppl in the party, sure
they would take longer time to get the kill, but could still do it.

So if sec guilds was really useful players could still have feel
they gain something. Atleast until they hit the roof for maxing 
two guilds, which would take alot of exps i guess, my goal as
harmer,abj was 4.8G then i would have vulns also...

//Hierokliff the everlasting whiner.

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

poster: Mamoru
subject: update portals
date: Thu Mar  2 19:09:20 2000

i am thinking you should update the portals in castles to include
animist. . . just an idea, oh well.... peace out


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

poster: Pedron
subject: >>>>hrm
date: Thu Mar  2 19:12:35 2000

On Wed Mar  1 10:23:24 2000 Krellen wrote post #363:
> You know, whining mortals are so passe.  They've been around for at
> least ten years.  ;)  Anyways...  do you really think someone that
> takes on a profession as a SECONDARY aspect is going to be as good
> as someone whose primary focus is in that?  Be reasonable, folks.
> You already get twice as much ability as most people.  Why should
> you be as good at both of them as anyone else?  You all have taken
> up this profession after already choosing a lifepath.  You're not
> going to be as good on your secondary path as someone whose chosen
> it as their lifepath.
> 
> In short.. deal.  :P
I know I mailed what I'm about to say to krellen by accident, so 
he can ignore it. :)
Anyway- for the almight players who've exhausted their 
avenues of advancement and want still more power, you should 
just apply to be coders.  That way you can have whatever powers you
want.  You'll be invincible, you 
can kill anything anywhere, money is irrelevant, and your worth might exceed 
the limited measure of exps if you actually code some more stuff 
to go back into the mud. :)  I'm pretty sure some players 
have done as much already, but this is for those who seem to want no limit to 
their power..

just my 2 cents
pedron

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

poster: Zifnab
subject: >>>>>hrm
date: Thu Mar  2 19:16:16 2000

> > In short.. deal.  :P
> I know I mailed what I'm about to say to krellen by accident, so 
> he can ignore it. :)
> Anyway- for the almight players who've exhausted their 
> avenues of advancement and want still more power, you should 
> just apply to be coders.  That way you can have whatever powers you
> want.  You'll be invincible, you 
> can kill anything anywhere, money is irrelevant, and your worth might
exceed 
> the limited measure of exps if you actually code some more stuff 
> to go back into the mud. :)  I'm pretty sure some players 
> have done as much already, but this is for those who seem to want no limit
to 
> their power..
> 
> just my 2 cents
> pedron
Unfortunately its not that easy.

It is a totally differant mindset to wiz, than being
a player and many players after wizzing, realize they
really dont like it, and end up not doing anything
at all.

Hopefully the builder copy of the mud (port 10000) will
help alleviate that happening.

Also dont forget having all those abilities is 99% useless
as wizards are not allowed to interfere with the game.
i..e they are not to kill things in the game etc.


Just trying to add a little differant perspective on it.


--zif

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

poster: Pedron
subject: >>>>>>hrm
date: Thu Mar  2 19:23:30 2000

On Thu Mar  2 19:16:16 2000 Zifnab wrote post #381:
> > > In short.. deal.  :P
> > I know I mailed what I'm about to say to krellen by accident, so 
> > he can ignore it. :)
> > Anyway- for the almight players who've exhausted their 
> > avenues of advancement and want still more power, you should 
> > just apply to be coders.  That way you can have whatever powers you
> > want.  You'll be invincible, you 
> > can kill anything anywhere, money is irrelevant, and your worth might
> exceed 
> > the limited measure of exps if you actually code some more stuff 
> > to go back into the mud. :)  I'm pretty sure some players 
> > have done as much already, but this is for those who seem to want no limit
> to 
> > their power..
> > 
> > just my 2 cents
> > pedron
> Unfortunately its not that easy.
> 
> It is a totally differant mindset to wiz, than being
> a player and many players after wizzing, realize they
> really dont like it, and end up not doing anything
> at all.
> 
> Hopefully the builder copy of the mud (port 10000) will
> help alleviate that happening.
> 
> Also dont forget having all those abilities is 99% useless
> as wizards are not allowed to interfere with the game.
> i..e they are not to kill things in the game etc.
> 
> 
> Just trying to add a little differant perspective on it.
> 
> 
> --zif
The quality control people on my other mud don't like me much, so I 
get to play all my cool realms for the million years it takes 
for them to bother putting them in the mud. ;P

I agree the stats and scores are irrelevant for wizards and lots of 
players play for the sake of boosting those things, but building 
stuff and making badass(can I say that here) monsters and weapons the players 
will never see can be enjoyable.
*ponders wiz-killing wardragons, spaceships, and helms with 
teleport and portal creation abilities..*




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

poster: Grinch
subject: castle aliases
date: Thu Mar  2 20:12:34 2000

i was thinking that we could have aliases for our castles so that
our castles can be easier to use and more fun i guess. so when i
want to look at a castle i can type 'look cave' or 'look pit'
instead of 'look castle' and you can enter your castle etc. likewise
by typing 'enter cave' or 'enter pit'. just a small idea.

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

poster: Pedron
subject: >castle aliases
date: Thu Mar  2 20:17:02 2000

On Thu Mar  2 20:12:34 2000 Grinch wrote post #383:
> i was thinking that we could have aliases for our castles so that
> our castles can be easier to use and more fun i guess. so when i
> want to look at a castle i can type 'look cave' or 'look pit'
> instead of 'look castle' and you can enter your castle etc. likewise
> by typing 'enter cave' or 'enter pit'. just a small idea.
Maybe try alias castle pit or alias castle cave?
Sure everyone else's castle would look like that too, but you don't 
have to care about anyone's castle but ur own.

Seems too obvious an answer, so maybe I missed the point

pedron




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

poster: Apathy
subject: >>>>>>>hrm
date: Thu Mar  2 20:20:23 2000

> The quality control people on my other mud don't like me much, so I 
> get to play all my cool realms for the million years it takes 
> for them to bother putting them in the mud. ;P
> 
> I agree the stats and scores are irrelevant for wizards and lots of 
> players play for the sake of boosting those things, but building 
> stuff and making badass(can I say that here) monsters and weapons the
players 
> will never see can be enjoyable.
> *ponders wiz-killing wardragons, spaceships, and helms with 
> teleport and portal creation abilities..*
> 
> 
> 

Why don't we just add cheat codes for you? :P

-Apathy

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

poster: Hexus
subject: Martyric Presence
date: Thu Mar  2 20:55:00 2000

My martyric presence is at 90,and my holy cause it at 90,i have
200+wis and int but yer it only seems to give 7 spr each time..could
this possibly be upped because 280 sps is a bit high for 7 spr..at
least lower the sp cost or up the regen

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

poster: Khosan
subject: >>>>>>>hrm
date: Fri Mar  3 00:50:33 2000

On Thu Mar  2 19:23:30 2000 Pedron wrote post #382:
> On Thu Mar  2 19:16:16 2000 Zifnab wrote post #381:
> > > > In short.. deal.  :P
> > > I know I mailed what I'm about to say to krellen by accident, so 
> > > he can ignore it. :)
> > > Anyway- for the almight players who've exhausted their 
> > > avenues of advancement and want still more power, you should 
> > > just apply to be coders.  That way you can have whatever powers you
> > > want.  You'll be invincible, you 
> > > can kill anything anywhere, money is irrelevant, and your worth might
> > exceed 
> > > the limited measure of exps if you actually code some more stuff 
> > > to go back into the mud. :)  I'm pretty sure some players 
> > > have done as much already, but this is for those who seem to want no
limit
> > to 
> > > their power..
> > > 
> > > just my 2 cents
> > > pedron
> > Unfortunately its not that easy.
> > 
> > It is a totally differant mindset to wiz, than being
> > a player and many players after wizzing, realize they
> > really dont like it, and end up not doing anything
> > at all.
> > 
> > Hopefully the builder copy of the mud (port 10000) will
> > help alleviate that happening.
> > 
> > Also dont forget having all those abilities is 99% useless
> > as wizards are not allowed to interfere with the game.
> > i..e they are not to kill things in the game etc.
> > 
> > 
> > Just trying to add a little differant perspective on it.
> > 
> > 
> > --zif
> The quality control people on my other mud don't like me much, so I 
> get to play all my cool realms for the million years it takes 
> for them to bother putting them in the mud. ;P
> 
> I agree the stats and scores are irrelevant for wizards and lots of 
> players play for the sake of boosting those things, but building 
> stuff and making badass(can I say that here) monsters and weapons the
players 
> will never see can be enjoyable.
> *ponders wiz-killing wardragons, spaceships, and helms with 
> teleport and portal creation abilities..*
> 
> 
> 
Actual, stuff like that is illegal by our wiz rules. We don't want the
risk of such stuff getting in the game by accident, so we ask wizards not
to code eq for themselfs.

Khosan

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

poster: Energystar
subject: >castle aliases
date: Fri Mar  3 02:39:33 2000

set your own alias
alias pit castle
etc.

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

poster: Racklanim
subject: fire stuff
date: Fri Mar  3 18:03:45 2000

uhmm  whole new skill just cause I wanna burn stuff?  lets see what
this skill has added on
tinder box
have to be outdoors
and now scavenge wood
how about halfing the cost of both of thse to comp for needing 2
skills for doing something it would take me a lighter and kersone to
do?

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

poster: Hyzenthlay
subject: race
date: Fri Mar  3 18:22:06 2000

there should be some kind or race that is close to rabbit in some way. . .
i love rabbits... there should be like a rabbitman race
just a thought.

Hyzenthlay-rah
Cheif rabbit of Watership Down Warren

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

poster: Wildchild
subject: >race
date: Fri Mar  3 20:29:18 2000

On Fri Mar  3 18:22:06 2000 Hyzenthlay wrote post #390:
> there should be some kind or race that is close to rabbit in some way. . .
> i love rabbits... there should be like a rabbitman race
> just a thought.
> 
> Hyzenthlay-rah
> Cheif rabbit of Watership Down Warren

I say that we make sure all the races we already have are being
played by players before adding even more (don't see too many
lizardmen around these days).

-WildChild

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

poster: Caliban
subject: Adepts of the stones
date: Sun Mar  5 00:01:01 2000

When one of the wizz has time could they add adepts of the stones
to the help open_guilds file ;)

-Cal

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

poster: Makimo
subject: New guild
date: Sun Mar  5 08:17:02 2000

There's still one ??? guild on the animist tree and I was think of a new
guild to fill it.. hence...

             -- Alcolyte of Soil --

A Bravo level guild, must be maxxed in animal tamer and herbalist

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--
Root Rise (Glevel 1)
SPcost - 55SP
Spell type - Attack
Damage - Below Average

 -- When chanted the Alcolyte call forth a mass of roots from the groud
    holding and striking the target.  If trained well enough in this 
     spell there is a chance that the target will be completely
     entangled an become unable to move for a short period of time
 (Must be outside for this spell to work)

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--
Summon Hive (GLevel 3)
SPcost - 50SP
Spell type - Attack
Damage - Average

 -- The Alcolye can call upon the insects wich live underground, a small
    hive opening is created, breaking through any stone work or earth 
    in it's path releasing a swarm of angry beetle, spiders etc. which
    attack the caster's foe.

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-
Soil Rise (Glevel 4)
SPcost - 130SP
Spell Type - Protection
Protection - Average

 -- The Alcolyte becomes one with the loose soil around him causing
it to rise up
   into the air, creating an effective smoke screen.  Thus making it difficult
    for anyone to see him, much less hit him.

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--
Root transit (Glevel 5)
SPcost - 170SP
Spell type - Transportation
 
 -- All roots, of all plant life are interwoven with the Eldest
Tree, the origional tree
    of life.  Thus the Alcolyte can travel from the roots of one
tree into that of
    the Eldest Tree, returning him to the Guild of Soil.

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Regrowth (Glevel 7)
SPcost - 210
Spell Type - Healing
Healing - Special

 -- The Alcolyte can cause all living thing around him to renew, raising their
    rate of growth and regeneration.

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-
Mastery of Soil (Glevel 9)
Skill type - Mastery

 -- Through the constant frequent study of the soil, the Alcolyte can learn to
    utilize it's power more efficiently.

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Quicksand (Glevel 10)
SPcost - 80SP
Spell type - Area
Spell damage - High

 -- The Alcolyte can soften the soil underneath his opponent's feet
causing them
    to sink into the ground.

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-

Just my 2 cents.... 

   -Makimo

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

poster: Snoop
subject: rating
date: Sun Mar  5 16:32:07 2000

I think party rating should go by rate/mbr...
Thinking a small party with say 3 persons having 40k/mbr should have
better rating than a big party say 10 mbrs having 30k/mbr...
*/Snoop

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

poster: Trigon
subject: Ress/Rev
date: Sun Mar  5 18:44:36 2000

I think it would be kinda cool to have a command to see if someone
is accepting a ress/rev from you.
Maybe something like who accepting. I dunno
Just be a little helpful for lazy clerics. :)
Trigon the Bigon

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

poster: Zifnab
subject: >Ress/Rev
date: Sun Mar  5 18:46:12 2000

On Sun Mar  5 18:44:36 2000 Trigon wrote post #395:
> I think it would be kinda cool to have a command to see if someone
> is accepting a ress/rev from you.
> Maybe something like who accepting. I dunno
> Just be a little helpful for lazy clerics. :)
> Trigon the Bigon
you get a message when they accept from you.

I am not sure much more than that is needed.

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

poster: Trigon
subject: Ress/Rev
date: Sun Mar  5 18:48:40 2000

Well I mean just if you miss it. 
Or if they stop accepting you or something

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

poster: Trancemaster
subject: >Ress/Rev
date: Sun Mar  5 18:50:49 2000

On Sun Mar  5 18:48:40 2000 Trigon wrote post #397:
> Well I mean just if you miss it. 
> Or if they stop accepting you or something
if you miss it the first time, you should try watching more closely,
i doubt that you would see a second message if you missed the first
;p

just my two cents

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Golte
subject: >>Ress/Rev
date: Sun Mar  5 18:52:10 2000

If you revive an eq party, after reviving one you have to scroll back to 
check which others which accepted you. It might have been deleted
if you got a very short scrollback, etc. 

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

poster: Trigon
subject: Ress/Rev
date: Sun Mar  5 18:54:20 2000

Heh, ya I was reffering to avatars.   :P
No I mean if you are in a party and the party moves you might miss
it.  Maybe I'm just speaking for lazy clerics who don't wanna bother
asking the recipient if they are accepting.

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

poster: Trancemaster
subject: >>>Ress/Rev
date: Sun Mar  5 18:54:20 2000

On Sun Mar  5 18:52:10 2000 Golte wrote post #399:
> If you revive an eq party, after reviving one you have to scroll back to 
> check which others which accepted you. It might have been deleted
> if you got a very short scrollback, etc. 
why dont you just increase your scrollback buffer? mines at
something like 80 pages, and i dont have any problems

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Javier
subject: Ress/rev stuff
date: Sun Mar  5 19:01:14 2000

Not everyone has the option to lengthen their scrollback buffer,
especially when telneting etc...nor does everyone necessarily want
to use a program that has an incresed scrollback buffer...

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

poster: Snoop
subject: yeah
date: Sun Mar  5 19:11:55 2000

I think all multi limb races should be removed =)
Mantisman, Xorns, Vinnies...
*/Snoop
Oh, and if you wonder y all i can say is 'Game balance' Would be
nice if ppls chose other stuff then multi armed races when going xp
tank etc...
Shrug..

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

poster: Quillz
subject: >yeah
date: Sun Mar  5 19:14:07 2000

On Sun Mar  5 19:11:55 2000 Snoop wrote post #403:
> I think all multi limb races should be removed =)
> Mantisman, Xorns, Vinnies...
> */Snoop
> Oh, and if you wonder y all i can say is 'Game balance' Would be
> nice if ppls chose other stuff then multi armed races when going xp
> tank etc...
> Shrug..
Are there any races that arent multi armed? *Grins*
Anywho, it seems that even if one does go Xorn, they do not have as
many hps if they had gone giant. so it seems that they go triple+
armed not for xp tank, but being able to solo as well as tank. 
Q

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

poster: Phire
subject: >>yeah
date: Sun Mar  5 19:16:09 2000

On Sun Mar  5 19:14:07 2000 Quillz wrote post #404:
> On Sun Mar  5 19:11:55 2000 Snoop wrote post #403:
> > I think all multi limb races should be removed =)
> > Mantisman, Xorns, Vinnies...
> > */Snoop
> > Oh, and if you wonder y all i can say is 'Game balance' Would be
> > nice if ppls chose other stuff then multi armed races when going xp
> > tank etc...
> > Shrug..
> Are there any races that arent multi armed? *Grins*
> Anywho, it seems that even if one does go Xorn, they do not have as
> many hps if they had gone giant. so it seems that they go triple+
> armed not for xp tank, but being able to solo as well as tank. 
> Q
I tanked red dragons as a mantisman warrior (well, with an abj), so 
lack of hit points for a xorn is not a problem for exp.


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

poster: Golte
subject: >>yeah
date: Sun Mar  5 19:16:49 2000

Exprate was supposed to make balance between the races. 
Question is if it really does, since some races are very common but
some never seen. 

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

poster: Zane
subject: >>yeah
date: Sun Mar  5 20:24:37 2000

Seems to me that I remember a recent tuning heavily reducing the
amount of advantage provided by having a third or fourth arm and all
three of the races with these advantages have other limitations as
well.  Low str, low skill max etc.

Zane

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

poster: Trancemaster
subject: entry hits
date: Mon Mar  6 06:44:17 2000

hmm, heres something i think should be changed a bit

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

->

Ghoul chuckles as it notices you entering the room.
Ghoul becomes confused and completely misses you.
Ghoul enters.

personally, i think that if mobs get entry hits when a player they
are agro to enters the room, then we players should get the entry
hits if a tracking/wandering agro mob walks into a players room.
but according to this message, the mob would have gotten the entry
hit, even tho he was wandering/tracking me.
just my two cents

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Javier
subject: Clan Channels
date: Mon Mar  6 12:57:22 2000

Could it possibly be made so that we can invite other people to our
clan channel who are outside of the clan, but still worthy to be on
the channel?
Javi

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

poster: Denim
subject: Re:Clan Channels
date: Mon Mar  6 13:09:09 2000

No...i don't really think thats a good idea personally,if you want
to invite people on a channel,make one,make it private,and invite
them:)

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

poster: Apathy
subject: >Ress/Rev
date: Mon Mar  6 13:17:15 2000

On Sun Mar  5 18:54:20 2000 Trigon wrote post #400:
> Heh, ya I was reffering to avatars.   :P
> No I mean if you are in a party and the party moves you might miss
> it.  Maybe I'm just speaking for lazy clerics who don't wanna bother
> asking the recipient if they are accepting.

Do what I do...announce who you're reviving when you start casting,
and if they're not accepted by the time the spell goes off, then
that's their tough luck. If there's more than one revver in the
party, they should simply accept the first one to announce that
they're reviving them.

-Apathy

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

poster: Regan
subject: Parties
date: Tue Mar  7 00:03:50 2000

It would be might helpful if we had something that loot could be put
into.. that was gained in a party. Say a Party bag? could not go
over your weight limit.. bought at the general store. Each person
could have one in the party if they wanted. At the end of the party
you could type party loot or some sort and it would split itself
among the members picking a random person for each item and giving
it out. This would also take in the gold earned in the party.
Anyways just an idea. 

-Regan

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

poster: Hyzenthlay
subject: >>race
date: Tue Mar  7 09:57:43 2000

On Fri Mar  3 20:29:18 2000 Wildchild wrote post #391:
> On Fri Mar  3 18:22:06 2000 Hyzenthlay wrote post #390:
> > there should be some kind or race that is close to rabbit in some way. . .
> > i love rabbits... there should be like a rabbitman race
> > just a thought.
> > 
> > Hyzenthlay-rah
> > Cheif rabbit of Watership Down Warren
> 
> I say that we make sure all the races we already have are being
> played by players before adding even more (don't see too many
> lizardmen around these days).
> 
> -WildChild
well then we should do away with lizardman and make rabbit man
I for one am at least one person who would LOVE this new race
thanks for listening

Hyzenthlay-rah
Chief rabbit of Watership Down Warren

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

poster: Sirk
subject: >>>race
date: Tue Mar  7 10:22:16 2000

On Tue Mar  7 09:57:43 2000 Hyzenthlay wrote post #413:
> On Fri Mar  3 20:29:18 2000 Wildchild wrote post #391:
> > On Fri Mar  3 18:22:06 2000 Hyzenthlay wrote post #390:
> > > there should be some kind or race that is close to rabbit in some way.
. .
> > > i love rabbits... there should be like a rabbitman race
> > > just a thought.
> > > 
> > > Hyzenthlay-rah
> > > Cheif rabbit of Watership Down Warren
> > 
> > I say that we make sure all the races we already have are being
> > played by players before adding even more (don't see too many
> > lizardmen around these days).
> > 
> > -WildChild
> well then we should do away with lizardman and make rabbit man
> I for one am at least one person who would LOVE this new race
> thanks for listening
> 
> Hyzenthlay-rah
> Chief rabbit of Watership Down Warren
no, i like lizardman 
sirk

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

poster: Javier
subject: >>>race
date: Tue Mar  7 10:22:58 2000

I think we should have a moose racee
:)

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

poster: Hyzenthlay
subject: >>>>race
date: Tue Mar  7 10:24:28 2000

On Tue Mar  7 10:22:16 2000 Sirk wrote post #414:
> On Tue Mar  7 09:57:43 2000 Hyzenthlay wrote post #413:
> > On Fri Mar  3 20:29:18 2000 Wildchild wrote post #391:
> > > On Fri Mar  3 18:22:06 2000 Hyzenthlay wrote post #390:
> > > > there should be some kind or race that is close to rabbit in some way.
> . .
> > > > i love rabbits... there should be like a rabbitman race
> > > > just a thought.
> > > > 
> > > > Hyzenthlay-rah
> > > > Cheif rabbit of Watership Down Warren
> > > 
> > > I say that we make sure all the races we already have are being
> > > played by players before adding even more (don't see too many
> > > lizardmen around these days).
> > > 
> > > -WildChild
> > well then we should do away with lizardman and make rabbit man
> > I for one am at least one person who would LOVE this new race
> > thanks for listening
> > 
> > Hyzenthlay-rah
> > Chief rabbit of Watership Down Warren
> no, i like lizardman 
> sirk
then why cant there just be a rabbitman race added on?
sorry to be such a bother but it would be a very useful race. . .
both as rogue and as cleric or animist. . .
thanks for listening
Hyzenthlay-rah
Chief Rabbit of Watership Down Warren

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

poster: Wildchild
subject: >>>>>race
date: Tue Mar  7 14:23:24 2000

On Tue Mar  7 10:24:28 2000 Hyzenthlay wrote post #416:
> On Tue Mar  7 10:22:16 2000 Sirk wrote post #414:
> > On Tue Mar  7 09:57:43 2000 Hyzenthlay wrote post #413:
> > > On Fri Mar  3 20:29:18 2000 Wildchild wrote post #391:
> > > > On Fri Mar  3 18:22:06 2000 Hyzenthlay wrote post #390:
> > > > > there should be some kind or race that is close to rabbit in some
way.
> > . .
> > > > > i love rabbits... there should be like a rabbitman race
> > > > > just a thought.
> > > > > 
> > > > > Hyzenthlay-rah
> > > > > Cheif rabbit of Watership Down Warren
> > > > 
> > > > I say that we make sure all the races we already have are being
> > > > played by players before adding even more (don't see too many
> > > > lizardmen around these days).
> > > > 
> > > > -WildChild
> > > well then we should do away with lizardman and make rabbit man
> > > I for one am at least one person who would LOVE this new race
> > > thanks for listening
> > > 
> > > Hyzenthlay-rah
> > > Chief rabbit of Watership Down Warren
> > no, i like lizardman 
> > sirk
> then why cant there just be a rabbitman race added on?
> sorry to be such a bother but it would be a very useful race. . .
> both as rogue and as cleric or animist. . .
> thanks for listening
> Hyzenthlay-rah
> Chief Rabbit of Watership Down Warren

And like I said, why even attempt to code anymore "useful" races
when the races we currently have are supposed to be useful, yet
aren't? I think you'll need to try harder to get something like this
accomplished other than for your love of rabbits.

-WildChild

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

poster: Nyarlathotep
subject: "Bug" emote
date: Tue Mar  7 21:45:54 2000

I would like there to be a "bug" emote, i.e. "You bug so-and-so
until they scream and threaten to turn the car right the hell around
if you don't shut up." Or something to that effect. Really, I just
want something there so that I'll stop making 1-word bug reports
when I type "bug (foo)". ;)
Nyar

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

poster: Zifnab
subject: >"Bug" emote
date: Tue Mar  7 21:47:30 2000

On Tue Mar  7 21:45:54 2000 Nyarlathotep wrote post #418:
> I would like there to be a "bug" emote, i.e. "You bug so-and-so
> until they scream and threaten to turn the car right the hell around
> if you don't shut up." Or something to that effect. Really, I just
> want something there so that I'll stop making 1-word bug reports
> when I type "bug (foo)". ;)
> Nyar
then the bug command needs to be changed.
if you have ideas im all for it, but i cant think of any mud that
I have ever played on that has it named somethign besides
'bug'.

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

poster: Larssi
subject: >>>>race
date: Wed Mar  8 00:52:20 2000

On Tue Mar  7 10:22:58 2000 Javier wrote post #415:
> I think we should have a moose racee
> :)
and moose hunting seasons...

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

poster: Kaos
subject: >>"Bug" emote
date: Wed Mar  8 04:51:51 2000

On Tue Mar  7 21:47:30 2000 Zifnab wrote post #419:
> On Tue Mar  7 21:45:54 2000 Nyarlathotep wrote post #418:
> > I would like there to be a "bug" emote, i.e. "You bug so-and-so
> > until they scream and threaten to turn the car right the hell around
> > if you don't shut up." Or something to that effect. Really, I just
> > want something there so that I'll stop making 1-word bug reports
> > when I type "bug (foo)". ;)
> > Nyar
> then the bug command needs to be changed.
> if you have ideas im all for it, but i cant think of any mud that
> I have ever played on that has it named somethign besides
> 'bug'.
'report' has been used, but that would obviously collide with
another command we love so much :)  Think I've seen 'rep' too.

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

poster: Zaedrax
subject: >>>>>race
date: Wed Mar  8 13:19:10 2000

On Wed Mar  8 00:52:20 2000 Larssi wrote post #420:
> On Tue Mar  7 10:22:58 2000 Javier wrote post #415:
> > I think we should have a moose racee
> > :)
> and moose hunting seasons...
Where's our monkey race?

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

poster: Wildchild
subject: >>>"Bug" emote
date: Wed Mar  8 15:31:20 2000

On Wed Mar  8 04:51:51 2000 Kaos wrote post #421:
> On Tue Mar  7 21:47:30 2000 Zifnab wrote post #419:
> > On Tue Mar  7 21:45:54 2000 Nyarlathotep wrote post #418:
> > > I would like there to be a "bug" emote, i.e. "You bug so-and-so
> > > until they scream and threaten to turn the car right the hell around
> > > if you don't shut up." Or something to that effect. Really, I just
> > > want something there so that I'll stop making 1-word bug reports
> > > when I type "bug (foo)". ;)
> > > Nyar
> > then the bug command needs to be changed.
> > if you have ideas im all for it, but i cant think of any mud that
> > I have ever played on that has it named somethign besides
> > 'bug'.
> 'report' has been used, but that would obviously collide with
> another command we love so much :)  Think I've seen 'rep' too.

Heh, poor Phire would be out of a channel then... oh well :)

-WildChild

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

poster: Nyarlathotep
subject: >>"Bug" emote
date: Thu Mar  9 08:28:22 2000

On Tue Mar  7 21:47:30 2000 Zifnab wrote post #419:
> On Tue Mar  7 21:45:54 2000 Nyarlathotep wrote post #418:
> > I would like there to be a "bug" emote, i.e. "You bug so-and-so
> > until they scream and threaten to turn the car right the hell around
> > if you don't shut up." Or something to that effect. Really, I just
> > want something there so that I'll stop making 1-word bug reports
> > when I type "bug (foo)". ;)
> > Nyar
> then the bug command needs to be changed.
> if you have ideas im all for it, but i cant think of any mud that
> I have ever played on that has it named somethign besides
> 'bug'.
Naah, I'll just stop being stupid :) Just figured the wizzes would
like not getting anymore bug reports that read "Wildchild" in their
entirity. (Cuz as far as I know, there's nothing wrong with him.)
Nyarlathotep, who never thinks about nifty things like necessary mud functions

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

poster: Javier
subject: >>>"Bug" emote
date: Thu Mar  9 08:30:07 2000

On Thu Mar  9 08:28:22 2000 Nyarlathotep wrote post #424:
> On Tue Mar  7 21:47:30 2000 Zifnab wrote post #419:
> > On Tue Mar  7 21:45:54 2000 Nyarlathotep wrote post #418:
> > > I would like there to be a "bug" emote, i.e. "You bug so-and-so
> > > until they scream and threaten to turn the car right the hell around
> > > if you don't shut up." Or something to that effect. Really, I just
> > > want something there so that I'll stop making 1-word bug reports
> > > when I type "bug (foo)". ;)
> > > Nyar
> > then the bug command needs to be changed.
> > if you have ideas im all for it, but i cant think of any mud that
> > I have ever played on that has it named somethign besides
> > 'bug'.
> Naah, I'll just stop being stupid :) Just figured the wizzes would
> like not getting anymore bug reports that read "Wildchild" in their
> entirity. (Cuz as far as I know, there's nothing wrong with him.)
> Nyarlathotep, who never thinks about nifty things like necessary mud
functions

Hehehe, nothing wrong with Wildchild? ;) I think that's a matter of opinion
Javi

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

poster: Nyarlathotep
subject: Bug emote
date: Thu Mar  9 11:56:30 2000

"Pester" would be a good synonym, I suppose :)
Nyar who always thinks of these things later than he should have

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

poster: Snoop
subject: hohoho
date: Sat Mar 11 01:31:47 2000

Ok i was thinking of making like a ladder for party share.
Like first the share goes up every 50M, until your 500M or so. Then
it goes up every 100M until your 1G then it goes up every 250M until
your 1.5G Then it goes up every 350M until infinity.
Levels would still be a part of this new system, but share from
levels would go up every 10th level always.
The steps etc aren't really that thought through...just an idea
instead of this 500M cap that there is now.
*/Snoop
,

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

poster: Raw
subject: >hohoho
date: Sat Mar 11 03:35:13 2000

On Sat Mar 11 01:31:47 2000 Snoop wrote post #427:
> Ok i was thinking of making like a ladder for party share.
> Like first the share goes up every 50M, until your 500M or so. Then
> it goes up every 100M until your 1G then it goes up every 250M until
> your 1.5G Then it goes up every 350M until infinity.
> Levels would still be a part of this new system, but share from
> levels would go up every 10th level always.
> The steps etc aren't really that thought through...just an idea
> instead of this 500M cap that there is now.
> */Snoop
> ,
I absolutely agree with snoop here, as it is now a 500m char
can easily get more xp than a 1G char in the same party.
Classic example is giant fighter bringing a gnome healer, 
they could be the same level, and they split the xp equally,
giving the lower worth gnome a lot more xp than the giant.

As it is now, most highlevels want to solo, cause they can solo
just as well as party (except with equal worth players). This
ruins some of what made me start playing here, the importance
and fun of partying to give everyone a boost to rate. Now i
(to push things to extremes) feel like i am just dragging each
time i party...
Enough ramble.....Raw

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

poster: Durin
subject: >>hohoho
date: Sat Mar 11 03:41:44 2000

On Sat Mar 11 03:35:13 2000 Raw wrote post #428:
> On Sat Mar 11 01:31:47 2000 Snoop wrote post #427:
> > Ok i was thinking of making like a ladder for party share.
> > Like first the share goes up every 50M, until your 500M or so. Then
> > it goes up every 100M until your 1G then it goes up every 250M until
> > your 1.5G Then it goes up every 350M until infinity.
> > Levels would still be a part of this new system, but share from
> > levels would go up every 10th level always.
> > The steps etc aren't really that thought through...just an idea
> > instead of this 500M cap that there is now.
> > */Snoop
> > ,
> I absolutely agree with snoop here, as it is now a 500m char
> can easily get more xp than a 1G char in the same party.
> Classic example is giant fighter bringing a gnome healer, 
> they could be the same level, and they split the xp equally,
> giving the lower worth gnome a lot more xp than the giant.
> 
> As it is now, most highlevels want to solo, cause they can solo
> just as well as party (except with equal worth players). This
> ruins some of what made me start playing here, the importance
> and fun of partying to give everyone a boost to rate. Now i
> (to push things to extremes) feel like i am just dragging each
> time i party...
> Enough ramble.....Raw

Hmpf, there is the other side too. Take for an example me. Very low
level decent exp tank. Most of the times rest of the party (each)
get two times more exp than me in the same time. I can 'drag' the
party to pretty good rate at best with certain levels players, but I
my self don't get that good rate. So far I have at least felt that
all the highbies have been somewhat satisfied with my parties...
Prolblem shows even more if I'd happen to have extremely good player
for the rate who too is low total worht like me and then three or
four highbies, they get the rate allready from the exp gap bla bla
wow, this is the longest I have written without losing
interest/point... lost it. Bye.

-Durin

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

poster: Durin
subject: >>>hohoho
date: Sat Mar 11 03:43:35 2000

On Sat Mar 11 03:41:44 2000 Durin wrote post #429:
> On Sat Mar 11 03:35:13 2000 Raw wrote post #428:
> > On Sat Mar 11 01:31:47 2000 Snoop wrote post #427:
> > > Ok i was thinking of making like a ladder for party share.
> > > Like first the share goes up every 50M, until your 500M or so. Then
> > > it goes up every 100M until your 1G then it goes up every 250M until
> > > your 1.5G Then it goes up every 350M until infinity.
> > > Levels would still be a part of this new system, but share from
> > > levels would go up every 10th level always.
> > > The steps etc aren't really that thought through...just an idea
> > > instead of this 500M cap that there is now.
> > > */Snoop
> > > ,
> > I absolutely agree with snoop here, as it is now a 500m char
> > can easily get more xp than a 1G char in the same party.
> > Classic example is giant fighter bringing a gnome healer, 
> > they could be the same level, and they split the xp equally,
> > giving the lower worth gnome a lot more xp than the giant.
> > 
> > As it is now, most highlevels want to solo, cause they can solo
> > just as well as party (except with equal worth players). This
> > ruins some of what made me start playing here, the importance
> > and fun of partying to give everyone a boost to rate. Now i
> > (to push things to extremes) feel like i am just dragging each
> > time i party...
> > Enough ramble.....Raw
> 
> Hmpf, there is the other side too. Take for an example me. Very low
> level decent exp tank. Most of the times rest of the party (each)
> get two times more exp than me in the same time. I can 'drag' the
> party to pretty good rate at best with certain levels players, but I
> my self don't get that good rate. So far I have at least felt that
> all the highbies have been somewhat satisfied with my parties...
> Prolblem shows even more if I'd happen to have extremely good player
> for the rate who too is low total worht like me and then three or
> four highbies, they get the rate allready from the exp gap bla bla
> wow, this is the longest I have written without losing
> interest/point... lost it. Bye.
> 
> -Durin

I found the point again. It was that party shares are ok as it is.
-Durin

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

poster: Raw
subject: >>>hohoho
date: Sat Mar 11 04:05:47 2000

On Sat Mar 11 03:41:44 2000 Durin wrote post #429:
> On Sat Mar 11 03:35:13 2000 Raw wrote post #428:
> > On Sat Mar 11 01:31:47 2000 Snoop wrote post #427:
> > > Ok i was thinking of making like a ladder for party share.
> > > Like first the share goes up every 50M, until your 500M or so. Then
> > > it goes up every 100M until your 1G then it goes up every 250M until
> > > your 1.5G Then it goes up every 350M until infinity.
> > > Levels would still be a part of this new system, but share from
> > > levels would go up every 10th level always.
> > > The steps etc aren't really that thought through...just an idea
> > > instead of this 500M cap that there is now.
> > > */Snoop
> > > ,
> > I absolutely agree with snoop here, as it is now a 500m char
> > can easily get more xp than a 1G char in the same party.
> > Classic example is giant fighter bringing a gnome healer, 
> > they could be the same level, and they split the xp equally,
> > giving the lower worth gnome a lot more xp than the giant.
> > 
> > As it is now, most highlevels want to solo, cause they can solo
> > just as well as party (except with equal worth players). This
> > ruins some of what made me start playing here, the importance
> > and fun of partying to give everyone a boost to rate. Now i
> > (to push things to extremes) feel like i am just dragging each
> > time i party...
> > Enough ramble.....Raw
> 
> Hmpf, there is the other side too. Take for an example me. Very low
> level decent exp tank. Most of the times rest of the party (each)
> get two times more exp than me in the same time. I can 'drag' the
> party to pretty good rate at best with certain levels players, but I
> my self don't get that good rate. So far I have at least felt that
> all the highbies have been somewhat satisfied with my parties...
> Prolblem shows even more if I'd happen to have extremely good player
> for the rate who too is low total worht like me and then three or
> four highbies, they get the rate allready from the exp gap bla bla
> wow, this is the longest I have written without losing
> interest/point... lost it. Bye.
> 
> -Durin
No wonder they get twice your xp in party when you party with
players 6 times your worth, and you are playing a heavy cost race.

raw

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

poster: Snoop
subject: hrm
date: Sat Mar 11 08:05:51 2000

I think resists on all monsters should be upped a bit, say 10% and
at the same time make abju's vulns upped say 20% so that abjurers
will make more difference in a exp party...
Ofcourse i dont know exactly how good abjurers are in exp parties
now since there arent very many around to try with...but it seems
that too many ppls solo instead of partying (i intend to change that
some way)
*/Snoop rambles on and on...

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

poster: Golte
subject: >hrm
date: Sat Mar 11 08:21:50 2000

On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> I think resists on all monsters should be upped a bit, say 10% and
> at the same time make abju's vulns upped say 20% so that abjurers
> will make more difference in a exp party...
> Ofcourse i dont know exactly how good abjurers are in exp parties
> now since there arent very many around to try with...but it seems
> that too many ppls solo instead of partying (i intend to change that
> some way)
> */Snoop rambles on and on...

i think the reasons for no abj are:
1. abj are very weak for solo. 
2. with this very drastic exp tune on monsters, big partys cant go on

Anyone remeber those 10-pers partys that killed dragons for 5 hours
one year ago? sigh, this aint posible nowadays...

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

poster: Snoop
subject: >>hrm
date: Sat Mar 11 08:49:17 2000

On Sat Mar 11 08:21:50 2000 Golte wrote post #433:
> On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> > I think resists on all monsters should be upped a bit, say 10% and
> > at the same time make abju's vulns upped say 20% so that abjurers
> > will make more difference in a exp party...
> > Ofcourse i dont know exactly how good abjurers are in exp parties
> > now since there arent very many around to try with...but it seems
> > that too many ppls solo instead of partying (i intend to change that
> > some way)
> > */Snoop rambles on and on...
> 
> i think the reasons for no abj are:
> 1. abj are very weak for solo. 
> 2. with this very drastic exp tune on monsters, big partys cant go on
> 
> Anyone remeber those 10-pers partys that killed dragons for 5 hours
> one year ago? sigh, this aint posible nowadays...
I wasn't talking about 10 ppls parties.
 Abju's shouldn't be able to solo
I think that a party with say 5 ppls or so should be able to keep a
rate if they used more of the mud, doing dragons, pladins and other
npcs, maybe they could do undeads and other stuff too that arent
very many of...of course it wouldnt be bad if there were more areas
with big monsies, but think we could use what we got better too.
*/Snoop

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

poster: Lasher
subject: >hrm
date: Sat Mar 11 08:51:38 2000

On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> I think resists on all monsters should be upped a bit, say 10% and
> at the same time make abju's vulns upped say 20% so that abjurers
> will make more difference in a exp party...
> Ofcourse i dont know exactly how good abjurers are in exp parties
> now since there arent very many around to try with...but it seems
> that too many ppls solo instead of partying (i intend to change that
> some way)
> */Snoop rambles on and on...
 
Why? Who are you to dictate how everyone else should play? If you
want to party go party and leave those of us that actually LIKE
to solo alone. Why does everything have to be one or the other
when the game can quite easily accomodate both?

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

poster: Snoop
subject: >>hrm
date: Sat Mar 11 08:56:39 2000

On Sat Mar 11 08:51:38 2000 Lasher wrote post #435:
> On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> > I think resists on all monsters should be upped a bit, say 10% and
> > at the same time make abju's vulns upped say 20% so that abjurers
> > will make more difference in a exp party...
> > Ofcourse i dont know exactly how good abjurers are in exp parties
> > now since there arent very many around to try with...but it seems
> > that too many ppls solo instead of partying (i intend to change that
> > some way)
> > */Snoop rambles on and on...
>  
> Why? Who are you to dictate how everyone else should play? If you
> want to party go party and leave those of us that actually LIKE
> to solo alone. Why does everything have to be one or the other
> when the game can quite easily accomodate both?
I never said that ppls shouldnt be able to solo, but i say that
parties should do better rates then ppls who solo. I think that
guilds that can't solo should be able to do exp too.
Instead of one person who knows a little about everything take a few
ppls who knows lots about their craft, one master of protection, on
master of healing, one master of being a meatwall etc.
*/Snoop shrugs

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

poster: Zaedrax
subject: >>>hrm
date: Sat Mar 11 08:58:57 2000

On Sat Mar 11 08:56:39 2000 Snoop wrote post #436:
> On Sat Mar 11 08:51:38 2000 Lasher wrote post #435:
> > On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> > > I think resists on all monsters should be upped a bit, say 10% and
> > > at the same time make abju's vulns upped say 20% so that abjurers
> > > will make more difference in a exp party...
> > > Ofcourse i dont know exactly how good abjurers are in exp parties
> > > now since there arent very many around to try with...but it seems
> > > that too many ppls solo instead of partying (i intend to change that
> > > some way)
> > > */Snoop rambles on and on...
> >  
> > Why? Who are you to dictate how everyone else should play? If you
> > want to party go party and leave those of us that actually LIKE
> > to solo alone. Why does everything have to be one or the other
> > when the game can quite easily accomodate both?
> I never said that ppls shouldnt be able to solo, but i say that
> parties should do better rates then ppls who solo. I think that
> guilds that can't solo should be able to do exp too.
> Instead of one person who knows a little about everything take a few
> ppls who knows lots about their craft, one master of protection, on
> master of healing, one master of being a meatwall etc.
> */Snoop shrugs
Er. Another post with tyops corrected. =P I'd like to underline the fact
that Snoop is a master at being a swedish meatwall. I want a guild that makes
kötbullar out of him :)

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

poster: Trancemaster
subject: ignore/mail
date: Sat Mar 11 09:36:15 2000

Now that people you ignore cant spam your "last tell" and "last
" thingamybobs, how about also stopping ignored people from
spamming you via mudmail?
just a thought...

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Apathy
subject: mudlag
date: Sat Mar 11 13:08:24 2000

I think the monsies should make use of the mudlag command to
determine how lagged they should be themselves.

-Apathy

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

poster: Mixer
subject: >>>hrm
date: Sat Mar 11 15:24:18 2000

On Sat Mar 11 08:56:39 2000 Snoop wrote post #436:
> On Sat Mar 11 08:51:38 2000 Lasher wrote post #435:
> > On Sat Mar 11 08:05:51 2000 Snoop wrote post #432:
> > > I think resists on all monsters should be upped a bit, say 10% and
> > > at the same time make abju's vulns upped say 20% so that abjurers
> > > will make more difference in a exp party...
> > > Ofcourse i dont know exactly how good abjurers are in exp parties
> > > now since there arent very many around to try with...but it seems
> > > that too many ppls solo instead of partying (i intend to change that
> > > some way)
> > > */Snoop rambles on and on...
> >  
> > Why? Who are you to dictate how everyone else should play? If you
> > want to party go party and leave those of us that actually LIKE
> > to solo alone. Why does everything have to be one or the other
> > when the game can quite easily accomodate both?
> I never said that ppls shouldnt be able to solo, but i say that
> parties should do better rates then ppls who solo. I think that
> guilds that can't solo should be able to do exp too.
> Instead of one person who knows a little about everything take a few
> ppls who knows lots about their craft, one master of protection, on
> master of healing, one master of being a meatwall etc.
> */Snoop shrugs
I'm with Snoop here, I'd like to see a real tangible
benefit to partying.  Surely a party full of players skilled
in their arts can do better overall than a single expert at
one art?

mix.

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

poster: Hierokliff
subject: >>>>hrm
date: Sat Mar 11 15:30:13 2000

And they cant now?
I have still done my best rates here in expparties as a fig,
but since its so boring with ppl botting in the parties and 
since that is more or less legal now i prefer soloing and having
braindead ppls that go fix dinner or take showers in the middle
of the party without asking first isn't helping either...
Long live soloing, even if it has to be as a lava mage...
//Hierokliff

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

poster: Maldan
subject: >>>>>hrm
date: Sat Mar 11 15:33:47 2000

On Sat Mar 11 15:30:13 2000 Hierokliff wrote post #442:
> And they cant now?
> I have still done my best rates here in expparties as a fig,
> but since its so boring with ppl botting in the parties and 
> since that is more or less legal now i prefer soloing and having
> braindead ppls that go fix dinner or take showers in the middle
> of the party without asking first isn't helping either...
> Long live soloing, even if it has to be as a lava mage...
> //Hierokliff
Hummmmm when did botting become legal?? From what i understand the
use of trigs is ok, well just ok, discourged, but ok. Botting is not
legal, if i happen to see someone out and out botting (taking a
shower while letting trigs do the work or cooking dinner, so on and
so forth) I for one will at least give them a nice long freeze. End
of subject....



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

poster: Khosan
subject: >mudlag
date: Sat Mar 11 15:35:41 2000

On Sat Mar 11 13:08:24 2000 Apathy wrote post #440:
> I think the monsies should make use of the mudlag command to
> determine how lagged they should be themselves.
> 
> -Apathy
actually the mudlag command shows how lagged the monsters are.

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

poster: Lasher
subject: >>>>>hrm
date: Sat Mar 11 15:35:59 2000

On Sat Mar 11 15:30:13 2000 Hierokliff wrote post #442:
> And they cant now?
> I have still done my best rates here in expparties as a fig,
> but since its so boring with ppl botting in the parties and 
> since that is more or less legal now i prefer soloing and having
> braindead ppls that go fix dinner or take showers in the middle
> of the party without asking first isn't helping either...
> Long live soloing, even if it has to be as a lava mage...
> //Hierokliff
 
Absolutely, and this perceived problem, if it exists at all,
is only for a small number of people around or above the
1 gig mark. For the vast majority of the mud partying is still
the best option for the best rate.
 
I actually make a much better xp/min in a good xp party than
I do solo, but choose to play solo most of the time because it
is consistent xp and fits better with me playing from work.
 
I choose to be make a lower rate but be able to rely on 
doing it all day long than going for a higher rate but having
to wait for people to get together, finish picking their
noses, etc, etc. What is so wrong with that?

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

poster: Zifnab
subject: >>>>>>hrm
date: Sat Mar 11 16:25:17 2000

On Sat Mar 11 15:33:47 2000 Maldan wrote post #443:
> On Sat Mar 11 15:30:13 2000 Hierokliff wrote post #442:
> > And they cant now?
> > I have still done my best rates here in expparties as a fig,
> > but since its so boring with ppl botting in the parties and 
> > since that is more or less legal now i prefer soloing and having
> > braindead ppls that go fix dinner or take showers in the middle
> > of the party without asking first isn't helping either...
> > Long live soloing, even if it has to be as a lava mage...
> > //Hierokliff
> Hummmmm when did botting become legal?? From what i understand the
> use of trigs is ok, well just ok, discourged, but ok. Botting is not
> legal, if i happen to see someone out and out botting (taking a
> shower while letting trigs do the work or cooking dinner, so on and
> so forth) I for one will at least give them a nice long freeze. End
> of subject....
> 
> 
kindly tell me where we say botting is legal?

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

poster: Hierokliff
subject: >>>>>>>hrm
date: Sat Mar 11 21:37:27 2000

On Sat Mar 11 16:25:17 2000 Zifnab wrote post #446:
> On Sat Mar 11 15:33:47 2000 Maldan wrote post #443:
> > On Sat Mar 11 15:30:13 2000 Hierokliff wrote post #442:
> > > And they cant now?
> > > I have still done my best rates here in expparties as a fig,
> > > but since its so boring with ppl botting in the parties and 
> > > since that is more or less legal now i prefer soloing and having
> > > braindead ppls that go fix dinner or take showers in the middle
> > > of the party without asking first isn't helping either...
> > > Long live soloing, even if it has to be as a lava mage...
> > > //Hierokliff
> > Hummmmm when did botting become legal?? From what i understand the
> > use of trigs is ok, well just ok, discourged, but ok. Botting is not
> > legal, if i happen to see someone out and out botting (taking a
> > shower while letting trigs do the work or cooking dinner, so on and
> > so forth) I for one will at least give them a nice long freeze. End
> > of subject....
> > 
> > 
> kindly tell me where we say botting is legal?
Well did a bad post there...sorry...

I shouldnt have messed the post up with ppl that starts idling suddenly
and often in the parties with the botting while they are there, autoattack
triggs, autoheal tank if he has a certain % of his hps left etc... timer
on reprottings...imho this is botting...the old rules was that you where
not allowed to make triggers responding on other players, now i think
the rule is as long as you are there at the computer the triggers are ok...

anyway it was a bad post from me before, should have kept my personal
point of view on botting out from it, and just slapt the ppl that starts
to idle and such without letting the party know before so they can plan
this and take a break at the same time, its a bit annoying to be forced
to idle because the healer/abjurer thought it was time to do something in
rl, well shit happends sometimes etc...but when its a habbit it gets very
annoying...

And something i did miss, is that this mud dont have the playerbase nor the
areabase to support exp parties, that plays alot, so if a player reincs to
a guild that cant solo he has to calculate alot of idling or do other things
then party for exps/eq etc...a reason why there are so few bards and abjurers
besides the fact that you really dont need em in the expparty, they do there
share but if they aint there, you dont miss em much...

//Hierokliff.



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

poster: Zifnab
subject: >>>>>>>>hrm
date: Sat Mar 11 21:42:41 2000

> this and take a break at the same time, its a bit annoying to be forced
> to idle because the healer/abjurer thought it was time to do something in
> rl, well shit happends sometimes etc...but when its a habbit it gets very
> annoying...
> 
> And something i did miss, is that this mud dont have the playerbase nor the
> areabase to support exp parties, that plays alot, so if a player reincs to
> a guild that cant solo he has to calculate alot of idling or do other things
> then party for exps/eq etc...a reason why there are so few bards and
abjurers
> besides the fact that you really dont need em in the expparty, they do there
> share but if they aint there, you dont miss em much...
> 
> //Hierokliff.
> 
> 
ut from help botting:

* Having another person manually or automatically activate one of your own
  triggers is illegal. This includes actions, emotes, says, tells and party
  says. That is you can not have someone kick or beep you to set of a heal.
  Neither may you recast protection spells with triggers on what the tank
  says on party channel.           

I think I could make a real strong case that if a person is watching 
your percentof hp left, and triggering that its called botting.


* Triggers on the tank attacking (auto attack) are illegal.       

Thats pretty clear cut...

The stance has not changed on this mud for botting, unfortunately
it happens.  But based on the things you said above, those people are 
botting, and if caught would be removed.

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

poster: Hoot
subject: witch
date: Sun Mar 12 00:36:42 2000

im not into witchcraft, but ive seen movies and stuff. i think it would
be cool if you could have a spell that required four witches. on tv they used
four witches and called the corners(or something like that). maybe
you could have four witches cast the spell, and after each one
casts
it would say like "hoot calls a corner" ,"blah calls a corner", ect,
and if four are called, a big area spell would hit. dunno if thats
codeable or if its ridiculous. im open for response
-hoot

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

poster: Wildchild
subject: >witch
date: Sun Mar 12 11:23:02 2000

On Sun Mar 12 00:36:42 2000 Hoot wrote post #449:
> im not into witchcraft, but ive seen movies and stuff. i think it would
> be cool if you could have a spell that required four witches. on tv they
used
> four witches and called the corners(or something like that). maybe
> you could have four witches cast the spell, and after each one
> casts
> it would say like "hoot calls a corner" ,"blah calls a corner", ect,
> and if four are called, a big area spell would hit. dunno if thats
> codeable or if its ridiculous. im open for response
> -hoot

*snicker* It better be an awfully damn powerful spell to require
multiple witches then, because it's hard enough at times to keep one
or two in the guild for any length of time on this mud :)

-WildChild

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

poster: Apathy
subject: >witch
date: Sun Mar 12 11:26:36 2000

On Sun Mar 12 00:36:42 2000 Hoot wrote post #449:
> im not into witchcraft, but ive seen movies and stuff. i think it would
> be cool if you could have a spell that required four witches. on tv they
used
> four witches and called the corners(or something like that). maybe
> you could have four witches cast the spell, and after each one
> casts
> it would say like "hoot calls a corner" ,"blah calls a corner", ect,
> and if four are called, a big area spell would hit. dunno if thats
> codeable or if its ridiculous. im open for response
> -hoot

It seems to me that it would fit better in the dark worshipper
guild, since they already have join hands.

-Apathy

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

poster: Hyzenthlay
subject: prompt
date: Sun Mar 12 11:33:24 2000

i think you should be able to put % explored and % left to TPs in
your prompt. . .
just a thought

Hyzenthlay-rah
Chief Rabbit of Watership Down Warren

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

poster: Wildchild
subject: help guild_tree
date: Sun Mar 12 11:37:28 2000

Maybe modify help guild_tree that you can see individually each
alpha, so it would be like help guild_tree_mage and such. It would
make it a helluva lot easier to read.

-WildChild

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

poster: Hyzenthlay
subject: >help guild_tree
date: Sun Mar 12 11:38:10 2000

i agree totally
good idea WC

Hyzenthlay-rah
Chief Rabbit of Watership Down Warren

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

poster: Sigwald
subject: >>help guild_tree
date: Sun Mar 12 15:08:35 2000

On Sun Mar 12 11:38:10 2000 Hyzenthlay wrote post #454:
> i agree totally
> good idea WC
> 
> Hyzenthlay-rah
> Chief Rabbit of Watership Down Warren

Now tell you something... Do it and we'll put it in help.

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

poster: Palenon
subject: >witch
date: Sun Mar 12 21:19:59 2000

A) Watchtowers not Corners...
B) Hoot..You watch too many movies...
C) The Four Watchtowers is normally only used for protection rites
or conjuring..not attacking

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

poster: Mikul
subject: Quests
date: Mon Mar 13 19:08:27 2000

Seeing as the mud has gone to longer reboots and we most
probably staying at 4 day boots. The quests that can only be completed
once should have some kind of reset, if ppl are not doing them once
they start them. And so spoiling/stopping another person from doing
the quest for 4 days.

Mikul.

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

poster: Cloud
subject: Wood cutters guild
date: Tue Mar 14 04:54:43 2000

Ok, i was at adv, and exploring the portal. There is an exit there
called wood, but when i type wood it does an emote.
Might want to change that:)
Cloudy

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

poster: Freja
subject: >witch
date: Tue Mar 14 05:01:22 2000

On Sun Mar 12 00:36:42 2000 Hoot wrote post #449:
> im not into witchcraft, but ive seen movies and stuff. i think it would
> be cool if you could have a spell that required four witches. on tv they
used
> four witches and called the corners(or something like that). maybe
> you could have four witches cast the spell, and after each one
> casts
> it would say like "hoot calls a corner" ,"blah calls a corner", ect,
> and if four are called, a big area spell would hit. dunno if thats
> codeable or if its ridiculous. im open for response
> -hoot

Hrm. Well I am in Wicca/Witchcraft. ;) And I think that's a kickass
idea personally. :) Hmm....
Ya know if you happy-wizzies wanted to, you chould get big-time
creative with this idea.
Something along the lines of maybe a whole group of 'coven' spells.
Healing, one for each element, etc.
I dunno, up to ya'lls, I just think that'd rock. :) GO HOOT! :) If
any of the wizzies want me to help
think if ideas I'd be more then happy to. Like you need me, but HEY,
I can try, yes? :)

Freja

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

poster: Mikul
subject: >Wood cutters guild
date: Tue Mar 14 05:35:40 2000

On Tue Mar 14 04:54:43 2000 Cloud wrote post #458:
> Ok, i was at adv, and exploring the portal. There is an exit there
> called wood, but when i type wood it does an emote.
> Might want to change that:)
> Cloudy

type go wood

Mikul

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

poster: Energystar
subject: >Wood cutters guild
date: Tue Mar 14 06:24:05 2000

Use go wood instead.
That usually works.
--ES

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

poster: Ada
subject: player deaths
date: Wed Mar 15 16:38:00 2000

If player deaths were in the red color, like monster deaths, it
would be a LOT easier to see. Otherwise, you usually miss that it
happened.


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

poster: Jaws
subject: campfire
date: Wed Mar 15 17:56:45 2000

TT
have varies messgaes when u look at the fire to indicate
how much monger it will burn
even go so far as for when adding wood increases the fire
to say like bonfire
huge fire 
or something else really fun to look at 

maybe even have it spread to other rooms if enuf wood is added
area damage - too much heat
just some fun ideas

Jaws

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

poster: Caliban
subject: PK
date: Wed Mar 15 22:05:57 2000

Bring bats pk system here ;)

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

poster: Quillz
subject: gettin outa hell
date: Thu Mar 16 01:45:46 2000

tp revive. 
praying sucks, waiting hours and hours for avatars suck as well
q

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

poster: Mixer
subject: >gettin outa hell
date: Thu Mar 16 01:46:52 2000

On Thu Mar 16 01:45:46 2000 Quillz wrote post #465:
> tp revive. 
> praying sucks, waiting hours and hours for avatars suck as well
> q
Hmm why have clerics?  I really don't think people would
use tps to revive.  You'd have to make the cost reasonable
and lets face it for most ppl TPs are hard earned.

I don't think this really is a useful idea at all.

You can always pray and get back onto making xp!
Mix.

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

poster: Zifnab
subject: >PK
date: Thu Mar 16 06:52:13 2000

On Wed Mar 15 22:05:57 2000 Caliban wrote post #464:
> Bring bats pk system here ;)
thats real helpful.... not everyone has played batmud.

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

poster: Javier
subject: >gettin outa hell
date: Thu Mar 16 07:20:30 2000

On Thu Mar 16 01:45:46 2000 Quillz wrote post #465:
> tp revive. 
> praying sucks, waiting hours and hours for avatars suck as well
> q
*coughresurrectcough*

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

poster: Krellen
subject: >>PK
date: Thu Mar 16 08:19:40 2000

On Thu Mar 16 06:52:13 2000 Zifnab wrote post #467:
> On Wed Mar 15 22:05:57 2000 Caliban wrote post #464:
> > Bring bats pk system here ;)
> thats real helpful.... not everyone has played batmud.
You want batmud's pk system, why not just go to batmud?  Silly Mortals.

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

poster: Krow
subject: Monsters
date: Thu Mar 16 08:54:30 2000

Maybe not make them soo cocky when you re-enter. They shouldnt
always think they are king of the world.

    _-~Krow~-_

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

poster: Wildchild
subject: guild tree
date: Thu Mar 16 09:26:24 2000

Just remove all teh damn guilds that AREN'T open until they are
released. It's ridiculous to have them listed when god knows if
they're ever coming or not. Especially for the dragon guild.

-WildChild

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

poster: Quillz
subject: >>gettin outa hell
date: Thu Mar 16 12:38:47 2000

On Thu Mar 16 07:20:30 2000 Javier wrote post #468:
> On Thu Mar 16 01:45:46 2000 Quillz wrote post #465:
> > tp revive. 
> > praying sucks, waiting hours and hours for avatars suck as well
> > q
> *coughresurrectcough*
ok, waiting hours for even a lowly healer sucks just as much. 
yes, there are time.s 
Q

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

poster: Quillz
subject: >>>PK
date: Thu Mar 16 12:40:01 2000

On Thu Mar 16 08:19:40 2000 Krellen wrote post #469:
> On Thu Mar 16 06:52:13 2000 Zifnab wrote post #467:
> > On Wed Mar 15 22:05:57 2000 Caliban wrote post #464:
> > > Bring bats pk system here ;)
> > thats real helpful.... not everyone has played batmud.
> You want batmud's pk system, why not just go to batmud?  Silly Mortals.
cuz we like rd better maybe? nah, if we liked rd better we would,
omg, we would like to improve it!
fancy that
Q

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

poster: Phire
subject: >>>>PK
date: Thu Mar 16 12:52:55 2000

On Thu Mar 16 12:40:01 2000 Quillz wrote post #473:
> On Thu Mar 16 08:19:40 2000 Krellen wrote post #469:
> > On Thu Mar 16 06:52:13 2000 Zifnab wrote post #467:
> > > On Wed Mar 15 22:05:57 2000 Caliban wrote post #464:
> > > > Bring bats pk system here ;)
> > > thats real helpful.... not everyone has played batmud.
> > You want batmud's pk system, why not just go to batmud?  Silly Mortals.
> cuz we like rd better maybe? nah, if we liked rd better we would,
> omg, we would like to improve it!
> fancy that
> Q

I suggest people go to batmud (telnet batmud.org 23) and read their
player killing policy (help player killing). Then tell me how 
the admins won't be up to their necks in whines about whether X killed Y
for a legitimate reason. Unless you want the admin to take a much
harsher role (e.g. nuking) if they find a person in the wrong about
a pkill.

I believe that pk should be totally open or totally closed. Anything
in between is open to abuse IMO.

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

poster: Javier
subject: >>>gettin outa hell
date: Thu Mar 16 14:21:57 2000

On Thu Mar 16 12:38:47 2000 Quillz wrote post #472:
> On Thu Mar 16 07:20:30 2000 Javier wrote post #468:
> > On Thu Mar 16 01:45:46 2000 Quillz wrote post #465:
> > > tp revive. 
> > > praying sucks, waiting hours and hours for avatars suck as well
> > > q
> > *coughresurrectcough*
> ok, waiting hours for even a lowly healer sucks just as much. 
> yes, there are time.s 
> Q
You calling me lowly ;)?

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

poster: Trigon
subject: Rev
date: Thu Mar 16 16:00:51 2000

Bah, let a lowbie cleric use ress.  it's better than praying.
Plus we need the exp more. :)

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

poster: Baer
subject: St Patricks day area.
date: Thu Mar 16 16:37:46 2000

Leprechauns, dancing girls and green beer.
'Nuf said.

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

poster: Hoot
subject: Iron will
date: Thu Mar 16 19:45:20 2000

It would be nice if, when you cast the iron will spell and its
already up, it would refresh 
the iron will instead of just saying that he's already protected. an
abj can keep a grap up forever but that iw always makes ya have to
pay extra attention
-hoot

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

poster: Wildchild
subject: >>>help guild_tree
date: Thu Mar 16 20:30:39 2000

On Sun Mar 12 15:08:35 2000 Sigwald wrote post #455:
> On Sun Mar 12 11:38:10 2000 Hyzenthlay wrote post #454:
> > i agree totally
> > good idea WC
> > 
> > Hyzenthlay-rah
> > Chief Rabbit of Watership Down Warren
> 
> Now tell you something... Do it and we'll put it in help.

Ok, didn't comment on this one before, went back to find it...

What are you trying to tell us here, Sigwald? All that needs to be
done is cut & paste the info out of help guild_tree for each alpha,
then put it into a unique file.
I can't see it taking very long to do this for any coder with the
ability to create new help files.

-WildChild

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

poster: Caliban
subject: PK
date: Thu Mar 16 21:09:01 2000

Nogs phire I vote for a open free for all ;) muahhh 
-Cal

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

poster: Quillz
subject: >PK
date: Thu Mar 16 21:09:25 2000

On Thu Mar 16 21:09:01 2000 Caliban wrote post #480:
> Nogs phire I vote for a open free for all ;) muahhh 
> -Cal
can i get a HELL YA!
go phire. 
Q

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

poster: Wildchild
subject: >>PK
date: Thu Mar 16 21:10:30 2000

On Thu Mar 16 21:09:25 2000 Quillz wrote post #481:
> On Thu Mar 16 21:09:01 2000 Caliban wrote post #480:
> > Nogs phire I vote for a open free for all ;) muahhh 
> > -Cal
> can i get a HELL YA!
> go phire. 
> Q

If this mud goes into open pk, I open it falls apart. Just what we
bloody don't friggin need, more Bremen's wandering around. Seems as
though we're developing more as it is...

-WildChild

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

poster: Caliban
subject: PK2
date: Thu Mar 16 21:11:10 2000

Not that my opinion means squat just venting some term paper 
hostilities... 

-Cal

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

poster: Quillz
subject: >>>PK
date: Thu Mar 16 21:11:43 2000

On Thu Mar 16 21:10:30 2000 Wildchild wrote post #482:
> On Thu Mar 16 21:09:25 2000 Quillz wrote post #481:
> > On Thu Mar 16 21:09:01 2000 Caliban wrote post #480:
> > > Nogs phire I vote for a open free for all ;) muahhh 
> > > -Cal
> > can i get a HELL YA!
> > go phire. 
> > Q
> 
> If this mud goes into open pk, I open it falls apart. Just what we
> bloody don't friggin need, more Bremen's wandering around. Seems as
> though we're developing more as it is...
> 
> -WildChild
go to pk plaque and look at kills. 
bremen is up there...but there are ppl above him. 
way above him
Q

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

poster: Phire
subject: >>>>PK
date: Thu Mar 16 21:12:55 2000

On Thu Mar 16 21:11:43 2000 Quillz wrote post #484:
> On Thu Mar 16 21:10:30 2000 Wildchild wrote post #482:
> > On Thu Mar 16 21:09:25 2000 Quillz wrote post #481:
> > > On Thu Mar 16 21:09:01 2000 Caliban wrote post #480:
> > > > Nogs phire I vote for a open free for all ;) muahhh 
> > > > -Cal
> > > can i get a HELL YA!
> > > go phire. 
> > > Q
> > 
> > If this mud goes into open pk, I open it falls apart. Just what we
> > bloody don't friggin need, more Bremen's wandering around. Seems as
> > though we're developing more as it is...
> > 
> > -WildChild
> go to pk plaque and look at kills. 
> bremen is up there...but there are ppl above him. 
> way above him
> Q
I never said I was for open pk (I actually don't like open pk).

I -only- commented that pure open pk or pure no-pk are the only non
abusable systems.


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

poster: Wildchild
subject: >>>>PK
date: Thu Mar 16 21:12:55 2000

On Thu Mar 16 21:11:43 2000 Quillz wrote post #484:
> On Thu Mar 16 21:10:30 2000 Wildchild wrote post #482:
> > On Thu Mar 16 21:09:25 2000 Quillz wrote post #481:
> > > On Thu Mar 16 21:09:01 2000 Caliban wrote post #480:
> > > > Nogs phire I vote for a open free for all ;) muahhh 
> > > > -Cal
> > > can i get a HELL YA!
> > > go phire. 
> > > Q
> > 
> > If this mud goes into open pk, I open it falls apart. Just what we
> > bloody don't friggin need, more Bremen's wandering around. Seems as
> > though we're developing more as it is...
> > 
> > -WildChild
> go to pk plaque and look at kills. 
> bremen is up there...but there are ppl above him. 
> way above him
> Q

And you miss my point. Atleast these players do something OTHER than
just pissing people off pk'ing them. That's why Bremen was forced to
drop pk reg.
I'm sure we'd see more of his type if we did have open pk.

-WildChil
feh

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

poster: Golte
subject: >>>>>PK
date: Thu Mar 16 23:14:13 2000

> I never said I was for open pk (I actually don't like open pk).
> 
> I -only- commented that pure open pk or pure no-pk are the only non
> abusable systems.
> 

"Any pk legal" gives highbies that treat newbies to pay gold or be
killed, or similar. 
"No pk legal" gives newbies that pester highbies by constantly
stealing loot,  
without much fear for revenge. 
Both these things can very well be called abusement. 

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

poster: Sigwald
subject: >>>>help guild_tree
date: Fri Mar 17 01:51:57 2000

On Thu Mar 16 20:30:39 2000 Wildchild wrote post #479:
> On Sun Mar 12 15:08:35 2000 Sigwald wrote post #455:
> > On Sun Mar 12 11:38:10 2000 Hyzenthlay wrote post #454:
> > > i agree totally
> > > good idea WC
> > > 
> > > Hyzenthlay-rah
> > > Chief Rabbit of Watership Down Warren
> > 
> > Now tell you something... Do it and we'll put it in help.
> 
> Ok, didn't comment on this one before, went back to find it...
> 
> What are you trying to tell us here, Sigwald? All that needs to be
> done is cut & paste the info out of help guild_tree for each alpha,
> then put it into a unique file.
> I can't see it taking very long to do this for any coder with the
> ability to create new help files.
> 
> -WildChild

I just love mortals "all you have to do is this".
We got a lot of things to do. If you cannot read
through 2 pages of text, tough luck.
We got higher priorities.
So if you cant move your ass to do something you say is
so simple, dont whine about it.

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

poster: Phire
subject: >>>>>>PK
date: Fri Mar 17 08:29:30 2000

On Thu Mar 16 23:14:13 2000 Golte wrote post #487:
> > I never said I was for open pk (I actually don't like open pk).
> > 
> > I -only- commented that pure open pk or pure no-pk are the only non
> > abusable systems.
> > 
> 
> "Any pk legal" gives highbies that treat newbies to pay gold or be
> killed, or similar. 
> "No pk legal" gives newbies that pester highbies by constantly
> stealing loot,  
> without much fear for revenge. 
> Both these things can very well be called abusement. 
What you described is power abuse. What I was talking about
is rule abuse (which is a nukable offense)

 I now change my remarks to, I rather have a total non-pk system.
Now let's see you all twist my words on this one.
*sigh*

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

poster: Wildchild
subject: >>>>>help guild_tree
date: Fri Mar 17 09:35:24 2000

On Fri Mar 17 01:51:57 2000 Sigwald wrote post #488:
> On Thu Mar 16 20:30:39 2000 Wildchild wrote post #479:
> > On Sun Mar 12 15:08:35 2000 Sigwald wrote post #455:
> > > On Sun Mar 12 11:38:10 2000 Hyzenthlay wrote post #454:
> > > > i agree totally
> > > > good idea WC
> > > > 
> > > > Hyzenthlay-rah
> > > > Chief Rabbit of Watership Down Warren
> > > 
> > > Now tell you something... Do it and we'll put it in help.
> > 
> > Ok, didn't comment on this one before, went back to find it...
> > 
> > What are you trying to tell us here, Sigwald? All that needs to be
> > done is cut & paste the info out of help guild_tree for each alpha,
> > then put it into a unique file.
> > I can't see it taking very long to do this for any coder with the
> > ability to create new help files.
> > 
> > -WildChild
> 
> I just love mortals "all you have to do is this".
> We got a lot of things to do. If you cannot read
> through 2 pages of text, tough luck.
> We got higher priorities.
> So if you cant move your ass to do something you say is
> so simple, dont whine about it.

Ok, then tell me how the hell I am suppose to create new help files
w/out being a wizard or something, and I'll be glad to do it.
I'm not being an ass about it, I'm being serious, too bad you don't
think so as well, apparently. And isn't a couple of pages, it's
about a dozen, and it's a mess to dig thru to see where a single
guild fits in, which is why I asked for more specific help files if
maybe somebody without "higher priorities" would be so willing as to
code them.

Otherwise, there's no purpose to me cutting & pasting them into
individual files only to mail them to a wizard who will then have to
turn around and cut & paste them into the editor or whatever the
hell it is you use to create the files.

-WildChild

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

poster: Ant
subject: PK...
date: Fri Mar 17 15:30:43 2000

I don't know why I'm writing this post, since there's no
real need for it... nevertheless, I have this terrible urge
to speak my mind.

In my experience, all-open PK is bad. I hate not being able
to spend time (Note! Do not read "idle") in, i.e. the
other mud's equivalent of CS without having to fear for my
life in case some bored highbie dislikes my name or something.

In ZombieMUD (Yeayea, I have a char there.) I've been killed
several times without any apparent reason. THAT'S annoying
if something. Of course, in theory, I can retaliate... but...
sheesh... the guy IS like 40 levels above me...

Okay, then there's the no-pk system.
I think ppl should be able to retaliate, or p'raps teach some
manners to other ppl (Mind you PK'ing very rarely works as a
way to teach anything to anyone.) There is a very big chance
of ppl realizing that they cannot be killed and exploiting/abusing that.

Come to think of it... This has been a pretty useless post.
Everyone sees the points I've made and I fail to give any suggestions
on the fixing of the pk-problem.

Nevertheless, I'd someday like to see a MUD where there wouldn't 
be any NEED for a pk-system of any kind. But that'll never happen.

- Ant the babbling wiz


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

poster: Apathy
subject: >>>>>>PK
date: Fri Mar 17 16:08:12 2000

On Thu Mar 16 23:14:13 2000 Golte wrote post #487:
> > I never said I was for open pk (I actually don't like open pk).
> > 
> > I -only- commented that pure open pk or pure no-pk are the only non
> > abusable systems.
> > 
> 
> "Any pk legal" gives highbies that treat newbies to pay gold or be
> killed, or similar. 
> "No pk legal" gives newbies that pester highbies by constantly
> stealing loot,  
> without much fear for revenge. 
> Both these things can very well be called abusement. 

If they pester you constantly, don't help them out or deal with them
in any way.  If they piss off enough people, it becomes hard to
play.

-Apathy

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

poster: Apathy
subject: >>>>>>help guild_tree
date: Fri Mar 17 16:13:00 2000

> Otherwise, there's no purpose to me cutting & pasting them into
> individual files only to mail them to a wizard who will then have to
> turn around and cut & paste them into the editor or whatever the
> hell it is you use to create the files.
> 
> -WildChild

Editor? All they have to do is copy or ftp the files into the help
directory. There's no editor involved.

-Apathy

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

poster: Wildchild
subject: >>>>>>>help guild_tree
date: Fri Mar 17 17:43:29 2000

On Fri Mar 17 16:13:00 2000 Apathy wrote post #493:
> > Otherwise, there's no purpose to me cutting & pasting them into
> > individual files only to mail them to a wizard who will then have to
> > turn around and cut & paste them into the editor or whatever the
> > hell it is you use to create the files.
> > 
> > -WildChild
> 
> Editor? All they have to do is copy or ftp the files into the help
> directory. There's no editor involved.
> 
> -Apathy

Like I said, "whatever the hell it is you use". I've only had
experience as a wizard on a mud once, more than a year and a half
ago, and I did nothing but use the java connection so *shrug*
But, yeah, there is an editor of sorts that you can edit your files
on the mud. Psycho didn't seem to mind using it (when he actually
worked on his original area long ago).

-WildChild

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

poster: Tektor
subject: Healers
date: Sat Mar 18 08:31:47 2000

With every one going healer now im kinda like stuck im too big to be
a little healer and too small to be a good healer. I have been
soloing alot lately but as most peopel know healer isnt a solo
guild. Healer is my favorite guild and im starting to become more
patient waiting for parties (havent had much luck lately) I use
burning hands and it takes like 5-7 rounds to cast maybe it could be
lowered to like 3-4 rounds, i mean it doesnt do alot of damage as it
is a alpha guild spell
Just a thought to help out healers who solo more than they party.
(Yeah i could reinc but i dont feel like losing xp and getting into
a solo guild just because healers arnt good at soloing)

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

poster: Nyx
subject: City map
date: Sat Mar 18 22:18:15 2000

Perhaps the map could be made a bit smaller? Some people are having
trouble when they type map and it continues onto a blank line
causing one to have to hit enter a second time. It is nothing big,
but it is just a thought. 
Nyx

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

poster: Alisha
subject: New amulet (for me;)
date: Sat Mar 18 23:28:43 2000

A button that reads "I MUD TOPLESS", and raises you charisma. ;)

-- Lishie
The Silly Chickie

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

poster: Mixer
subject: >New amulet (for me;)
date: Sat Mar 18 23:31:25 2000

On Sat Mar 18 23:28:43 2000 Alisha wrote post #497:
> A button that reads "I MUD TOPLESS", and raises you charisma. ;)
> 
> -- Lishie
> The Silly Chickie
But if you mud topless, where would you pin it?
Mix.

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

poster: Nyx
subject: >>New amulet (for me;)
date: Sat Mar 18 23:32:16 2000

On Sat Mar 18 23:31:25 2000 Mixer wrote post #498:
> On Sat Mar 18 23:28:43 2000 Alisha wrote post #497:
> > A button that reads "I MUD TOPLESS", and raises you charisma. ;)
> > 
> > -- Lishie
> > The Silly Chickie
> But if you mud topless, where would you pin it?
> Mix.
Make it a necklace that hang in between them. ;)
Nyx

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

poster: Alisha
subject: >>>New amulet (for me;)
date: Sat Mar 18 23:34:10 2000

No no no. :P

I have my ways, though. :P

-- Lishie
think Whee!

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

poster: Nyx
subject: >>>>New amulet (for me;)
date: Sat Mar 18 23:34:34 2000

On Sat Mar 18 23:34:10 2000 Alisha wrote post #500:
> No no no. :P
> 
> I have my ways, though. :P
> 
> -- Lishie
> think Whee!
Lishie got something pierced?
Nyx

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

poster: Krellen
subject: >>>>>New amulet (for me;)
date: Sun Mar 19 11:57:20 2000

I really worry about you mortals sometimes.  Mudding rots the
ethics, or something.  ;)

Though I guess I could code such a button, I'd make it so you'd have
to actually /be/ topless before you got anything for it.  No torso
slot for you.  ;)

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

poster: Regan
subject: map
date: Sun Mar 19 13:26:07 2000

When map is typed. it now has a 98% thing or whatever at the bottom.
never been there b4 and slightly annoying. anyway this can be
removed?

-Regan

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

poster: Wildchild
subject: >map
date: Sun Mar 19 13:27:46 2000

On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> When map is typed. it now has a 98% thing or whatever at the bottom.
> never been there b4 and slightly annoying. anyway this can be
> removed?
> 
> -Regan

That's because the map was edited recently and the location of the
Toy Store was added to the map and the legend. Apparently, that
addition made it overflow.

-WildChild

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

poster: Zifnab
subject: >>map
date: Sun Mar 19 14:25:53 2000

On Sun Mar 19 13:27:46 2000 Wildchild wrote post #504:
> On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> > When map is typed. it now has a 98% thing or whatever at the bottom.
> > never been there b4 and slightly annoying. anyway this can be
> > removed?
> > 
> > -Regan
> 
> That's because the map was edited recently and the location of the
> Toy Store was added to the map and the legend. Apparently, that
> addition made it overflow.
> 
> -WildChild
can always adjust your rows, via the rows command.

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

poster: Wildchild
subject: >>>map
date: Sun Mar 19 14:42:59 2000

On Sun Mar 19 14:25:53 2000 Zifnab wrote post #505:
> On Sun Mar 19 13:27:46 2000 Wildchild wrote post #504:
> > On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> > > When map is typed. it now has a 98% thing or whatever at the bottom.
> > > never been there b4 and slightly annoying. anyway this can be
> > > removed?
> > > 
> > > -Regan
> > 
> > That's because the map was edited recently and the location of the
> > Toy Store was added to the map and the legend. Apparently, that
> > addition made it overflow.
> > 
> > -WildChild
> can always adjust your rows, via the rows command.

Actually, now that you bring that up, can the overflow thing be
added to the "castle list" command? Would help those of us with
oversized castles a bit :)

-WildChild

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

poster: Trancemaster
subject: >City map
date: Sun Mar 19 22:30:23 2000

On Sat Mar 18 22:18:15 2000 Nyx wrote post #496:
> Perhaps the map could be made a bit smaller? Some people are having
> trouble when they type map and it continues onto a blank line
> causing one to have to hit enter a second time. It is nothing big,
> but it is just a thought. 
> Nyx
if a person has the map skewered by their prompt, then such a person
should put a carriage return at the end, IMHO.
i believe the command is <%R>, but i could be wrong. type "help
prompt" to be sure

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Nyx
subject: >>>map
date: Mon Mar 20 02:20:50 2000

On Sun Mar 19 14:25:53 2000 Zifnab wrote post #505:
> On Sun Mar 19 13:27:46 2000 Wildchild wrote post #504:
> > On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> > > When map is typed. it now has a 98% thing or whatever at the bottom.
> > > never been there b4 and slightly annoying. anyway this can be
> > > removed?
> > > 
> > > -Regan
> > 
> > That's because the map was edited recently and the location of the
> > Toy Store was added to the map and the legend. Apparently, that
> > addition made it overflow.
> > 
> > -WildChild
> can always adjust your rows, via the rows command.







That doesn't work for some people, I know, we tried the other night
and some peopel cant get over 25 rows.....so it is very annyoing.
Nyx

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

poster: Grasfer
subject: ReLocate
date: Mon Mar 20 02:23:43 2000

why dont make so newbies can relocate?
*'

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

poster: Zifnab
subject: >>>>map
date: Mon Mar 20 06:20:57 2000

On Mon Mar 20 02:20:50 2000 Nyx wrote post #509:
> On Sun Mar 19 14:25:53 2000 Zifnab wrote post #505:
> > On Sun Mar 19 13:27:46 2000 Wildchild wrote post #504:
> > > On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> > > > When map is typed. it now has a 98% thing or whatever at the bottom.
> > > > never been there b4 and slightly annoying. anyway this can be
> > > > removed?
> > > > 
> > > > -Regan
> > > 
> > > That's because the map was edited recently and the location of the
> > > Toy Store was added to the map and the legend. Apparently, that
> > > addition made it overflow.
> > > 
> > > -WildChild
> > can always adjust your rows, via the rows command.
> 
> 
> 
> 
> 
> 
> 
> That doesn't work for some people, I know, we tried the other night
> and some peopel cant get over 25 rows.....so it is very annyoing.
> Nyx

need to be a little clearer on 'it doesnt work', the command works
fine for everyone, if their client cnat get more than 25 rows, then
that is another story.

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

poster: Jaws
subject: castle guards
date: Mon Mar 20 11:17:35 2000

1 - bealbe to put on patrol - move between castle rooms
2 - be able to buy them eq that the keep thru shutdown

Jaws

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

poster: Cloud
subject: Castles
date: Mon Mar 20 11:19:44 2000

Ok, what would be really cool, if we could place guards outside our
castles, and have a list of alloud players in our castles.
This would stop people from so called acidently going into some one
elses castle.
And after all, wernt most castles defended against people getting in:)
Cloudy

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

poster: Wildchild
subject: >Castles
date: Mon Mar 20 12:33:18 2000

On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> Ok, what would be really cool, if we could place guards outside our
> castles, and have a list of alloud players in our castles.
> This would stop people from so called acidently going into some one
> elses castle.
> And after all, wernt most castles defended against people getting in:)
> Cloudy

With guards' list capable of holding up to 20- people now, I'll
you'd have to do to keep out unwatned guests is to make a room say
north from your out exit, pile it with guards, and set 'em to block
back south (and north or whatever other exits you've got) and make
'em aggro. Instant trap.

-WildChild

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

poster: Cloud
subject: >>Castles
date: Mon Mar 20 12:54:00 2000

On Mon Mar 20 12:33:18 2000 Wildchild wrote post #514:
> On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> > Ok, what would be really cool, if we could place guards outside our
> > castles, and have a list of alloud players in our castles.
> > This would stop people from so called acidently going into some one
> > elses castle.
> > And after all, wernt most castles defended against people getting in:)
> > Cloudy
> 
> With guards' list capable of holding up to 20- people now, I'll
> you'd have to do to keep out unwatned guests is to make a room say
> north from your out exit, pile it with guards, and set 'em to block
> back south (and north or whatever other exits you've got) and make
> 'em aggro. Instant trap.
> 
> -WildChild
Nods, i know this, however i thought it would rock to see guards
standing out side a gate to your castle:)

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

poster: Phire
subject: >>>Castles
date: Mon Mar 20 12:55:42 2000

On Mon Mar 20 12:54:00 2000 Cloud wrote post #515:
> On Mon Mar 20 12:33:18 2000 Wildchild wrote post #514:
> > On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> > > Ok, what would be really cool, if we could place guards outside our
> > > castles, and have a list of alloud players in our castles.
> > > This would stop people from so called acidently going into some one
> > > elses castle.
> > > And after all, wernt most castles defended against people getting in:)
> > > Cloudy
> > 
> > With guards' list capable of holding up to 20- people now, I'll
> > you'd have to do to keep out unwatned guests is to make a room say
> > north from your out exit, pile it with guards, and set 'em to block
> > back south (and north or whatever other exits you've got) and make
> > 'em aggro. Instant trap.
> > 
> > -WildChild
> Nods, i know this, however i thought it would rock to see guards
> standing out side a gate to your castle:)
why outside, since you -must- walk pass peoples castles in order to get
to your own, aggro guards would be, silly. Just do this in the first 
room of your castle has the same effect. (Player peeks in and guard
denies them
past the 1st room)

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

poster: Cloud
subject: >>>>Castles
date: Mon Mar 20 12:57:00 2000

On Mon Mar 20 12:55:42 2000 Phire wrote post #516:
> On Mon Mar 20 12:54:00 2000 Cloud wrote post #515:
> > On Mon Mar 20 12:33:18 2000 Wildchild wrote post #514:
> > > On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> > > > Ok, what would be really cool, if we could place guards outside our
> > > > castles, and have a list of alloud players in our castles.
> > > > This would stop people from so called acidently going into some one
> > > > elses castle.
> > > > And after all, wernt most castles defended against people getting in:)
> > > > Cloudy
> > > 
> > > With guards' list capable of holding up to 20- people now, I'll
> > > you'd have to do to keep out unwatned guests is to make a room say
> > > north from your out exit, pile it with guards, and set 'em to block
> > > back south (and north or whatever other exits you've got) and make
> > > 'em aggro. Instant trap.
> > > 
> > > -WildChild
> > Nods, i know this, however i thought it would rock to see guards
> > standing out side a gate to your castle:)
> why outside, since you -must- walk pass peoples castles in order to get
> to your own, aggro guards would be, silly. Just do this in the first 
> room of your castle has the same effect. (Player peeks in and guard
> denies them
> past the 1st room)
i didnt say aggrso, i said guards:) they block the entrance:)

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

poster: Phire
subject: >>>>>Castles
date: Mon Mar 20 13:00:01 2000

On Mon Mar 20 12:57:00 2000 Cloud wrote post #517:
> On Mon Mar 20 12:55:42 2000 Phire wrote post #516:
> > On Mon Mar 20 12:54:00 2000 Cloud wrote post #515:
> > > On Mon Mar 20 12:33:18 2000 Wildchild wrote post #514:
> > > > On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> > > > > Ok, what would be really cool, if we could place guards outside our
> > > > > castles, and have a list of alloud players in our castles.
> > > > > This would stop people from so called acidently going into some one
> > > > > elses castle.
> > > > > And after all, wernt most castles defended against people getting
in:)
> > > > > Cloudy
> > > > 
> > > > With guards' list capable of holding up to 20- people now, I'll
> > > > you'd have to do to keep out unwatned guests is to make a room say
> > > > north from your out exit, pile it with guards, and set 'em to block
> > > > back south (and north or whatever other exits you've got) and make
> > > > 'em aggro. Instant trap.
> > > > 
> > > > -WildChild
> > > Nods, i know this, however i thought it would rock to see guards
> > > standing out side a gate to your castle:)
> > why outside, since you -must- walk pass peoples castles in order to get
> > to your own, aggro guards would be, silly. Just do this in the first 
> > room of your castle has the same effect. (Player peeks in and guard
> > denies them
> > past the 1st room)
> i didnt say aggrso, i said guards:) they block the entrance:)
So castles should be 100% thief proof (except for insider stealing)?
Castle from the beginning were designed to be raided. Hence guards and doors.
Things have changed over time, so skills like pick lock, while coded have
not been added to the game.

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

poster: Cloud
subject: >>>>>>Castles
date: Mon Mar 20 13:00:49 2000

On Mon Mar 20 13:00:01 2000 Phire wrote post #518:
> On Mon Mar 20 12:57:00 2000 Cloud wrote post #517:
> > On Mon Mar 20 12:55:42 2000 Phire wrote post #516:
> > > On Mon Mar 20 12:54:00 2000 Cloud wrote post #515:
> > > > On Mon Mar 20 12:33:18 2000 Wildchild wrote post #514:
> > > > > On Mon Mar 20 11:19:44 2000 Cloud wrote post #513:
> > > > > > Ok, what would be really cool, if we could place guards outside
our
> > > > > > castles, and have a list of alloud players in our castles.
> > > > > > This would stop people from so called acidently going into some
one
> > > > > > elses castle.
> > > > > > And after all, wernt most castles defended against people getting
> in:)
> > > > > > Cloudy
> > > > > 
> > > > > With guards' list capable of holding up to 20- people now, I'll
> > > > > you'd have to do to keep out unwatned guests is to make a room say
> > > > > north from your out exit, pile it with guards, and set 'em to block
> > > > > back south (and north or whatever other exits you've got) and make
> > > > > 'em aggro. Instant trap.
> > > > > 
> > > > > -WildChild
> > > > Nods, i know this, however i thought it would rock to see guards
> > > > standing out side a gate to your castle:)
> > > why outside, since you -must- walk pass peoples castles in order to get
> > > to your own, aggro guards would be, silly. Just do this in the first 
> > > room of your castle has the same effect. (Player peeks in and guard
> > > denies them
> > > past the 1st room)
> > i didnt say aggrso, i said guards:) they block the entrance:)
> So castles should be 100% thief proof (except for insider stealing)?
> Castle from the beginning were designed to be raided. Hence guards and
doors.
> Things have changed over time, so skills like pick lock, while coded have
> not been added to the game.
nods, and there was crim time for killing the guards, that is gone too...

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

poster: Makimo
subject: New Pk system
date: Mon Mar 20 14:12:21 2000

Been thinking about this for a while, since Pking was disabled.
I'm sure it'll have a couple bugs in it but I think I've come
up with a workable PK system...

**Warning** this is a very long note ;)

All the examples in the following post will involve the following
example players...

Abe (level 30)
Ben (Level 28)
Carl (Level 40)
Dan (Level 17)

First and foremost... A player must be PK reged in order to take
advantage of this sytem.  A player may PK unreg for a small fee
but not without it's disadvantages (more on that later)

Once PK reged, said player may Pk anyone up to 5 levs below him/her
and anyone of a higher level.

 *IE* Abe (L30) May attack Ben(L28) and Carl(L40) but not Dan (L17)

if when attempting to attack, the attacker looses the fight... nothing
happens. the attacker dies and needs to be ressed etc...

 *IE* Abe (L30) attacks Carl (L40) like an idiot, and dies. He gets
      ressed and nothing changes reguarding PK status

If the attacker is successful at kills his victim. The victim recieves what
I call a 'Revenge flag'. This flag renders the victim immunity to
the person that killed her/him, attacking them again. Therefore putting
the PKer on the defensive.

 *IE* Abe (L30) attacks Ben (L28) and wins. Ben (L28) is ressed and is
     now flagged with a 'revenge Abe' lag. Abe may not start a battle 
     Ben, but Ben is free to attack Abe.

This does not prevent others within the accepted range from attacking
and killing you. If they are successful, they are added to your revenge
list

 *IE* Dan (L17) now attacks Ben (L28) and wins (somehow...). Ben now has
     a 'revenge Abe, Dan' flag.

The revenge flag will allow the person who owns it, to PK in retaliation
up to 3 times or until they successfully PK their killer. Then the flag
is removed and they are no longer immune from said persons PK attempts.

 *IE* Ben decides to retaliate against Abe. He loses, and is still immune
     to Abe attacking him. He tries again and wins this time. Abe is
     removed from Ben's Revenge flag however Abe does NOT recieve a 
     revenge flag against Ben.

Revenge flags will stay with the player through reboots, until they have
successfully (or unsuccessfully x3) Extracted revenge upon his killer.
Kills within the Arena do not change the revenge status, nore are the 

-New commands that would be introduced-

Revenge - displays a list of people whom have PKed you and you may
         retaliate against

Revenged - Shows a list of people who may retaliate against you.

- pros of this system -

- As far as I can tell there is no way to abuse the system (follow-up
  if you can think of anything)
- prevents poeple from re-PKing you after you've been ressed and not
  yet healed. (chain-PK)
- Allows revenge to be on more of a personal basis, rather than mass PK.
- A 'controlled' PK system
- Makes us think how long Bremen's Revenged list would be =P

- Cons -

- limits PK activity of higher level players =(


ops nearly forgot this part (the unregistering portion stated above)
You may unregister from PK for a small gold donation to keep death's
services going, your revenge list is cleared. However you are not 
cleared from other's revenge lists, allowing them to attack you
even though you are unreged.

Thanks for reading through my looooong post... I'm open to criticism
but it sounds like this would become an awesome PK system if it
were imped.

*wavie*

-Makimo

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

poster: Warchief
subject: Exchange command
date: Mon Mar 20 14:39:46 2000

exchange  with  for 

This would cut down on stealing because the person being exchanged
with would have to ACCEPT and the exchange of items and gold is done
simultaneously.  The gold argument could also have an item argument
for trades and such.
When entered, the command would show the item and gold/item being
exchanged and the exchangee could either ACCEPT or DECLINE.  The
exchanger could also CANCEL if he typos the name/amount.

-Chief

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

poster: Wildchild
subject: >New Pk system
date: Mon Mar 20 14:46:52 2000

weight
The only thing that stands out to me right now of your idea, Makimo,
is the fact that (and this was a constant problem with the pk
system) you could run in, attack somebody, then flee the room. Such
was common when people just wouldn't stand their and take their due,
thinking they could escape death or somebody more powerful them by
running and hiding until healed then trying to come back and
surprise the person.

I saw this all the time with spellcasters, and frankly, doesn't make
for even a half-serious duel of sorts, which is what pk'ing should
be.
Good for the defender to run at times, yes, but most often this is
just used as an excuse to run out and run back in to attack the
person right back, instead of battling it out right then and there.

So, in saying this, what of the 3x attempts a defender is given?
What if your friend Abe attacks Dan, and so Dan is given 3 times to
kill Abe. He attacks once, Abe flees... does this give Dan 2
attempts left or does he remain with 3 since Abe doesn't die? I find
that it would be very easy for this aspect to be abused by those
attacking and looking to get away from the defender's coming after
them.

Myself, I'm starting to like Cloud's idea of no hiding in castles
and such. I did like the criminal system, but it could be harsher
yet (if the problems could be worked out of it).
But I believe more in a jail system, where criminals (which pk'ers
would become against unregged atleast) are forced into a Jail, where
they cannot leave, maybe not even be able to say anything over
channels as punishment (something could be done for eq) and would be
based on mud-time.

Hrm, well, that's just a few thoughts I've got right now...

-WildChild

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

poster: Magneto
subject: >>New Pk system
date: Mon Mar 20 15:09:32 2000

The problem with ben and abe.  It is never simple to determine who attacked
first.  There are just too many ways.

Frankly I have had about enough of this thread.  Lets go open pk and let
the mud kill itself.

Mags

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

poster: Spirum
subject: >>>New Pk system
date: Mon Mar 20 15:13:54 2000

Why should reddragon die beacuse of free pk?


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

poster: Magneto
subject: >>>>New Pk system
date: Mon Mar 20 15:39:23 2000

On Mon Mar 20 15:13:54 2000 Spirum wrote post #525:
> Why should reddragon die beacuse of free pk?
> 
A case of theory here...
Say Hk for some reason gets pissed off at the mud and decides that there is
no real reason for him to continue to try and play here.  So he decides 
why should I do exp for hours on end to improve my character ever so slightly.
Then he gets the bright idea.  Well ya know player killing is much more
challenging than beating up stupid npcs.  So he goes on a killing spree.
He kills one person after another, and not many players could survive him
trying to kill them.  All the newbies see all day is 'X was cut in
half by Hk'.
Then they think 'hrm, I guess I better not go past level 15 or I
will get slaughtered'.  The midbies are getting slaughtered, even
the highbies can't mud
without constantly watching their back.  And it is hard to progress
your character when you have to run away from people etc.
At this point you all are probably saying 'this is where the wizards
should step in'.  I say no.  You want free pk, there you have it. 
If it is open pk 
nothing the seriel killer would be doing is breaking the rules.

Open pk is one thing on a mud that players can only go from level 1
to level 19.  Because there is not a spread of power like there is
in this mud.  It is
still dangerous but you can expect at least a couple of rounds to run before
you die.

You guys need to grow up.  If ya wanna pk, go to geno.  At least there it
is all about skill not that you spent two years banking exp so you
can beat up most of the mud using only a rusty butter knife and not even
need to pay attention to the screen.

Mags
p.s. no, I am not saying Hk is a psycho.  Just someone here who has the power
to make life miserable for others, if we let him.

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

poster: Spirum
subject: Pk
date: Mon Mar 20 15:50:34 2000

Once we voted for pk or not...
I think there was 3 models. 1. NO pk at all. 2 Open pk and 3 pk with
the crim system
Now if some ppl want pk and some dont. Why not let the players vote again?
Atleast its we who play the mud.

Spirum from Clan Flowerpower (nosferatu)

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

poster: Nyx
subject: >>>>>map
date: Mon Mar 20 15:50:56 2000

On Mon Mar 20 06:20:57 2000 Zifnab wrote post #511:
> On Mon Mar 20 02:20:50 2000 Nyx wrote post #509:
> > On Sun Mar 19 14:25:53 2000 Zifnab wrote post #505:
> > > On Sun Mar 19 13:27:46 2000 Wildchild wrote post #504:
> > > > On Sun Mar 19 13:26:07 2000 Regan wrote post #503:
> > > > > When map is typed. it now has a 98% thing or whatever at the bottom.
> > > > > never been there b4 and slightly annoying. anyway this can be
> > > > > removed?
> > > > > 
> > > > > -Regan
> > > > 
> > > > That's because the map was edited recently and the location of the
> > > > Toy Store was added to the map and the legend. Apparently, that
> > > > addition made it overflow.
> > > > 
> > > > -WildChild
> > > can always adjust your rows, via the rows command.
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > That doesn't work for some people, I know, we tried the other night
> > and some peopel cant get over 25 rows.....so it is very annyoing.
> > Nyx
> 
> need to be a little clearer on 'it doesnt work', the command works
> fine for everyone, if their client cnat get more than 25 rows, then
> that is another story.
Can't be much clearer. The person i am talkign about uses Zmud. We
don't know if maybe his is buggy or what, but we typed the rows 30
or whatever it was (I have forgotten the command now) and we tried
it several times. However it never worked. It kept only seeing it as
25 rows. And so it still remains a problem. So if anyone has any
ideas on why this happend or how to fix it, i am all ears. But my
only other thought is when he does type map, he sees the whole map
and the last line he can't get there is nothing on it, so is there
away to make the map stop on the line that has the toy store on it?
I am just wondering. 
Nyx

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

poster: Krellen
subject: >>>>>New Pk system
date: Mon Mar 20 15:53:22 2000

Unfortunately, any system introduced would be subject to abuse.  The
only way to avoid major problems with PK is to have a PK wiz that
watches over problems and smooths things over.  The fact of the
matter is that we're dealing with people, and we don't yet have the
knowledge to code an AI that can deal with people.  People have to
deal with people.

If someone can figure out how to make code act like a person, Zif
will probably have his solution.  ;)

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

poster: Ant
subject: Pk
date: Mon Mar 20 15:53:22 2000

"p.s. no, I am not saying Hk is a psycho.  Just someone here who has the power
to make life miserable for others, if we let him."

Yes he is...


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

poster: Hierokliff
subject: >Pk
date: Mon Mar 20 15:55:04 2000

On Mon Mar 20 15:53:22 2000 Ant wrote post #530:
> "p.s. no, I am not saying Hk is a psycho.  Just someone here who has the
power
> to make life miserable for others, if we let him."
> 
> Yes he is...
> 
Nods i must be, atleast if i stay here after the last tunes and
changes around here...

//Hierokliff som nynnar på lilla blomma blå, ack så vacker du är...

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

poster: Mixer
subject: >>Pk
date: Mon Mar 20 15:55:37 2000

On Mon Mar 20 15:55:04 2000 Hierokliff wrote post #531:
> On Mon Mar 20 15:53:22 2000 Ant wrote post #530:
> > "p.s. no, I am not saying Hk is a psycho.  Just someone here who has the
> power
> > to make life miserable for others, if we let him."
> > 
> > Yes he is...
> > 
> Nods i must be, atleast if i stay here after the last tunes and
> changes around here...
> 
> //Hierokliff som nynnar på lilla blomma blå, ack så vacker du är...
*Gets out his violin*

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

poster: Max
subject: PK
date: Mon Mar 20 16:01:33 2000

This is a totaly whacked idea but I thought somebody besides myself
might like it.
Ok, what if we had like a jury system.....The greeks I think had
them so it wouldn't hurt if we mad a jury system.
Say if someone was accused for stealing eq and the owner of eq pk'ed
that person and went crim, he could have a tril and see 1. if the
person stole his eq and 2. he can not go crim if he wins or
something like that.
I know its long and complicated but it would be more of a
"civilized" mudd i guess.
max
p.s. This is if pk is removed or is small.

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

poster: Zifnab
subject: >>>>>>map
date: Mon Mar 20 16:04:23 2000

> Can't be much clearer. The person i am talkign about uses Zmud. We
> don't know if maybe his is buggy or what, but we typed the rows 30
> or whatever it was (I have forgotten the command now) and we tried
> it several times. However it never worked. It kept only seeing it as
> 25 rows. And so it still remains a problem. So if anyone has any
> ideas on why this happend or how to fix it, i am all ears. But my
> only other thought is when he does type map, he sees the whole map
> and the last line he can't get there is nothing on it, so is there
> away to make the map stop on the line that has the toy store on it?
> I am just wondering. 
> Nyx

Yes you were clearer this time.  What you are saying is the rows command is
'broken' and that isnt true.  try rows 1 and type map, try rows 23 type map, 
that prompt is inside the mud, and has nothing to do with anyones client.

Off the top of my head the person has an alias/command for rows, or something
similiar, its easy enough to check, type rows X, then rows to see if the mud
understood it.

Anyway I removed the trailing blank line on the map, so its only 24 rows.
--zif

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

poster: Hoot
subject: PK
date: Mon Mar 20 17:20:16 2000

think %^BOLD%^GREEN%^FULL UP%^RESET%^
Everyone has their opinion and this is mine. i say we just go with
warchiefs idea about the exchange item for gold or item for item or
whatever and keep the pk reg. if someone who is pk regged attacks
someone who isnt, the dmg done to the person who isnt regged is
given to the person who is instead. that would make sure no abuse
was given on the people who arent regged and that noone steals items
or whatever. I just figured everyone had their ideas so i'd throw
mine in.
-hoot

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

poster: Regan
subject: clan
date: Tue Mar 21 14:52:19 2000

think %^BOLD%^%^CYAN%^Full EPS%^RESET%^
clan deposit <%> when u deposit gold into the bank u can give a
percent to the clan every time.

-Regan

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

poster: Jaws
subject: PK
date: Tue Mar 21 17:50:04 2000

Hey how bout add Warchiefs idea to previous system
of being registered

Also how about the only way to UNREG pk is to REINC
that would make it kinda costly to switch alot
Also I like the idea of CRIM time for stuff - like killing castle 
guards
I like the revenged idea, but I understand being difficult to
tell who started it
maybe make a sperate comand to attack a player
and for spells to work you have to already be in combat
that should solve who went for who u can log the commands usage
and also - I like krellens idea - we should have a PK
wiz who moderates disputes, abuses etc

My 2c

Jaws

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

poster: Wildchild
subject: >PK
date: Tue Mar 21 17:51:49 2000

On Tue Mar 21 17:50:04 2000 Jaws wrote post #537:
> Hey how bout add Warchiefs idea to previous system
> of being registered
> 
> Also how about the only way to UNREG pk is to REINC
> that would make it kinda costly to switch alot
> Also I like the idea of CRIM time for stuff - like killing castle 
> guards
> I like the revenged idea, but I understand being difficult to
> tell who started it
> maybe make a sperate comand to attack a player
> and for spells to work you have to already be in combat
> that should solve who went for who u can log the commands usage
> and also - I like krellens idea - we should have a PK
> wiz who moderates disputes, abuses etc
> 
> My 2c
> 
> Jaws

Actually, the only way to unreg pk WAS to do it thru reinc (Death
was there to talk to if you wanted to be unregged for an additional
10% reinc penalty).

-WildChild

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

poster: Magneto
subject: pk wiz?
date: Tue Mar 21 18:04:23 2000

Magneto <-->:  Woo woo they want a pk wiz?  Cool count me in. 
Just give me a sec to finish my slam trig.
Zifnab <-->:  no mags, they dont want you to pk, they want you
to settle their arguments
Magneto <-->: oh! well who the hell would be stupid enough to
want that job?

Not that that really occured on the wiz line or anything.  But are you people
insane?  Like any wiz wants to spend their mud time listening to he
says/she says.  We don't log every action on the mud and we some
times can not tell the
truth of what happened between two players.  And you don't want us to have
to play Solomon all day long.  Or we will chop both of you in half and be
glad for the bandwidth =P

See zifnab's previous post about rules for pk systems.
1.  no open pk
2.  no wiz babysitting
I ain't your mom and nobody here is (well maybe if you are Ladyhawk)

Thanks for playing
Mags

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

poster: Krellen
subject: >PK
date: Tue Mar 21 19:05:25 2000

Whoa whoa whoa whoa!  Don't try to blame this on me.  I said it was
the only abuse-proof solution, not the best.  ;)  Besides, you ask
for a pk wiz and you'll probably get someone like Mags or Ant who
hates Mortals.  You don't want that, do you?  ;)

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

poster: Tigran
subject: >>PK
date: Tue Mar 21 19:54:43 2000

On Tue Mar 21 19:05:25 2000 Krellen wrote post #540:
> Whoa whoa whoa whoa!  Don't try to blame this on me.  I said it was
> the only abuse-proof solution, not the best.  ;)  Besides, you ask
> for a pk wiz and you'll probably get someone like Mags or Ant who
> hates Mortals.  You don't want that, do you?  ;)
Hrmm..now..not all wizzes hate mortals.  I happen to like them.






They are very tasty with a good mustard.

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

poster: Trancemaster
subject: >New Pk system
date: Wed Mar 22 11:28:53 2000

On Mon Mar 20 14:12:21 2000 Makimo wrote post #520:
> Been thinking about this for a while, since Pking was disabled.
> I'm sure it'll have a couple bugs in it but I think I've come
> up with a workable PK system...
> 
> **Warning** this is a very long note ;)
> 
> All the examples in the following post will involve the following
> example players...
> 
> Abe (level 30)
> Ben (Level 28)
> Carl (Level 40)
> Dan (Level 17)
> 
> First and foremost... A player must be PK reged in order to take
> advantage of this sytem.  A player may PK unreg for a small fee
> but not without it's disadvantages (more on that later)
> 
> Once PK reged, said player may Pk anyone up to 5 levs below him/her
> and anyone of a higher level.
> 
>  *IE* Abe (L30) May attack Ben(L28) and Carl(L40) but not Dan (L17)
> 
> if when attempting to attack, the attacker looses the fight... nothing
> happens. the attacker dies and needs to be ressed etc...
> 
>  *IE* Abe (L30) attacks Carl (L40) like an idiot, and dies. He gets
>       ressed and nothing changes reguarding PK status
> 
> If the attacker is successful at kills his victim. The victim recieves what
> I call a 'Revenge flag'. This flag renders the victim immunity to
> the person that killed her/him, attacking them again. Therefore putting
> the PKer on the defensive.
> 
>  *IE* Abe (L30) attacks Ben (L28) and wins. Ben (L28) is ressed and is
>      now flagged with a 'revenge Abe' lag. Abe may not start a battle 
>      Ben, but Ben is free to attack Abe.
> 
> This does not prevent others within the accepted range from attacking
> and killing you. If they are successful, they are added to your revenge
> list
> 
>  *IE* Dan (L17) now attacks Ben (L28) and wins (somehow...). Ben now has
>      a 'revenge Abe, Dan' flag.
> 
> The revenge flag will allow the person who owns it, to PK in retaliation
> up to 3 times or until they successfully PK their killer. Then the flag
> is removed and they are no longer immune from said persons PK attempts.
> 
>  *IE* Ben decides to retaliate against Abe. He loses, and is still immune
>      to Abe attacking him. He tries again and wins this time. Abe is
>      removed from Ben's Revenge flag however Abe does NOT recieve a 
>      revenge flag against Ben.
> 
> Revenge flags will stay with the player through reboots, until they have
> successfully (or unsuccessfully x3) Extracted revenge upon his killer.
> Kills within the Arena do not change the revenge status, nore are the 
> 
> -New commands that would be introduced-
> 
> Revenge - displays a list of people whom have PKed you and you may
>          retaliate against
> 
> Revenged - Shows a list of people who may retaliate against you.
> 
> - pros of this system -
> 
> - As far as I can tell there is no way to abuse the system (follow-up
>   if you can think of anything)
> - prevents poeple from re-PKing you after you've been ressed and not
>   yet healed. (chain-PK)
> - Allows revenge to be on more of a personal basis, rather than mass PK.
> - A 'controlled' PK system
> - Makes us think how long Bremen's Revenged list would be =P
> 
> - Cons -
> 
> - limits PK activity of higher level players =(
> 
> 
> ops nearly forgot this part (the unregistering portion stated above)
> You may unregister from PK for a small gold donation to keep death's
> services going, your revenge list is cleared. However you are not 
> cleared from other's revenge lists, allowing them to attack you
> even though you are unreged.
> 
> Thanks for reading through my looooong post... I'm open to criticism
> but it sounds like this would become an awesome PK system if it
> were imped.
> 
> *wavie*
> 
> -Makimo
e
Hrm, this actually seems like a damn good idea. At least to me,
anyway, but as I'm not PK reg'd, I suppose my opinion doesnt really
count on that ;p
There is one thing i would like to suggest though, and thats a
slight modification of the level limit.
Instead of having a set level difference, would it not be better to
base it on worth? or possibly have it based on % of levels away,
ie:
have the level cut off point at say 80% of ones level.
that way, bob (lvl 20) can attack john (lvl 16), but not peter (lvl
15). and by this "% of level" system, craig (lvl 80) can attack
anyone who is PK reg'd, as long as they are above lvl 64.
I think this system would be better because of the fact that once
you get up to lvl 60 or so, there wont be a great deal of differance
between a lvl 60 player and a lvl 65 player,
but there would, however be a marked differance between say, a lvl
21 player PK'ing a lvl 16 player.
if based on worth, id say 70% of the attacking players worth would
be the lower limit, as i remember seeing a lvl 20 tank worth like
2.5 mil, when i was a lvl 15 tank worth 7.5 mil.
if i had attacked this particular tank, i would have won, of course,
but my skills were considerably higher than the other bloke's were
at the time, even though he was a higher level than me.
any other suggestions? I'm always open to new ideas, and it would be
good to have a close-to-maintainance-free, hard to abuse PK system
when i finally do PK reg.

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Nahtyr
subject: Castle doors
date: Wed Mar 22 11:39:13 2000

Wouldn't it be nice if a castle owner could decide wich door a key
would match to.
I don't like the way it is now becouse if someone want a door to
their room, i must give them a key and the key could be used to open
my door too.
That meens i have to get a guard in the room to protect it.
The key thing would be much cheeper 8P

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

poster: Phire
subject: >Castle doors
date: Wed Mar 22 11:42:01 2000

On Wed Mar 22 11:39:13 2000 Nahtyr wrote post #543:
> Wouldn't it be nice if a castle owner could decide wich door a key
> would match to.
> I don't like the way it is now becouse if someone want a door to
> their room, i must give them a key and the key could be used to open
> my door too.
> That meens i have to get a guard in the room to protect it.
> The key thing would be much cheeper 8P

"I coded castles, not apartments" - Marvin 1997

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

poster: Trancemaster
subject: >>Castle doors
date: Wed Mar 22 11:50:48 2000

On Wed Mar 22 11:42:01 2000 Phire wrote post #544:
> On Wed Mar 22 11:39:13 2000 Nahtyr wrote post #543:
> > Wouldn't it be nice if a castle owner could decide wich door a key
> > would match to.
> > I don't like the way it is now becouse if someone want a door to
> > their room, i must give them a key and the key could be used to open
> > my door too.
> > That meens i have to get a guard in the room to protect it.
> > The key thing would be much cheeper 8P
> 
> "I coded castles, not apartments" - Marvin 1997
If someone wants a door to their room, with its own private key,
they can have one. it doesnt cost much, really. only 465k gold, all
up, plus their chest/safe.
they can even set their own descriptions, and if they want to, they
can have other people move in. they can build more rooms, and if
they really want to, they can put doors to every one.
of course, its more expensive that way, but you either save money
and use the el-cheapo version, or you pay what its worth to buy your
own castle/rooms/doors etc.
thats a big reason why i used lockers till i could afford my own
castle; so i didnt have to ask anyone if they can do this, or if i
could have that.
its all up to what your willing to pay, and if you dont think its
worth the extra, then put up with the el-cheapo version.
I've never met someone who bought a brand spanking new BMW for the
price of a mitsubishi sigma.

just my 2 cents

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Nahtyr
subject: Auction room
date: Wed Mar 22 12:18:30 2000

I'v been thinking that it would be nice with an auction room
somewhere in rd city, where people can
auction out things to highest bid... 
Isn't this a nice idea you think? I sure do.

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

poster: Ant
subject: >>PK
date: Wed Mar 22 13:32:22 2000

On Tue Mar 21 19:05:25 2000 Krellen wrote post #540:
> Whoa whoa whoa whoa!  Don't try to blame this on me.  I said it was
> the only abuse-proof solution, not the best.  ;)  Besides, you ask
> for a pk wiz and you'll probably get someone like Mags or Ant who
> hates Mortals.  You don't want that, do you?  ;)

I can't help wondering where Krel got the idea that I hate mortals...
I lik... *phew* I LIKE MO... *mutter* As a matter of fact, I do like
morta*cough, cough*...
Mortals can be really nic... *burp*

OKAY! OKAY! I HATE MORTALS! THE WORLD WOULD BE A BETTER PLACE
WITHOUT THEM!!!!!!
umm... did I say that out loud?...

- Ant hides...

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

poster: Javier
subject: Food
date: Wed Mar 22 13:42:16 2000

When eating, instead of a long line of spam of "blah eats blah" for
every item....could we replace it with something like "Blah eats
some food" and that's all? It does get rather spammy :) Thanks
Javi

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

poster: Coal
subject: event
date: Wed Mar 22 21:52:36 2000

Ok, this is my first post and here it goes =)!
While talking to a freind, we thought up a great event idea.  The Sphinx!
The sphinx would come rolling into rdc and ask a really hard riddle,
once a player answered the riddle he would have to step inside the
sphinx's mouth to find out if he was right or wrong.  IF he/she was
right then there would be a room and he would get to choose a piece
of eq....likce the crown of rdc or something like that. There would
have to be a time limit on it of course
  IF the person was wrong and he stepped inside, the sphinx would
eat him!, or maybe send him to the ledge in enigma's area or
something painful like that =),
Anyway just a crazy idea, oh and the riddle would have to be changed
everytime the event was run.....
-Coal da funk soul harmer

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

poster: Trancemaster
subject: >Auction room
date: Thu Mar 23 09:05:54 2000

On Wed Mar 22 12:18:30 2000 Nahtyr wrote post #546:
> I'v been thinking that it would be nice with an auction room
> somewhere in rd city, where people can
> auction out things to highest bid... 
> Isn't this a nice idea you think? I sure do.
heh, heres a typical reaction from me 

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

>
1) we have one, its called the %^BOLD%^%^GREEN%^sales%^RESET%^ channel.
2) talk about a coolies idea, this would be great for those people
with top eq, who want to sell without the constant requests i see
newbies *cough* make all the time on stats/mb and the like.
with a room like this, highbies and anyone lucky enough to have a
piece of top eq for sale, could just advertise the eq for auction on
sales, and interested parties would go to this room to bid.
that would be much better than seeing the spam I see from people
selling top eq and getting asked by 10 people for a mb on it, most
of which are probably way too poor for it anyways ;p
just my 2 cents, again

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Magneto
subject: >>>PK
date: Thu Mar 23 10:12:04 2000

On Wed Mar 22 13:32:22 2000 Ant wrote post #547:
> On Tue Mar 21 19:05:25 2000 Krellen wrote post #540:
> > Whoa whoa whoa whoa!  Don't try to blame this on me.  I said it was
> > the only abuse-proof solution, not the best.  ;)  Besides, you ask
> > for a pk wiz and you'll probably get someone like Mags or Ant who
> > hates Mortals.  You don't want that, do you?  ;)
> 
> I can't help wondering where Krel got the idea that I hate mortals...
> I lik... *phew* I LIKE MO... *mutter* As a matter of fact, I do like
> morta*cough, cough*...
> Mortals can be really nic... *burp*
> 
> OKAY! OKAY! I HATE MORTALS! THE WORLD WOULD BE A BETTER PLACE
> WITHOUT THEM!!!!!!
> umm... did I say that out loud?...
> 
> - Ant hides...
For the record, I don't hate ALL mortals.  Just the dumb ones...

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

poster: Krellen
subject: >>>>PK
date: Thu Mar 23 15:44:50 2000

For the record, which ones aren't the dumb ones?

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

poster: Tektor
subject: Guild stuff
date: Thu Mar 23 15:51:01 2000

think %^BOLD%^%^CYAN%^Tick!%^RESET%^
think %^BOLD%^%^CYAN%^Tick!%^RESET%^
I think there should be another Guild after Blackhand ninja, and
bot, where you have to max them both to join and you get like more
stab skills, and liek one of them could be speed where you use it
and while its up and you have a better chance of scoring criticals
and such. and some other skills could add to stabbing and a party
hide skill/party stealth skill, and under the hide all spells and
skills are concealed and such. (just soem ideas)

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

poster: Magneto
subject: >>>>>PK
date: Thu Mar 23 16:02:35 2000

On Thu Mar 23 15:44:50 2000 Krellen wrote post #552:
> For the record, which ones aren't the dumb ones?
'never state for the record that someone is not dumb, for they will soon
prove you wrong'

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

poster: Zane
subject: >>>>PK
date: Thu Mar 23 20:50:06 2000

On Thu Mar 23 10:12:04 2000 Magneto wrote post #551:
> On Wed Mar 22 13:32:22 2000 Ant wrote post #547:
> > On Tue Mar 21 19:05:25 2000 Krellen wrote post #540:
> > > Whoa whoa whoa whoa!  Don't try to blame this on me.  I said it was
> > > the only abuse-proof solution, not the best.  ;)  Besides, you ask
> > > for a pk wiz and you'll probably get someone like Mags or Ant who
> > > hates Mortals.  You don't want that, do you?  ;)
> > 
> > I can't help wondering where Krel got the idea that I hate mortals...
> > I lik... *phew* I LIKE MO... *mutter* As a matter of fact, I do like
> > morta*cough, cough*...
> > Mortals can be really nic... *burp*
> > 
> > OKAY! OKAY! I HATE MORTALS! THE WORLD WOULD BE A BETTER PLACE
> > WITHOUT THEM!!!!!!
> > umm... did I say that out loud?...
> > 
> > - Ant hides...
> For the record, I don't hate ALL mortals.  Just the dumb ones...
Ack Magneto hates me =(
Zane

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

poster: Nyx
subject: >>>>>PK
date: Fri Mar 24 12:22:06 2000

On Thu Mar 23 15:44:50 2000 Krellen wrote post #552:
> For the record, which ones aren't the dumb ones?
I resent that. I am not dumb...ditzy, but not dumb. *smiles*
Nyx

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

poster: Regan
subject: >clan
date: Fri Mar 24 17:13:39 2000

On Tue Mar 21 14:52:19 2000 Regan wrote post #536:
> think %^BOLD%^%^CYAN%^Full EPS%^RESET%^
> clan deposit <%> when u deposit gold into the bank u can give a
> percent to the clan every time.
> 
> -Regan

I didn't get any response to this message, and was thinking it was a
pretty good idea. It would be very helpful to people that like to
donate money to the clan, and don't want to do ALOT all at once.
Doesn't seem like it would be a hard command to code, so if anyone
else likes the idea, or any wizzes feel up to it, i would like it
alot. 

Thanks,
Regan

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

poster: Hoot
subject: fightin
date: Sat Mar 25 18:57:29 2000

think %^BOLD%^GREEN%^FULL UP%^RESET%^
i had an idea about the arena. maybe be able to place bets against
each other. like make a window and bet then run in and the winner
gets the pot. would add some fun i think. also maybe have a referee
to start the fight so noone can whine about i wasnt ready. i dunno,
just a little idea
-hoot

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

poster: Guest-1
subject: Guests
date: Sat Mar 25 21:04:32 2000

We shouldn't be able to post or read all the old news. Seems silly. ;)

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

poster: Rambo
subject: New emote
date: Sun Mar 26 07:34:55 2000

propose.
There are no propose emots that i have found so why aren't there any?
I think they would do alot of good here.

Just my two cents

RamBo

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

poster: Jomo
subject: PK
date: Sun Mar 26 14:51:00 2000

I normally don't come out and say very much about anything.. but..
I really don't think we should have PK here... not ever again.
Not only are there more loopholes in making someone have a miserable
day than there are in the U.S. Tax code, but I've seen more than 
one decent mud get destroyed because someone needs to get their
jollies off by making other people feel some form of anguish.

As an entertainment medium.. there should be a better way to
entertain than beating another person senseless with a stick.
If we haven't evolved past Cain... what point is there.

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

poster: Javier
subject: >PK
date: Sun Mar 26 14:52:48 2000

On Sun Mar 26 14:51:00 2000 Jomo wrote post #561:
> I normally don't come out and say very much about anything.. but..
> I really don't think we should have PK here... not ever again.
> Not only are there more loopholes in making someone have a miserable
> day than there are in the U.S. Tax code, but I've seen more than 
> one decent mud get destroyed because someone needs to get their
> jollies off by making other people feel some form of anguish.
> 
> As an entertainment medium.. there should be a better way to
> entertain than beating another person senseless with a stick.
> If we haven't evolved past Cain... what point is there.
The only people who abuse the loopwholes are the dorks...if we have
pkill, we can pkill the dorks.
:)

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

poster: Hexus
subject: >PK
date: Sun Mar 26 14:53:00 2000

On Sun Mar 26 14:51:00 2000 Jomo wrote post #561:
> I normally don't come out and say very much about anything.. but..
> I really don't think we should have PK here... not ever again.
> Not only are there more loopholes in making someone have a miserable
> day than there are in the U.S. Tax code, but I've seen more than 
> one decent mud get destroyed because someone needs to get their
> jollies off by making other people feel some form of anguish.
> 
> As an entertainment medium.. there should be a better way to
> entertain than beating another person senseless with a stick.
> If we haven't evolved past Cain... what point is there.
We have arena...

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

poster: Zifnab
subject: >>PK
date: Sun Mar 26 14:56:21 2000

On Sun Mar 26 14:52:48 2000 Javier wrote post #562:
> On Sun Mar 26 14:51:00 2000 Jomo wrote post #561:
> > I normally don't come out and say very much about anything.. but..
> > I really don't think we should have PK here... not ever again.
> > Not only are there more loopholes in making someone have a miserable
> > day than there are in the U.S. Tax code, but I've seen more than 
> > one decent mud get destroyed because someone needs to get their
> > jollies off by making other people feel some form of anguish.
> > 
> > As an entertainment medium.. there should be a better way to
> > entertain than beating another person senseless with a stick.
> > If we haven't evolved past Cain... what point is there.
> The only people who abuse the loopwholes are the dorks...if we have
> pkill, we can pkill the dorks.
> :)
well that is why we will never have the open pk people want.
However i do not have a problem with the registered system, and
the loopholes will be closed.


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

poster: Apathy
subject: ress
date: Sun Mar 26 19:07:39 2000

Can it be made so we can ress from castles again, and the person
gets transferred to adv?
It's a pain in the butt constantly going from my castle to cs and
back to ress people, and I can't just idle in cs because people will
pick-pocket me or pk me if it's a bad day.

-Apathy

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

poster: Golte
subject: >ress
date: Mon Mar 27 05:17:02 2000

On Sun Mar 26 19:07:39 2000 Apathy wrote post #565:
> Can it be made so we can ress from castles again, and the person
> gets transferred to adv?
> It's a pain in the butt constantly going from my castle to cs and
> back to ress people, and I can't just idle in cs because people will
> pick-pocket me or pk me if it's a bad day.
> 
> -Apathy

Use your castle main door, and revive outside your castle. 

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

poster: Apathy
subject: >>ress
date: Mon Mar 27 16:43:52 2000

On Mon Mar 27 05:17:02 2000 Golte wrote post #566:
> On Sun Mar 26 19:07:39 2000 Apathy wrote post #565:
> > Can it be made so we can ress from castles again, and the person
> > gets transferred to adv?
> > It's a pain in the butt constantly going from my castle to cs and
> > back to ress people, and I can't just idle in cs because people will
> > pick-pocket me or pk me if it's a bad day.
> > 
> > -Apathy
> 
> Use your castle main door, and revive outside your castle. 

That would work if it weren't for the fact that I removed my out
exit a while back =)

-Apathy

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

poster: Tektor
subject: Clans
date: Mon Mar 27 19:59:30 2000

Just an idea but like when a clan gets that many spots open again
*Reffering to CLoud's* should have it like pick 2-3 people who are
in clans and like 2-1 people who arnt in clans cause the people in
clans all got picked leaving those who arnt still clanless, Congrats
to those who got in. (no im not mad or anything just a thought
tho.)

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

poster: Snoop
subject: umm
date: Wed Mar 29 16:57:21 2000

how about making it so friends slip through ignore
*/Snoop

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

poster: Regan
subject: animist
date: Wed Mar 29 20:31:32 2000

Can it be made so that when u cast magical growth the plant goes
into your inventory?

-Regan

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

poster: Hexus
subject: Share suffering
date: Thu Mar 30 03:19:48 2000

think %^BOLD%^GREEN%^-=%^WHITE%^Full SPS%^BOLD%^GREEN%^=-%^RESET%^
mebbe make share suffering longer..quite short for 200+ sps

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

poster: Regan
subject: familiars
date: Thu Mar 30 06:07:02 2000

When a familiar is summoned, u sommun the same familiar each time,
as u gain experience with this familiar he also does, and gains
levels and gets better etc. would be cool:) dunno if possible, maybe
he would have to take a portion of our xp...

-Regan

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

poster: Rydia
subject: finger :)
date: Thu Mar 30 18:09:04 2000

I think the command should be changed to inspect:) fingering myself
all the time makes me feel dirty all over:)
-rydia

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

poster: Jordali
subject: PK system
date: Thu Mar 30 19:43:21 2000

I like Makimo's system, but with a time limit instead of 3 tries.  Also,
the immunity should perhaps take place after more than 1 pk, perhaps
determined by level difference.  Finally, I don't think there should be
a cap on how many levels beneath the pker that pk can't be done, but perhaps
some damage reduction (not an attempt to equalize, but to make instant
death to the low level player happen less often.)

-J

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

poster: Cloud
subject: who
date: Thu Mar 30 20:29:41 2000

Make it so clan members are in a differnt color again please:)
Cloud

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

poster: Wildchild
subject: >who
date: Thu Mar 30 20:47:29 2000

On Thu Mar 30 20:29:41 2000 Cloud wrote post #575:
> Make it so clan members are in a differnt color again please:)
> Cloud

As well, can that double-< character thingy be added to the "who" as
well with the other stuff to indicate that they are on 10k

-WildChild

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

poster: Nyx
subject: Dfalt's third leg
date: Thu Mar 30 22:41:43 2000

I feel there should be a dfalt2 emote. 
dfalt2 LIV
You show off your third leg to (LIV), they flee in terror!
Blah shows off his/her third leg to you, you flee in terror.
Blah shows off his/her third leg to blah, they flee in terror!


That is all
Nyx

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

poster: Myrddin
subject: flame
date: Fri Mar 31 15:10:09 2000

get all
drop corpse
report
get all
drop corpse
whe have a praise newsgroup we need to have a flame news group so
that when someone does something stupid in a party we can flame them
and others will know to avoid thta person and that that person is
not reliable
myrddin

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

poster: Tektor
subject: Follow up to myrddin
date: Fri Mar 31 15:11:47 2000

I totaly agree we can let people know that the party members are
stupid and deserve what they get for their actions.                 
                                Tektor

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

poster: Zifnab
subject: >flame
date: Fri Mar 31 15:12:11 2000

On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> get all
> drop corpse
> report
> get all
> drop corpse
> whe have a praise newsgroup we need to have a flame news group so
> that when someone does something stupid in a party we can flame them
> and others will know to avoid thta person and that that person is
> not reliable
> myrddin
we had one that turned into a personal mud slinging battle, 
and couldnt stay related to mudinfo so i 
removed it..  odds are it will not make a 
re-appearance.

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

poster: Wik
subject: >flame
date: Fri Mar 31 16:36:40 2000

On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> get all
> drop corpse
> report
> get all
> drop corpse
> whe have a praise newsgroup we need to have a flame news group so
> that when someone does something stupid in a party we can flame them
> and others will know to avoid thta person and that that person is
> not reliable
> myrddin
I think if we get a flame newsgroup back (yes there was one once
long ago) then people should be flamed for letting their loot and
tick triggers make it into mail posts.

-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Wildchild
subject: >>flame
date: Fri Mar 31 16:53:52 2000

On Fri Mar 31 16:36:40 2000 Wik wrote post #581:
> On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> > get all
> > drop corpse
> > report
> > get all
> > drop corpse
> > whe have a praise newsgroup we need to have a flame news group so
> > that when someone does something stupid in a party we can flame them
> > and others will know to avoid thta person and that that person is
> > not reliable
> > myrddin
> I think if we get a flame newsgroup back (yes there was one once
> long ago) then people should be flamed for letting their loot and
> tick triggers make it into mail posts.
> 
> -%^WHITE%^%^B_BLUE%^W%^RESET%^

I think you guys should just forget it because it's not gonna
happen. We had a flame group once, and it was abused, so it's gone,
and rightfully so.

-WildChild

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

poster: Dalak
subject: >>>flame
date: Fri Mar 31 16:55:34 2000

On Fri Mar 31 16:53:52 2000 Wildchild wrote post #582:
> On Fri Mar 31 16:36:40 2000 Wik wrote post #581:
> > On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> > > get all
> > > drop corpse
> > > report
> > > get all
> > > drop corpse
> > > whe have a praise newsgroup we need to have a flame news group so
> > > that when someone does something stupid in a party we can flame them
> > > and others will know to avoid thta person and that that person is
> > > not reliable
> > > myrddin
> > I think if we get a flame newsgroup back (yes there was one once
> > long ago) then people should be flamed for letting their loot and
> > tick triggers make it into mail posts.
> > 
> > -%^WHITE%^%^B_BLUE%^W%^RESET%^
> 
> I think you guys should just forget it because it's not gonna
> happen. We had a flame group once, and it was abused, so it's gone,
> and rightfully so.
> 
> -WildChild
that was already addressed WC....no need to spam news with that again
DAL

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

poster: Regan
subject: Guild Eq
date: Fri Mar 31 17:32:54 2000

I was wondering how guild eq works, If it increased upon time in the
guild, using skills correctly in the guild, just getting more lvls
in the guild  or what. Also, it is impossible for me to check the
stats on the item, cuz i can't remove it, is there any way to get
around this...? If anyone could fill me in that would be great. 

-Regan

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

poster: Jordali
subject: >flame
date: Sat Apr  1 01:05:58 2000

On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> get all
> drop corpse
> report
> get all
> drop corpse
> whe have a praise newsgroup we need to have a flame news group so
> that when someone does something stupid in a party we can flame them
> and others will know to avoid thta person and that that person is
> not reliable
> myrddin

"~!", aka exclamation point.  In front of triggers.  That's
my idea for the day.

-J

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

poster: Max
subject: Brooms
date: Sun Apr  2 06:38:06 2000

Mabey have something that shows up when your broom is low...Like
Mystical powers leave your broom or some cool role playing game type
stuff.

Max

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

poster: Myrddin
subject: Pk-solution
date: Sun Apr  2 14:10:14 2000

ok this is a long post with no punctuation so if you arent
interested go ahead and skip it hey at least i use space 
lled now if the criminal survived for say 1 hour, his crim time,
then the posse would loose interest and go home ok this is my idea
and there are many diferent ways this could be altereed to add more
excitement to pking 
Myrddin
ok now tear it to shreads please
oh and sorry once again for not using puntcuation

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

poster: Myrddin
subject: pk
date: Sun Apr  2 14:10:53 2000

ok something messed up and half my message is gone i will rewrite it
and repost

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

poster: Myrddin
subject: Pk-follow-up
date: Sun Apr  2 14:27:29 2000

Ok, let me try this again.
This will be much shorter since my last post was cut off and i have
lost some interest.
The basics are fairly simple. When, lets say pk reged Bob, pk's non
pk reged Foo, Bob becomes a criminal. Ok, you are thinking this
sounds like the old pk system. Well, it is based on it but has one
large difference.  It is an active criminal system now instead of a
passive one.  Once a crime is committed a posse/party is created in
the Adv-guild of npc's.  This party will then hunt the criminal
until one of a couple things happen.  
First, the criminal is elusive and is able to avoid the party for
the full alloted criminal time, say 1 hr.  The party then looses
interest and goes home.  Second, the part is able to catch the
criminal.  This option has many differnt conclusions.  The party
kills the criminal immediately.  The party captures the criminal and
returns him to a prison for a period of time perhaps another hour. 
A fight ensues where only a large eq party would succede thus
allowing for a little excitement in the eq world. 
This would only be trully effective if unlike last time people can
not hide in castles. Perhaps if the party was able to break down
doors and kill castle guards that would not be replaced after the
criminal had finished his sentence as a form of further punishment. 
Also, teh eq the criminal is wearing could be made available to
whoever gets tehre first after the party kills or captures the
criminal thus allowing other people to join in on the hunt.  OK,
this is just an idea that i am sure has many problems but one that I
think would be quite exciting.  
I think this would allow for a more diverse and enjoyable pk system.
Ok now i expect everyone to tear it to shreads so please do and add
anything you would like.
Myrddin

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

poster: Nyx
subject: >Pk-follow-up
date: Sun Apr  2 15:02:48 2000

On Sun Apr  2 14:27:29 2000 Myrddin wrote post #589:
> Ok, let me try this again.
> This will be much shorter since my last post was cut off and i have
> lost some interest.
> The basics are fairly simple. When, lets say pk reged Bob, pk's non
> pk reged Foo, Bob becomes a criminal. Ok, you are thinking this
> sounds like the old pk system. Well, it is based on it but has one
> large difference.  It is an active criminal system now instead of a
> passive one.  Once a crime is committed a posse/party is created in
> the Adv-guild of npc's.  This party will then hunt the criminal
> until one of a couple things happen.  
> First, the criminal is elusive and is able to avoid the party for
> the full alloted criminal time, say 1 hr.  The party then looses
> interest and goes home.  Second, the part is able to catch the
> criminal.  This option has many differnt conclusions.  The party
> kills the criminal immediately.  The party captures the criminal and
> returns him to a prison for a period of time perhaps another hour. 
> A fight ensues where only a large eq party would succede thus
> allowing for a little excitement in the eq world. 
> This would only be trully effective if unlike last time people can
> not hide in castles. Perhaps if the party was able to break down
> doors and kill castle guards that would not be replaced after the
> criminal had finished his sentence as a form of further punishment. 
> Also, teh eq the criminal is wearing could be made available to
> whoever gets tehre first after the party kills or captures the
> criminal thus allowing other people to join in on the hunt.  OK,
> this is just an idea that i am sure has many problems but one that I
> think would be quite exciting.  
> I think this would allow for a more diverse and enjoyable pk system.
> Ok now i expect everyone to tear it to shreads so please do and add
> anything you would like.
> Myrddin
I kindal ike it, but I am sick, twisted and wrong. So hey, go fig.
Nyx

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

poster: Nyx
subject: The Pales
date: Mon Apr  3 17:47:25 2000

The pales is at gnosis as a newbie area, but after going there today
and expoling and trying to do the quest, I died. And most of the
monsters were kicking my bum and i am have alot of hps for a cleric.
It's a great area, very challenging, just don;t think it should be a
newbie area. I went in thinkign i would be fine because it was
called a newbie area and found that it is more lowbie midbie area.
Just a thought. 
Nyx
Ps. In my ramblings i was really just saying maybe take it off gnosis list.

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

poster: Javier
subject: >The Pales
date: Mon Apr  3 17:50:01 2000

On Mon Apr  3 17:47:25 2000 Nyx wrote post #591:
> The pales is at gnosis as a newbie area, but after going there today
> and expoling and trying to do the quest, I died. And most of the
> monsters were kicking my bum and i am have alot of hps for a cleric.
> It's a great area, very challenging, just don;t think it should be a
> newbie area. I went in thinkign i would be fine because it was
> called a newbie area and found that it is more lowbie midbie area.
> Just a thought. 
> Nyx
> Ps. In my ramblings i was really just saying maybe take it off gnosis list.
I agree with this...I took my newbie secondary character there a
while ago and found it very difficult...I think it's more a midbie
area, at least in term of strenght of monsters.
Javi

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

poster: Sigwald
subject: >animist
date: Tue Apr  4 07:04:33 2000

On Wed Mar 29 20:31:32 2000 Regan wrote post #570:
> Can it be made so that when u cast magical growth the plant goes
> into your inventory?
> 
> -Regan
Well it kinda makes sense that a plant that grows be on the ground.

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

poster: Sigwald
subject: >familiars
date: Tue Apr  4 07:05:34 2000

On Thu Mar 30 06:07:02 2000 Regan wrote post #572:
> When a familiar is summoned, u sommun the same familiar each time,
> as u gain experience with this familiar he also does, and gains
> levels and gets better etc. would be cool:) dunno if possible, maybe
> he would have to take a portion of our xp...
> 
> -Regan

animist familiars are temporary helpers and I do not plan
to make them improve. It might happen in other guilds,
but not for the existing ones that summon low power
beasts.

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

poster: Jordali
subject: >The Pales
date: Tue Apr  4 07:47:31 2000

On Mon Apr  3 17:47:25 2000 Nyx wrote post #591:
> The pales is at gnosis as a newbie area, but after going there today
> and expoling and trying to do the quest, I died. And most of the
> monsters were kicking my bum and i am have alot of hps for a cleric.
> It's a great area, very challenging, just don;t think it should be a
> newbie area. I went in thinkign i would be fine because it was
> called a newbie area and found that it is more lowbie midbie area.
> Just a thought. 
> Nyx
> Ps. In my ramblings i was really just saying maybe take it off gnosis list.
I'd just like to say that the FIRST pale, which is what is listed as
a newbie area, my newbie secondary does fine in.


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

poster: Seth
subject: Revive
date: Tue Apr  4 08:39:14 2000

Make the spell revive dead available to harmers or dark
worshippers. They are infact clerics just evil ones, and
should be able to perform this kind of spell. Alternativly have
a raise dead\animate dead spell.

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

poster: Zuperb
subject: >Revive
date: Tue Apr  4 08:40:26 2000

    Sounds like a good idea. Make a necromancer guild in there :)

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

poster: Kaos
subject: >Revive
date: Tue Apr  4 08:40:50 2000

On Tue Apr  4 08:39:14 2000 Seth wrote post #596:
> Make the spell revive dead available to harmers or dark
> worshippers. They are infact clerics just evil ones, and
> should be able to perform this kind of spell. Alternativly have
> a raise dead\animate dead spell.
I concurr.. It might be fun to add some evil aftermath of the spell,
like turning the alignment or adding lots of scars :)

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

poster: Javier
subject: Sp/Eps cost...
date: Tue Apr  4 11:59:29 2000

I think there should be a minor wish to lower the sps/eps cost for
skills and spells :) 

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

poster: Samael
subject: on the nature of pales
date: Tue Apr  4 12:00:32 2000


As Jordali pointed out, only the first pale is intended to
be a newbie area, albeit a dangerous one if you're careless.
With a little thinking and testing, it should be pretty easy
to find out the weakneses of the monsters there, making them
actually worthwhile to kill.

The second pale is a midbie area, but the quest is only for
highbies and even then not a solo quest.

Samael

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

poster: Tektor
subject: Pales
date: Tue Apr  4 12:01:40 2000

Is the whole pales area even finished yet?

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

poster: Samael
subject: >Pales
date: Tue Apr  4 12:04:35 2000

On Tue Apr  4 12:01:40 2000 Tektor wrote post #601:
> Is the whole pales area even finished yet?

No, the full plan includes 7 pales and after finishing the
second and a part of the third, I left area creation to other
people. Any new wizard/builder who wants to can have the
project, just need to ask. ;)

Sam

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

poster: Lasher
subject: Autoloot.
date: Tue Apr  4 15:29:57 2000


Just an idea to make autoloot even more useful:
 
When the monster is 'undead' (no corpse) allow it to act as 
an 'autoget' so that the gold isn't left on the floor. Sure
people can set triggers for this but then the same argument
could have been used against autoloot itself so there is 
obviously a perceived need for this type of function :)
 

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

poster: Regan
subject: autoloot
date: Tue Apr  4 16:04:13 2000

What about the clerics that never kill...?

-Regan

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

poster: Zifnab
subject: >autoloot
date: Tue Apr  4 16:17:56 2000

On Tue Apr  4 16:04:13 2000 Regan wrote post #604:
> What about the clerics that never kill...?
> 
> -Regan
reinc to somethign that kills then.

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

poster: Nyx
subject: Castles
date: Tue Apr  4 18:58:19 2000

I am fully prepared to be called stupid. On castle, you can remove
the out exit, but you can't put it back. Is there anyway we could
change this? Cause I removed the out exit and sorta need to put it
back. Why I removed, i have no idea. Prolly because i am dense. But
for the dense people of the world, i would really love it if we were
able to put back the out exit.
Nyx who already has her sign.

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

poster: Nyx
subject: Summon
date: Tue Apr  4 22:18:42 2000

Is there anyway to make it so that to be summoned you have to accpt?
Liek you could have a list of people that can summon you, or just
accept when they are ready. Like a ress or revive or reinc...just a
athought.
Nyx

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

poster: Golte
subject: >Summon
date: Tue Apr  4 22:37:18 2000

Isn't the spell "create portal of summoning" doing that?
You need to enter yourself, and it works also if you have 
toggled summon off, if i remember right. 

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

poster: Nyx
subject: >>Summon
date: Tue Apr  4 22:37:52 2000

On Tue Apr  4 22:37:18 2000 Golte wrote post #608:
> Isn't the spell "create portal of summoning" doing that?
> You need to enter yourself, and it works also if you have 
> toggled summon off, if i remember right. 
Not really the point of the matter. But yes, that is true.

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

poster: Larssi
subject: >autoloot
date: Wed Apr  5 01:28:21 2000

On Tue Apr  4 16:04:13 2000 Regan wrote post #604:
> What about the clerics that never kill...?
> 
> -Regan
They're looting the exp anyway?-)

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

poster: Bile
subject: Criminal...
date: Wed Apr  5 19:12:29 2000

Question:  We no longer have a criminal system.. just thought we
could get rid of the criminal yes/no status in our score..

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

poster: Javier
subject: Race Leader
date: Thu Apr  6 01:40:37 2000

I think it would be a nifty idea for members of a race to
automatically bow to a race leader when he/she enters a room. They
are the leader of the entire race after all...To keep spam down,
this message could be just between the members of the race. It's not
really neccessary and doesn't do much, but it adds a bit more
realism to the roll playing aspect. 
Javi

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

poster: Quillz
subject: Tool
date: Thu Apr  6 22:18:53 2000

Put the Tool emote back to the way it was before?
plz?
Q

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

poster: Golte
subject: >Tool
date: Thu Apr  6 22:58:18 2000

maybe they did put in a rule against emotes you can use anonymus. 

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

poster: Sigwald
subject: >>Tool
date: Fri Apr  7 01:42:12 2000

On Thu Apr  6 22:58:18 2000 Golte wrote post #614:
> maybe they did put in a rule against emotes you can use anonymus. 

Not maybe :P
There has been such a rume for a long time now, and all emotes that
dont state the name of the emote user are forbidden, as a spam
protection.

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

poster: Durin
subject: Crits
date: Fri Apr  7 04:23:16 2000

39 ( 0%) You show Dragon the True Power of the Dragon Fist, and rip
out his heart and eat it. 
Dragon screams in pain as he realizes he can't live without a heart.
(This message is purely fictional -Editor) 

I was thinking what if crits were give some kind of tune? It a bit
ridiclous to get ultimate killing lines
while they acctually do no noticeable damage. Of course some 5k
monster might go from excellent condition to somewhat
or something like that, but let's say a tad bit bigger ones? They
don't even feel the hit. 

What if in extreme cases (at least 30+ crits) crits would do some
kind of percentage damage?

Oh feh. I wish I could explain myself a bit more, but I don't have
the patience nor brains to do that.

Over and out.

-Durin

Durin says, 'Houston, we have a problem...'

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

poster: Wildchild
subject: animists
date: Fri Apr  7 11:16:54 2000

Ok, now that they've got their guild hall, will/can an exit be added
to castle portal orbs? and to the existing rooms that have portals?

-WildChild

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

poster: Khosan
subject: >Crits
date: Fri Apr  7 11:24:19 2000

On Fri Apr  7 04:23:16 2000 Durin wrote post #616:
> 39 ( 0%) You show Dragon the True Power of the Dragon Fist, and rip
> out his heart and eat it. 
> Dragon screams in pain as he realizes he can't live without a heart.
> (This message is purely fictional -Editor) 
> 
> I was thinking what if crits were give some kind of tune? It a bit
> ridiclous to get ultimate killing lines
> while they acctually do no noticeable damage. Of course some 5k
> monster might go from excellent condition to somewhat
> or something like that, but let's say a tad bit bigger ones? They
> don't even feel the hit. 
> 
> What if in extreme cases (at least 30+ crits) crits would do some
> kind of percentage damage?
> 
> Oh feh. I wish I could explain myself a bit more, but I don't have
> the patience nor brains to do that.
> 
> Over and out.
> 
> -Durin
> 
> Durin says, 'Houston, we have a problem...'
Combat messages in general make no sense and never will. If we where
to change this we would throw the whole mud in a new all over combat tune
period just to _try_ to get more sane messages. And we would surely fail.

Khosan

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

poster: Zyz
subject: who guild
date: Fri Apr  7 12:35:12 2000

I'm fairly new here so this might be an old idea that was discarded.
How about a 'who guild' command that lists players, levels, and guilds?
Could show all the guilds or just the highest level guild(s) for each player.
Or, could show the lowest level guild(s) for each player, to give a
general idea.
This would be better than doing 'who guild fighter',
'who guild mage', etc etc etc. 
If this idea has already been considered and discarded, please
disregard this post. -Zyz

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

poster: Khosan
subject: >who guild
date: Fri Apr  7 12:53:30 2000

On Fri Apr  7 12:35:12 2000 Zyz wrote post #619:
> I'm fairly new here so this might be an old idea that was discarded.
> How about a 'who guild' command that lists players, levels, and guilds?
> Could show all the guilds or just the highest level guild(s) for each
player.
> Or, could show the lowest level guild(s) for each player, to give a
> general idea.
> This would be better than doing 'who guild fighter',
> 'who guild mage', etc etc etc. 
> If this idea has already been considered and discarded, please
> disregard this post. -Zyz
Most of the wizards don't have time for such a project, but I might
consider allowing one of the new builders to take on projects like this.

If you are a builder and think you can master this feel free to mail me
with your ideas.

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

poster: Quillz
subject: Castle guards
date: Sat Apr  8 00:11:45 2000

think %^RED%^TOCK%^RESET%^
Make em aggro in general, all this castle raiding is just ridiculous
Q

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

poster: Zane
subject: PK System
date: Sat Apr  8 17:21:53 2000

I would like to see the old pk system (couple months ago) reinstated.
Zane

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

poster: Zane
subject: >PK System
date: Sat Apr  8 17:34:03 2000

On Sat Apr  8 17:21:53 2000 Zane wrote post #626:
> I would like to see the old pk system (couple months ago) reinstated.
> Zane
What specifically I mean is killing anyone you want over level 15. 
Killing non registered players and getting crim time.  Killing
registered players as often as you want and are able too.

Just as an example of something I dont like, a player killed another
player for a dumb reason and while that player was idle, not
something I would want wizzes to be involved in in any way but
several players wanted to pk this person for this but because he had
just rudely killed someone he then became no registered and no one
could touch him.  That hardly seems a proper situation.

As it stands if someone is doing something you dont like there is
almost nothing you can do about it except whine to wizzes.

Also occasionally pk is just an enjoyable recreational thing like
when Snoop would get bored and attack me and I have to beat him
down.

As far as the changes in player to player damage, this makes it ALOT
harder to kill anyone as people could usually run even before damage
was reduced however I see no reason to waste whine points on this
subject, it is fine and allows people to have a better chance of
avoiding death if that is their intention.

So yes, I realize that no matter what the policy on pk is, someone
will not like it.  However, I feel that many would agree with making
pk a little more doable instead of just a reason to have a channel
were folks could show off macho they are.

Thank you for listening.

Zane

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

poster: Zifnab
subject: >>PK System
date: Sat Apr  8 17:39:31 2000

On Sat Apr  8 17:34:03 2000 Zane wrote post #627:
> On Sat Apr  8 17:21:53 2000 Zane wrote post #626:
> > I would like to see the old pk system (couple months ago) reinstated.
> > Zane
> What specifically I mean is killing anyone you want over level 15. 
> Killing non registered players and getting crim time.  Killing
> registered players as often as you want and are able too.
> 
> Just as an example of something I dont like, a player killed another
> player for a dumb reason and while that player was idle, not
> something I would want wizzes to be involved in in any way but
> several players wanted to pk this person for this but because he had
> just rudely killed someone he then became no registered and no one
> could touch him.  That hardly seems a proper situation.
> 
> As it stands if someone is doing something you dont like there is
> almost nothing you can do about it except whine to wizzes.
> 
> Also occasionally pk is just an enjoyable recreational thing like
> when Snoop would get bored and attack me and I have to beat him
> down.
> 
> As far as the changes in player to player damage, this makes it ALOT
> harder to kill anyone as people could usually run even before damage
> was reduced however I see no reason to waste whine points on this
> subject, it is fine and allows people to have a better chance of
> avoiding death if that is their intention.
> 
> So yes, I realize that no matter what the policy on pk is, someone
> will not like it.  However, I feel that many would agree with making
> pk a little more doable instead of just a reason to have a channel
> were folks could show off macho they are.
> 
> Thank you for listening.
> 
> Zane
how did he become unregistered?  if he did it through reinc, he paid
10% of his total worth (after reinc), if he did it another way
its a bug.

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

poster: Zane
subject: >>>PK System
date: Sat Apr  8 17:40:34 2000

On Sat Apr  8 17:39:31 2000 Zifnab wrote post #628:
> On Sat Apr  8 17:34:03 2000 Zane wrote post #627:
> > On Sat Apr  8 17:21:53 2000 Zane wrote post #626:
> > > I would like to see the old pk system (couple months ago) reinstated.
> > > Zane
> > What specifically I mean is killing anyone you want over level 15. 
> > Killing non registered players and getting crim time.  Killing
> > registered players as often as you want and are able too.
> > 
> > Just as an example of something I dont like, a player killed another
> > player for a dumb reason and while that player was idle, not
> > something I would want wizzes to be involved in in any way but
> > several players wanted to pk this person for this but because he had
> > just rudely killed someone he then became no registered and no one
> > could touch him.  That hardly seems a proper situation.
> > 
> > As it stands if someone is doing something you dont like there is
> > almost nothing you can do about it except whine to wizzes.
> > 
> > Also occasionally pk is just an enjoyable recreational thing like
> > when Snoop would get bored and attack me and I have to beat him
> > down.
> > 
> > As far as the changes in player to player damage, this makes it ALOT
> > harder to kill anyone as people could usually run even before damage
> > was reduced however I see no reason to waste whine points on this
> > subject, it is fine and allows people to have a better chance of
> > avoiding death if that is their intention.
> > 
> > So yes, I realize that no matter what the policy on pk is, someone
> > will not like it.  However, I feel that many would agree with making
> > pk a little more doable instead of just a reason to have a channel
> > were folks could show off macho they are.
> > 
> > Thank you for listening.
> > 
> > Zane
> how did he become unregistered?  if he did it through reinc, he paid
> 10% of his total worth (after reinc), if he did it another way
> its a bug.
Unregistered for an hour for killing someone.

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

poster: Zifnab
subject: >>>>PK System
date: Sat Apr  8 17:42:07 2000

> > > So yes, I realize that no matter what the policy on pk is, someone
> > > will not like it.  However, I feel that many would agree with making
> > > pk a little more doable instead of just a reason to have a channel
> > > were folks could show off macho they are.
> > > 
> > > Thank you for listening.
> > > 
> > > Zane
> > how did he become unregistered?  if he did it through reinc, he paid
> > 10% of his total worth (after reinc), if he did it another way
> > its a bug.
> Unregistered for an hour for killing someone.

Well I guarantee the other 'system' is not coming back, people
complained about that one too, in fact much more than this way.

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

poster: Zane
subject: >>>>>PK System
date: Sat Apr  8 17:44:31 2000

On Sat Apr  8 17:42:07 2000 Zifnab wrote post #630:
> > > > So yes, I realize that no matter what the policy on pk is, someone
> > > > will not like it.  However, I feel that many would agree with making
> > > > pk a little more doable instead of just a reason to have a channel
> > > > were folks could show off macho they are.
> > > > 
> > > > Thank you for listening.
> > > > 
> > > > Zane
> > > how did he become unregistered?  if he did it through reinc, he paid
> > > 10% of his total worth (after reinc), if he did it another way
> > > its a bug.
> > Unregistered for an hour for killing someone.
> 
> Well I guarantee the other 'system' is not coming back, people
> complained about that one too, in fact much more than this way.
Nod I have noticed a tendancy toward removing that which the whiners
post most about.  Should the rest of us put as much as we can semi
intelligently post in news as well in an effort to have our opinions
matter?

Zane

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

poster: Zifnab
subject: >>>>>>PK System
date: Sat Apr  8 17:48:31 2000

On Sat Apr  8 17:44:31 2000 Zane wrote post #631:
> On Sat Apr  8 17:42:07 2000 Zifnab wrote post #630:
> > > > > So yes, I realize that no matter what the policy on pk is, someone
> > > > > will not like it.  However, I feel that many would agree with making
> > > > > pk a little more doable instead of just a reason to have a channel
> > > > > were folks could show off macho they are.
> > > > > 
> > > > > Thank you for listening.
> > > > > 
> > > > > Zane
> > > > how did he become unregistered?  if he did it through reinc, he paid
> > > > 10% of his total worth (after reinc), if he did it another way
> > > > its a bug.
> > > Unregistered for an hour for killing someone.
> > 
> > Well I guarantee the other 'system' is not coming back, people
> > complained about that one too, in fact much more than this way.
> Nod I have noticed a tendancy toward removing that which the whiners
> post most about.  Should the rest of us put as much as we can semi
> intelligently post in news as well in an effort to have our opinions
> matter?
> 
> Zane
its nto that so much as the holes that were in the 'criminal' stuff, 
and near impossible to close.

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

poster: Zane
subject: >>>>>>>PK System
date: Sat Apr  8 17:50:14 2000

On Sat Apr  8 17:48:31 2000 Zifnab wrote post #632:
> On Sat Apr  8 17:44:31 2000 Zane wrote post #631:
> > On Sat Apr  8 17:42:07 2000 Zifnab wrote post #630:
> > > > > > So yes, I realize that no matter what the policy on pk is, someone
> > > > > > will not like it.  However, I feel that many would agree with
making
> > > > > > pk a little more doable instead of just a reason to have a channel
> > > > > > were folks could show off macho they are.
> > > > > > 
> > > > > > Thank you for listening.
> > > > > > 
> > > > > > Zane
> > > > > how did he become unregistered?  if he did it through reinc, he paid
> > > > > 10% of his total worth (after reinc), if he did it another way
> > > > > its a bug.
> > > > Unregistered for an hour for killing someone.
> > > 
> > > Well I guarantee the other 'system' is not coming back, people
> > > complained about that one too, in fact much more than this way.
> > Nod I have noticed a tendancy toward removing that which the whiners
> > post most about.  Should the rest of us put as much as we can semi
> > intelligently post in news as well in an effort to have our opinions
> > matter?
> > 
> > Zane
> its nto that so much as the holes that were in the 'criminal' stuff, 
> and near impossible to close.
True, but that has always been the case, why do we have to lose pk
now?  I was not paying to much attention so this is an honest
question, but were people abusing the holes more than they normally
did?

Zane

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

poster: Quillz
subject: >>PK System
date: Sat Apr  8 22:00:24 2000

On Sat Apr  8 17:34:03 2000 Zane wrote post #627:
> On Sat Apr  8 17:21:53 2000 Zane wrote post #626:
> > I would like to see the old pk system (couple months ago) reinstated.
> > Zane
> What specifically I mean is killing anyone you want over level 15. 
> Killing non registered players and getting crim time.  Killing
> registered players as often as you want and are able too.
> 
> Just as an example of something I dont like, a player killed another
> player for a dumb reason and while that player was idle, not
> something I would want wizzes to be involved in in any way but
> several players wanted to pk this person for this but because he had
> just rudely killed someone he then became no registered and no one
> could touch him.  That hardly seems a proper situation.
> 
> As it stands if someone is doing something you dont like there is
> almost nothing you can do about it except whine to wizzes.
> 
> Also occasionally pk is just an enjoyable recreational thing like
> when Snoop would get bored and attack me and I have to beat him
> down.
> 
> As far as the changes in player to player damage, this makes it ALOT
> harder to kill anyone as people could usually run even before damage
> was reduced however I see no reason to waste whine points on this
> subject, it is fine and allows people to have a better chance of
> avoiding death if that is their intention.
> 
> So yes, I realize that no matter what the policy on pk is, someone
> will not like it.  However, I feel that many would agree with making
> pk a little more doable instead of just a reason to have a channel
> were folks could show off macho they are.
> 
> Thank you for listening.
> 
> Zane
Go Zane, you da man. 
I agree 100%

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

poster: Mirrim
subject: Autoloot
date: Sun Apr  9 00:44:49 2000

Can you make it so that we don't have to type autoloot on each time we log in?

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

poster: Zifnab
subject: >Autoloot
date: Sun Apr  9 01:21:46 2000

On Sun Apr  9 00:44:49 2000 Mirrim wrote post #635:
> Can you make it so that we don't have to type autoloot on each time we log
in?
For now its going to stay that way, and ill explain why.

There is a problem with MudOS, and the number of variables that 
can be in one object (256).  we get close to that from time to time
and are getting close again.

There are other things that I (Khosan suggested ) we add.  such
as auto eating of corpses, auto dig grave etc.  Until that is all
complete I dont want to save the variable so that I can change its
structure easily as we add more stuff to it.

When its all done, yes it will save.

--zif

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

poster: Mamoru
subject: Just a thought
date: Sun Apr  9 06:23:13 2000

What if highbies (or midbies) could install another portal in their castles
this one would cost 10k each use, and would take them to any island
this way noone would ever need to ask for summons, or anything. . . 
and they wouldn't have to sit around waiting for ferries if they
really wanted to go kill

the cost would deter lowbies and newbies from wanting them because
they don't have that much
gold to throw around. . . but the highbies and stuff could save
time, and sps in case of navs


Just my two cents.

Mamoru
Lord of the Little People

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

poster: Wildchild
subject: >Just a thought
date: Sun Apr  9 12:02:29 2000

On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> What if highbies (or midbies) could install another portal in their castles
> this one would cost 10k each use, and would take them to any island
> this way noone would ever need to ask for summons, or anything. . . 
> and they wouldn't have to sit around waiting for ferries if they
> really wanted to go kill
> 
> the cost would deter lowbies and newbies from wanting them because
> they don't have that much
> gold to throw around. . . but the highbies and stuff could save
> time, and sps in case of navs
> 
> 
> Just my two cents.
> 
> Mamoru
> Lord of the Little People

Or, if you're somebody like Kaz or myself, who have many people
living in their castle, put a portal like that where everybody can
access it, and soon enough, the summon spell is next to useless to
getting a quick ride from island to island. I say no. Having portals
to the alpha guilds (which is just two steps away from Adv-Guild
anyways) is enough.

-WildChild

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

poster: Durin
subject: Personal hits
date: Sun Apr  9 12:04:51 2000

Make a hit list like hits is but, make it personal. So that you can
see about the same hits listed as you can see from the muds hits
list. Or if not list like that, something for MA's at least. the
guild is all about hits (how hard and how many) and it's a joy to
look at some statistics later on too, as in combat you have to use
silent every now and then.
-Durin

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

poster: Mamoru
subject: >>Just a thought
date: Sun Apr  9 12:05:03 2000

On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > What if highbies (or midbies) could install another portal in their
castles
> > this one would cost 10k each use, and would take them to any island
> > this way noone would ever need to ask for summons, or anything. . . 
> > and they wouldn't have to sit around waiting for ferries if they
> > really wanted to go kill
> > 
> > the cost would deter lowbies and newbies from wanting them because
> > they don't have that much
> > gold to throw around. . . but the highbies and stuff could save
> > time, and sps in case of navs
> > 
> > 
> > Just my two cents.
> > 
> > Mamoru
> > Lord of the Little People
> 
> Or, if you're somebody like Kaz or myself, who have many people
> living in their castle, put a portal like that where everybody can
> access it, and soon enough, the summon spell is next to useless to
> getting a quick ride from island to island. I say no. Having portals
> to the alpha guilds (which is just two steps away from Adv-Guild
> anyways) is enough.
> 
> -WildChild
well it would cost 10k per use and not too many people can easily afford
to just drop 10k every time they want to go somewhere. . .

Mamoru

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

poster: Denim
subject: Hits
date: Sun Apr  9 12:07:31 2000

I agree with Durin,this sounds like a great idea.

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

poster: Nyx
subject: >>>Just a thought
date: Sun Apr  9 12:28:27 2000

On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > What if highbies (or midbies) could install another portal in their
> castles
> > > this one would cost 10k each use, and would take them to any island
> > > this way noone would ever need to ask for summons, or anything. . . 
> > > and they wouldn't have to sit around waiting for ferries if they
> > > really wanted to go kill
> > > 
> > > the cost would deter lowbies and newbies from wanting them because
> > > they don't have that much
> > > gold to throw around. . . but the highbies and stuff could save
> > > time, and sps in case of navs
> > > 
> > > 
> > > Just my two cents.
> > > 
> > > Mamoru
> > > Lord of the Little People
> > 
> > Or, if you're somebody like Kaz or myself, who have many people
> > living in their castle, put a portal like that where everybody can
> > access it, and soon enough, the summon spell is next to useless to
> > getting a quick ride from island to island. I say no. Having portals
> > to the alpha guilds (which is just two steps away from Adv-Guild
> > anyways) is enough.
> > 
> > -WildChild
> well it would cost 10k per use and not too many people can easily afford
> to just drop 10k every time they want to go somewhere. . .
> 
> Mamoru
Plus you could hide it inyour private chambers.....I doubt you let
newbies in there.
Nyx :)

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

poster: Mamoru
subject: >>>>Just a thought
date: Sun Apr  9 12:29:30 2000

On Sun Apr  9 12:28:27 2000 Nyx wrote post #642:
> On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> > On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > > What if highbies (or midbies) could install another portal in their
> > castles
> > > > this one would cost 10k each use, and would take them to any island
> > > > this way noone would ever need to ask for summons, or anything. . . 
> > > > and they wouldn't have to sit around waiting for ferries if they
> > > > really wanted to go kill
> > > > 
> > > > the cost would deter lowbies and newbies from wanting them because
> > > > they don't have that much
> > > > gold to throw around. . . but the highbies and stuff could save
> > > > time, and sps in case of navs
> > > > 
> > > > 
> > > > Just my two cents.
> > > > 
> > > > Mamoru
> > > > Lord of the Little People
> > > 
> > > Or, if you're somebody like Kaz or myself, who have many people
> > > living in their castle, put a portal like that where everybody can
> > > access it, and soon enough, the summon spell is next to useless to
> > > getting a quick ride from island to island. I say no. Having portals
> > > to the alpha guilds (which is just two steps away from Adv-Guild
> > > anyways) is enough.
> > > 
> > > -WildChild
> > well it would cost 10k per use and not too many people can easily afford
> > to just drop 10k every time they want to go somewhere. . .
> > 
> > Mamoru
> Plus you could hide it inyour private chambers.....I doubt you let
> newbies in there.
> Nyx :)
precisely
i think it would make a lot of people's lives easier. . .

Mamoru

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

poster: Zane
subject: >>>>>Just a thought
date: Sun Apr  9 12:31:08 2000

On Sun Apr  9 12:29:30 2000 Mamoru wrote post #643:
> On Sun Apr  9 12:28:27 2000 Nyx wrote post #642:
> > On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> > > On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > > > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > > > What if highbies (or midbies) could install another portal in their
> > > castles
> > > > > this one would cost 10k each use, and would take them to any island
> > > > > this way noone would ever need to ask for summons, or anything. . . 
> > > > > and they wouldn't have to sit around waiting for ferries if they
> > > > > really wanted to go kill
> > > > > 
> > > > > the cost would deter lowbies and newbies from wanting them because
> > > > > they don't have that much
> > > > > gold to throw around. . . but the highbies and stuff could save
> > > > > time, and sps in case of navs
> > > > > 
> > > > > 
> > > > > Just my two cents.
> > > > > 
> > > > > Mamoru
> > > > > Lord of the Little People
> > > > 
> > > > Or, if you're somebody like Kaz or myself, who have many people
> > > > living in their castle, put a portal like that where everybody can
> > > > access it, and soon enough, the summon spell is next to useless to
> > > > getting a quick ride from island to island. I say no. Having portals
> > > > to the alpha guilds (which is just two steps away from Adv-Guild
> > > > anyways) is enough.
> > > > 
> > > > -WildChild
> > > well it would cost 10k per use and not too many people can easily afford
> > > to just drop 10k every time they want to go somewhere. . .
> > > 
> > > Mamoru
> > Plus you could hide it inyour private chambers.....I doubt you let
> > newbies in there.
> > Nyx :)
> precisely
> i think it would make a lot of people's lives easier. . .
> 
> Mamoru
A portal at adv to all guilds would also make people's lives easier.
Zane

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

poster: Mamoru
subject: >>>>>>Just a thought
date: Sun Apr  9 12:31:56 2000

On Sun Apr  9 12:31:08 2000 Zane wrote post #644:
> On Sun Apr  9 12:29:30 2000 Mamoru wrote post #643:
> > On Sun Apr  9 12:28:27 2000 Nyx wrote post #642:
> > > On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> > > > On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > > > > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > > > > What if highbies (or midbies) could install another portal in
their
> > > > castles
> > > > > > this one would cost 10k each use, and would take them to any
island
> > > > > > this way noone would ever need to ask for summons, or anything.
. . 
> > > > > > and they wouldn't have to sit around waiting for ferries if they
> > > > > > really wanted to go kill
> > > > > > 
> > > > > > the cost would deter lowbies and newbies from wanting them because
> > > > > > they don't have that much
> > > > > > gold to throw around. . . but the highbies and stuff could save
> > > > > > time, and sps in case of navs
> > > > > > 
> > > > > > 
> > > > > > Just my two cents.
> > > > > > 
> > > > > > Mamoru
> > > > > > Lord of the Little People
> > > > > 
> > > > > Or, if you're somebody like Kaz or myself, who have many people
> > > > > living in their castle, put a portal like that where everybody can
> > > > > access it, and soon enough, the summon spell is next to useless to
> > > > > getting a quick ride from island to island. I say no. Having portals
> > > > > to the alpha guilds (which is just two steps away from Adv-Guild
> > > > > anyways) is enough.
> > > > > 
> > > > > -WildChild
> > > > well it would cost 10k per use and not too many people can easily
afford
> > > > to just drop 10k every time they want to go somewhere. . .
> > > > 
> > > > Mamoru
> > > Plus you could hide it inyour private chambers.....I doubt you let
> > > newbies in there.
> > > Nyx :)
> > precisely
> > i think it would make a lot of people's lives easier. . .
> > 
> > Mamoru
> A portal at adv to all guilds would also make people's lives easier.
> Zane
also true. . . but that takes the fun out of Finding the guilds. . .
everyone knows where the islands are
Mamoru

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

poster: Wildchild
subject: >>>>>>Just a thought
date: Sun Apr  9 12:32:08 2000

On Sun Apr  9 12:31:08 2000 Zane wrote post #644:
> On Sun Apr  9 12:29:30 2000 Mamoru wrote post #643:
> > On Sun Apr  9 12:28:27 2000 Nyx wrote post #642:
> > > On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> > > > On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > > > > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > > > > What if highbies (or midbies) could install another portal in
their
> > > > castles
> > > > > > this one would cost 10k each use, and would take them to any
island
> > > > > > this way noone would ever need to ask for summons, or anything.
. . 
> > > > > > and they wouldn't have to sit around waiting for ferries if they
> > > > > > really wanted to go kill
> > > > > > 
> > > > > > the cost would deter lowbies and newbies from wanting them because
> > > > > > they don't have that much
> > > > > > gold to throw around. . . but the highbies and stuff could save
> > > > > > time, and sps in case of navs
> > > > > > 
> > > > > > 
> > > > > > Just my two cents.
> > > > > > 
> > > > > > Mamoru
> > > > > > Lord of the Little People
> > > > > 
> > > > > Or, if you're somebody like Kaz or myself, who have many people
> > > > > living in their castle, put a portal like that where everybody can
> > > > > access it, and soon enough, the summon spell is next to useless to
> > > > > getting a quick ride from island to island. I say no. Having portals
> > > > > to the alpha guilds (which is just two steps away from Adv-Guild
> > > > > anyways) is enough.
> > > > > 
> > > > > -WildChild
> > > > well it would cost 10k per use and not too many people can easily
afford
> > > > to just drop 10k every time they want to go somewhere. . .
> > > > 
> > > > Mamoru
> > > Plus you could hide it inyour private chambers.....I doubt you let
> > > newbies in there.
> > > Nyx :)
> > precisely
> > i think it would make a lot of people's lives easier. . .
> > 
> > Mamoru
> A portal at adv to all guilds would also make people's lives easier.
> Zane

But it won't happen.
If it's that much of a problem for you to waste TWO whole minutes
waiting for a ferry, then just get into master navs so you have all
the portal creation powers you need. It's not that bad.

-WildChild

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

poster: Mamoru
subject: >>>>>>>Just a thought
date: Sun Apr  9 12:33:48 2000

On Sun Apr  9 12:32:08 2000 Wildchild wrote post #646:
> On Sun Apr  9 12:31:08 2000 Zane wrote post #644:
> > On Sun Apr  9 12:29:30 2000 Mamoru wrote post #643:
> > > On Sun Apr  9 12:28:27 2000 Nyx wrote post #642:
> > > > On Sun Apr  9 12:05:03 2000 Mamoru wrote post #640:
> > > > > On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> > > > > > On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > > > > > > What if highbies (or midbies) could install another portal in
> their
> > > > > castles
> > > > > > > this one would cost 10k each use, and would take them to any
> island
> > > > > > > this way noone would ever need to ask for summons, or anything.
> . . 
> > > > > > > and they wouldn't have to sit around waiting for ferries if they
> > > > > > > really wanted to go kill
> > > > > > > 
> > > > > > > the cost would deter lowbies and newbies from wanting them
because
> > > > > > > they don't have that much
> > > > > > > gold to throw around. . . but the highbies and stuff could save
> > > > > > > time, and sps in case of navs
> > > > > > > 
> > > > > > > 
> > > > > > > Just my two cents.
> > > > > > > 
> > > > > > > Mamoru
> > > > > > > Lord of the Little People
> > > > > > 
> > > > > > Or, if you're somebody like Kaz or myself, who have many people
> > > > > > living in their castle, put a portal like that where everybody can
> > > > > > access it, and soon enough, the summon spell is next to useless to
> > > > > > getting a quick ride from island to island. I say no. Having
portals
> > > > > > to the alpha guilds (which is just two steps away from Adv-Guild
> > > > > > anyways) is enough.
> > > > > > 
> > > > > > -WildChild
> > > > > well it would cost 10k per use and not too many people can easily
> afford
> > > > > to just drop 10k every time they want to go somewhere. . .
> > > > > 
> > > > > Mamoru
> > > > Plus you could hide it inyour private chambers.....I doubt you let
> > > > newbies in there.
> > > > Nyx :)
> > > precisely
> > > i think it would make a lot of people's lives easier. . .
> > > 
> > > Mamoru
> > A portal at adv to all guilds would also make people's lives easier.
> > Zane
> 
> But it won't happen.
> If it's that much of a problem for you to waste TWO whole minutes
> waiting for a ferry, then just get into master navs so you have all
> the portal creation powers you need. It's not that bad.
> 
> -WildChild
there are those of us who are proud of being fighters and not casters
so therefore we Can't get into Master Navs. . . therefore making it
impossible to do that

Mamoru

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

poster: Balinor
subject: >Personal hits
date: Sun Apr  9 13:29:45 2000

On Sun Apr  9 12:04:51 2000 Durin wrote post #639:
> Make a hit list like hits is but, make it personal. So that you can
> see about the same hits listed as you can see from the muds hits
> list. Or if not list like that, something for MA's at least. the
> guild is all about hits (how hard and how many) and it's a joy to
> look at some statistics later on too, as in combat you have to use
> silent every now and then.
> -Durin
Absolutely a great idea =) wtg Durin...
-Bal

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

poster: Zifnab
subject: portals
date: Sun Apr  9 13:38:26 2000

An unnamed wiz said: I swear, the next thing we get an idea for
                     will be a button you press for more exp.

The portals to the islands are not going to happen.  Their are
other ways to the islands already, and if you cant wait tops 4
minutes to get somewhere, well there are other options open to you
as well.

--zif

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

poster: Lasher
subject: XP.
date: Sun Apr  9 15:14:03 2000


I think it would be a great help if there was a 
button you could press for xp.
 
This would help me level a lot and save me
waiting for ferries, casting spells, etc.
 
Thanks,
Lasher.

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

poster: Nyx
subject: >XP.
date: Sun Apr  9 15:49:46 2000

On Sun Apr  9 15:14:03 2000 Lasher wrote post #650:
> I think it would be a great help if there was a 
> button you could press for xp.
>  
> This would help me level a lot and save me
> waiting for ferries, casting spells, etc.
>  
> Thanks,
> Lasher.
I fully agree with this. I spend hours killing things and that is
way too much effort.
Nyx

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

poster: Phire
subject: >>XP.
date: Sun Apr  9 15:59:15 2000

On Sun Apr  9 15:49:46 2000 Nyx wrote post #651:
> On Sun Apr  9 15:14:03 2000 Lasher wrote post #650:
> > I think it would be a great help if there was a 
> > button you could press for xp.
> >  
> > This would help me level a lot and save me
> > waiting for ferries, casting spells, etc.
> >  
> > Thanks,
> > Lasher.
> I fully agree with this. I spend hours killing things and that is
> way too much effort.
> Nyx
or we can just multiply the exp earned by yahtzee by x1000 or more and have
the mud become a bunch of yahtzee addicts

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

poster: Sleet
subject: yahtzee
date: Sun Apr  9 16:02:09 2000

mmmmm yahtzee.....

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

poster: Regan
subject: Consider
date: Sun Apr  9 19:58:51 2000

I think that this command should be looked into. It does not appear
to be working very well. Warchief a high lvl MA is getting that i am
much more powerful than him. I am a lvl 33 woodsman. This is not
right, and therefore I don't think more examples are needed. 

-Regan

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

poster: Phire
subject: >Consider
date: Sun Apr  9 20:02:16 2000

On Sun Apr  9 19:58:51 2000 Regan wrote post #654:
> I think that this command should be looked into. It does not appear
> to be working very well. Warchief a high lvl MA is getting that i am
> much more powerful than him. I am a lvl 33 woodsman. This is not
> right, and therefore I don't think more examples are needed. 
> 
> -Regan
consider has never worked well for player vs player
e.g.
consider phire
Phire is way more powerful than you are.

I want to be that other Phire :)

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

poster: Regan
subject: >>Consider
date: Sun Apr  9 20:04:07 2000

On Sun Apr  9 20:02:16 2000 Phire wrote post #655:
> On Sun Apr  9 19:58:51 2000 Regan wrote post #654:
> > I think that this command should be looked into. It does not appear
> > to be working very well. Warchief a high lvl MA is getting that i am
> > much more powerful than him. I am a lvl 33 woodsman. This is not
> > right, and therefore I don't think more examples are needed. 
> > 
> > -Regan
> consider has never worked well for player vs player
> e.g.
> consider phire
> Phire is way more powerful than you are.
> 
> I want to be that other Phire :)

It does not appear to work well against monsters either, things that
i am equal power with i don't Barely kill them, i could kill about 5
of them before i need heal/regen. That is still not right. 

-Regan

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

poster: Golte
subject: >>>Consider
date: Sun Apr  9 20:59:48 2000

On Sun Apr  9 20:04:07 2000 Regan wrote post #656:
> On Sun Apr  9 20:02:16 2000 Phire wrote post #655:
> > On Sun Apr  9 19:58:51 2000 Regan wrote post #654:
> > > I think that this command should be looked into. It does not appear
> > > to be working very well. Warchief a high lvl MA is getting that i am
> > > much more powerful than him. I am a lvl 33 woodsman. This is not
> > > right, and therefore I don't think more examples are needed. 
> > > 
> > > -Regan
> > consider has never worked well for player vs player
> > e.g.
> > consider phire
> > Phire is way more powerful than you are.
> > 
> > I want to be that other Phire :)
> 
> It does not appear to work well against monsters either, things that
> i am equal power with i don't Barely kill them, i could kill about 5
> of them before i need heal/regen. That is still not right. 
> 
> -Regan

When you consider x it compares your level (on player scale) 
to x's level (on monster scale). There are 50 levels of monsters 
So if you consider a level 50 player it's like considering tiamat, 
considering level 25 (or something) player like considering a sidhe. 


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

poster: Racklanim
subject: portals to places?
date: Mon Apr 10 02:09:05 2000

ok, I've got a good reason to bring back the old pk system, so those
whining little monkeys can get crim time and use the thief tunnels
=)

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

poster: Mamoru
subject: >XP.
date: Mon Apr 10 12:34:18 2000

On Sun Apr  9 15:14:03 2000 Lasher wrote post #650:
> I think it would be a great help if there was a 
> button you could press for xp.
>  
> This would help me level a lot and save me
> waiting for ferries, casting spells, etc.
>  
> Thanks,
> Lasher.
that would be quite detrimental to the entire purpose of the game

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

poster: Lasher
subject: best_hit
date: Mon Apr 10 13:16:21 2000


Nice addition. Could something similar be added for spells and
perhaps even healing? 
 
Only if someone has time of course, I don't want this to 
interfere with development of my xp button.
 
Thanks again,
Lasher.

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

poster: Mamoru
subject: >best_hit
date: Mon Apr 10 14:02:18 2000

On Mon Apr 10 13:16:21 2000 Lasher wrote post #660:
> Nice addition. Could something similar be added for spells and
> perhaps even healing? 
>  
> Only if someone has time of course, I don't want this to 
> interfere with development of my xp button.
>  
> Thanks again,
> Lasher.
I agree with lasher. . . but i want one too. . .(exp button)

Mamoru

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

poster: Baer
subject: emote
date: Mon Apr 10 20:14:50 2000

This emote was just taken out as it was illegal when used with arg,
but it could be easily updated to.


arnoth :
     You'll see: You ask 'Have you bonked your favorite whiner today?'
Others will see: Baer asks 'Have you bonked your favorite whiner today?'

arnoth somebody :
     You'll see: You wonder if Somebody has bonked his favorite whiner today.
Target will see: Baer wonders if you have bonked your favorite whiner today.
Others will see: Baer wonders if Somebody has bonked his favorite
whiner today.

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

poster: Nyx
subject: Animist Eagles
date: Mon Apr 10 21:27:31 2000

Ok, I just saw an animist eagle familiar. Could they perhaps have a
line in their title, or description that says ,"This is Someones
Familiar" someone of course being a name? Cause they look like a
monster the way they are in the room. Just a thought.
Nyx

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

poster: Energystar
subject: >>Just a thought
date: Mon Apr 10 22:24:29 2000

On Sun Apr  9 12:02:29 2000 Wildchild wrote post #638:
> On Sun Apr  9 06:23:13 2000 Mamoru wrote post #637:
> > What if highbies (or midbies) could install another portal in their
castles
> > this one would cost 10k each use, and would take them to any island
> > this way noone would ever need to ask for summons, or anything. . . 
> > and they wouldn't have to sit around waiting for ferries if they
> > really wanted to go kill
> > 
> > the cost would deter lowbies and newbies from wanting them because
> > they don't have that much
> > gold to throw around. . . but the highbies and stuff could save
> > time, and sps in case of navs
> > 
> > 
> > Just my two cents.
> > 
> > Mamoru
> > Lord of the Little People
> 
> Or, if you're somebody like Kaz or myself, who have many people
> living in their castle, put a portal like that where everybody can
> access it, and soon enough, the summon spell is next to useless to
> getting a quick ride from island to island. I say no. Having portals
> to the alpha guilds (which is just two steps away from Adv-Guild
> anyways) is enough.
> 
> -WildChild
I agree with WC on this one.
Where will this leave the navs that have put so much exp into thier spells.
--ES

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

poster: Quillz
subject: Lightweight
date: Tue Apr 11 00:01:04 2000

No, not feather weight, Light Weight. 
Works opposite of Heavy Weight. 
I was thinking lvl 9 orso of navs, since there is nothing in this
level anyway. 
Just a thought. 
Q

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

poster: Bile
subject: Players colored by guild
date: Wed Apr 12 00:58:23 2000

I know most most wiz's wouldn't have time to do this but could a new
build maybe work on it?  I was trying to play around with zmud to
use advanced trigger and variable storing system to colorize all the
players in my who by guilds.. It turned out next to impossible..
because zmud wont trigg off the who guild list.. Could you make it
possible to set player names by guild in color via the colors
command?  Would be nice to be able to hit who and instantly see who
is fig/mage/healer and such..  anyhow my 2 cents..

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

poster: Koma
subject: castle guard emotes
date: Wed Apr 12 01:46:26 2000


It would be neat if we could customize our castles even more by
creating emotes for our castle guards. Just like the emotes some
monsters have.

i.e, The gatekeeper pokes you in the chest. You are not wanted here.

Koma

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

poster: Nyx
subject: >Players colored by guild
date: Wed Apr 12 02:07:50 2000

On Wed Apr 12 00:58:23 2000 Bile wrote post #666:
> I know most most wiz's wouldn't have time to do this but could a new
> build maybe work on it?  I was trying to play around with zmud to
> use advanced trigger and variable storing system to colorize all the
> players in my who by guilds.. It turned out next to impossible..
> because zmud wont trigg off the who guild list.. Could you make it
> possible to set player names by guild in color via the colors
> command?  Would be nice to be able to hit who and instantly see who
> is fig/mage/healer and such..  anyhow my 2 cents..
Personally I think that typing who (guild) doesn;t take that much
more time and effort. But that is just me.
Nyx

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

poster: Balinor
subject: >castle guard emotes
date: Wed Apr 12 02:08:59 2000

On Wed Apr 12 01:46:26 2000 Koma wrote post #667:
> It would be neat if we could customize our castles even more by
> creating emotes for our castle guards. Just like the emotes some
> monsters have.
> 
> i.e, The gatekeeper pokes you in the chest. You are not wanted here.
> 
> Koma
I like this idea, just curious how Koma came up with it ;)
-Bal theonewhoteaseskomaalot

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

poster: Regan
subject: >Players colored by guild
date: Wed Apr 12 06:39:31 2000

On Wed Apr 12 00:58:23 2000 Bile wrote post #666:
> I know most most wiz's wouldn't have time to do this but could a new
> build maybe work on it?  I was trying to play around with zmud to
> use advanced trigger and variable storing system to colorize all the
> players in my who by guilds.. It turned out next to impossible..
> because zmud wont trigg off the who guild list.. Could you make it
> possible to set player names by guild in color via the colors
> command?  Would be nice to be able to hit who and instantly see who
> is fig/mage/healer and such..  anyhow my 2 cents..

tithe 50 gold to sakana
I think this is a really good idea. The colors command would be
great for this,

-Regan
,

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

poster: Koma
subject: trigs
date: Wed Apr 12 07:02:47 2000


Silly people. Use '!' in front of your triggers, and they will not
be sent to your news posts.


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

poster: Graxon
subject: combat silent option
date: Wed Apr 12 08:16:26 2000

It would be great if we had a combat silent option, that if you
turned it on you could see shapes of you or the tank of the party
and the shape of the opponent like the tank gets it to see all the
time
would especially rock for us harmers to see if something is in vbs .)

Graxon

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

poster: Seth
subject: >combat silent option
date: Wed Apr 12 08:19:46 2000

On Wed Apr 12 08:16:26 2000 Graxon wrote post #672:
> It would be great if we had a combat silent option, that if you
> turned it on you could see shapes of you or the tank of the party
> and the shape of the opponent like the tank gets it to see all the
> time
> would especially rock for us harmers to see if something is in vbs .)
> 
> Graxon
Nods... great idea...

Seth

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

poster: Spirum
subject: Eq 
date: Wed Apr 12 08:42:17 2000

A day will come then everyone in the mud has the best eq they can
get. If ppl want to do eq noone want to buy and you dont need it
yourself.
We can easy solve that problem if we let eq age. Better eq ages
slowly and sucky eq ages real fast.
Ppl need to do more eq and ppl will prob buy some eq then.

What do you think?

Spirum

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

poster: Mixer
subject: >>XP.
date: Wed Apr 12 09:07:27 2000

On Mon Apr 10 12:34:18 2000 Mamoru wrote post #659:
> On Sun Apr  9 15:14:03 2000 Lasher wrote post #650:
> > I think it would be a great help if there was a 
> > button you could press for xp.
> >  
> > This would help me level a lot and save me
> > waiting for ferries, casting spells, etc.
> >  
> > Thanks,
> > Lasher.
> that would be quite detrimental to the entire purpose of the game
duh!

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

poster: Mixer
subject: >Eq 
date: Wed Apr 12 09:10:18 2000

On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> A day will come then everyone in the mud has the best eq they can
> get. If ppl want to do eq noone want to buy and you dont need it
> yourself.
> We can easy solve that problem if we let eq age. Better eq ages
> slowly and sucky eq ages real fast.
> Ppl need to do more eq and ppl will prob buy some eq then.
> 
> What do you think?
> 
> Spirum
I for one am for eq aging, as long as its done right...
I don't think the wizzes that make the decision are keen
on the idea though!
Mixer.

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

poster: Zane
subject: >>Eq 
date: Wed Apr 12 12:34:49 2000

On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > A day will come then everyone in the mud has the best eq they can
> > get. If ppl want to do eq noone want to buy and you dont need it
> > yourself.
> > We can easy solve that problem if we let eq age. Better eq ages
> > slowly and sucky eq ages real fast.
> > Ppl need to do more eq and ppl will prob buy some eq then.
> > 
> > What do you think?
> > 
> > Spirum
> I for one am for eq aging, as long as its done right...
> I don't think the wizzes that make the decision are keen
> on the idea though!
> Mixer.
Ack no, I would quit the mud for sure if this happened.  The problem
I see is if someone gets together some decent eq and then does not
play for a while wether they idle or dont log on at all, then when
they come back their eq sucks and they have to start at the
beggining again.

As it is new monsters with better best for slot items are
occasionally being added to the game.

Zane

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

poster: Spirum
subject: eq
date: Wed Apr 12 12:36:42 2000

Eq should not age in chests,lockers etc. Just then you use it

spirum

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

poster: Quillz
subject: Food/Herbs
date: Wed Apr 12 12:37:46 2000

I have been pondering the thought...of how food lasts a whole boot,
an herbs last only a matter of minutes, even with preservation.
Was curious if that could maybe be switched around?
Or maybe I could get some feedback on the idea?
It just seems to make a lil more sense to me this way, thats all.  
Q

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

poster: Palenon
subject: >combat silent option
date: Wed Apr 12 17:07:59 2000

On Wed Apr 12 08:16:26 2000 Graxon wrote post #672:
> It would be great if we had a combat silent option, that if you
> turned it on you could see shapes of you or the tank of the party
> and the shape of the opponent like the tank gets it to see all the
> time
> would especially rock for us harmers to see if something is in vbs .)
> 
> Graxon
When I was a harmer i just made a trig for my zmud to send
'condition' to the mud on the New Round pattern..works quite well
and u don't have to give wizzes more work.

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

poster: Regan
subject: Castles
date: Wed Apr 12 17:37:25 2000

tithe 50 gold to denim
Make a portal that you can add to your castle that will take you to
the place you buy rooms, keys, and guards:)

-Regan

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

poster: Bile
subject: laf
date: Wed Apr 12 17:38:21 2000

Or you could just go there by taking 3 steps outside ur castle :P

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

poster: Mixer
subject: >>>Eq 
date: Wed Apr 12 17:58:55 2000

On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > A day will come then everyone in the mud has the best eq they can
> > > get. If ppl want to do eq noone want to buy and you dont need it
> > > yourself.
> > > We can easy solve that problem if we let eq age. Better eq ages
> > > slowly and sucky eq ages real fast.
> > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > 
> > > What do you think?
> > > 
> > > Spirum
> > I for one am for eq aging, as long as its done right...
> > I don't think the wizzes that make the decision are keen
> > on the idea though!
> > Mixer.
> Ack no, I would quit the mud for sure if this happened.  The problem
> I see is if someone gets together some decent eq and then does not
> play for a while wether they idle or dont log on at all, then when
> they come back their eq sucks and they have to start at the
> beggining again.
> 
> As it is new monsters with better best for slot items are
> occasionally being added to the game.
> 
> Zane
Well _if_ I ever got to put this idea in place (most wizzes hate it
too) I'd make it so eq is _better_ but that it degrades.  perhaps a
smithing guild or some abjurer spells to maintain and repair items. 
I think a mopre role playing approach and a bonus for careful or
aware players.
Its a bit academic anyway, I think admon are definitely against this idea.
Mix.

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

poster: Mixer
subject: >Castles
date: Wed Apr 12 17:59:36 2000

On Wed Apr 12 17:37:25 2000 Regan wrote post #682:
> tithe 50 gold to denim
> Make a portal that you can add to your castle that will take you to
> the place you buy rooms, keys, and guards:)
> 
> -Regan
New idea post: for Regan to do 1 news post wihtout a tithe trigger in it.
Mix.

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

poster: Zane
subject: >>>>Eq 
date: Wed Apr 12 18:18:54 2000

On Wed Apr 12 17:58:55 2000 Mixer wrote post #684:
> On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> > On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > > A day will come then everyone in the mud has the best eq they can
> > > > get. If ppl want to do eq noone want to buy and you dont need it
> > > > yourself.
> > > > We can easy solve that problem if we let eq age. Better eq ages
> > > > slowly and sucky eq ages real fast.
> > > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > > 
> > > > What do you think?
> > > > 
> > > > Spirum
> > > I for one am for eq aging, as long as its done right...
> > > I don't think the wizzes that make the decision are keen
> > > on the idea though!
> > > Mixer.
> > Ack no, I would quit the mud for sure if this happened.  The problem
> > I see is if someone gets together some decent eq and then does not
> > play for a while wether they idle or dont log on at all, then when
> > they come back their eq sucks and they have to start at the
> > beggining again.
> > 
> > As it is new monsters with better best for slot items are
> > occasionally being added to the game.
> > 
> > Zane
> Well _if_ I ever got to put this idea in place (most wizzes hate it
> too) I'd make it so eq is _better_ but that it degrades.  perhaps a
> smithing guild or some abjurer spells to maintain and repair items. 
> I think a mopre role playing approach and a bonus for careful or
> aware players.
> Its a bit academic anyway, I think admon are definitely against this idea.
> Mix.
Well, I dont see the real life loggic in a item degrading over time
unless it rusts or is made out of leather that decomposes or
something.  It does however seem to me that eq could be damaged or
broken in combat.  I would somewhat support this as long as any
damage done could be repaired and the eq was not lost.  Perhaps
Dwalden the Dwarven Craftsman or some other NPC could repair it for
you for a charge and/or there could be a traveller skill.  Though if
players could fix them just at the cost of some ep then this it is
not really costing much.  Anyhow, eq already has a value I think
were a wiz could set wether or not it can be broken.  Another thing
this makes me wonder though, is the tank the only one in the party
that would have his eq bronken?

Just some thoughts, feel free to tear it apart or ignore it if you like.

Zane

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

poster: Nyx
subject: >>>>>Eq 
date: Wed Apr 12 18:31:12 2000

On Wed Apr 12 18:18:54 2000 Zane wrote post #686:
> On Wed Apr 12 17:58:55 2000 Mixer wrote post #684:
> > On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> > > On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > > > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > > > A day will come then everyone in the mud has the best eq they can
> > > > > get. If ppl want to do eq noone want to buy and you dont need it
> > > > > yourself.
> > > > > We can easy solve that problem if we let eq age. Better eq ages
> > > > > slowly and sucky eq ages real fast.
> > > > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > > > 
> > > > > What do you think?
> > > > > 
> > > > > Spirum
> > > > I for one am for eq aging, as long as its done right...
> > > > I don't think the wizzes that make the decision are keen
> > > > on the idea though!
> > > > Mixer.
> > > Ack no, I would quit the mud for sure if this happened.  The problem
> > > I see is if someone gets together some decent eq and then does not
> > > play for a while wether they idle or dont log on at all, then when
> > > they come back their eq sucks and they have to start at the
> > > beggining again.
> > > 
> > > As it is new monsters with better best for slot items are
> > > occasionally being added to the game.
> > > 
> > > Zane
> > Well _if_ I ever got to put this idea in place (most wizzes hate it
> > too) I'd make it so eq is _better_ but that it degrades.  perhaps a
> > smithing guild or some abjurer spells to maintain and repair items. 
> > I think a mopre role playing approach and a bonus for careful or
> > aware players.
> > Its a bit academic anyway, I think admon are definitely against this idea.
> > Mix.
> Well, I dont see the real life loggic in a item degrading over time
> unless it rusts or is made out of leather that decomposes or
> something.  It does however seem to me that eq could be damaged or
> broken in combat.  I would somewhat support this as long as any
> damage done could be repaired and the eq was not lost.  Perhaps
> Dwalden the Dwarven Craftsman or some other NPC could repair it for
> you for a charge and/or there could be a traveller skill.  Though if
> players could fix them just at the cost of some ep then this it is
> not really costing much.  Anyhow, eq already has a value I think
> were a wiz could set wether or not it can be broken.  Another thing
> this makes me wonder though, is the tank the only one in the party
> that would have his eq bronken?
> 
> Just some thoughts, feel free to tear it apart or ignore it if you like.
> 
> Zane
I like that one. :)
Nyx

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

poster: Regan
subject: castle guards
date: Wed Apr 12 18:32:13 2000

Why can't castle guards block portal exits? If there isn't a reason
is it possible to implement this?

-Regan

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

poster: Javier
subject: >castle guards
date: Wed Apr 12 18:33:08 2000

On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> Why can't castle guards block portal exits? If there isn't a reason
> is it possible to implement this?
> 
> -Regan
Uhm, why in the first place?

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

poster: Regan
subject: >>castle guards
date: Wed Apr 12 18:34:06 2000

On Wed Apr 12 18:33:08 2000 Javier wrote post #689:
> On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > Why can't castle guards block portal exits? If there isn't a reason
> > is it possible to implement this?
> > 
> > -Regan
> Uhm, why in the first place?

think %^BOLD%^%^CYAN%^Full EPS%^RESET%^
Uhm, because if someone that is not on my friends list wonders in my
castle intent on stealing something and I have every exit blocked,
if they can't kill all my guards they are going to die.

-Regan

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

poster: Apathy
subject: >>>castle guards
date: Wed Apr 12 18:34:42 2000

On Wed Apr 12 18:34:06 2000 Regan wrote post #690:
> On Wed Apr 12 18:33:08 2000 Javier wrote post #689:
> > On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > > Why can't castle guards block portal exits? If there isn't a reason
> > > is it possible to implement this?
> > > 
> > > -Regan
> > Uhm, why in the first place?
> 
> think %^BOLD%^%^CYAN%^Full EPS%^RESET%^
> Uhm, because if someone that is not on my friends list wonders in my
> castle intent on stealing something and I have every exit blocked,
> if they can't kill all my guards they are going to die.
> 
> -Regan

On the other hand, if they do kill all your guards, they'll start
stealing eq, whereas if they flee, they won't

-Apathy

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

poster: Marvin
subject: >castle guards
date: Wed Apr 12 18:57:59 2000

On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> Why can't castle guards block portal exits? If there isn't a reason
> is it possible to implement this?
> 
> -Regan

Hmm, there is no reason in the world why guards cant block portal
exits. And yes, it is very possible to implement this.

That being said, we aren't going to =)

-M

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

poster: Regan
subject: >>castle guards
date: Wed Apr 12 19:44:59 2000

On Wed Apr 12 18:57:59 2000 Marvin wrote post #692:
> On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > Why can't castle guards block portal exits? If there isn't a reason
> > is it possible to implement this?
> > 
> > -Regan
> 
> Hmm, there is no reason in the world why guards cant block portal
> exits. And yes, it is very possible to implement this.
> 
> That being said, we aren't going to =)
> 
> -M

Might I ask why? 

-Regan

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

poster: Marvin
subject: >>>castle guards
date: Wed Apr 12 20:09:14 2000

On Wed Apr 12 19:44:59 2000 Regan wrote post #693:
> On Wed Apr 12 18:57:59 2000 Marvin wrote post #692:
> > On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > > Why can't castle guards block portal exits? If there isn't a reason
> > > is it possible to implement this?
> > > 
> > > -Regan
> > 
> > Hmm, there is no reason in the world why guards cant block portal
> > exits. And yes, it is very possible to implement this.
> > 
> > That being said, we aren't going to =)
> > 
> > -M
> 
> Might I ask why? 
> 
> -Regan

Sure

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

poster: Cloud
subject: >Eq 
date: Wed Apr 12 20:13:12 2000

On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> A day will come then everyone in the mud has the best eq they can
> get. If ppl want to do eq noone want to buy and you dont need it
> yourself.
> We can easy solve that problem if we let eq age. Better eq ages
> slowly and sucky eq ages real fast.
> Ppl need to do more eq and ppl will prob buy some eq then.
> 
> What do you think?
> 
> Spirum
think %^BOLD%^ %^WHITE%^tick coming%^RESET%^
I think its a bad idea. Eq prices would drop, and people who dont
play alot wouldnt buy eq at all, or they would watch it fade away
when they log on.
think %^BOLD%^ %^WHITE%^tick coming%^RESET%^
If people want to do eq they will, forcing people to do eq or lose
what they have worked so hard to get is just plain rude:)
Cloud

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

poster: Cloud
subject: >>Eq 
date: Wed Apr 12 20:18:25 2000

On Wed Apr 12 20:13:12 2000 Cloud wrote post #695:
> On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > A day will come then everyone in the mud has the best eq they can
> > get. If ppl want to do eq noone want to buy and you dont need it
> > yourself.
> > We can easy solve that problem if we let eq age. Better eq ages
> > slowly and sucky eq ages real fast.
> > Ppl need to do more eq and ppl will prob buy some eq then.
> > 
> > What do you think?
> > 
> > Spirum
> think %^BOLD%^ %^WHITE%^tick coming%^RESET%^
> I think its a bad idea. Eq prices would drop, and people who dont
> play alot wouldnt buy eq at all, or they would watch it fade away
> when they log on.
> think %^BOLD%^ %^WHITE%^tick coming%^RESET%^
> If people want to do eq they will, forcing people to do eq or lose
> what they have worked so hard to get is just plain rude:)
> Cloud
first sorry, the damm ! thing doesnt work for my triggs:(
I forgot to say, that it took me years, yes years to build my
fighter eq set, and personaly to have it fall apart just cause some
people think eq isnt done enough on this mud is just plain stupid.
If you people really want to do eq that bady, well, go do it. You
all can get togeather and rinc acordinly and do all the damm eq you
want:)
Thats it for now:)
Cloud

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

poster: Khosan
subject: >>>>castle guards
date: Wed Apr 12 20:19:25 2000

On Wed Apr 12 20:09:14 2000 Marvin wrote post #694:
> On Wed Apr 12 19:44:59 2000 Regan wrote post #693:
> > On Wed Apr 12 18:57:59 2000 Marvin wrote post #692:
> > > On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > > > Why can't castle guards block portal exits? If there isn't a reason
> > > > is it possible to implement this?
> > > > 
> > > > -Regan
> > > 
> > > Hmm, there is no reason in the world why guards cant block portal
> > > exits. And yes, it is very possible to implement this.
> > > 
> > > That being said, we aren't going to =)
> > > 
> > > -M
> > 
> > Might I ask why? 
> > 
> > -Regan
> 
> Sure
Ok, why?


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

poster: Wik
subject: >>>Eq 
date: Thu Apr 13 01:18:28 2000

On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > A day will come then everyone in the mud has the best eq they can
> > > get. If ppl want to do eq noone want to buy and you dont need it
> > > yourself.
> > > We can easy solve that problem if we let eq age. Better eq ages
> > > slowly and sucky eq ages real fast.
> > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > 
> > > What do you think?
> > > 
> > > Spirum
> > I for one am for eq aging, as long as its done right...
> > I don't think the wizzes that make the decision are keen
> > on the idea though!
> > Mixer.
> Ack no, I would quit the mud for sure if this happened.  The problem
> I see is if someone gets together some decent eq and then does not
> play for a while wether they idle or dont log on at all, then when
> they come back their eq sucks and they have to start at the
> beggining again.
> 
> As it is new monsters with better best for slot items are
> occasionally being added to the game.
> 
> Zane
How about it wears away with actual use. Not just age?
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Wik
subject: >>castle guards
date: Thu Apr 13 01:47:31 2000

On Wed Apr 12 18:57:59 2000 Marvin wrote post #692:
> On Wed Apr 12 18:32:13 2000 Regan wrote post #688:
> > Why can't castle guards block portal exits? If there isn't a reason
> > is it possible to implement this?
> > 
> > -Regan
> 
> Hmm, there is no reason in the world why guards cant block portal
> exits. And yes, it is very possible to implement this.
> 
> That being said, we aren't going to =)
> 
> -M
*starts giggling insanely rolling around on the floor. He gains
composure of himself and pats Marvin on the back, walking away*

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

poster: Krellen
subject: >>>>Eq 
date: Thu Apr 13 06:14:47 2000

On the subject of eq: I have never seen a role playing system
besides a mud where magical equipment (along the lines that a mud
offers, being weapons and armor) degrades with time.  Magical
enchantments are permanent, and they also maintain the material the
item is made from.  Only instance I have ever seen of that magic
fading is on muds.  That said, on to other things.
Even in systems with "permanent" enchantments, equipment exposed to
undue stress can break.  Note, however, that it is 'undue'. 
Parrying a blow from Tiamat, for instance, would probably qualify
for your sword to break.  Chopping it into her body, however, would
not.  Under normal use, no equipment in any "real" role playing
system will break.  It's only when you fumble, use the equipment
incorrectly, or are subjected to extreme conditions does equipment
come into danger.  Unfortunately, this means that most equipment
damage would happen to tanks.  An area spell probably wouldn't be
'undue stress', so casters wouldn't be subject to it unless they're
soloing large monsters.  These paper and pencil systems have thought
about the balance of equipment.  So maybe they know what they're
doing.

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

poster: Tigran
subject: >>>>>Eq (revisited)
date: Thu Apr 13 07:21:23 2000


Krellen Wrote: 
> On the subject of eq: I have never seen a role playing system
> besides a mud where magical equipment (along the lines that a mud
> offers, being weapons and armor) degrades with time.
So what? For one, this isn't 'just' magical equipment we are talking about 
here. For another, have you heard of Dungeon's and Dragons?  Magic degrades 
with time all over that system.

> Magical
> enchantments are permanent, and they also maintain the material the
> item is made from.
Says who? Magic generally takes energy from somewhere.  Are you saying 
that it's unrealistic for this to not be a limited resource?

> Only instance I have ever seen of that magic
> fading is on muds.  That said, on to other things.
> Even in systems with "permanent" enchantments, equipment exposed to
> undue stress can break.  Note, however, that it is 'undue'. 
> Parrying a blow from Tiamat, for instance, would probably qualify
> for your sword to break.  Chopping it into her body, however, would
> not.
Now that would depend upon how tough Tia's hide is and how strong the wielder
is, how they hit, if they hit a bone underneath, etc and soforth.

> Under normal use, no equipment in any "real" role playing
> system will break.  
Dungeons and Dragons isn't real eh?

> It's only when you fumble, use the equipment
> incorrectly, or are subjected to extreme conditions does equipment
> come into danger.
Mistakes are part of 'normal use' because nearly everyone makes them a lot.


> Unfortunately, this means that most equipment
> damage would happen to tanks.  An area spell probably wouldn't be
> 'undue stress', so casters wouldn't be subject to it unless they're
> soloing large monsters.  These paper and pencil systems have thought
> about the balance of equipment.  So maybe they know what they're
> doing.
Well, for starters, pen and paper systems weren't designed for continuous play
by hundreds of users.  There's flaw 1. Flaw 2, I don't buy the 'Everyone else
does it' argument.  Quite possibly 'everyone else' does it wrong.  I'm not 
saying that's the case, but if you don't ever experiment, stagnation
happens.  I won't give my opinion of whether that's happened here or not.

I'm also not going to say whether or not I think degrading equipment 
is something I think would be a benifit to the overall makeup of RD.  I'm 
merely pointing out the Krellen's argument is quite full of holes.

For any decision like this, there are upsides and downsides.  Some people 
might quit right away if you do one thing, they might quit later due to some 
other factor like boredom if you don't.  Or you might not get others to come 
and stay that normally would, regardless of the decision.  But you also might
attract an even larger crowd of new people for the opposite.  

Discussions are fine and healthy.  Threats of quitting just show immaturity
and an attempt to throw around some sort of alleged power.  

Take it or leave it.  I know a lot of my statements are less than popular.

Tig

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

poster: Durin
subject: Eq decay
date: Thu Apr 13 07:36:07 2000

We haven't had it. We don't need it. Go play bat.
-Durin

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

poster: Mixer
subject: >Eq decay
date: Thu Apr 13 07:36:46 2000

On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> We haven't had it. We don't need it. Go play bat.
> -Durin
What an intelligent and well thought out post.  Well done!
Mix.

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

poster: Durin
subject: >>Eq decay
date: Thu Apr 13 07:38:01 2000

On Thu Apr 13 07:36:46 2000 Mixer wrote post #703:
> On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> > We haven't had it. We don't need it. Go play bat.
> > -Durin
> What an intelligent and well thought out post.  Well done!
> Mix.
I know. I thought about this for many days. I used all my english
vocabulary there and here.
-Durin



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

poster: Tyrell
subject: New spell.
date: Thu Apr 13 08:43:42 2000

Just had a funny idea for a confessor spell.
Basicaly its a dFeed, if the confesser has food on him he can 'feed'
its energy to a worthy person at distance, thus sustaining their
body and soul.
Posible incatation could be something like "enod llewka etse'no"
What you lot think could be usfull or what?

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

poster: Wildchild
subject: >>>>>>Eq (revisited)
date: Thu Apr 13 08:47:00 2000

*sigh* I'm getting into an argument I realy shoulnd't even bother
with here, but I want to say a little something about D&D... magic
degrades to the user of the magic... web spells disappate, darkness
spells lift after a certain amount of time, most often based on the
caster's abilities/level.

Magical items most often, however, do not. Items with magical
properties, that can cast spells, diminish in those powers for a
time, but after so many hours/days, that power returns unless in
extreme circumstances, such as with Dragonlance where the old magic
is gone or used to cast an insanely powerful spell never cast
before.

Most magical artifacts I"ve never heard of losing their enchantments
over time. Enchantments are supposed to be permanent unless they are
disenchanted by another magic-user or something. A +3 strength long
sword is always a +3 strength long sword.

Weapon breaking, however, and armor wearing out, is another matter.
Yet, all our armor and weapons are magical, so whether they will
actually wear out anyways is something you might have to base upon
how powerful the artifact in question is (if eq decay were put into
the game).

-WildChild

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

poster: Magneto
subject: >>>>>>>Eq (revisited)
date: Thu Apr 13 11:18:54 2000

Just a few notes.  While generally dnd doesn't have magical equipment
decay there are cases.  Things with charges could be used as an example.

Other computer games tho there are examples.  Diablo and Nox both come to
mind as games that your eq takes damage over time.

I am just putting these out there for more background info, that it is done.

Now for my oppinions:
I personally dislike eq degradation.  (slaps his tiamat leggings around until
they say his name).  Here are the possible ways I see
Case 1:  what we have now.  No extra code hassle needed.  No extra effort
needed to keep eq polished and bright.

case 2:  We have it degrade by some form or another and allow player actions
to upkeep damaged eq, to the point that with effort you will not lose your
eq.  This ends up costing time to code eq decay functionality, time to code
up guilds to fix or shop that fixes etc.  And it costs players time and money
and frustration.  For myself I know I would not want to take a guild and spend
my exp on a guild for no other reason than to keep my eq fixed.  And some may
be able to make money by fixing others eq.  I would not be one of those as
I do not want to be a shop keeper.  I would fix my eq and my friends eq.  And
as a whole I probably wouldnt trust handing over my eq to someone that was
not my friend.  So we have a whole lot of hassle for no gain of people doing
more eq.  We just gained maybe some money moving from one player to the next.

case 3:  we have eq that can be permanently broken.  Or broken to the point
where it is not worth fixing.  Now we have a cost of putting in the
eq degradation code. (*smack my sword up and tell it that it likes
it*)  Maybe some form
of repair that would not be sufficient.  And now we have more eq parties.
We also have players who are pissed off that the RHLS that they partied for
6 or 7 times before they got it, is now broken and useless.

So to recap
case 1: we have some players whining that they are bored because they don't
get to do eq.
case 2: we have a whole lot of work so we can be more 'realistic' with no net
result.
case 3: we have some players who are happy because they now have a reason to
do eq.  And others who are pissed off that the stuff they worked hard for
now sucks.

Much of this is all due to one underlying problem.  Players getting bored
after playing here for a certain amount of time.  Because this game only
supports the excitement of advancing your personal power as a player
for a limited amount of time, before the amount of work needed to gain a small
amount of personal improvement begins to outweigh the worth of the gain.
I feel that there is only a certain amount of time that we can offer most 
players a reasonable amount of gain for a reasonable amount of play.
We do our best to extend this by adding more areas to explore and add more
guilds to join, but playing any game for 2 or more years you probably hit
your limit on.  Yes, there are people who play here that are effectively maxed
out.  And it is great if they enjoy their time here still.  But most highbies
will admit to a certain amount of boredom.  And that is generally when they
start other characters here or elsewhere or when they wiz.  

All of that to say this.  If you are bored here, move on.  Don't wish for
breaking eq.  All that really does is make you work harder to stay at the
current level you are.  Sure it is more 'realistic' but being realistic
isn't all it cracked up to be.  I know I certainly don't wanna have 
have to write trigs for myself to 'inhale/exhale' because breathing is
realistic.

So there is a nice long post/rant about why I will always vote against
eq breakage
Mags

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

poster: Phire
subject: >>>>>>>>Eq (revisited)
date: Thu Apr 13 11:26:55 2000

one though on requiring people to inhale/exhale due to realism:

Do you realize how much trig spam there would be in every post
with

inhale
exhale
inhale
exhale
Whine, why did you @#$! tune my guild!!!!!!
inhale
think tock
think FULL HP
exhale
inhale
exhale

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

poster: Makimo
subject: EQ Decay
date: Thu Apr 13 12:26:37 2000

If this is ever imped and I doubt it will be, we better add the
EXP button at the same time to lighten the blow ;)

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

poster: Krellen
subject: >>>>>>Eq (revisited)
date: Thu Apr 13 12:45:22 2000

Tigran wrote:
> So what? For one, this isn't 'just' magical equipment we are talking about 
> here. For another, have you heard of Dungeon's and Dragons?  Magic degrades 
> with time all over that system.
> 
Um. I've played D&D for 14 years, Tigran.  Nothing degrades with
time.  Wands, rods, staves degrade with USE, but they can be
recharged.  Armor, weapons, rings, cloaks, etc. are all PERMANENT
magic.  They don't decay, nor does the material they are made out
of.  Magical cloth cloaks can last thousands of years (and have:
read some of TSR's novels).  Try that in the real world.
This all said, I won't respond to any other comments bringing up
D&D.  Your insight on it is misinformed.
> Says who? Magic generally takes energy from somewhere.  Are you saying 
> that it's unrealistic for this to not be a limited resource?
Okay.  Each boot, only 15,000 spells can be cast.  Then there's no
magical energy left.  You don't want that.
> > It's only when you fumble, use the equipment
> > incorrectly, or are subjected to extreme conditions does equipment
> > come into danger.
> Mistakes are part of 'normal use' because nearly everyone makes them a lot.
Again using your lauded D&D as an example, magical weapons have to
check for breakage if you roll a "1": a fumble.  Other magical items
check for damage if exposed to extreme damage: a giant's club, for
instance, or dragon breath.  Under normal circumstances, magical
equipment is not going to break.
> Well, for starters, pen and paper systems weren't designed for continuous
play
> by hundreds of users.  There's flaw 1. Flaw 2, I don't buy the 'Everyone
else
> does it' argument.  Quite possibly 'everyone else' does it wrong.  I'm not 
> saying that's the case, but if you don't ever experiment, stagnation
> happens.  I won't give my opinion of whether that's happened here or not.
Every other mud I've played that has a feel basically like RD's does
weapon breakage or decay.  Maybe /they're/ doing it wrong.
> I'm also not going to say whether or not I think degrading equipment 
> is something I think would be a benifit to the overall makeup of RD.  I'm 
> merely pointing out the Krellen's argument is quite full of holes.
Uh huh.  Sure it is.
> Discussions are fine and healthy.  Threats of quitting just show immaturity
> and an attempt to throw around some sort of alleged power.  
Okay, so who threatened to quit?  And why do we care if they do anyways?

Get your facts straight before you try to put holes in my arguements
next time.

Krellen

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

poster: Magneto
subject: >>>>>>>>>Eq (revisited)
date: Thu Apr 13 12:52:19 2000

On Thu Apr 13 11:26:55 2000 Phire wrote post #708:
> one though on requiring people to inhale/exhale due to realism:
> 
> Do you realize how much trig spam there would be in every post
> with
> 
> inhale
> exhale
> inhale
> exhale
> Whine, why did you @#$! tune my guild!!!!!!
> inhale
> think tock
> think FULL HP
> exhale
> inhale
> exhale
Just think news could choke the stupid people }=>  I wonder if we
can get a client side robot to emulate it on certain mudders

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

poster: Zane
subject: >>>>>>>>Eq (revisited)
date: Thu Apr 13 12:53:16 2000

Without reposting the thing, I just wanted to complement Magneto on
what I think is a very good and too the point post.  After having
read it I would have to agree totally.

As far as players not getting to do enough eq, I would have to say
that other than the possibility of changing the bard guild to be a
little more playable, the fact that not much eq has been done
"recenetly" is 100% the players fault.  If a few of them got
together and decided to do some, no wiz would be likley to try to
stop them.

Zane

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

poster: Denim
subject: hide and stealth
date: Thu Apr 13 13:30:46 2000

I have both of these skills at 85% and they last less than a
minute,could these skills perhaps last a bit longer? like 3-5 mins
or something?
Denim

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

poster: Cloud
subject: >Eq decay
date: Thu Apr 13 20:13:26 2000

On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> We haven't had it. We don't need it. Go play bat.
> -Durin
smartest thing i have read so far:)
Cloud

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

poster: Cloud
subject: >>>>>>>>Eq (revisited)
date: Thu Apr 13 20:16:23 2000

Just one last note here, think about how much time it is going to
take if you have to reimburse eq that has decaded slightly:)
Sounds like a real pain to me:)
Cloud

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

poster: Warchief
subject: >>>>>>>>>Eq (revisited)
date: Thu Apr 13 20:21:30 2000

I've played a couple MUDs where eq was breakable.  On one of these,
all eq had like a strength rating, and it was weapon's strength vs
armor's strength (whichever piece of armor was hit).  After
comparing those, a roll was made, and I can't really remember what
the extremes were on breaking, but the chance wasn't very much
unless you were fighting something with extremely awesome items. 
And your weapon wouldn't break by parrying, because, a skilled parry
would be more of a deflection/dodge, and would really not do much
damage to a weapon.  Anyways, on the other MUD, it was basically
like Diablo's eq wear, except without the numbers, when you
appraised the item, it would show up as in pristine condition, good
condition, slightly damaged, and so forth.  The cost to repair were
minor, though increasing for worse damage.  Also, the barbarian
guild there had the ability to repair (I think, not very high in the
MUD). Anyways, just my thoughts.  Btw, the MUD with the eq wear, eq
didn't lose stats, only became damaged to the point of destruction,
and breaking hits didn't happen.

-Chief

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

poster: Sleet
subject: two ideas
date: Thu Apr 13 20:21:45 2000

got two ideas, heres the first one
you have to be pk reged to pick pocket someone and that person has
to be pk regged
and the second one is some friendly wiz that isnt too busy should nuke denim.
just my thoughts,
Im pissed, hope he dies

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

poster: Zane
subject: >>><$%^>>&*(<>>>>>>%^&>>EQ Decay
date: Thu Apr 13 20:23:01 2000

Well, I think this subject is about done now.  Its not gonna happen.
 So lets move on to a subject of greater benifit to the mud.  Why
don't we revisist the idea of exp buttons.  Now there is an idea I
could really get into.  Perhaps put in a function that measures
average idle time and those that are not useless enough cannot press
it.  Ideas?

Zane

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

poster: Phire
subject: >>>><$%^>>&*(<>>>>>>%^&>>EQ Decay
date: Thu Apr 13 20:23:52 2000

On Thu Apr 13 20:23:01 2000 Zane wrote post #718:
> Well, I think this subject is about done now.  Its not gonna happen.
>  So lets move on to a subject of greater benifit to the mud.  Why
> don't we revisist the idea of exp buttons.  Now there is an idea I
> could really get into.  Perhaps put in a function that measures
> average idle time and those that are not useless enough cannot press
> it.  Ideas?
> 
> Zane

Idleness should be a requirement to use the exp button

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

poster: Cloud
subject: >>>><$%^>>&*(<>>>>>>%^&>>EQ Decay
date: Thu Apr 13 20:33:58 2000

On Thu Apr 13 20:23:01 2000 Zane wrote post #718:
> Well, I think this subject is about done now.  Its not gonna happen.
>  So lets move on to a subject of greater benifit to the mud.  Why
> don't we revisist the idea of exp buttons.  Now there is an idea I
> could really get into.  Perhaps put in a function that measures
> average idle time and those that are not useless enough cannot press
> it.  Ideas?
> 
> Zane
this could be implmented in a good way, at least imho and im
serious. Say you kill a 2m eq monsie, instead of the monsie giving
exp, it gives and exp button for the value of that monsie, and that
button would be used 1 time, and could be included on the dice.
What ya think?
Cloudy

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

poster: Jordali
subject: New type of eq/new guild to use it
date: Thu Apr 13 20:46:40 2000

These names are hastily contrived...any other name will do, as long as
it sounds cool. ;)

New guild: Soul Alchemist
What they do...have skills and spells to analyze, link, and utilize
something, let's say "soul nodes".

New type of eq: Soul node
These items are found on the more powerful eq mobs, and give bonuses
(based on what the creator wants to do) to certain damage types,
certain damage type resistances, boosts to certain combat rolls (crits, stuns,
etc.) and resistances to such...there is a lot open here.
I recommend that in order to use multiple "soul nodes" you have to 
have a guild item (I don't think it should take up an existing slot)
from the new "Node Alchemist" guild.  What this would allow
is someone who is a Soul Alchemist to use a node on anyone
(like a newbie)...the intent of this is to provide an avenue
to let highbies spend some of their spare time directly
being to help newbie in a way that doesn't teach the newbie
to depend on someone doing exp for them.  Also, as more and more
of these "soul nodes" are in the game, the surplus can overflow
in this beneficial way.
These "soul nodes" wear out with use, until they vanish.
Also, the number of them that can be used is dependent on a skill,
and guild mastery in "Soul Alchemist".

Hmm...this is a hastily fleshed out result of the recent decaying
eq discussions, lemme know what you think.

-J

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

poster: Bile
subject: level Highbie level limited areas
date: Thu Apr 13 21:44:03 2000

I was thinking about how newbie areas exist with level limits.. why
not make areas that only people _over_ a certain level can enter. 
Allow highbies to get into new areas that didn't have any lower
people in..Allow then insentive to go higher.. make some really
sweet areas with good eq that only very high people can get into.

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

poster: Wik
subject: >level Highbie level limited areas
date: Thu Apr 13 22:09:47 2000

On Thu Apr 13 21:44:03 2000 Bile wrote post #723:
> I was thinking about how newbie areas exist with level limits.. why
> not make areas that only people _over_ a certain level can enter. 
> Allow highbies to get into new areas that didn't have any lower
> people in..Allow then insentive to go higher.. make some really
> sweet areas with good eq that only very high people can get into.
And then people that want to explore? What happens to them? Or what
of highbies that like to bring along a newbie or two, whether to
drag or be healed by.
-%^WHITE%^%^B_BLUE%^W%^RESET%^

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

poster: Warchief
subject: >>level Highbie level limited areas
date: Fri Apr 14 11:17:09 2000

On Thu Apr 13 22:09:47 2000 Wik wrote post #724:
> On Thu Apr 13 21:44:03 2000 Bile wrote post #723:
> > I was thinking about how newbie areas exist with level limits.. why
> > not make areas that only people _over_ a certain level can enter. 
> > Allow highbies to get into new areas that didn't have any lower
> > people in..Allow then insentive to go higher.. make some really
> > sweet areas with good eq that only very high people can get into.
> And then people that want to explore? What happens to them? Or what
> of highbies that like to bring along a newbie or two, whether to
> drag or be healed by.
> -%^WHITE%^%^B_BLUE%^W%^RESET%^

I would like to explore too, though I can't enter the 20 something
newbie areas to get those rooms, and I'm not going to reince just to
do it.

-Chief

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

poster: Krellen
subject: >>>level Highbie level limited areas
date: Fri Apr 14 11:18:21 2000

There's a part of my area that you can only get to if you're over a
certain level. There will be such parts to all my areas.  It already
happens, you just may not notice it.

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

poster: Apathy
subject: >New type of eq/new guild to use it
date: Fri Apr 14 14:45:31 2000

I think Jordali's soul node idea is promising, although it could use
a couple modifications:

First, scrap the guild. People don't want to have to spend levels on
yet another "dummy guild" just so they can utilize this.

Second, have the soul nodes be applied to eq, not to players. The
nodes would wear off over time, like eq decay, but the actual eq
itself would not be harmed. The entire system is optional this way,
and your eq won't suffer at all if you choose not to use it.
Also, since multiple monsters would have the soul nodes, it would be
much easier to renew a soul node that has worn off than to replace a
specific piece of equipment.

The coding may be a bit of a challenge, but since we had multiple
wizards advocating the eq decay system, and this is little
different, I don't think it can be too bad.

Benefits: All the good things about eq decay, and I can't think of
any complaints anyone can raise about this system.

Reservations: I fear that under the new system, the only eq monster
that would ever be killed would be the easiest one that gave soul
nodes. This could actually be worse than the present eq situation.

If anybody has any comments or further suggestions, I think this is
an idea that could be worth pursuing, if done correctly.

-Apathy

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

poster: Sigwald
subject: Eq decay
date: Fri Apr 14 16:08:17 2000

Stop raising these kind of topics when I'm not here, its terribly
boring to come bacj after a week and have 250 unread news.

I think we should remove the reimbursement system, this way we
dont have to bother at all with decay :).

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

poster: Durin
subject: >Eq decay
date: Fri Apr 14 16:10:19 2000

On Fri Apr 14 16:08:17 2000 Sigwald wrote post #728:
> Stop raising these kind of topics when I'm not here, its terribly
> boring to come bacj after a week and have 250 unread news.
> 
> I think we should remove the reimbursement system, this way we
> dont have to bother at all with decay :).

Acctually, I was thinking a bit same. This mud has execptionally
good (too good) reimb system plus neelix. I think players are more
used to lose eq in crashes etc. that due to decay and stuph. Imho
crashes are more part of mud that eq decay.
-Durin

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

poster: Zane
subject: Spam
date: Fri Apr 14 16:25:53 2000

Move bug spam to another news group besides inform, maybe its own. 
It is nice that we can see it, but its alot of spam and would be
nice to read it when we get to it, not jump right to it because its
in inform and could be important.

Zane

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

poster: Zifnab
subject: >>Eq decay
date: Fri Apr 14 16:51:05 2000

On Fri Apr 14 16:10:19 2000 Durin wrote post #729:
> On Fri Apr 14 16:08:17 2000 Sigwald wrote post #728:
> > Stop raising these kind of topics when I'm not here, its terribly
> > boring to come bacj after a week and have 250 unread news.
> > 
> > I think we should remove the reimbursement system, this way we
> > dont have to bother at all with decay :).
> 
> Acctually, I was thinking a bit same. This mud has execptionally
> good (too good) reimb system plus neelix. I think players are more
> used to lose eq in crashes etc. that due to decay and stuph. Imho
> crashes are more part of mud that eq decay.
> -Durin
nod, our crash  recovery has become excellant, since we plugged
a few holes in it.

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

poster: Zane
subject: hits
date: Fri Apr 14 20:06:56 2000

Change hits so that level 600 wizzes with 500% skills cant knock the
wimpy little players off of it.

Zane

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

poster: Kazulanth
subject: Posting in jokes
date: Fri Apr 14 21:37:39 2000

novel idea: if you got a joke from the twistedhumor mailing list,
don't post it. Half of us already get it.

--Kaz

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

poster: Marvin
subject: >>>Eq decay
date: Sat Apr 15 01:47:40 2000

On Fri Apr 14 16:51:05 2000 Zifnab wrote post #731:
> On Fri Apr 14 16:10:19 2000 Durin wrote post #729:
> > On Fri Apr 14 16:08:17 2000 Sigwald wrote post #728:
> > > Stop raising these kind of topics when I'm not here, its terribly
> > > boring to come bacj after a week and have 250 unread news.
> > > 
> > > I think we should remove the reimbursement system, this way we
> > > dont have to bother at all with decay :).
> > 
> > Acctually, I was thinking a bit same. This mud has execptionally
> > good (too good) reimb system plus neelix. I think players are more
> > used to lose eq in crashes etc. that due to decay and stuph. Imho
> > crashes are more part of mud that eq decay.
> > -Durin
> nod, our crash  recovery has become excellant, since we plugged
> a few holes in it.

Time to poke a few more holes into it =)

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

poster: Nyx
subject: City Plaques
date: Sat Apr 15 03:28:56 2000

Just a thought, I mean no rudeness by it, but why doeso nly Pavilion
get a plaque in the city? There are quite a few other wizards that
deserve them too....just my thoughts.
Nyx

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

poster: Max
subject: new news group
date: Sat Apr 15 04:10:37 2000

Lets make a news group instead of inform to tell fixed bugs, there
are few informs that i want to see but don't want to go through
10-20 bug stuff to get to it.
Just thought it would be easier to make separate groups
Max

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

poster: Zane
subject: >new news group
date: Sat Apr 15 04:13:29 2000

On Sat Apr 15 04:10:37 2000 Max wrote post #736:
> Lets make a news group instead of inform to tell fixed bugs, there
> are few informs that i want to see but don't want to go through
> 10-20 bug stuff to get to it.
> Just thought it would be easier to make separate groups
> Max
Do you only post in this group and not read the posts made in this group? ;)

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

poster: Max
subject: >>new news group
date: Sat Apr 15 04:14:14 2000

sorry must have wizzed by it while hitting enter reapatedly getting
through inform

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

poster: Zane
subject: >>>new news group
date: Sat Apr 15 04:15:50 2000

On Sat Apr 15 04:14:14 2000 Max wrote post #738:
> sorry must have wizzed by it while hitting enter reapatedly getting
> through inform
Fair enough ;)

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

poster: Max
subject: Wizards
date: Sat Apr 15 06:47:02 2000

How about if you join the witchs guild if you are male you become a
wizard instead of a witch, they could still have the same spells but
 back in those days there were wizards and witchs not just male
witchs.
Just thought it would be nice to be a wizard
Max

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

poster: Zifnab
subject: >City Plaques
date: Sat Apr 15 07:24:05 2000

On Sat Apr 15 03:28:56 2000 Nyx wrote post #735:
> Just a thought, I mean no rudeness by it, but why doeso nly Pavilion
> get a plaque in the city? There are quite a few other wizards that
> deserve them too....just my thoughts.
> Nyx
I have no clue what you are referring to :)

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

poster: Zifnab
subject: >>new news group
date: Sat Apr 15 07:26:11 2000

On Sat Apr 15 04:13:29 2000 Zane wrote post #737:
> On Sat Apr 15 04:10:37 2000 Max wrote post #736:
> > Lets make a news group instead of inform to tell fixed bugs, there
> > are few informs that i want to see but don't want to go through
> > 10-20 bug stuff to get to it.
> > Just thought it would be easier to make separate groups
> > Max
> Do you only post in this group and not read the posts made in this group? ;)
I will think about that, but what is differant about us posting the
original post, plus the fix to it, and the conversation that takes
place around it if it happens, and posting we fixed foo, etc.

Personally I think it gives you great insight to how much _does_
actually happen around here.  one of the complaints is that people
never knew if here bug reports were taken seriously or what, I think
it is painfully obvious they are, and that was the intent.

We always posted x was fixed anyway, so i dont see the difference, 
other than being a few more lines.

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

poster: Krellen
subject: >Wizards
date: Sat Apr 15 08:35:28 2000

The correct term for a male that practices the same mystical rituals
as a witch is 'warlock', not wizard.  But it is a good idea, I'm
just not sure how implementable it is.  Probably isn't, unless we
make a new guild called 'warlocks' and restrict witches to females
and warlocks to males.  Probably not going to happen.

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

poster: Khosan
subject: >>Wizards
date: Sat Apr 15 13:00:27 2000

On Sat Apr 15 08:35:28 2000 Krellen wrote post #743:
> The correct term for a male that practices the same mystical rituals
> as a witch is 'warlock', not wizard.  But it is a good idea, I'm
> just not sure how implementable it is.  Probably isn't, unless we
> make a new guild called 'warlocks' and restrict witches to females
> and warlocks to males.  Probably not going to happen.
Don't you ever watch "Charmed" :-) Warlocks are the evil ones...

Most of todays practicing witches claims a male witch is called a
"male witch". A warlock is a "traitor". Wether this is historic correct
I don't know.

Khosan

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

poster: Javier
subject: >>>Wizards
date: Sat Apr 15 13:03:34 2000

On Sat Apr 15 13:00:27 2000 Khosan wrote post #745:
> On Sat Apr 15 08:35:28 2000 Krellen wrote post #743:
> > The correct term for a male that practices the same mystical rituals
> > as a witch is 'warlock', not wizard.  But it is a good idea, I'm
> > just not sure how implementable it is.  Probably isn't, unless we
> > make a new guild called 'warlocks' and restrict witches to females
> > and warlocks to males.  Probably not going to happen.
> Don't you ever watch "Charmed" :-) Warlocks are the evil ones...
> 
> Most of todays practicing witches claims a male witch is called a
> "male witch". A warlock is a "traitor". Wether this is historic correct
> I don't know.
> 
> Khosan

According to Colin Wilson, who is like, -the man- on the occult and
witchcraft, a warlock is indeed a male witch...the 'goodness' of a
witch or warlock is indicated identifying them as using black arts,
or white arts...black arts are used for evil, white arts for good.
You can read all about it "The Occult, A History" By Colin Wilson.
Published in 1971 by Random House.

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

poster: Javier
subject: Btw..
date: Sat Apr 15 13:05:19 2000

Charmed is a really really bad to use as a reference on your
knowledge of witches ;) It's mostly all historically wrong. It's
almost as bad as Buffy.
Javi

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

poster: Khosan
subject: >Btw..
date: Sat Apr 15 13:06:52 2000

On Sat Apr 15 13:05:19 2000 Javier wrote post #747:
> Charmed is a really really bad to use as a reference on your
> knowledge of witches ;) It's mostly all historically wrong. It's
> almost as bad as Buffy.
> Javi
I know, that part was a joke :-). About Colin, the thing is that it appears
the majority of the actual witches don't agree with him :P. Go visit some
of their sites on the web and see for yourself.

Khosan

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

poster: Apathy
subject: >City Plaques
date: Sat Apr 15 14:18:31 2000

On Sat Apr 15 03:28:56 2000 Nyx wrote post #735:
> Just a thought, I mean no rudeness by it, but why doeso nly Pavilion
> get a plaque in the city? There are quite a few other wizards that
> deserve them too....just my thoughts.
> Nyx

If my memory is right (unlikely, but I'll post this anyway), then
the reason Pavilion has a plaque in the city is because Pavilion
made the city. ;)

-Apathy

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

poster: Apathy
subject: >>City Plaques
date: Sat Apr 15 14:22:13 2000

On Sat Apr 15 07:24:05 2000 Zifnab wrote post #741:
> On Sat Apr 15 03:28:56 2000 Nyx wrote post #735:
> > Just a thought, I mean no rudeness by it, but why doeso nly Pavilion
> > get a plaque in the city? There are quite a few other wizards that
> > deserve them too....just my thoughts.
> > Nyx
> I have no clue what you are referring to :)

Go 2w from cs and read the room desc.

-Apathy

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

poster: Wik
subject: >Wizards
date: Sat Apr 15 17:48:08 2000

On Sat Apr 15 06:47:02 2000 Max wrote post #740:
> How about if you join the witchs guild if you are male you become a
> wizard instead of a witch, they could still have the same spells but
>  back in those days there were wizards and witchs not just male
> witchs.
> Just thought it would be nice to be a wizard
> Max
*coughs warlock*

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

poster: Magneto
subject: which witch was he?
date: Sat Apr 15 18:27:53 2000

No, we won't make males into warlocks, male witches, hedge wizards,
bad monkeys or anything like it.  The code could be changed to allow
it but we are not
gonna hack up the guild code so you can have multiple names for one guild. 

Come to grips with your sexuality already
Mags

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

poster: Nyx
subject: >>City Plaques
date: Sat Apr 15 18:38:18 2000

On Sat Apr 15 07:24:05 2000 Zifnab wrote post #741:
> On Sat Apr 15 03:28:56 2000 Nyx wrote post #735:
> > Just a thought, I mean no rudeness by it, but why doeso nly Pavilion
> > get a plaque in the city? There are quite a few other wizards that
> > deserve them too....just my thoughts.
> > Nyx
> I have no clue what you are referring to :)
Go two west of CS and type look. ;)
Nyx

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

poster: Nyx
subject: >>>Wizards
date: Sat Apr 15 18:39:45 2000

On Sat Apr 15 13:00:27 2000 Khosan wrote post #745:
> On Sat Apr 15 08:35:28 2000 Krellen wrote post #743:
> > The correct term for a male that practices the same mystical rituals
> > as a witch is 'warlock', not wizard.  But it is a good idea, I'm
> > just not sure how implementable it is.  Probably isn't, unless we
> > make a new guild called 'warlocks' and restrict witches to females
> > and warlocks to males.  Probably not going to happen.
> Don't you ever watch "Charmed" :-) Warlocks are the evil ones...
> 
> Most of todays practicing witches claims a male witch is called a
> "male witch". A warlock is a "traitor". Wether this is historic correct
> I don't know.
> 
> Khosan
If yo uare wican, they are all witches. The do not put them is sex
catagories. You are all one. :) Live with it. :)
Nyx

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

poster: Samael
subject: witch/warlock
date: Sat Apr 15 21:33:24 2000


This is actually implemented in the guild standing titles,
if you're female you're a witch and if you're male you're
a warlock. It wont go further than that though.

Sam

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

poster: Regan
subject: spellbooks
date: Sun Apr 16 09:25:36 2000

Killed vul today, and got the spellbook continuos light. Not sure
exactly how this spell is useful at all. Might be cool if we got
some races that only healed in light like we do for darkness.
Something to make this book slightly more wanted? Anyways just
wondering:)

-Regan

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

poster: Ant
subject: >>>new news group
date: Sun Apr 16 09:33:47 2000

On Sat Apr 15 04:14:14 2000 Max wrote post #738:
> sorry must have wizzed by it while hitting enter reapatedly getting
> through inform

If you don't wanna read the bug fixes,
"g inform", "l" and then read all the news without the title "bug fix"

- Ant the magician

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

poster: Tomten
subject: portal preferences
date: Sun Apr 16 10:41:18 2000

How about adding Gauntlet island to it?


//Tom

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

poster: Durin
subject: Wishes
date: Mon Apr 17 16:28:45 2000

What if... you'd have to TYPE the whole wish name to get it. Perhaps
even with confirm?
-Durin

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

poster: Jordali
subject: >>>>new news group
date: Mon Apr 17 17:58:27 2000

On Sun Apr 16 09:33:47 2000 Ant wrote post #757:
> On Sat Apr 15 04:14:14 2000 Max wrote post #738:
> > sorry must have wizzed by it while hitting enter reapatedly getting
> > through inform
> 
> If you don't wanna read the bug fixes,
> "g inform", "l" and then read all the news without the title "bug fix"
> 
> - Ant the magician
I think the point of this request is NOT to err...NOT read these
items, but to differentiate between browsing bug fixes, and
browsing changes to the mud (i.e., the posts that tell you that
something critical now works differently about your guild, this
command has been added, this command has been taken away).
Someone who has been away for as few as 3 days, due to the
now apparent abundance of bug fix work done, might end up
skipping the large collections of bug related messages
(with the tell-tale ansi colors) to get to these other
messages, whereas if it was in a separate group, they
could skim through the other messages, then browse the
bug fixes at their leisure at a later time (after they
do exp and are idling, while regenning in between
activities, etc.)...or atleast that's the way I used
to read news.

-J

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

poster: Quillz
subject: >Wishes
date: Mon Apr 17 23:01:29 2000

On Mon Apr 17 16:28:45 2000 Durin wrote post #761:
> What if... you'd have to TYPE the whole wish name to get it. Perhaps
> even with confirm?
> -Durin
I love the idea, me being a pud and messing up wishes twice now..,
Hats off to Durin for a grand idea. 
Q the pud

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

poster: Zane
subject: Zane . o O ( Spam )
date: Tue Apr 18 22:38:50 2000

The think emote has gotta be resposible for 75% of the spam this mud
has ever had.  I dont need 8 (yes I counted them) people in my party
to think on my screen that a tick just happened.  The mud informs me
just fine.  Jeez, any other thing you can think of someone has a
trig to anounce it to everyone in the room.

Down with the think emote!  Down with triggered Spam!

Zane

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

poster: Mixer
subject: >Zane . o O ( Spam )
date: Wed Apr 19 00:56:26 2000

On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> The think emote has gotta be resposible for 75% of the spam this mud
> has ever had.  I dont need 8 (yes I counted them) people in my party
> to think on my screen that a tick just happened.  The mud informs me
> just fine.  Jeez, any other thing you can think of someone has a
> trig to anounce it to everyone in the room.
> 
> Down with the think emote!  Down with triggered Spam!
> 
> Zane
I agree, you MORON people with think emoptes, use echo in your
client for godfs sake


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

poster: Golte
subject: >Zane . o O ( Spam )
date: Wed Apr 19 07:00:51 2000

On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> The think emote has gotta be resposible for 75% of the spam this mud
> has ever had.  I dont need 8 (yes I counted them) people in my party
> to think on my screen that a tick just happened.  The mud informs me
> just fine.  Jeez, any other thing you can think of someone has a
> trig to anounce it to everyone in the room.
> 
> Down with the think emote!  Down with triggered Spam!
> 
> Zane
Actually peoples ticked-triggers helps. 
The mud does not inform you when you are ni battle, or not
ticking for some other reason. 
If you know that you just missed a tick you dont run out to catch it. 
Otherways you do and waste time. 
Thought in general only the healer needs to have this trigger. 

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

poster: Lasher
subject: >>Zane . o O ( Spam )
date: Wed Apr 19 07:07:04 2000

On Wed Apr 19 07:00:51 2000 Golte wrote post #766:
> On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> > The think emote has gotta be resposible for 75% of the spam this mud
> > has ever had.  I dont need 8 (yes I counted them) people in my party
> > to think on my screen that a tick just happened.  The mud informs me
> > just fine.  Jeez, any other thing you can think of someone has a
> > trig to anounce it to everyone in the room.
> > 
> > Down with the think emote!  Down with triggered Spam!
> > 
> > Zane
> Actually peoples ticked-triggers helps. 
> The mud does not inform you when you are ni battle, or not
> ticking for some other reason. 
> If you know that you just missed a tick you dont run out to catch it. 
> Otherways you do and waste time. 
> Thought in general only the healer needs to have this trigger. 
 
For what it's worth I have modified my think triggers for tick/
tock to local echo instead.
  
In the big eq parties though, I agree with Golte. There is a lot
of spam in those parties and even while regenning it's easy to
miss ticks. Seven colorful thinks going up the screen leaves no
doubt :)

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

poster: Wildchild
subject: >>Zane . o O ( Spam )
date: Wed Apr 19 08:09:32 2000

On Wed Apr 19 07:00:51 2000 Golte wrote post #766:
> On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> > The think emote has gotta be resposible for 75% of the spam this mud
> > has ever had.  I dont need 8 (yes I counted them) people in my party
> > to think on my screen that a tick just happened.  The mud informs me
> > just fine.  Jeez, any other thing you can think of someone has a
> > trig to anounce it to everyone in the room.
> > 
> > Down with the think emote!  Down with triggered Spam!
> > 
> > Zane
> Actually peoples ticked-triggers helps. 
> The mud does not inform you when you are ni battle, or not
> ticking for some other reason. 
> If you know that you just missed a tick you dont run out to catch it. 
> Otherways you do and waste time. 
> Thought in general only the healer needs to have this trigger. 

It's not as much tick timer triggers or actually saying there was a
tick unless it's every other person getting it, such as last night,
I was helping Tektor, we had 6 people, 3 were doing 'think tick',
others had 'think full hp/sp' and whatnot else.

I'm geared toward getting rid of those full hp/sp things... Myself,
I have zmud and I use the status window/bar to keep track of some
stuff, and I use echo for a couple of other things.

One person having a tick timer in a party and/or the 'think tick'
trigger is enuf.

-WildChild

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

poster: Golte
subject: >>>Zane . o O ( Spam )
date: Wed Apr 19 08:37:10 2000

> > If you know that you just missed a tick you dont run out to catch it. 
> > Otherways you do and waste time. 
> > Thought in general only the healer needs to have this trigger. 
> 
> It's not as much tick timer triggers or actually saying there was a
> tick unless it's every other person getting it, such as last night,
> I was helping Tektor, we had 6 people, 3 were doing 'think tick',
> others had 'think full hp/sp' and whatnot else.
> 
> I'm geared toward getting rid of those full hp/sp things... Myself,
> I have zmud and I use the status window/bar to keep track of some
> stuff, and I use echo for a couple of other things.
> 
> One person having a tick timer in a party and/or the 'think tick'
> trigger is enuf.
> 
> -WildChild

Good to see when they have full sp also so you can whap
them for blasting too slow. 

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

poster: Zifnab
subject: >>>Zane . o O ( Spam )
date: Wed Apr 19 09:24:43 2000

On Wed Apr 19 08:09:32 2000 Wildchild wrote post #768:
> On Wed Apr 19 07:00:51 2000 Golte wrote post #766:
> > On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> > > The think emote has gotta be resposible for 75% of the spam this mud
> > > has ever had.  I dont need 8 (yes I counted them) people in my party
> > > to think on my screen that a tick just happened.  The mud informs me
> > > just fine.  Jeez, any other thing you can think of someone has a
> > > trig to anounce it to everyone in the room.
> > > 
> > > Down with the think emote!  Down with triggered Spam!
> > > 
> > > Zane
> > Actually peoples ticked-triggers helps. 
> > The mud does not inform you when you are ni battle, or not
> > ticking for some other reason. 
> > If you know that you just missed a tick you dont run out to catch it. 
> > Otherways you do and waste time. 
> > Thought in general only the healer needs to have this trigger. 
> 
> It's not as much tick timer triggers or actually saying there was a
> tick unless it's every other person getting it, such as last night,
> I was helping Tektor, we had 6 people, 3 were doing 'think tick',
> others had 'think full hp/sp' and whatnot else.
> 
> I'm geared toward getting rid of those full hp/sp things... Myself,
> I have zmud and I use the status window/bar to keep track of some
> stuff, and I use echo for a couple of other things.
> 
> One person having a tick timer in a party and/or the 'think tick'
> trigger is enuf.
> 
> -WildChild
I hate to say this, but in my playing experience, one person
with a timer telling a message to the party line is more than sufficient, 
and i have my own timer that tells _me_.  

If you are out fighting and stuff its not so bad, the problem i have
with it is that sitting in CS, there are 10 sometimes 15 people doing
all these think foo triggers, when they are idle? whats the point?

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

poster: Wildchild
subject: new id classification
date: Wed Apr 19 14:32:28 2000

Maybe we could get a couple more classifications on identify for eq
bonuses since spell/skill dmg recently got some adjustments? Maybe
like 'insane' or 'godly' for 30 or more regen since 'artifact'
begins at 20.

-WC

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

poster: Apathy
subject: >>>>Zane . o O ( Spam )
date: Wed Apr 19 15:48:09 2000

> I hate to say this, but in my playing experience, one person
> with a timer telling a message to the party line is more than sufficient, 
> and i have my own timer that tells _me_.  
> 
> If you are out fighting and stuff its not so bad, the problem i have
> with it is that sitting in CS, there are 10 sometimes 15 people doing
> all these think foo triggers, when they are idle? whats the point?

Now, if they're truly idle, they shouldn't be ticking, because
they'll be either starving or already have full hps/sps/eps

-Apathy

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

poster: Mixer
subject: >>>>>Zane . o O ( Spam )
date: Wed Apr 19 17:04:08 2000

On Wed Apr 19 15:48:09 2000 Apathy wrote post #772:
> > I hate to say this, but in my playing experience, one person
> > with a timer telling a message to the party line is more than sufficient, 
> > and i have my own timer that tells _me_.  
> > 
> > If you are out fighting and stuff its not so bad, the problem i have
> > with it is that sitting in CS, there are 10 sometimes 15 people doing
> > all these think foo triggers, when they are idle? whats the point?
> 
> Now, if they're truly idle, they shouldn't be ticking, because
> they'll be either starving or already have full hps/sps/eps
> 
> -Apathy
But their tick triggers will still go off regardless of ticks, ie
think tick coming blah

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

poster: Max
subject: Brooms
date: Wed Apr 19 17:42:13 2000

How about making something that shows up when you broom is uncharged
like, Your broom feels like it has lost its magical power. Or
something along those lines. this would be very helpful..
thanks, Max

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

poster: Jomo
subject: >new id classification
date: Wed Apr 19 20:17:09 2000

Higher than "artifact" could be "relic".

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

poster: Mixer
subject: >>new id classification
date: Wed Apr 19 21:00:37 2000

On Wed Apr 19 20:17:09 2000 Jomo wrote post #775:
> Higher than "artifact" could be "relic".
Higher than relic could be "Zifnab"
:>

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

poster: Racklanim
subject: pk
date: Thu Apr 20 00:18:51 2000

how about the amount of xp you lose when you reinc outa pk is
proportionate to how many ppl you killed within the past month?
just an idea while I idle in HELL
***

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

poster: Max
subject: new channel
date: Thu Apr 20 09:36:03 2000

Can a wiz make a witch channel or something restricted to witches,
because when i was a new witch it was hard to figure everything out
and ask a lot of questions. And i get a lot of questions from new
witchs. So it would be nice to have a cheenel they can ask over to
all witches that might have answers and not spam newbie or other
witches with tells.
Just thought it would be a easy way to help new witches out.
Max

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

poster: Tektor
subject: New emote
date: Thu Apr 20 10:12:45 2000

report
report
a meatwall emote:     What do I look like a genius, NO, im just the
Mighty MeatWall!
report

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

poster: Mamoru
subject: >New emote
date: Thu Apr 20 10:13:43 2000

On Thu Apr 20 10:12:45 2000 Tektor wrote post #779:
> report
> report
> a meatwall emote:     What do I look like a genius, NO, im just the
> Mighty MeatWall!
> report
 tip: turn off trigs when posting

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

poster: Apathy
subject: >new channel
date: Thu Apr 20 15:03:49 2000

On Thu Apr 20 09:36:03 2000 Max wrote post #778:
> Can a wiz make a witch channel or something restricted to witches,
> because when i was a new witch it was hard to figure everything out
> and ask a lot of questions. And i get a lot of questions from new
> witchs. So it would be nice to have a cheenel they can ask over to
> all witches that might have answers and not spam newbie or other
> witches with tells.
> Just thought it would be a easy way to help new witches out.
> Max

Why were the guild channels removed anyway? As far as I can tell,
they weren't harming gameplay any.

-Apathy

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

poster: Zifnab
subject: >>new channel
date: Thu Apr 20 15:15:43 2000

On Thu Apr 20 15:03:49 2000 Apathy wrote post #781:
> On Thu Apr 20 09:36:03 2000 Max wrote post #778:
> > Can a wiz make a witch channel or something restricted to witches,
> > because when i was a new witch it was hard to figure everything out
> > and ask a lot of questions. And i get a lot of questions from new
> > witchs. So it would be nice to have a cheenel they can ask over to
> > all witches that might have answers and not spam newbie or other
> > witches with tells.
> > Just thought it would be a easy way to help new witches out.
> > Max
> 
> Why were the guild channels removed anyway? As far as I can tell,
> they weren't harming gameplay any.
> 
> -Apathy
Noone used them, along with the race channels.  I asked
a couple of times if anyone used them, noone did, I removed them.

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

poster: Ada
subject: marriage stuff
date: Thu Apr 20 17:19:32 2000


maybe change marriage so that it's kind of like a ress/rev?

because if there's two players in a party, and one has a marriage
license, they can drag you to the altar and marry you. maybe have
like a little accept whatshisname or something. it can be very
annoying having to fear getting married while you're idling in a
party.

- thanks

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

poster: Apathy
subject: >marriage stuff
date: Thu Apr 20 17:28:45 2000

On Thu Apr 20 17:19:32 2000 Ada wrote post #783:
> maybe change marriage so that it's kind of like a ress/rev?
> 
> because if there's two players in a party, and one has a marriage
> license, they can drag you to the altar and marry you. maybe have
> like a little accept whatshisname or something. it can be very
> annoying having to fear getting married while you're idling in a
> party.
> 
> - thanks

I believe both players are required to get a marriage license, not just one.

-Apathy

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

poster: Nyx
subject: >>marriage stuff
date: Thu Apr 20 17:30:09 2000

On Thu Apr 20 17:28:45 2000 Apathy wrote post #784:
> On Thu Apr 20 17:19:32 2000 Ada wrote post #783:
> > maybe change marriage so that it's kind of like a ress/rev?
> > 
> > because if there's two players in a party, and one has a marriage
> > license, they can drag you to the altar and marry you. maybe have
> > like a little accept whatshisname or something. it can be very
> > annoying having to fear getting married while you're idling in a
> > party.
> > 
> > - thanks
> 
> I believe both players are required to get a marriage license, not just one.
> 
> -Apathy
Nods, and eahc license has to say the others name. There are ways
around this of course, but there has to be two license with each
person's name on it.
Nyx

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

poster: Zifnab
subject: >>>marriage stuff
date: Thu Apr 20 17:34:59 2000

'ways to get around it'.... I would like to know what those are.

the license cannot be given away, dropped, or in any way stored
(i.e. locker/safe/chest).  You have to put the name of hte person
you are marrying on your license.

Personally I have notice a growing trend on my part(must be old agE)
to just not even bother with the people that like to screw around
like this, its much easier to type 'nuke player' than it is to 
try and stop the annoying things they can do.

But afaik marriage is safe.

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

poster: Nyx
subject: >>>>marriage stuff
date: Thu Apr 20 17:36:17 2000

On Thu Apr 20 17:34:59 2000 Zifnab wrote post #786:
> 'ways to get around it'.... I would like to know what those are.
> 
> the license cannot be given away, dropped, or in any way stored
> (i.e. locker/safe/chest).  You have to put the name of hte person
> you are marrying on your license.
> 
> Personally I have notice a growing trend on my part(must be old agE)
> to just not even bother with the people that like to screw around
> like this, its much easier to type 'nuke player' than it is to 
> try and stop the annoying things they can do.
> 
> But afaik marriage is safe.
Ahh, nm, I remebered someone being able to hand the license to
someone else and then have them write a name on it. :P Can't do that
anymore I guess. :) 
Nyx

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

poster: Myrddin
subject: pk
date: Thu Apr 20 19:43:45 2000

is there a chance that pk could be altered a bit so that if a member
of my party is pk regged someone cant relocate and kill them unless
the tank of the party is pk regged? it is just kinda anoying when
two other peoples problems ruins a party for everyone else involved
just my 2 cents probably not gonna happen but i dont really like the
current system
myrddin

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

poster: Trancemaster
subject: new(ish) emote
date: Fri Apr 21 01:04:50 2000

 

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

-> You raise an eyebrow.

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Zyz
subject: death options
date: Fri Apr 21 01:54:00 2000

How about some method of finding potential ress/rev sources while in hell,
besides using dragon channel, such as allowing a who? Not much point in
just having people spam channels when nobody is on who can rev or ress.
-Zyz

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

poster: Trancemaster
subject: >flame
date: Fri Apr 21 04:01:34 2000

On Fri Mar 31 15:10:09 2000 Myrddin wrote post #578:
> get all
> drop corpse
> report
> get all
> drop corpse
> whe have a praise newsgroup we need to have a flame news group so
> that when someone does something stupid in a party we can flame them
> and others will know to avoid thta person and that that person is
> not reliable
> myrddin
nods, good idea. we can also flame those people who dont kill their
triggers before posting in the news. now wouldnt that be kewl?
*wink*

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

poster: Trancemaster
subject: >>>Consider
date: Fri Apr 21 04:33:53 2000

On Sun Apr  9 20:04:07 2000 Regan wrote post #656:
> On Sun Apr  9 20:02:16 2000 Phire wrote post #655:
> > On Sun Apr  9 19:58:51 2000 Regan wrote post #654:
> > > I think that this command should be looked into. It does not appear
> > > to be working very well. Warchief a high lvl MA is getting that i am
> > > much more powerful than him. I am a lvl 33 woodsman. This is not
> > > right, and therefore I don't think more examples are needed. 
> > > 
> > > -Regan
> > consider has never worked well for player vs player
> > e.g.
> > consider phire
> > Phire is way more powerful than you are.
> > 
> > I want to be that other Phire :)
> 
> It does not appear to work well against monsters either, things that
> i am equal power with i don't Barely kill them, i could kill about 5
> of them before i need heal/regen. That is still not right. 
> 
> -Regan
Due to the fact that I havent checked the news for 3 weeks, this
issue may have aready been addressed; but I've been told that the
result of a consider is level based, but only for the person
considering.
ie: I consider someone, player or npc, and my eq doesnt get taken
into account, only my level. however the difficulty of the
person/mob I am considering is affected by both their level and
their eq.
I could be wrong here, but in my personal experience, that seems to
be the case, and those of you that have partied with me know that I
consider everything I fight, due to my aforementioned spam trigs.
Anybody know for sure about this?

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Trancemaster
subject: >trigs
date: Fri Apr 21 04:40:34 2000

On Wed Apr 12 07:02:47 2000 Koma wrote post #671:
> Silly people. Use '!' in front of your triggers, and they will not
> be sent to your news posts.
> 
agree

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

poster: Trancemaster
subject: >combat silent option
date: Fri Apr 21 04:42:52 2000

On Wed Apr 12 08:16:26 2000 Graxon wrote post #672:
> It would be great if we had a combat silent option, that if you
> turned it on you could see shapes of you or the tank of the party
> and the shape of the opponent like the tank gets it to see all the
> time
> would especially rock for us harmers to see if something is in vbs .)
> 
> Graxon
try a trigger set similar to a tanks report trig, but the reactive
text set as "condition" instead of "report"

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Trancemaster
subject: >>>Eq 
date: Fri Apr 21 04:45:25 2000

On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > A day will come then everyone in the mud has the best eq they can
> > > get. If ppl want to do eq noone want to buy and you dont need it
> > > yourself.
> > > We can easy solve that problem if we let eq age. Better eq ages
> > > slowly and sucky eq ages real fast.
> > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > 
> > > What do you think?
> > > 
> > > Spirum
> > I for one am for eq aging, as long as its done right...
> > I don't think the wizzes that make the decision are keen
> > on the idea though!
> > Mixer.
> Ack no, I would quit the mud for sure if this happened.  The problem
> I see is if someone gets together some decent eq and then does not
> play for a while wether they idle or dont log on at all, then when
> they come back their eq sucks and they have to start at the
> beggining again.
> 
> As it is new monsters with better best for slot items are
> occasionally being added to the game.
> 
> Zane
And eq aging would also suck for people like myself who have/collect
"best for slot" eq for different guilds at the same time.
just my 2 cents...

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Trancemaster
subject: >>>>>Eq 
date: Fri Apr 21 05:05:37 2000

On Wed Apr 12 18:18:54 2000 Zane wrote post #686:
> On Wed Apr 12 17:58:55 2000 Mixer wrote post #684:
> > On Wed Apr 12 12:34:49 2000 Zane wrote post #678:
> > > On Wed Apr 12 09:10:18 2000 Mixer wrote post #676:
> > > > On Wed Apr 12 08:42:17 2000 Spirum wrote post #674:
> > > > > A day will come then everyone in the mud has the best eq they can
> > > > > get. If ppl want to do eq noone want to buy and you dont need it
> > > > > yourself.
> > > > > We can easy solve that problem if we let eq age. Better eq ages
> > > > > slowly and sucky eq ages real fast.
> > > > > Ppl need to do more eq and ppl will prob buy some eq then.
> > > > > 
> > > > > What do you think?
> > > > > 
> > > > > Spirum
> > > > I for one am for eq aging, as long as its done right...
> > > > I don't think the wizzes that make the decision are keen
> > > > on the idea though!
> > > > Mixer.
> > > Ack no, I would quit the mud for sure if this happened.  The problem
> > > I see is if someone gets together some decent eq and then does not
> > > play for a while wether they idle or dont log on at all, then when
> > > they come back their eq sucks and they have to start at the
> > > beggining again.
> > > 
> > > As it is new monsters with better best for slot items are
> > > occasionally being added to the game.
> > > 
> > > Zane
> > Well _if_ I ever got to put this idea in place (most wizzes hate it
> > too) I'd make it so eq is _better_ but that it degrades.  perhaps a
> > smithing guild or some abjurer spells to maintain and repair items. 
> > I think a mopre role playing approach and a bonus for careful or
> > aware players.
> > Its a bit academic anyway, I think admon are definitely against this idea.
> > Mix.
> Well, I dont see the real life loggic in a item degrading over time
> unless it rusts or is made out of leather that decomposes or
> something.  It does however seem to me that eq could be damaged or
> broken in combat.  I would somewhat support this as long as any
> damage done could be repaired and the eq was not lost.  Perhaps
> Dwalden the Dwarven Craftsman or some other NPC could repair it for
> you for a charge and/or there could be a traveller skill.  Though if
> players could fix them just at the cost of some ep then this it is
> not really costing much.  Anyhow, eq already has a value I think
> were a wiz could set wether or not it can be broken.  Another thing
> this makes me wonder though, is the tank the only one in the party
> that would have his eq bronken?
> 
> Just some thoughts, feel free to tear it apart or ignore it if you like.
> 
> Zane
What about this...
Any eq has a chance of being broken when the wearer is hit with a
critical -in the part of their body where that eq is worn-, and
"falls off", due to the fact that it is broken.
Also, any eq that has a special has a -very- small, like 0.01%
chance of being broken when its special kicks in, or when it gets a
critical hit, if its a weapon, causing it to unwield.
Then we would need one new shop, "The smithy" for purely physical eq to be 
repaired at, and mebbe change Azimuth's wand shop around a little,
so he can repair and recharge any magical eq aswell as whatever he
does there normally, if anything.
of course there are flaws with this idea, but at the moment I'm too
damn lazy to think of them, so how about people post their ideas on
this and mebbe we will have some -constructive- ideas posts for
once...

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Trancemaster
subject: >>>>>>>>>>Eq (revisited)
date: Fri Apr 21 05:33:29 2000

On Thu Apr 13 12:52:19 2000 Magneto wrote post #711:
> On Thu Apr 13 11:26:55 2000 Phire wrote post #708:
> > one though on requiring people to inhale/exhale due to realism:
> > 
> > Do you realize how much trig spam there would be in every post
> > with
> > 
> > inhale
> > exhale
> > inhale
> > exhale
> > Whine, why did you @#$! tune my guild!!!!!!
> > inhale
> > think tock
> > think FULL HP
> > exhale
> > inhale
> > exhale
> Just think news could choke the stupid people }=>  I wonder if we
> can get a client side robot to emulate it on certain mudders
It would certainly teach some people to use a f**king ! in front of
their trigs ;p

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Koma
subject: tiger aggression
date: Fri Apr 21 07:45:32 2000


Could the following message from the skill 'tiger aggression' be
abbreviated to a single line please? Although a nice message, it
would reduce the spam martial artists are experiencing quite a lot.

You fly into the fury of the fight, drawing on your enhanced tiger ability to
shred the flesh and muscle from Target's bones with your hit!

Thanks, Koma

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

poster: Magneto
subject: >new(ish) emote
date: Fri Apr 21 10:27:00 2000

On Fri Apr 21 01:04:50 2000 Trancemaster wrote post #789:
>  

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

-> You raise an eyebrow.
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
Try 'eraise' =P

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

poster: Palenon
subject: >>combat silent option
date: Fri Apr 21 10:49:27 2000

On Fri Apr 21 04:42:52 2000 Trancemaster wrote post #794:
> On Wed Apr 12 08:16:26 2000 Graxon wrote post #672:
> > It would be great if we had a combat silent option, that if you
> > turned it on you could see shapes of you or the tank of the party
> > and the shape of the opponent like the tank gets it to see all the
> > time
> > would especially rock for us harmers to see if something is in vbs .)
> > 
> > Graxon
> try a trigger set similar to a tanks report trig, but the reactive
> text set as "condition" instead of "report"
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
If you bothered to read the news you post in you would realize that
half the ideas you suggest (including this one) have already been
replied to with the same answer you are giving.
Palwhoistryingtocutdownonnewsspam

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

poster: Wildchild
subject: reading news
date: Fri Apr 21 10:52:12 2000

How about reading all your damn news before replying to anything? So
we don't have to read post after post repeating things other people
have stated half a dozen times already.

-WildChild

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

poster: Apathy
subject: >death options
date: Fri Apr 21 13:53:28 2000

On Fri Apr 21 01:54:00 2000 Zyz wrote post #790:
> How about some method of finding potential ress/rev sources while in hell,
> besides using dragon channel, such as allowing a who? Not much point in
> just having people spam channels when nobody is on who can rev or ress.
> -Zyz

Last I checked, you can use 'who long guild avatar' from hell

-Apathy

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

poster: Trancemaster
subject: >Posting in jokes
date: Fri Apr 21 17:12:27 2000

On Fri Apr 14 21:37:39 2000 Kazulanth wrote post #733:
> novel idea: if you got a joke from the twistedhumor mailing list,
> don't post it. Half of us already get it.
> 
> --Kaz

w:addy for twistedhumor mailing list

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

poster: Trancemaster
subject: >>>new news group
date: Fri Apr 21 17:22:35 2000

On Sat Apr 15 07:26:11 2000 Zifnab wrote post #742:
> On Sat Apr 15 04:13:29 2000 Zane wrote post #737:
> > On Sat Apr 15 04:10:37 2000 Max wrote post #736:
> > > Lets make a news group instead of inform to tell fixed bugs, there
> > > are few informs that i want to see but don't want to go through
> > > 10-20 bug stuff to get to it.
> > > Just thought it would be easier to make separate groups
> > > Max
> > Do you only post in this group and not read the posts made in this
group? ;)
> I will think about that, but what is differant about us posting the
> original post, plus the fix to it, and the conversation that takes
> place around it if it happens, and posting we fixed foo, etc.
> 
> Personally I think it gives you great insight to how much _does_
> actually happen around here.  one of the complaints is that people
> never knew if here bug reports were taken seriously or what, I think
> it is painfully obvious they are, and that was the intent.
> 
> We always posted x was fixed anyway, so i dont see the difference, 
> other than being a few more lines.

I have to agree with Zif on this...
after 3-4 weeks of not reading the news, i came back to see the new
format, as well as 180 or so inform posts on what has been done, and
at least now we CAN see things happening.
if you like to know whats going on, then your being told. if you
dont, why the hell are you reading the news anyway? :)
that, in my mind at least, cuts out any -valid- complaints about the
new format.
just my 2 cents

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

poster: Trancemaster
subject: >>>Wizards
date: Fri Apr 21 17:49:46 2000

On Sat Apr 15 13:00:27 2000 Khosan wrote post #745:
> On Sat Apr 15 08:35:28 2000 Krellen wrote post #743:
> > The correct term for a male that practices the same mystical rituals
> > as a witch is 'warlock', not wizard.  But it is a good idea, I'm
> > just not sure how implementable it is.  Probably isn't, unless we
> > make a new guild called 'warlocks' and restrict witches to females
> > and warlocks to males.  Probably not going to happen.
> Don't you ever watch "Charmed" :-) Warlocks are the evil ones...
> 
> Most of todays practicing witches claims a male witch is called a
> "male witch". A warlock is a "traitor". Wether this is historic correct
> I don't know.
> 
> Khosan
This is easy to clear up.
Book Name - Witches
Author - Michael Jordan (no, not the basketball player)

on page 181 -
Witch - A person of either sex who practices the art of witchcraft.
The term derives from the Indo-European root "weik" which infers
something concerned with Magic or religion.
This provides the basis for the Old English nouns "wicca"
(pronounced "witcha") meaning a male witch and "wicce" (pronounced
"witcheh") meaning a female counterpart.
The verb "wiccian" means to cast a spell, to bewitch or to work sorcery.

and on page 176 -
Warlock - A term equating with witch but applied by the Christian
Church in a derogatory sense to distinguish a male witch from his
female counterpart.
Derived from the Old English words "waer" (truth) and "logan" (to
lie), the original meaning determined a traitor or oath-breaker
although, from the mid-fifteenth century, Warlock became an
expression
specifically associated with witches. The term is little used by
modern Pagans.

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

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

--

what that means in english, is that as far as Paganism, specifically
Wicca, is concerned, Warlocks dont exist, and if someone is a
practising member of the Wiccan belief, they are a witch,
regardless of gender.

I hope that cleared it up for you all

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

poster: Wildchild
subject: >>>>Wizards
date: Fri Apr 21 17:52:15 2000

Too bad Trance, but sources conflict, so it's a matter of opinion,
more or less.
At any rate, it's been resolved. I check my broom, an I'm a
"learning warlock", not witch. Good enough for me :)

-WildChild

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

poster: Trancemaster
subject: >>>Zane . o O ( Spam )
date: Fri Apr 21 18:15:24 2000

On Wed Apr 19 07:07:04 2000 Lasher wrote post #767:
> On Wed Apr 19 07:00:51 2000 Golte wrote post #766:
> > On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> > > The think emote has gotta be resposible for 75% of the spam this mud
> > > has ever had.  I dont need 8 (yes I counted them) people in my party
> > > to think on my screen that a tick just happened.  The mud informs me
> > > just fine.  Jeez, any other thing you can think of someone has a
> > > trig to anounce it to everyone in the room.
> > > 
> > > Down with the think emote!  Down with triggered Spam!
> > > 
> > > Zane
> > Actually peoples ticked-triggers helps. 
> > The mud does not inform you when you are ni battle, or not
> > ticking for some other reason. 
> > If you know that you just missed a tick you dont run out to catch it. 
> > Otherways you do and waste time. 
> > Thought in general only the healer needs to have this trigger. 
>  
> For what it's worth I have modified my think triggers for tick/
> tock to local echo instead.
>   
> In the big eq parties though, I agree with Golte. There is a lot
> of spam in those parties and even while regenning it's easy to
> miss ticks. Seven colorful thinks going up the screen leaves no
> doubt :)

heres a novel idea...
how about all these "spam" triggers get grouped together in a class,
intruigingly, called spam trigs, and when people enter a party, they
turn that class of trigs off.
thats what I do, and i get very few complaints about my spam trigs
in parties unless i forget to kill them first.
as far as echo is concerned, and ill prolly get ripped to shreds for
this comment, but afaik when you echo, you echo everything, and i
really dont need to see my own tells to someone else.
nor do i need to see loot/eat corpse/heal/everything else i may have
triggered on a death message at the ned of battle.
now, if other peoples spam is really that much of a problem, dont
party with them, or how about this, mebbe asking them to kill those
triggers would work. now hows that for a thought...

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
The guy who's sick of whiners of all levels.


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

poster: Trancemaster
subject: >new id classification
date: Fri Apr 21 18:19:04 2000

On Wed Apr 19 14:32:28 2000 Wildchild wrote post #771:
> Maybe we could get a couple more classifications on identify for eq
> bonuses since spell/skill dmg recently got some adjustments? Maybe
> like 'insane' or 'godly' for 30 or more regen since 'artifact'
> begins at 20.
> 
> -WC
yay!
a news post that wasn't a whine!
kudos goes to you, WC :)

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


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

poster: Mixer
subject: >>>>Zane . o O ( Spam )
date: Fri Apr 21 18:33:39 2000

On Fri Apr 21 18:15:24 2000 Trancemaster wrote post #807:
> On Wed Apr 19 07:07:04 2000 Lasher wrote post #767:
> > On Wed Apr 19 07:00:51 2000 Golte wrote post #766:
> > > On Tue Apr 18 22:38:50 2000 Zane wrote post #764:
> > > > The think emote has gotta be resposible for 75% of the spam this mud
> > > > has ever had.  I dont need 8 (yes I counted them) people in my party
> > > > to think on my screen that a tick just happened.  The mud informs me
> > > > just fine.  Jeez, any other thing you can think of someone has a
> > > > trig to anounce it to everyone in the room.
> > > > 
> > > > Down with the think emote!  Down with triggered Spam!
> > > > 
> > > > Zane
> > > Actually peoples ticked-triggers helps. 
> > > The mud does not inform you when you are ni battle, or not
> > > ticking for some other reason. 
> > > If you know that you just missed a tick you dont run out to catch it. 
> > > Otherways you do and waste time. 
> > > Thought in general only the healer needs to have this trigger. 
> >  
> > For what it's worth I have modified my think triggers for tick/
> > tock to local echo instead.
> >   
> > In the big eq parties though, I agree with Golte. There is a lot
> > of spam in those parties and even while regenning it's easy to
> > miss ticks. Seven colorful thinks going up the screen leaves no
> > doubt :)
> 
> heres a novel idea...
> how about all these "spam" triggers get grouped together in a class,
> intruigingly, called spam trigs, and when people enter a party, they
> turn that class of trigs off.
> thats what I do, and i get very few complaints about my spam trigs
> in parties unless i forget to kill them first.
> as far as echo is concerned, and ill prolly get ripped to shreds for
> this comment, but afaik when you echo, you echo everything, and i
> really dont need to see my own tells to someone else.
> nor do i need to see loot/eat corpse/heal/everything else i may have
> triggered on a death message at the ned of battle.
> now, if other peoples spam is really that much of a problem, dont
> party with them, or how about this, mebbe asking them to kill those
> triggers would work. now hows that for a thought...
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> The guy who's sick of whiners of all levels.
> 
Its not THAT sort of echo Trance.  It just echos a string to
your terminal.
Mix.

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

poster: Trancemaster
subject: >reading news
date: Fri Apr 21 18:40:24 2000

On Fri Apr 21 10:52:12 2000 Wildchild wrote post #801:
> How about reading all your damn news before replying to anything? So
> we don't have to read post after post repeating things other people
> have stated half a dozen times already.
> 
> -WildChild
for the record, i apologise to all of you for my spammy ways. if i
have my way, it wont happen again, cos if i have my way, IT wont
happen again. those of you who know me know what i mean...

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Regan
subject: vrille
date: Fri Apr 21 22:27:25 2000

She spams a buttload, think it could be a little less?

-Regan

------------------------------

poster: Tektor
subject: Pickpocket
date: Sat Apr 22 09:14:32 2000

I think this skill should only be able to use if your pk and use it
on other pk people only that way if you fail you can be attackied
for it plus you cant take revenenge for peopel taking your gold
atm.


------------------------------

poster: Zifnab
subject: >Pickpocket
date: Sat Apr 22 09:29:59 2000

On Sat Apr 22 09:14:32 2000 Tektor wrote post #812:
> I think this skill should only be able to use if your pk and use it
> on other pk people only that way if you fail you can be attackied
> for it plus you cant take revenenge for peopel taking your gold
> atm.
> 
IMO, the amount of gold pickpocket takes is no where near enough
to warrant this.  if you idle wiht a lot of money on you where
a thief can use pickpocket, I personally feel that is your fault.

There is also the bank.

------------------------------

poster: Sleet
subject: >Pickpocket
date: Sat Apr 22 13:13:07 2000

i agree!


------------------------------

poster: Sleet
subject: >>Pickpocket
date: Sat Apr 22 13:13:52 2000

no wait i think i agreed to the wrong post, wanted to agree to the other one

------------------------------

poster: Nyx
subject: >new(ish) emote
date: Sat Apr 22 13:38:10 2000

On Fri Apr 21 01:04:50 2000 Trancemaster wrote post #789:
>  

------------------------------

-> You raise an eyebrow.
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
try eraise
Nyx

------------------------------

poster: Sleet
subject: think %^WHITE%^  Full SP!
date: Sat Apr 22 15:03:44 2000

eraise
that emote is wierd
makes everyone sound like they have a uni brow
you raise your eye brow
should be you raise an eyebrow

------------------------------

poster: Marvin
subject: >think %^WHITE%^  Full SP!
date: Sat Apr 22 15:10:54 2000

On Sat Apr 22 15:03:44 2000 Sleet wrote post #817:
> eraise
> that emote is wierd
> makes everyone sound like they have a uni brow
> you raise your eye brow
> should be you raise an eyebrow

I have a unibrow, have a problem with it?

------------------------------

poster: Trancemaster
subject: >think %^WHITE%^  Full SP!
date: Sat Apr 22 20:21:08 2000

On Sat Apr 22 15:03:44 2000 Sleet wrote post #817:
> eraise
> that emote is wierd
> makes everyone sound like they have a uni brow
> you raise your eye brow
> should be you raise an eyebrow

who knows, mebbe I do have a unibrow :)

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Jordali
subject: >>New emote
date: Sun Apr 23 06:35:21 2000

On Thu Apr 20 10:13:43 2000 Mamoru wrote post #780:
> On Thu Apr 20 10:12:45 2000 Tektor wrote post #779:
> > report
> > report
> > a meatwall emote:     What do I look like a genius, NO, im just the
> > Mighty MeatWall!
> > report
>  tip: turn off trigs when posting

No no, just use ! before them.  Argh!!!

------------------------------

poster: Debacle
subject: nick changes
date: Sun Apr 23 15:49:27 2000

can there be an option in exchange for tps or perhaps a portion of
ur networth gone from ur old character to change ur nick?
i mean, some of us want to start anew here and a nick change is a
really nice option or if it was a diff person with this nick here
before or even just starting a new character without choosing a
secondary

------------------------------

poster: Zifnab
subject: >nick changes
date: Sun Apr 23 16:47:03 2000

On Sun Apr 23 15:49:27 2000 Debacle wrote post #822:
> can there be an option in exchange for tps or perhaps a portion of
> ur networth gone from ur old character to change ur nick?
> i mean, some of us want to start anew here and a nick change is a
> really nice option or if it was a diff person with this nick here
> before or even just starting a new character without choosing a
> secondary
if it was that easy would of done it already.  its a _pain_
in the ass.  too many save files, spread over too many places
to do.

------------------------------

poster: Zaedrax
subject: Triggers in posts
date: Sun Apr 23 17:00:00 2000

Make the yourbodysizzleswithmagicalenergy etc things a bit different.
That way the now-existing triggers won't work and chances are
most people are too clueless to update their triggers.. They
probably won't even notice the disappearance themselves. :)
-Zae

------------------------------

poster: Hierokliff
subject: and old whine again.
date: Mon Apr 24 07:01:49 2000

could the gold cost on skills,spells,stats be reduced since
the amount of gold a player can get is reduced slightly by
the gem changes and arearules changes(?)...
anyway just thought we players should be able to progress
within the guild as we play without being forced to reinc
to be able to get skills and such...

//Hk the old whiner.

------------------------------

poster: Golte
subject: >and old whine again.
date: Mon Apr 24 09:06:19 2000

On Mon Apr 24 07:01:49 2000 Hierokliff wrote post #825:
> could the gold cost on skills,spells,stats be reduced since
> the amount of gold a player can get is reduced slightly by
> the gem changes and arearules changes(?)...
> anyway just thought we players should be able to progress
> within the guild as we play without being forced to reinc
> to be able to get skills and such...
> 
> //Hk the old whiner.
Nods, maybe put in a cap on 50k gold (or something) for how 
much one training-step may cost. 
That to help us poor highlevels that need a week to gain exp
for a level, and dont afford to spend 1M+ gold on training exp
off before eq-parties. 

------------------------------

poster: Dalak
subject: >Dalak
date: Mon Apr 24 16:09:27 2000

On Sat Dec 25 12:09:30 1999 Quillz wrote post #9:
> ok guys. 
> i want everyone to think of a time when you were talking to dalak or
> partying with him and just had a blast, laughing the whole time
> and post a message about it in praise. cuz he deservers it. 
> Qz the appreciative
*blush*
Dal the Red

------------------------------

poster: Trancemaster
subject: >>and old whine again.
date: Mon Apr 24 18:41:51 2000

On Mon Apr 24 09:06:19 2000 Golte wrote post #826:
> On Mon Apr 24 07:01:49 2000 Hierokliff wrote post #825:
> > could the gold cost on skills,spells,stats be reduced since
> > the amount of gold a player can get is reduced slightly by
> > the gem changes and arearules changes(?)...
> > anyway just thought we players should be able to progress
> > within the guild as we play without being forced to reinc
> > to be able to get skills and such...
> > 
> > //Hk the old whiner.
> Nods, maybe put in a cap on 50k gold (or something) for how 
> much one training-step may cost. 
> That to help us poor highlevels that need a week to gain exp
> for a level, and dont afford to spend 1M+ gold on training exp
> off before eq-parties. 
Er...
I can see myself getting flamed for this, but if you highbies go out
and get said level without too much trouble, even though it may take
you a while, you should be getting a damn good chunk of gold there
too.
for lowbies like myself, its just as difficult getting xp and gold
as it is for yourselves, but thats part of the fun of playing.
if it gets too easy to level, study a spell, and train the affecting
skill, then we would all get bored quickly, and the mud would
probably lose alot of players to muds that are more challenging.
just my 2 cents

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Kazulanth
subject: >>>and old whine again.
date: Mon Apr 24 18:43:53 2000

On Mon Apr 24 18:41:51 2000 Trancemaster wrote post #828:
> On Mon Apr 24 09:06:19 2000 Golte wrote post #826:
> > On Mon Apr 24 07:01:49 2000 Hierokliff wrote post #825:
> > > could the gold cost on skills,spells,stats be reduced since
> > > the amount of gold a player can get is reduced slightly by
> > > the gem changes and arearules changes(?)...
> > > anyway just thought we players should be able to progress
> > > within the guild as we play without being forced to reinc
> > > to be able to get skills and such...
> > > 
> > > //Hk the old whiner.
> > Nods, maybe put in a cap on 50k gold (or something) for how 
> > much one training-step may cost. 
> > That to help us poor highlevels that need a week to gain exp
> > for a level, and dont afford to spend 1M+ gold on training exp
> > off before eq-parties. 
> Er...
> I can see myself getting flamed for this, but if you highbies go out
> and get said level without too much trouble, even though it may take
> you a while, you should be getting a damn good chunk of gold there
> too.
> for lowbies like myself, its just as difficult getting xp and gold
> as it is for yourselves, but thats part of the fun of playing.
> if it gets too easy to level, study a spell, and train the affecting
> skill, then we would all get bored quickly, and the mud would
> probably lose alot of players to muds that are more challenging.
> just my 2 cents
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 

Do you get all the loot in every xp party you do? The gap of xp
received in a party and gold received in a party is pretty wide.

--Kaz

------------------------------

poster: Trancemaster
subject: >>>>and old whine again.
date: Mon Apr 24 18:49:26 2000

On Mon Apr 24 18:43:53 2000 Kazulanth wrote post #829:
> On Mon Apr 24 18:41:51 2000 Trancemaster wrote post #828:
> > On Mon Apr 24 09:06:19 2000 Golte wrote post #826:
> > > On Mon Apr 24 07:01:49 2000 Hierokliff wrote post #825:
> > > > could the gold cost on skills,spells,stats be reduced since
> > > > the amount of gold a player can get is reduced slightly by
> > > > the gem changes and arearules changes(?)...
> > > > anyway just thought we players should be able to progress
> > > > within the guild as we play without being forced to reinc
> > > > to be able to get skills and such...
> > > > 
> > > > //Hk the old whiner.
> > > Nods, maybe put in a cap on 50k gold (or something) for how 
> > > much one training-step may cost. 
> > > That to help us poor highlevels that need a week to gain exp
> > > for a level, and dont afford to spend 1M+ gold on training exp
> > > off before eq-parties. 
> > Er...
> > I can see myself getting flamed for this, but if you highbies go out
> > and get said level without too much trouble, even though it may take
> > you a while, you should be getting a damn good chunk of gold there
> > too.
> > for lowbies like myself, its just as difficult getting xp and gold
> > as it is for yourselves, but thats part of the fun of playing.
> > if it gets too easy to level, study a spell, and train the affecting
> > skill, then we would all get bored quickly, and the mud would
> > probably lose alot of players to muds that are more challenging.
> > just my 2 cents
> > 
> > %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> > 
> 
> Do you get all the loot in every xp party you do? The gap of xp
> received in a party and gold received in a party is pretty wide.
> 
> --Kaz
actually, no I dont.
lately, ive been a medic, and have probably made a grand total of
20k gold in the last 2 days. but im sure that people like Hk can
solo a damn sight better than I can
pretty much everyone knows that if you get into an xp party, you get
xp, not gold. if you get into a gold party, you get gold, and if
your lucky, you get some xp too.
but if you want both, i could solo a pretty good rate at Monks as a
level 30 Harmer, with a worth of only 11 megs. plus, I got all the
gold myself. Is it totally out of the question for highbies to
solo?

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Snoop
subject: >>>>>and old whine again.
date: Mon Apr 24 19:34:46 2000

The way i see it there is only one way to store exp for me if i do
exp, and that's in lvls. I would like stat training be free of gold
cost or at least lowered cost. It would be nice if high worth
newbies like me could store exp somewhere without having to do 20m
before your able to store it and without having to put all my gold
in it.
I also think it would be nice if we could afford to train
skills/spells as we go after the reinc instead of just having to get
what we need when we reinc and if we happen to get something after
that well, then you run out of money real fast if you attempt to
train/study it.
But thats just me talking
*/Snoop

------------------------------

poster: Sleet
subject: hmm abjurers acid spray suck in pking
date: Mon Apr 24 21:40:29 2000

hmm abjurers acid spray suck in pking
sleet

------------------------------

poster: Regan
subject: Guild Leader
date: Mon Apr 24 21:53:55 2000

Hmm, there was a discussion about this today on sales. Seemed like
something that could be implemented.

We could have guild leaders just as we have race leaders. This
person would get a piece of eq that does not have a spot on the
regular body just as race eq. Doesn't have to be anything super
fance, just something extra. 

To become leader you have to have more experience points put into
the guild than any other player on the mud. You can ONLY be the
leader of your primary guild. The experience is calculated from
points that were put into any skill or spell given from all the
guilds combined in that tree.

There would be items for each of the beta guild trees.
Inquisitor/Weaver Abjurer/Evoker/Psychics/Elementalist etc.

Not sure if i explained everything correctly.:) feel free to add on
as you see fit:)

-Regan

------------------------------

poster: Wildchild
subject: >Guild Leader
date: Mon Apr 24 22:18:48 2000

On Mon Apr 24 21:53:55 2000 Regan wrote post #833:
> Hmm, there was a discussion about this today on sales. Seemed like
> something that could be implemented.
> 
> We could have guild leaders just as we have race leaders. This
> person would get a piece of eq that does not have a spot on the
> regular body just as race eq. Doesn't have to be anything super
> fance, just something extra. 
> 
> To become leader you have to have more experience points put into
> the guild than any other player on the mud. You can ONLY be the
> leader of your primary guild. The experience is calculated from
> points that were put into any skill or spell given from all the
> guilds combined in that tree.
> 
> There would be items for each of the beta guild trees.
> Inquisitor/Weaver Abjurer/Evoker/Psychics/Elementalist etc.
> 
> Not sure if i explained everything correctly.:) feel free to add on
> as you see fit:)
> 
> -Regan


Just like to note the fact that all things considered, those that
will lead these alphas are already most likely race leaders.
All it would do is give them another piece of eq to add to their
repritoire (sp?). Altho, most race eq isnt that spectacular anyways
that leading your race is that big a deal other than the {}
brackets.

My take.

-WC

------------------------------

poster: Sunflare
subject: Nuggets in the mine at Catworld.
date: Tue Apr 25 00:20:40 2000

They should be on the Slaves person, or perhaps the Masters, so
people can't just walk around
and take them.  
just an idea.  *shrugs*

------------------------------

poster: Golte
subject: >hmm abjurers acid spray suck in pking
date: Tue Apr 25 00:22:00 2000

On Mon Apr 24 21:40:29 2000 Sleet wrote post #832:
> hmm abjurers acid spray suck in pking
> sleet
this port should be in "mage.general". 

------------------------------

poster: Racklanim
subject: guild leader stuff
date: Tue Apr 25 01:47:26 2000

maybe the person with the highest average for spells/skills in that
guild?  but then we would need a new item for everysingle guild
wouldn't be feesible
oh well, my 2 cents

------------------------------

poster: Mixer
subject: >>hmm abjurers acid spray suck in pking
date: Tue Apr 25 04:19:07 2000

On Tue Apr 25 00:22:00 2000 Golte wrote post #836:
> On Mon Apr 24 21:40:29 2000 Sleet wrote post #832:
> > hmm abjurers acid spray suck in pking
> > sleet
> this port should be in "mage.general". 
Actually this should go to /dev/null
IMO an utterly pointless and self indulgent post.
Mix.

------------------------------

poster: Cloud
subject: >guild leader stuff
date: Tue Apr 25 04:36:21 2000

On Tue Apr 25 01:47:26 2000 Racklanim wrote post #837:
> maybe the person with the highest average for spells/skills in that
> guild?  but then we would need a new item for everysingle guild
> wouldn't be feesible
> oh well, my 2 cents
Maybe it could go by who has been in the guild the longest, i think
that would make it a little more fair for everyone:)
Cloudy

------------------------------

poster: Zifnab
subject: >>hmm abjurers acid spray suck in pking
date: Tue Apr 25 05:24:58 2000

On Tue Apr 25 00:22:00 2000 Golte wrote post #836:
> On Mon Apr 24 21:40:29 2000 Sleet wrote post #832:
> > hmm abjurers acid spray suck in pking
> > sleet
> this port should be in "mage.general". 
I have said many times, I am not going to get into X sucks for pk
debates.  Things are geared toward monsters, and tahts the way it is
for legacy reasons plaeyrs and monsters are not to similiar.

------------------------------

poster: Mikul
subject: >>Guild Leader
date: Tue Apr 25 05:58:03 2000

On Mon Apr 24 22:18:48 2000 Wildchild wrote post #834:
> On Mon Apr 24 21:53:55 2000 Regan wrote post #833:
> > Hmm, there was a discussion about this today on sales. Seemed like
> > something that could be implemented.
> > 
> > We could have guild leaders just as we have race leaders. This
> > person would get a piece of eq that does not have a spot on the
> > regular body just as race eq. Doesn't have to be anything super
> > fance, just something extra. 
> > 
> > To become leader you have to have more experience points put into
> > the guild than any other player on the mud. You can ONLY be the
> > leader of your primary guild. The experience is calculated from
> > points that were put into any skill or spell given from all the
> > guilds combined in that tree.
> > 
> > There would be items for each of the beta guild trees.
> > Inquisitor/Weaver Abjurer/Evoker/Psychics/Elementalist etc.
> > 
> > Not sure if i explained everything correctly.:) feel free to add on
> > as you see fit:)
> > 
> > -Regan
> 
> 
> Just like to note the fact that all things considered, those that
> will lead these alphas are already most likely race leaders.
> All it would do is give them another piece of eq to add to their
> repritoire (sp?). Altho, most race eq isnt that spectacular anyways
> that leading your race is that big a deal other than the {}
> brackets.
> 
> My take.
> 
> -WC
Guild points would be the best option,  should this ever come
around, which i very much doubt.

Mikul

------------------------------

poster: Trancemaster
subject: new emote
date: Tue Apr 25 05:58:36 2000

simple one, really...

You forgive 

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Snoop
subject: >>>Guild Leader
date: Tue Apr 25 08:36:25 2000

If guild leaders were to be then i think it should go by masteries,
skills/spells combined.
*/Snoop

------------------------------

poster: Nyx
subject: >>Dalak
date: Tue Apr 25 17:57:51 2000

On Mon Apr 24 16:09:27 2000 Dalak wrote post #827:
> On Sat Dec 25 12:09:30 1999 Quillz wrote post #9:
> > ok guys. 
> > i want everyone to think of a time when you were talking to dalak or
> > partying with him and just had a blast, laughing the whole time
> > and post a message about it in praise. cuz he deservers it. 
> > Qz the appreciative
> *blush*
> Dal the Red
How far behind on news are you Dal hun? 
Nyx

------------------------------

poster: Selidan
subject: ignore idea
date: Tue Apr 25 20:48:16 2000

I was thinking that it might be useful to have different flags or
levels for ignore, such as
ignore  1 would block you from seeing everything the person did
ignore  2 would just block what they say and tell you, etc.
Anyhow, just an idea.

------------------------------

poster: Zifnab
subject: >ignore idea
date: Tue Apr 25 20:56:53 2000

On Tue Apr 25 20:48:16 2000 Selidan wrote post #845:
> I was thinking that it might be useful to have different flags or
> levels for ignore, such as
> ignore  1 would block you from seeing everything the person did
> ignore  2 would just block what they say and tell you, etc.
> Anyhow, just an idea.
as it stands right now it cannot happen, and I will explain why:

the old ignore we had was hardcoded into each and every command/place 
a message coudl be sent.  needless to say that was a pain in the ass, 
and basically sucked.  Players complained, I ignored X but he can
still do X and spam me.

I got tired of listening to complaints, so I put ignore into 
the single place that all messages go through, so now with one
if statement, well maybe 2 ignore is total and complete, and 
nothing gets through.  Unfortunately players still complain....

I definetely am not going to go back to what we had putting in the
ignore in each place where it was generated, and we do not have an 
easy way to pass a 'message' type through all way to where its
needed, so that would take a pretty massive rewrite of the messaging.

My only suggestion is to either not ignore people if your pk, 
or use your client to gag everything from player X besides Y.
**
--zif

------------------------------

poster: Racklanim
subject: weather sucks
date: Tue Apr 25 21:15:01 2000

maybe summon a fragment of the moons or suns power instead of having
cclear clouds which doesn't work?
cast essence of moon, sunbeam would work, but at it's weakest level

------------------------------

poster: Racklanim
subject: weather sucks 2
date: Tue Apr 25 21:15:44 2000

uhmm... meant moonray... or essence of sun... uhmm
yup
wave

------------------------------

poster: Wildchild
subject: arena
date: Tue Apr 25 22:05:19 2000

Make a short time limit put on before you can reenter the arena
after being defeated. Maybe like 30 seconds or something, then let
people reenter.
Would make it a bit more fun than just defeating somebody and then
they walk right back in and being stuck with 3-4 people trying to
beat you.

-WildChild

------------------------------

poster: Snoop
subject: >>ignore idea
date: Wed Apr 26 10:19:27 2000

On Tue Apr 25 20:56:53 2000 Zifnab wrote post #846:
> On Tue Apr 25 20:48:16 2000 Selidan wrote post #845:
> > I was thinking that it might be useful to have different flags or
> > levels for ignore, such as
> > ignore  1 would block you from seeing everything the person did
> > ignore  2 would just block what they say and tell you, etc.
> > Anyhow, just an idea.
> as it stands right now it cannot happen, and I will explain why:
> 
> the old ignore we had was hardcoded into each and every command/place 
> a message coudl be sent.  needless to say that was a pain in the ass, 
> and basically sucked.  Players complained, I ignored X but he can
> still do X and spam me.
> 
> I got tired of listening to complaints, so I put ignore into 
> the single place that all messages go through, so now with one
> if statement, well maybe 2 ignore is total and complete, and 
> nothing gets through.  Unfortunately players still complain....
> 
> I definetely am not going to go back to what we had putting in the
> ignore in each place where it was generated, and we do not have an 
> easy way to pass a 'message' type through all way to where its
> needed, so that would take a pretty massive rewrite of the messaging.
> 
> My only suggestion is to either not ignore people if your pk, 
> or use your client to gag everything from player X besides Y.
> **
> --zif
I think that it would be enough if we could make so that friends
slipped through ignore.
*/Snoop

------------------------------

poster: Wildchild
subject: crim in score
date: Wed Apr 26 10:51:37 2000

Could the whole Criminal    : Yes/No be removed from score? It
doesn't look like the crim system is coming back anytime soon.

-WC

------------------------------

poster: Golte
subject: >>ignore idea
date: Wed Apr 26 14:51:26 2000

On Tue Apr 25 20:56:53 2000 Zifnab wrote post #846:
> On Tue Apr 25 20:48:16 2000 Selidan wrote post #845:
> > I was thinking that it might be useful to have different flags or
> > levels for ignore, such as
> > ignore  1 would block you from seeing everything the person did
> > ignore  2 would just block what they say and tell you, etc.
> > Anyhow, just an idea.
> as it stands right now it cannot happen, and I will explain why:
> 
> the old ignore we had was hardcoded into each and every command/place 
> a message coudl be sent.  needless to say that was a pain in the ass, 
> and basically sucked.  Players complained, I ignored X but he can
> still do X and spam me.
> 
> I got tired of listening to complaints, so I put ignore into 
> the single place that all messages go through, so now with one
> if statement, well maybe 2 ignore is total and complete, and 
> nothing gets through.  Unfortunately players still complain....
> 
> I definetely am not going to go back to what we had putting in the
> ignore in each place where it was generated, and we do not have an 
> easy way to pass a 'message' type through all way to where its
> needed, so that would take a pretty massive rewrite of the messaging.
> 
> My only suggestion is to either not ignore people if your pk, 
> or use your client to gag everything from player X besides Y.
> **
> --zif
I could be wrong now but:
"ignore" system doesn't need to be touched, but players
could have a "block"-list also beside the "ignore"-list. 
Only place block-list is checked is in "tell.c" 
and the tell is not executed if one reciever has you on block-list. 
There could be level-block also. 
Then If i tank a party and dont want tell-requests i can put
block-ignore very high and still talk on channels, especially
clan-channel. 

If people cant spam by tells, they will probably not spam
since they know they will be chat-banned if they move 
their spam to public channels. 

------------------------------

poster: Max
subject: Names
date: Wed Apr 26 18:42:56 2000

This post isn't against anybody.
      I think that since this mud is very realalistic in the fantasy
world, I think it would be nice if we controlled some of the names
that appear on the mud.
      Im not talking about long names or names no one can pernounce.
I mean names that are used today in everyday use. Like a sport, a
stupid name, something like spunky or something. 
I played another mud were if your name was none fantasy stuff you
would be able to change it and make it suitable for a fantasy
theme.
Well just a thought
Max

------------------------------

poster: Apathy
subject: >Names
date: Wed Apr 26 21:24:44 2000

On Wed Apr 26 18:42:56 2000 Max wrote post #853:
> This post isn't against anybody.
>       I think that since this mud is very realalistic in the fantasy
> world, I think it would be nice if we controlled some of the names
> that appear on the mud.
>       Im not talking about long names or names no one can pernounce.
> I mean names that are used today in everyday use. Like a sport, a
> stupid name, something like spunky or something. 
> I played another mud were if your name was none fantasy stuff you
> would be able to change it and make it suitable for a fantasy
> theme.
> Well just a thought
> Max

Hrm...Max...now there's a fantasy name for ya. ;)

-Apathy

------------------------------

poster: Wildchild
subject: identify
date: Wed Apr 26 21:25:33 2000

You finish the chant.
You mutter the words 'reNs a laKa'
Your eyes flash at Really Wicked Witch Robe.
Name :     (20 spaces or so)                                Really
Wicked Witch Robe
           Special : There is nothing special about this object.  


Something like that.
Can those spaces after Name : be removed or something, cause it
always forces the name of the item to go to the next line because of
it.

-WC

------------------------------

poster: Wik
subject: >Names
date: Wed Apr 26 23:43:22 2000

Is my name acceptable to you Max? Not being sarcastic or nothing,
was just curious if i pass inspection.
-%^WHITE%^%^B_BLUE%^W%^RESET%^

------------------------------

poster: Durin
subject: Reinchelper
date: Thu Apr 27 04:38:41 2000

Ok someone convert HK's reinchelper to the reddragon web pages. *eye ant*

-Durin

------------------------------

poster: Mamoru
subject: >>>Dalak
date: Thu Apr 27 05:13:02 2000

On Tue Apr 25 17:57:51 2000 Nyx wrote post #844:
> On Mon Apr 24 16:09:27 2000 Dalak wrote post #827:
> > On Sat Dec 25 12:09:30 1999 Quillz wrote post #9:
> > > ok guys. 
> > > i want everyone to think of a time when you were talking to dalak or
> > > partying with him and just had a blast, laughing the whole time
> > > and post a message about it in praise. cuz he deservers it. 
> > > Qz the appreciative
> > *blush*
> > Dal the Red
> How far behind on news are you Dal hun? 
> Nyx
Don't feel bad dal, i usually just catch up all the news groups
because i fall so far behind . . .

------------------------------

poster: Wildchild
subject: eq & safes/chests
date: Thu Apr 27 11:19:56 2000

Is it possible to change things so that when you have say, a ring in
your inv and one in a chest/safe in the same room as you, it
defaults the first ring to the one in your inv?
As well, what about disabling the ability of it looking at other
people's inventories (since this is a problem for witches anyways
with their brooms when other witches are in the room).

-WildChild

------------------------------

poster: Zifnab
subject: >eq & safes/chests
date: Thu Apr 27 11:27:26 2000

On Thu Apr 27 11:19:56 2000 Wildchild wrote post #860:
> Is it possible to change things so that when you have say, a ring in
> your inv and one in a chest/safe in the same room as you, it
> defaults the first ring to the one in your inv?
> As well, what about disabling the ability of it looking at other
> people's inventories (since this is a problem for witches anyways
> with their brooms when other witches are in the room).
> 
> -WildChild
its on a verb by verb basis, and if 2 match the id used, 
we ahve no way to say which is the first or second.

And things should stay out of other peoples inventories, if they
dont the _verb_ was done incorrectly.

------------------------------

poster: Max
subject: Names
date: Thu Apr 27 17:25:15 2000

damnit, I wasn't trying to inspect people:)
And don't ask me weather your names good enough for me because
you'll just end up getting no reply. I didn't mean for you to ask me
if your name was 'good' enough.
I was just saying that I think that some names can be changed. But
don't ask me if your one of them.
And no funny buisness about my name:)
Max

------------------------------

poster: Mixer
subject: >Names
date: Thu Apr 27 18:19:14 2000

On Thu Apr 27 17:25:15 2000 Max wrote post #862:
> damnit, I wasn't trying to inspect people:)
> And don't ask me weather your names good enough for me because
> you'll just end up getting no reply. I didn't mean for you to ask me
> if your name was 'good' enough.
> I was just saying that I think that some names can be changed. But
> don't ask me if your one of them.
> And no funny buisness about my name:)
> Max
Dude get your ass off the mud and spend some time  learning to read
and write...
Mix.

------------------------------

poster: Sleet
subject: >>Names
date: Thu Apr 27 18:20:36 2000

On Thu Apr 27 18:19:14 2000 Mixer wrote post #863:
> On Thu Apr 27 17:25:15 2000 Max wrote post #862:
> > damnit, I wasn't trying to inspect people:)
> > And don't ask me weather your names good enough for me because
> > you'll just end up getting no reply. I didn't mean for you to ask me
> > if your name was 'good' enough.
> > I was just saying that I think that some names can be changed. But
> > don't ask me if your one of them.
> > And no funny buisness about my name:)
> > Max
> Dude get your ass off the mud and spend some time  learning to read
> and write...
> Mix.
Read? hehehehe

------------------------------

poster: Wildchild
subject: help files
date: Thu Apr 27 20:02:58 2000

Would it be possible if some wiz could go thru and change or make
additional help files out of some stuff, such as like 'alter safe
help', make it 'help alter safe' or something so it's easier for
newbies to figure out.

-WildChild

------------------------------

poster: Wik
subject: >Names
date: Fri Apr 28 00:26:38 2000

Hehe. *goes off to watch his favorite movie 'Mad Wik'*

------------------------------

poster: Marvin
subject: >help files
date: Fri Apr 28 05:17:30 2000

On Thu Apr 27 20:02:58 2000 Wildchild wrote post #865:
> Would it be possible if some wiz could go thru and change or make
> additional help files out of some stuff, such as like 'alter safe
> help', make it 'help alter safe' or something so it's easier for
> newbies to figure out.
> 
> -WildChild


Write it and we will put it in.
(This is what we say every time, next time just go ahead and write it)
-M

------------------------------

poster: Wildchild
subject: >>help files
date: Fri Apr 28 10:55:07 2000

On Fri Apr 28 05:17:30 2000 Marvin wrote post #867:
> On Thu Apr 27 20:02:58 2000 Wildchild wrote post #865:
> > Would it be possible if some wiz could go thru and change or make
> > additional help files out of some stuff, such as like 'alter safe
> > help', make it 'help alter safe' or something so it's easier for
> > newbies to figure out.
> > 
> > -WildChild
> 
> 
> Write it and we will put it in.
> (This is what we say every time, next time just go ahead and write it)
> -M

Why not just copy 'alter safe help' to 'help alter safe' or
something? Nothing extra to write, just renaming some help files.
Mixer said he was working with some help files anyways.

-WildChild

------------------------------

poster: Zifnab
subject: >>>help files
date: Fri Apr 28 10:55:28 2000

On Fri Apr 28 10:55:07 2000 Wildchild wrote post #868:
> On Fri Apr 28 05:17:30 2000 Marvin wrote post #867:
> > On Thu Apr 27 20:02:58 2000 Wildchild wrote post #865:
> > > Would it be possible if some wiz could go thru and change or make
> > > additional help files out of some stuff, such as like 'alter safe
> > > help', make it 'help alter safe' or something so it's easier for
> > > newbies to figure out.
> > > 
> > > -WildChild
> > 
> > 
> > Write it and we will put it in.
> > (This is what we say every time, next time just go ahead and write it)
> > -M
> 
> Why not just copy 'alter safe help' to 'help alter safe' or
> something? Nothing extra to write, just renaming some help files.
> Mixer said he was working with some help files anyways.
> 
> -WildChild
those arent help files, they are embedded in the safe.

------------------------------

poster: Korthrun
subject: Inventory
date: Fri Apr 28 19:00:07 2000

The ansi colors in inventory are kind of hard to read.
Is it possible we can change this?
Example
armor is green on green

------------------------------

poster: Korthrun
subject: *Blush*
date: Fri Apr 28 19:02:02 2000

after removing my foot from my mouth i will just change my dfault fony color

------------------------------

poster: Lasher
subject: Xp from 'summary'.
date: Fri Apr 28 20:04:46 2000

I agree that xp/min to date was really only of use for curiousity but,
would we have the xp/min this session put back? I found that very 
useful for helping figure out my rate without creating a party which 
is often more trouble than it's worth.
 
Don't bother posting all the work arounds for this, I am fully aware
of them, just figured it was worth posting as a useful piece of 
information was removed from the summary information.
 
Thanks,
Lasher.

------------------------------

poster: Zifnab
subject: >Xp from 'summary'.
date: Fri Apr 28 20:20:31 2000

On Fri Apr 28 20:04:46 2000 Lasher wrote post #872:
> I agree that xp/min to date was really only of use for curiousity but,
> would we have the xp/min this session put back? I found that very 
> useful for helping figure out my rate without creating a party which 
> is often more trouble than it's worth.
>  
> Don't bother posting all the work arounds for this, I am fully aware
> of them, just figured it was worth posting as a useful piece of 
> information was removed from the summary information.
>  
> Thanks,
> Lasher.
nod, removing that was only necessary becuase I forgot that age
was used in the calculation of both.  It willb e possible to add
it back.

------------------------------

poster: Regan
subject: Clan deposit
date: Sat Apr 29 09:42:32 2000

You can only deposit into the clan what u have onhand, why is this?
would be nice if it just transfered from the bank account..? Or is
it considered like a separate bank account kinda thing?=)

-Regan

------------------------------

poster: Javier
subject: emote
date: Sat Apr 29 11:18:40 2000

new e-mote
fsun
"Aren't you a f**king ray of sunshine*

------------------------------

poster: Trigon
subject: Bye
date: Sat Apr 29 12:48:05 2000

Since we have a Hi! emote, I think there should be a bye emote. 
Trigon

------------------------------

poster: Denim
subject: Durin
date: Sat Apr 29 15:40:40 2000

      Born on        : Tue May  6 17:58:20 1997
Hes been here for quite a while,i honestly dont think he is here
just to screw people over.
I myself am a thief and i would rather see some more 
ffensive/defensive skills put in for thieves.

------------------------------

poster: Zifnab
subject: >Durin
date: Sat Apr 29 16:28:45 2000

On Sat Apr 29 15:40:40 2000 Denim wrote post #877:
>       Born on        : Tue May  6 17:58:20 1997
> Hes been here for quite a while,i honestly dont think he is here
> just to screw people over.
> I myself am a thief and i would rather see some more 
> ffensive/defensive skills put in for thieves.
@ 2, 3 or 10 of you do not speak for the player base in general.

------------------------------

poster: Spirum
subject: event
date: Sat Apr 29 17:28:59 2000

Alot of players like player killing and some dont. How about make a
bloodbath event. There you can kill who ever you want in a short
period or to you die.
Of cuz you dont die for real.

And yes iknow this event is from other mudds but anyway.


/spirum the last action hero

------------------------------

poster: Zifnab
subject: >event
date: Sat Apr 29 17:32:50 2000

On Sat Apr 29 17:28:59 2000 Spirum wrote post #879:
> Alot of players like player killing and some dont. How about make a
> bloodbath event. There you can kill who ever you want in a short
> period or to you die.
> Of cuz you dont die for real.
> 
> And yes iknow this event is from other mudds but anyway.
> 
> 
> /spirum the last action hero
nod i wrote one for here a long time ago, but it was buggy as hell
I think now with changes over the last year or so we coudl conceivably
do an event like this very easily now.  Just need the time/person
to do it.

------------------------------

poster: Wildchild
subject: >>event
date: Sat Apr 29 17:36:21 2000

On Sat Apr 29 17:32:50 2000 Zifnab wrote post #880:
> On Sat Apr 29 17:28:59 2000 Spirum wrote post #879:
> > Alot of players like player killing and some dont. How about make a
> > bloodbath event. There you can kill who ever you want in a short
> > period or to you die.
> > Of cuz you dont die for real.
> > 
> > And yes iknow this event is from other mudds but anyway.
> > 
> > 
> > /spirum the last action hero
> nod i wrote one for here a long time ago, but it was buggy as hell
> I think now with changes over the last year or so we coudl conceivably
> do an event like this very easily now.  Just need the time/person
> to do it.

I'd make the suggestion that the event keeps track of people like
clones: only making people outside castles available to kill for the
event, and making the castle area offlimits unless you flag yourself
out of the event or 'killed'.
Atleast having a flag so that you make yourself unavailable for the
event (while the event is running), parties won't be interrupted or
anything. Or atleast something like that so it doesn't interrupt
people that dont want to participate.

-WildChild

------------------------------

poster: Hierokliff
subject: rogues.
date: Sat Apr 29 22:00:06 2000

why is there no use of rogues in the mud?
no evil traps, no doors that has to be locked-picked etc, why should
rogues in here be anti-player instead of being unique for the
players...
atm they are just a boring kind of fighters...

would also see a less spam in the damned news groups, make a debate
group, then have one subject/week where players can brainstorm about
that subject...
getting bored of seing 50+replies with i aggre/i disagree in ideas
news or so...
and after each week move the debate group to old.deba
e....so they can read old debates and not bring it up again
after a few weeks :)

And yes iam grumpy!
And i want rogues to be rogues!
so forward with disarm trap, detect trap, lockpick, safecracking
etc, why should the huge dragon has it's eq on him instead of a
locked safe...etc :)

//Hierokliff

------------------------------

poster: Sleet
subject: >rogues.
date: Sat Apr 29 23:06:59 2000

On Sat Apr 29 22:00:06 2000 Hierokliff wrote post #882:
> why is there no use of rogues in the mud?
> no evil traps, no doors that has to be locked-picked etc, why should
> rogues in here be anti-player instead of being unique for the
> players...
> atm they are just a boring kind of fighters...
> 
> would also see a less spam in the damned news groups, make a debate
> group, then have one subject/week where players can brainstorm about
> that subject...
> getting bored of seing 50+replies with i aggre/i disagree in ideas
> news or so...
> and after each week move the debate group to old.deba
> e....so they can read old debates and not bring it up again
> after a few weeks :)
> 
> And yes iam grumpy!
> And i want rogues to be rogues!
> so forward with disarm trap, detect trap, lockpick, safecracking
> etc, why should the huge dragon has it's eq on him instead of a
> locked safe...etc :)
> 
> //Hierokliff
i think thats a chill idea, bring in the whole thief skills into
play without nescarlially making them player vs player.
could make lockpicking not work on castles
and we could steal from shops and get like instantly attacked by
guards if ya caught
not sure how hard this would be to code but would definatly be fun
and intricate
and its not like anyone would be hurt other then the monsies 
oh well just a thought.
sleet

------------------------------

poster: Durin
subject: mumsmumsmums
date: Sun Apr 30 02:39:52 2000

Hmm... Well this is just those day-after-ideas, I know some of those
3d-muds or whatever have diffrent servers for pk and nonpk games
etc? Maybe if we put one of those our sites open pk with some
thieving skills added too? Well yes I know this idea sucked from the
start. Umm, well what HK and few others have suggested about the
lockpickings etc come in play against object in game sounds pretty
cool too.

-D-Urin

------------------------------

poster: Wildchild
subject: enchanter guild hall
date: Sun Apr 30 12:15:18 2000

Could use the usual 'read sign 'guild help'' or whatever line in the
room desc.

-WildChild

------------------------------

poster: Lasher
subject: >Eq decay
date: Sun Apr 30 14:52:05 2000

On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> We haven't had it. We don't need it. Go play bat.
> -Durin
 
How appropriate. Can I move this post to general and give it the 
subject 'stealing' ? :)

------------------------------

poster: Durin
subject: >>Eq decay
date: Sun Apr 30 17:38:40 2000

On Sun Apr 30 14:52:05 2000 Lasher wrote post #887:
> On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> > We haven't had it. We don't need it. Go play bat.
> > -Durin
>  
> How appropriate. Can I move this post to general and give it the 
> subject 'stealing' ? :)

Dammit. This post came to my mind a bit earlier today and I hoped no
one remembers it. GOD DAMN I HATE YOU LASHER. Ok, I admit, I should
open my mind as where I think everyone else should about the thief
thing. I promise I reconsider all the other ideas like eq-dacay and
open pk thingies wonder what I have written allready in this
senteces don't see a goddamn thing. 

Thing is, we all are too narrow minded. As soon as someone suggests
a new, really a new, feature for the mud. 95% of the mud says NO
FUCKING WAY. I know the feeling. Been there, done that. Let us all
consider things from diffrent view.

















No I won't agree with your opinions about open pk nor eq dacay so
scre... eh I love you all, JAMAICA!

-Durin

------------------------------

poster: Cloud
subject: >>>Eq decay
date: Sun Apr 30 20:32:10 2000

On Sun Apr 30 17:38:40 2000 Durin wrote post #888:
> On Sun Apr 30 14:52:05 2000 Lasher wrote post #887:
> > On Thu Apr 13 07:36:07 2000 Durin wrote post #702:
> > > We haven't had it. We don't need it. Go play bat.
> > > -Durin
> >  
> > How appropriate. Can I move this post to general and give it the 
> > subject 'stealing' ? :)
> 
> Dammit. This post came to my mind a bit earlier today and I hoped no
> one remembers it. GOD DAMN I HATE YOU LASHER. Ok, I admit, I should
> open my mind as where I think everyone else should about the thief
> thing. I promise I reconsider all the other ideas like eq-dacay and
> open pk thingies wonder what I have written allready in this
> senteces don't see a goddamn thing. 
> 
> Thing is, we all are too narrow minded. As soon as someone suggests
> a new, really a new, feature for the mud. 95% of the mud says NO
> FUCKING WAY. I know the feeling. Been there, done that. Let us all
> consider things from diffrent view.
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> No I won't agree with your opinions about open pk nor eq dacay so
> scre... eh I love you all, JAMAICA!
> 
> -Durin
i dont know if you drink to much, or if you just have a lousy
personality to begin with.
People on here are very open minded, the thief skills have been
talked about before and so has the eq decy, and the majority of the
mud is againt it.
please try to think of a new idea (sence you talk about us being
against new things), cause i havnt heard you give a new idea yet.
Also, what is with all the damm spaces, all it does it make it
anoying for other people to read.
I think this is why people get news baned, allthough it hasnt
happend in a while.
Cloudy - who is sick of spammy, usless news on old topics.

------------------------------

poster: Max
subject: cast nerves of fire at a and ee
date: Mon May  1 05:14:43 2000

OK, I noticed a lot of changes that have been happening to nof and
ee, but I was wondering, for lower monsters like 5-10k worth, if you
could make the special for nof and ee instantly kill like db but for
 littler monsters. Because nof special says:
 (monster) are almost driven insane by the pain caused by your spell!
Mabey if you make another special if the spell is strong enough and
your skills are strong enough, then it could say:
You drive (monster) insane, causing his head to explode. Or somthing
in that region.
Thanks for listining 
Max

------------------------------

poster: Wildchild
subject: >cast nerves of fire at a and ee
date: Mon May  1 07:35:29 2000

On Mon May  1 05:14:43 2000 Max wrote post #890:
> OK, I noticed a lot of changes that have been happening to nof and
> ee, but I was wondering, for lower monsters like 5-10k worth, if you
> could make the special for nof and ee instantly kill like db but for
>  littler monsters. Because nof special says:
>  (monster) are almost driven insane by the pain caused by your spell!
> Mabey if you make another special if the spell is strong enough and
> your skills are strong enough, then it could say:
> You drive (monster) insane, causing his head to explode. Or somthing
> in that region.
> Thanks for listining 
> Max

Well, that msg is based on the level you are in the guild, and is
different for nof and ee as well (ie, not the same msg). 
The spells are getting enough bonuses as it is, imo, and are
definately more powerful than they used to be. Don't really think
they need anything else.

-WildChild

------------------------------

poster: Sleet
subject: new race
date: Mon May  1 17:09:56 2000

i thought it might be a good idea to include the wererat race for
players, make um a thief type race. Just thouht since theres a
couple of areas that there used and also that in a couple of there
descriptions it talks of high level rogues becoming a wererat. Along
that line maybe you could make it so only players with a certain
worth could use the race. Dont even know if this is possible or what
but i thought it might bring another level into the game play around
here. Could have like beta races or somthin along those lines have a
couple other ones like dragons or something
well enough babble for now,
sleet

------------------------------

poster: Tektor
subject: Races
date: Mon May  1 17:15:29 2000

My idea was that at like 1-2 gig you can find a race elder and if
you pass qaulifications he lets you enter a portal (a free reinc)
and it would upgrade that race. Ex: Giant becomes Titan, Faerie
becomes Angel, it gives higher stat restrcitions and a little better
to the stats, and same xp rate and skill/spell cost as the race it
evolved from. And you cant enter it twice only once unless you get a
normal reinc.

------------------------------

poster: Sleet
subject: >Races
date: Mon May  1 17:16:17 2000

On Mon May  1 17:15:29 2000 Tektor wrote post #893:
> My idea was that at like 1-2 gig you can find a race elder and if
> you pass qaulifications he lets you enter a portal (a free reinc)
> and it would upgrade that race. Ex: Giant becomes Titan, Faerie
> becomes Angel, it gives higher stat restrcitions and a little better
> to the stats, and same xp rate and skill/spell cost as the race it
> evolved from. And you cant enter it twice only once unless you get a
> normal reinc.
could make kobold wererat.
maybe
sleet

------------------------------

poster: Max
subject: pk
date: Mon May  1 17:45:20 2000

How about making it (unless it happend and nobody informed me, since
i just cruise through most inform) so you can leave pk free when you
change it, because i've been pk for a while and want to leave but i
don't feel like losing 10% of my worth
so if you could, when you change pk around, make it not cost
anything to unreg.
thanks
Max

------------------------------

poster: Denim
subject: Pk
date: Mon May  1 17:48:31 2000

When are they going to change Pk around,Max?
If we let people just leave pk when we wanted,we would be spammed
with people reging pk just to kill one person then un reging without
even paying a penalty.
if you didnt feel like losing worth,why did you pk reg in the first place?
Denim

------------------------------

poster: Wildchild
subject: >Pk
date: Mon May  1 17:49:40 2000

On Mon May  1 17:48:31 2000 Denim wrote post #896:
> When are they going to change Pk around,Max?
> If we let people just leave pk when we wanted,we would be spammed
> with people reging pk just to kill one person then un reging without
> even paying a penalty.
> if you didnt feel like losing worth,why did you pk reg in the first place?
> Denim

No kidding, and the 10% loss and been around for MONTHS already.
Should've said something then.

-WildChild

------------------------------

poster: Max
subject: pk
date: Mon May  1 17:52:05 2000

i went pk before there was all this tax shit
and i am getting tierd of being pk for like 1.5 years.,....
max

------------------------------

poster: Quillz
subject: >pk
date: Mon May  1 17:52:26 2000

On Mon May  1 17:52:05 2000 Max wrote post #898:
> i went pk before there was all this tax shit
> and i am getting tierd of being pk for like 1.5 years.,....
> max
The longer you wait to unreg, the more xp you lose. 

------------------------------

poster: Zifnab
subject: >pk
date: Mon May  1 17:53:38 2000

On Mon May  1 17:52:05 2000 Max wrote post #898:
> i went pk before there was all this tax shit
> and i am getting tierd of being pk for like 1.5 years.,....
> max
in the 1.5 years you have been pk, say the 10% was put in a year
ago, that averages out to an incredily small amount of exp, you could of 
unregsitered and gotten it back already.  not to mention the exp
you have lost due to pk deaths, probably makes up the 10% as we..

------------------------------

poster: Quillz
subject: Traveler eq?
date: Wed May  3 13:47:02 2000

Since the ammount of regen you get from firebuilding depends on the
% trained, could it be a possibility for maybe 1 or 2 pieces of eq
that add a lil to some traveler skills?
Just a thought. 
Q

------------------------------

poster: Sleet
subject: new area
date: Wed May  3 19:34:54 2000

i got a new area idea,
we need a dr seuss area, with cat and the hat and wierd island type
hills and things
sleet

------------------------------

poster: Quillz
subject: Lodestones
date: Wed May  3 21:04:51 2000

Is there a way to choose which lodestone you have on you of there is
more than one?
Could it be possible that perhaps they id to their color?
ie "rub green lodestone"
Q

------------------------------

poster: Golte
subject: >Lodestones
date: Wed May  3 22:57:11 2000

On Wed May  3 21:04:51 2000 Quillz wrote post #903:
> Is there a way to choose which lodestone you have on you of there is
> more than one?
> Could it be possible that perhaps they id to their color?
> ie "rub green lodestone"
> Q

Should work with just a "remove_adj" or "clear_adj"
plus an "add_adj" whenever the lodestone changes color. 

------------------------------

poster: Durin
subject: Bladedancers
date: Thu May  4 08:21:22 2000

skill Bladed fury
affecting stats Str? 

Do I need to speak more. I think not. Change this?

-Durin

------------------------------

poster: Mixer
subject: >Bladedancers
date: Thu May  4 08:22:25 2000

On Thu May  4 08:21:22 2000 Durin wrote post #906:
> skill Bladed fury
> affecting stats Str? 
> 
> Do I need to speak more. I think not. Change this?
> 
> -Durin
Hmm why?  If you're gonna shove a sword up something's
guts surely you gotta be strong to do damage?
Mix.

------------------------------

poster: Durin
subject: >>Bladedancers
date: Thu May  4 08:28:56 2000

Ok. New try.


I wanted to avoid news spam, but think about it it. This guild (and
skills in it)
are all about dexterity and dancing with the swords. If you ever
read books of 
Drizzt ie, you'd know. 

Barbarian and theirs skill are more like str based, and that makes sense if 
you are going to BEAT someone to death with DEAHTBLOW... 8)


-Durin

------------------------------

poster: Magneto
subject: >>>Bladedancers
date: Thu May  4 09:10:10 2000

On Thu May  4 08:28:56 2000 Durin wrote post #908:
> Ok. New try.
> 
> 
> I wanted to avoid news spam, but think about it it. This guild (and
> skills in it)
> are all about dexterity and dancing with the swords. If you ever
> read books of 
> Drizzt ie, you'd know. 
> 
> Barbarian and theirs skill are more like str based, and that makes sense if 
> you are going to BEAT someone to death with DEAHTBLOW... 8)
> 
> 
> -Durin
This isn't real life.  And str is never bad in a fight.

------------------------------

poster: Zaedrax
subject: RDSEX
date: Thu May  4 14:01:41 2000

Develop a stock market for the MUD, called naturally RDSEX or
Red Dragon Stock EXchange.
-Zae

------------------------------

poster: Trigon
subject: Nerves of fire, etc
date: Thu May  4 15:02:03 2000

I aggree with Max.  It does suck to attack some monsters and have
them go down to awful and either use psychic fury(which I do) or
what for nerves ot go off again.  perhaps lore of the elders could
influence whether or not a targets brain explodes from turning their
nerves into molten fire. :)  Could add to the spammyness of the
witches and would be cool.
Trigon the Bigon

------------------------------

poster: Javier
subject: >RDSEX
date: Thu May  4 15:36:46 2000

On Thu May  4 14:01:41 2000 Zaedrax wrote post #910:
> Develop a stock market for the MUD, called naturally RDSEX or
> Red Dragon Stock EXchange.
> -Zae
Nono, RDSEX is the name of the RD strip club

------------------------------

poster: Phire
subject: >>RDSEX
date: Thu May  4 16:18:52 2000

On Thu May  4 15:36:46 2000 Javier wrote post #912:
> On Thu May  4 14:01:41 2000 Zaedrax wrote post #910:
> > Develop a stock market for the MUD, called naturally RDSEX or
> > Red Dragon Stock EXchange.
> > -Zae
> Nono, RDSEX is the name of the RD strip club

Well, if Sear ran a strip club and had a stock offering, I'll be there
(or my broker) with gold ready to buy,buy,buy!


------------------------------

poster: Arkangyle
subject: condition
date: Thu May  4 19:03:30 2000

Nothing major, but it might be nice if the line reported through the
'condition' command was made to be the color of the appropriate
condition (really just to make it stand out from other text).

Thanks,
Arkangyle

------------------------------

poster: Sleet
subject: >condition
date: Thu May  4 19:05:48 2000

On Thu May  4 19:03:30 2000 Arkangyle wrote post #914:
> Nothing major, but it might be nice if the line reported through the
> 'condition' command was made to be the color of the appropriate
> condition (really just to make it stand out from other text).
> 
> Thanks,
> Arkangyle
your too picky man
lighten up
sleet

------------------------------

poster: Wildchild
subject: >Nerves of fire, etc
date: Thu May  4 19:09:30 2000

On Thu May  4 15:02:03 2000 Trigon wrote post #911:
> I aggree with Max.  It does suck to attack some monsters and have
> them go down to awful and either use psychic fury(which I do) or
> what for nerves ot go off again.  perhaps lore of the elders could
> influence whether or not a targets brain explodes from turning their
> nerves into molten fire. :)  Could add to the spammyness of the
> witches and would be cool.
> Trigon the Bigon

I don't see the value of this guys. I mean, for one, the spells are
definately more powerful than they used to be, yet they aren't
powerful enough?
If anything, a sort of 'death' spell should be a separate spell, not
based upon ee or nof.

And you want MORE spam?

-WildChild

------------------------------

poster: Myrddin
subject: channels
date: Thu May  4 21:52:56 2000

ok i have been able to effectivly color all of the chanels i listen
to but for some reason i cant change the color of a private channel
and chance this could be fixed?
myrddin


------------------------------

poster: Fox
subject: Bored from being in hell
date: Thu May  4 22:02:15 2000

Just something that I noticed while I was down in hell, that when I
check my condition says 
Fox is in awful condition
That needs to be changed to like Fox is dead, since I don't have any hps left
Just my thoughts
Fox

------------------------------

poster: Fox
subject: Rotting in hell
date: Thu May  4 22:31:20 2000

A few more things I noticed that could be implanted while your Dead.
Maybe there could be mail system from in hell.

------------------------------

--

Was asked to check stuff to put into prompt...ie...inventory % in prompt.
maybe that could be added to prompt list too

Just my thoughts while rotting down in hell
Fox

------------------------------

poster: Apathy
subject: >channels
date: Fri May  5 13:56:20 2000

On Thu May  4 21:52:56 2000 Myrddin wrote post #917:
> ok i have been able to effectivly color all of the chanels i listen
> to but for some reason i cant change the color of a private channel
> and chance this could be fixed?
> myrddin
> 
You can't change the color of a private channel on a per player
basis, but if you type, for example, 'channels add mychannel
%%^^RED%%^^' when you create the channel, the channel will be that
color for everybody.

-Apathy

------------------------------

poster: Tektor
subject: Ma's
date: Fri May  5 13:58:02 2000

Thought it would be cool, if like one of the upper ma guilds got a
skill where they could wield weapons like metal claw, metal glove,
would be neat (yah i know mas dont need weapons)

------------------------------

poster: Trigon
subject: Witches
date: Fri May  5 16:59:58 2000

I only like spam when it's coming from me killing another monster,
especially if it's from their head exploding.  :)

------------------------------

poster: Mikul
subject: >Witches
date: Fri May  5 18:34:22 2000

As wildchild has already stated these are not needed. The spells
appear to be well balanced now (within in the witch guild) so
they should be left alone, until more important things are done
should as the rest of the guild tree, and other things of which
you wont know about, unless you have played this guild for as
long as some of us and noticed small things. 

The moral of this story is:
     If it works, dont fix it.

Mikul, Elder Witch

------------------------------

poster: Trancemaster
subject: new emote
date: Sat May  6 14:59:43 2000

Bosotros [obscene]: Lag: Constipation of a network.... 
seeing this prompted me to suggest a new emote

------------------------------

->
"lagcon" = You note that if Lag equals the constipation of a
network, then Qwest must be shitting bricks.
hope ya like it =p

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Wildchild
subject: toggleable stuff
date: Sun May  7 13:18:57 2000

If you toggle summon or relocate, you should not be able to summon
or be summoned, and the same for relocate, not be able to relocate
nor be relocated to.
As it is, it's a cheap trick with some pk'ers that they can relocate
to people or try and summon them, yet don't get the same in return.
This would force it either being on or off. Maybe make a time limit
on it as well like pk, that you can toggle it then have to wait an
hour or something so it's not abused to be avoided or to use like a
one-time only.
Actually, I'd make the time limit a lot longer than one hour, since
that's the wait for pk.

-WildChild

------------------------------

poster: Kaos
subject: >toggleable stuff
date: Sun May  7 15:57:48 2000

so if i don't want people to summon me, i shouldn't be allowed
to use the spell at all?  since this is a problem for pk-regged
players only, how about making it count only for them?

------------------------------

poster: Wildchild
subject: >>toggleable stuff
date: Sun May  7 17:27:40 2000

On Sun May  7 15:57:48 2000 Kaos wrote post #927:
> so if i don't want people to summon me, i shouldn't be allowed
> to use the spell at all?  since this is a problem for pk-regged
> players only, how about making it count only for them?

That's something I've thought of before as well, that the toggleable
options should be pk only, since you shouldn't be causing a problem
with the spells otherwise.
Then again, some non-pk players still just might like that as an
option... can't think of any particular reason atm, but I'm sure
there are some of those people.

But, I don't see why the change I asked for should be pk-specific.
As a non-pk regged player, you shouldn't really have to have the
spells toggled off. Again as I said, I can't think of a reason why
you'd have it toggled if non-pk.

-WildChild

------------------------------

poster: Rambo
subject: New Abjurer spells/Guild
date: Tue May  9 08:18:25 2000

I think it would rock if the abjurer got a new guild with only one
kind of spells, like Harbringer of Aguish got only vulns.
The new guild should only have party protection, it saves alot of
time in eq parties or highbie exp parties when doing Lizardman
Warriors at Misty.
So maybe put a few more spells in Harbringer or make a new bravo
guild with spells like summon dmg type protection. These spells will
beg to gods for dmg type protection for the whole party.

my 2 cents.

RamBo

------------------------------

poster: Quillz
subject: last tell/tell last
date: Tue May  9 15:47:17 2000

Right now it seems they both report the last tells to you.
Is it possible for tell last to show the last tells you have sent?
Or is there a command for that already?
It would be nice to see who you replied to if your in a party or
something, cuz reply is evil
Q

------------------------------

poster: Apathy
subject: >last tell/tell last
date: Tue May  9 15:48:06 2000

On Tue May  9 15:47:17 2000 Quillz wrote post #930:
> Right now it seems they both report the last tells to you.
> Is it possible for tell last to show the last tells you have sent?
> Or is there a command for that already?
> It would be nice to see who you replied to if your in a party or
> something, cuz reply is evil
> Q

So unlazify yourself and type the person's name out. ;)

-Apathy

------------------------------

poster: Cypros
subject: use meter
date: Wed May 10 11:29:31 2000

i think there should be somthing like essance eye for use.

cypros**

------------------------------

poster: Kazulanth
subject: New emote
date: Wed May 10 19:58:02 2000

Had an idea for an emote named sun:

You think Apathy should stop spending so much time out in the sun
without a hat on.

You really have to stop spending so much time out in the sun without a hat on.

--kaz


------------------------------

poster: Mikul
subject: Potions
date: Thu May 11 02:49:31 2000

Only comment i will make for the time being on this, as i'm not
currently using potions is that might there be some level
comparison between the level of the potion thrower 
and the monster level, as to see if it would throw it back.
i.e someone of equal power, has very low chance, and every
level of the monster there after the % increases. This might
be in some kind of effect, as i remember quite clearly
throwing any amount of potions at trainer (1meg xp) and them
all coming back.

Mikul

------------------------------

poster: Apathy
subject: >Potions
date: Thu May 11 21:03:27 2000

On Thu May 11 02:49:31 2000 Mikul wrote post #934:
> Only comment i will make for the time being on this, as i'm not
> currently using potions is that might there be some level
> comparison between the level of the potion thrower 
> and the monster level, as to see if it would throw it back.
> i.e someone of equal power, has very low chance, and every
> level of the monster there after the % increases. This might
> be in some kind of effect, as i remember quite clearly
> throwing any amount of potions at trainer (1meg xp) and them
> all coming back.
> 
> Mikul

You're not supposed to be able to kill 1 meg monsies with trainer.
Now I do think that they've been tuned down too much, and they
should be useful for killing monsies higher than 100k (as opposed to
what Sigwald said), but certainly not for anything higher than 300k
or so
Monsies of that level are simply not meant to be soloed.

-Apathy

------------------------------

poster: Apathy
subject: >>Potions
date: Thu May 11 21:04:12 2000

Sorry, 'trainer' in my last post should read 'potions', in case
anybody was utterly confused.

-Apathy

------------------------------

poster: Hierokliff
subject: sorted ignore
date: Sat May 13 11:22:26 2000

could the ignore list be sorted in alphabetic order? please? :)

------------------------------

poster: Trigon
subject: New Emote
date: Sat May 13 13:59:46 2000

We definitally need some variation that has to do with Shaft.  maybe
badmofo or shaft LIV would be You think Foo is one bad mother...shut
cho mouth! or Who is the man, who would risk his neck for his
brother man?  Foo!  Also, You think Foo is a complicated man, and no
one understands him but his women.   I think this would be awesome. 
:)
Trigon is one bad motha....

------------------------------

poster: Javier
subject: Clan level
date: Sun May 14 20:06:37 2000

Clan level 0 would rule....just for Rasp
Javi

------------------------------

poster: Cloud
subject: >Clan level
date: Sun May 14 20:07:02 2000

On Sun May 14 20:06:37 2000 Javier wrote post #939:
> Clan level 0 would rule....just for Rasp
> Javi
I agree completely:)
Cloudy

------------------------------

poster: Ada
subject: nifty things
date: Sun May 14 20:57:25 2000

It'd be neat if we could get a little message when you're guild eq
improves itself, and you get a new guild rank.

yeah


------------------------------

poster: Myrddin
subject: khosans inform post
date: Mon May 15 01:05:54 2000

khosan did an inform post that i tried to follow up to but found out
i couldnt so i moved it here he stated that all bravos will require
two gamas from now on 
i ask what about sorcer and also will i get to reinc to fit the new
rules or will i and otehrs be allowed to stay? just my thoughts
myrddin

------------------------------

poster: Zane
subject: >khosans inform post
date: Mon May 15 01:09:15 2000

On Mon May 15 01:05:54 2000 Myrddin wrote post #942:
> khosan did an inform post that i tried to follow up to but found out
> i couldnt so i moved it here he stated that all bravos will require
> two gamas from now on 
> i ask what about sorcer and also will i get to reinc to fit the new
> rules or will i and otehrs be allowed to stay? just my thoughts
> myrddin
Sorcerer required D of Dragon and Navigator

------------------------------

poster: Myrddin
subject: >>khosans inform post
date: Mon May 15 01:09:48 2000

On Mon May 15 01:09:15 2000 Zane wrote post #943:
> On Mon May 15 01:05:54 2000 Myrddin wrote post #942:
> > khosan did an inform post that i tried to follow up to but found out
> > i couldnt so i moved it here he stated that all bravos will require
> > two gamas from now on 
> > i ask what about sorcer and also will i get to reinc to fit the new
> > rules or will i and otehrs be allowed to stay? just my thoughts
> > myrddin
> Sorcerer required D of Dragon and Navigator
sorry didnt know never mind then
myrddin

------------------------------

poster: Zane
subject: >>>khosans inform post
date: Mon May 15 01:10:30 2000

On Mon May 15 01:09:48 2000 Myrddin wrote post #944:
> On Mon May 15 01:09:15 2000 Zane wrote post #943:
> > On Mon May 15 01:05:54 2000 Myrddin wrote post #942:
> > > khosan did an inform post that i tried to follow up to but found out
> > > i couldnt so i moved it here he stated that all bravos will require
> > > two gamas from now on 
> > > i ask what about sorcer and also will i get to reinc to fit the new
> > > rules or will i and otehrs be allowed to stay? just my thoughts
> > > myrddin
> > Sorcerer required D of Dragon and Navigator
> sorry didnt know never mind then
> myrddin
Np, there is one guild you are missing though that can still hit a
bravo with only one gamma.

------------------------------

poster: Durin
subject: Jugglers
date: Mon May 15 06:58:54 2000

Would it be out of the question to make juggler skills work with
stabs too? Since no one uses that guild for anything and not ever
sure if they work with throwing either at the moment. There are _a
lot_ of nice looking skills with ideas there. Would rock to use them
with stabs.

Thanks,
Durin

------------------------------

poster: Tyrell
subject: ghost chan
date: Mon May 15 07:42:21 2000

Hi how about setting the ghost channel on for a player when he dies
as that is the channel your sposed to use for ress/rev/reinc
requests.

------------------------------

poster: Tigran
subject: >sorted ignore
date: Mon May 15 07:47:04 2000

On Sat May 13 11:22:26 2000 Hierokliff wrote post #937:
> could the ignore list be sorted in alphabetic order? please? :)
Blah...all this discrimination on people at the end of the alphabet.
 We always have to wait til last for everything!

Tigran, who's last name starts with Z

------------------------------

poster: Mamoru
subject: who guild blah
date: Mon May 15 10:06:39 2000

mebbe you could make it so that if you typed who guild blah it would
tell you if they were in a party or not. . .
just a small idea
would help out a lot

thanks for listening

the loathed jester
Mamoru

------------------------------

poster: Energystar
subject: >who guild blah
date: Mon May 15 11:54:31 2000

On Mon May 15 10:06:39 2000 Mamoru wrote post #949:
> mebbe you could make it so that if you typed who guild blah it would
> tell you if they were in a party or not. . .
> just a small idea
> would help out a lot
> 
> thanks for listening
> 
> the loathed jester
> Mamoru
who long guild foo

------------------------------

poster: Golte
subject: >>who guild blah
date: Mon May 15 13:57:27 2000

On Mon May 15 11:54:31 2000 Energystar wrote post #950:
> On Mon May 15 10:06:39 2000 Mamoru wrote post #949:
> > mebbe you could make it so that if you typed who guild blah it would
> > tell you if they were in a party or not. . .
> > just a small idea
> > would help out a lot
> > 
> > thanks for listening
> > 
> > the loathed jester
> > Mamoru
> who long guild foo

How about setting "long" as default when "guild" parameter is passed? 
who guild (almost) always generates very short lists and the
reason you use who guild is to check whether the players are busy
or not (means need "long" parameter).

Whould also help old players that always typo by placing "long" last, 
like me, and it whould be more informative for newbies. 


------------------------------

poster: Makimo
subject: >>>who guild blah
date: Mon May 15 14:00:13 2000

On Mon May 15 13:57:27 2000 Golte wrote post #951:
> On Mon May 15 11:54:31 2000 Energystar wrote post #950:
> > On Mon May 15 10:06:39 2000 Mamoru wrote post #949:
> > > mebbe you could make it so that if you typed who guild blah it would
> > > tell you if they were in a party or not. . .
> > > just a small idea
> > > would help out a lot
> > > 
> > > thanks for listening
> > > 
> > > the loathed jester
> > > Mamoru
> > who long guild foo
> 
> How about setting "long" as default when "guild" parameter is passed? 
> who guild (almost) always generates very short lists and the
> reason you use who guild is to check whether the players are busy
> or not (means need "long" parameter).
> 
> Whould also help old players that always typo by placing "long" last, 
> like me, and it whould be more informative for newbies. 
> 

I believe the way it is now is that if there are fewer than 15 players
online it automatically uses woh long as the default and if there's more
it uses who short.

  -mak

------------------------------

poster: Makimo
subject: >>>>who guild blah
date: Mon May 15 14:01:46 2000

On Mon May 15 14:00:13 2000 Makimo wrote post #952:
> On Mon May 15 13:57:27 2000 Golte wrote post #951:
> > On Mon May 15 11:54:31 2000 Energystar wrote post #950:
> > > On Mon May 15 10:06:39 2000 Mamoru wrote post #949:
> > > > mebbe you could make it so that if you typed who guild blah it would
> > > > tell you if they were in a party or not. . .
> > > > just a small idea
> > > > would help out a lot
> > > > 
> > > > thanks for listening
> > > > 
> > > > the loathed jester
> > > > Mamoru
> > > who long guild foo
> > 
> > How about setting "long" as default when "guild" parameter is passed? 
> > who guild (almost) always generates very short lists and the
> > reason you use who guild is to check whether the players are busy
> > or not (means need "long" parameter).
> > 
> > Whould also help old players that always typo by placing "long" last, 
> > like me, and it whould be more informative for newbies. 
> > 
> 
> I believe the way it is now is that if there are fewer than 15 players
> online it automatically uses woh long as the default and if there's more
> it uses who short.
> 
>   -mak

oops I just realized what you were saying.. you can disreguard that last
post and laugh at me if you want... *Pleh*

 -Mak (should learn to read news more thouroughly)

------------------------------

poster: Zifnab
subject: >>>who guild blah
date: Mon May 15 15:56:36 2000

On Mon May 15 13:57:27 2000 Golte wrote post #951:
> On Mon May 15 11:54:31 2000 Energystar wrote post #950:
> > On Mon May 15 10:06:39 2000 Mamoru wrote post #949:
> > > mebbe you could make it so that if you typed who guild blah it would
> > > tell you if they were in a party or not. . .
> > > just a small idea
> > > would help out a lot
> > > 
> > > thanks for listening
> > > 
> > > the loathed jester
> > > Mamoru
> > who long guild foo
> 
> How about setting "long" as default when "guild" parameter is passed? 
> who guild (almost) always generates very short lists and the
> reason you use who guild is to check whether the players are busy
> or not (means need "long" parameter).
> 
> Whould also help old players that always typo by placing "long" last, 
> like me, and it whould be more informative for newbies. 
> 
command wlg who long guild 

------------------------------

poster: Nyx
subject: To Suck or Not to Suck
date: Mon May 15 16:51:53 2000

A while back I recal a wizard saying that suck and no suck sounded
vulgar and we needed better names for the events. I have no idea who
it was but I though up names. Nothing more would be changed then the
event name and the little message at the bottom of the spam. So here
goes:
Instead of "You no longer suck" : "You become very cheeky"
Instead of "You suck" (or what ever it is:P) : "You are now a wanker"


Just my two cents. Bounced it off a few people before posting and
they all though it was cute. 
Nyx

------------------------------

poster: Sleet
subject: >To Suck or Not to Suck
date: Mon May 15 16:53:24 2000

On Mon May 15 16:51:53 2000 Nyx wrote post #955:
> A while back I recal a wizard saying that suck and no suck sounded
> vulgar and we needed better names for the events. I have no idea who
> it was but I though up names. Nothing more would be changed then the
> event name and the little message at the bottom of the spam. So here
> goes:
> Instead of "You no longer suck" : "You become very cheeky"
> Instead of "You suck" (or what ever it is:P) : "You are now a wanker"
> 
> 
> Just my two cents. Bounced it off a few people before posting and
> they all though it was cute. 
> Nyx
too english

------------------------------

poster: Wildchild
subject: psychic guild tree
date: Mon May 15 21:09:37 2000

Other than just having witch & seer be the two gammas for cauldron
magic & curse chanters, could navs also be a choice instead of seers
for the second gamma? Most guilds, like elementalist for example,
make sense for the gammas leading into the bravo, but for psis (and
a couple of others), the other gammas aren't in theme with the
gamma->bravos.

Atleast this gives another option available for psychics who really
aren't up for being thought of as gaze-slaves by having seers.

-WildChild

------------------------------

poster: Hierokliff
subject: enchantments
date: Tue May 16 14:01:43 2000

Have just tested some more with enchanters.
To use it on the tank i will need 3 spells a 460 sps on each
item the tank uses, which is around 15 items.
Which cost around 20k sps. 

And then enchant the casters items in the part for wit and
some magical resists is 2 spells a 460sps on each player.

This has to be done each hour, which isnt doable, so either
reduce the casting cost or increase the duration to reboot
would help to make enchanting spells really worth using.

//Hierokliff

------------------------------

poster: Trancemaster
subject: >To Suck or Not to Suck
date: Wed May 17 02:06:56 2000

On Mon May 15 16:51:53 2000 Nyx wrote post #955:
> A while back I recal a wizard saying that suck and no suck sounded
> vulgar and we needed better names for the events. I have no idea who
> it was but I though up names. Nothing more would be changed then the
> event name and the little message at the bottom of the spam. So here
> goes:
> Instead of "You no longer suck" : "You become very cheeky"
> Instead of "You suck" (or what ever it is:P) : "You are now a wanker"
> 
> 
> Just my two cents. Bounced it off a few people before posting and
> they all though it was cute. 
> Nyx
erm... you forgot to tell us the name you thought up =\

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Trancemaster
subject: >psychic guild tree
date: Wed May 17 02:09:00 2000

On Mon May 15 21:09:37 2000 Wildchild wrote post #957:
> Other than just having witch & seer be the two gammas for cauldron
> magic & curse chanters, could navs also be a choice instead of seers
> for the second gamma? Most guilds, like elementalist for example,
> make sense for the gammas leading into the bravo, but for psis (and
> a couple of others), the other gammas aren't in theme with the
> gamma->bravos.
> 
> Atleast this gives another option available for psychics who really
> aren't up for being thought of as gaze-slaves by having seers.
> 
> -WildChild

*cough*mage.general*cough*

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Wildchild
subject: >>psychic guild tree
date: Wed May 17 07:41:35 2000

On Wed May 17 02:09:00 2000 Trancemaster wrote post #960:
> On Mon May 15 21:09:37 2000 Wildchild wrote post #957:
> > Other than just having witch & seer be the two gammas for cauldron
> > magic & curse chanters, could navs also be a choice instead of seers
> > for the second gamma? Most guilds, like elementalist for example,
> > make sense for the gammas leading into the bravo, but for psis (and
> > a couple of others), the other gammas aren't in theme with the
> > gamma->bravos.
> > 
> > Atleast this gives another option available for psychics who really
> > aren't up for being thought of as gaze-slaves by having seers.
> > 
> > -WildChild
> 
> *cough*mage.general*cough*
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 

It's an idea, so I put it in ideas. Is there a serious problem with that?

-WildChild

------------------------------

poster: Ada
subject: yahtzee
date: Fri May 19 21:25:52 2000

If yahtzee messages could be made so only the person with the board
see's it, that'd be cool.

 - yup

------------------------------

poster: Nyx
subject: >>To Suck or Not to Suck
date: Sat May 20 00:25:03 2000

On Wed May 17 02:06:56 2000 Trancemaster wrote post #959:
> On Mon May 15 16:51:53 2000 Nyx wrote post #955:
> > A while back I recal a wizard saying that suck and no suck sounded
> > vulgar and we needed better names for the events. I have no idea who
> > it was but I though up names. Nothing more would be changed then the
> > event name and the little message at the bottom of the spam. So here
> > goes:
> > Instead of "You no longer suck" : "You become very cheeky"
> > Instead of "You suck" (or what ever it is:P) : "You are now a wanker"
> > 
> > 
> > Just my two cents. Bounced it off a few people before posting and
> > they all though it was cute. 
> > Nyx
> erm... you forgot to tell us the name you thought up =\
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
Umm, The wanker event and the cheeky event. It's kinda obvious. use
your head dear.

------------------------------

poster: Tektor
subject: Cauldron Magic
date: Sat May 20 09:12:11 2000

Dunno if this is doable or not, but when you join cauldron magic
maybe have thr broom upgrade and add a skill or spell to the list of
stuff they get that has the broom when charged put a shield around
the person doesnt have to be super strong like grap but just help
them take a bit less damage from entry hits and if you had the
spell/skill trained up it would work better.

------------------------------

poster: Trancemaster
subject: New emote
date: Sat May 20 15:58:32 2000


You tickle LIV unmercifully with your OBJ

nuff said

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Apathy
subject: >New emote
date: Sat May 20 16:00:35 2000

On Sat May 20 15:58:32 2000 Trancemaster wrote post #965:
> 
> You tickle LIV unmercifully with your OBJ
> 
> nuff said
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 

It'd certainly give me a reason to go kill Tarma ;)

-Apathy

------------------------------

poster: Nyx
subject: Lamps
date: Sun May 21 22:45:59 2000

A small red dragon swoops into the room and exhales quickly on the
lamp, causing the rag to catch fire and light the room.  The dragon
quickly flies off to the next room.

We are outside, maybe have it just say flies off. :) Instead of the next room.
Nyx

------------------------------

poster: Makimo
subject: Gauntlet
date: Tue May 23 12:45:51 2000

Perhaps the gauntlet roomscan be flagged as 'outdoors'? Then we
animists would have a better chance ;)

  -Makimo

------------------------------

poster: Rydia
subject: emote
date: Wed May 24 21:25:28 2000

Due to the fact that boron has 10 emotes and rydia has none, i
propose a rydia emote.
"Uh oh! shes comin right for us!" would be nice:) thanks
-rydia

------------------------------

poster: Quillz
subject: Gauntlet Plaque
date: Thu May 25 01:54:56 2000

The plaque that is at the gauntlet, as of now only consists of the
top fighter, and the top party. 
I was curious if it could show information, like the explore plaque
information. 
Like for every person that enters, and the highest level they perished on. 
However, for parties, leave only the top, for parties could be made
constantly and would just spam the plaque. 
Nonehteless, tis just an idea. 
Q

------------------------------

poster: Zifnab
subject: >Gauntlet Plaque
date: Thu May 25 08:35:36 2000

On Thu May 25 01:54:56 2000 Quillz wrote post #970:
> The plaque that is at the gauntlet, as of now only consists of the
> top fighter, and the top party. 
> I was curious if it could show information, like the explore plaque
> information. 
> Like for every person that enters, and the highest level they perished on. 
> However, for parties, leave only the top, for parties could be made
> constantly and would just spam the plaque. 
> Nonehteless, tis just an idea. 
> Q
I removed durin's completely useless reply to this....

I made a choice of doing just the 'best' party/individual player
for no real reason other than not wanting to take up a bunch of 
memory for that info, not to mention I then had to have it purge 
itself of dead/non existant players etc.  Not really a huge issue
I guess what it comes down to is I was lazy :).  If its really
wanted by the players, it really is fairly simple to do, and we
could get someone to do it I suppose.

By the way, Durin...  If you dont like the way we do things here
you are free to go play another mud, and yes that has been said 
before but I am almost 100% positive that that was used for 
things that woudl drastically affect the game, not for some
little extra 'chrome' thing that really had no affect on the game.


------------------------------

poster: Cloud
subject: >>Gauntlet Plaque
date: Thu May 25 11:40:35 2000

On Thu May 25 08:35:36 2000 Zifnab wrote post #972:
> On Thu May 25 01:54:56 2000 Quillz wrote post #970:
> > The plaque that is at the gauntlet, as of now only consists of the
> > top fighter, and the top party. 
> > I was curious if it could show information, like the explore plaque
> > information. 
> > Like for every person that enters, and the highest level they perished
on. 
> > However, for parties, leave only the top, for parties could be made
> > constantly and would just spam the plaque. 
> > Nonehteless, tis just an idea. 
> > Q
> I removed durin's completely useless reply to this....
> 
> I made a choice of doing just the 'best' party/individual player
> for no real reason other than not wanting to take up a bunch of 
> memory for that info, not to mention I then had to have it purge 
> itself of dead/non existant players etc.  Not really a huge issue
> I guess what it comes down to is I was lazy :).  If its really
> wanted by the players, it really is fairly simple to do, and we
> could get someone to do it I suppose.
> 
> By the way, Durin...  If you dont like the way we do things here
> you are free to go play another mud, and yes that has been said 
> before but I am almost 100% positive that that was used for 
> things that woudl drastically affect the game, not for some
> little extra 'chrome' thing that really had no affect on the game.
> 
imho, i think just maybe making a top 10 list or something would be nice:)
Cloudy

------------------------------

poster: Trigon
subject: Animist
date: Thu May 25 20:11:08 2000

Kills from animist's animals/familiars need to count as pk.
*cough cough*rasp*cough cough*

------------------------------

poster: Killaaz
subject: Curse
date: Sat May 27 03:02:12 2000

There should be a message in psychic gaze that shows how much sps
the monsie have, then curse of mental anguish would be alittle more
usefull
//killaaz

------------------------------

poster: Golte
subject: >Curse
date: Sat May 27 04:21:49 2000

On Sat May 27 03:02:12 2000 Killaaz wrote post #975:
> There should be a message in psychic gaze that shows how much sps
> the monsie have, then curse of mental anguish would be alittle more
> usefull
> //killaaz

diagnose does something like that, but perhaps far to approximated to use? 

------------------------------

poster: Hierokliff
subject: >>Curse
date: Sat May 27 04:38:28 2000

On Sat May 27 04:21:49 2000 Golte wrote post #976:
> On Sat May 27 03:02:12 2000 Killaaz wrote post #975:
> > There should be a message in psychic gaze that shows how much sps
> > the monsie have, then curse of mental anguish would be alittle more
> > usefull
> > //killaaz
> 
> diagnose does something like that, but perhaps far to approximated to use? 
a bit odd that the evil side of clerics has diagnose and not the
healing one...
And maybe it should show endurance for the healers instead of sps?
if possible....

------------------------------

poster: Atrus
subject: weather watchers
date: Sat May 27 10:15:17 2000

I have noticed that the weather watcher guild doesn't do as much
damage as it should for having a drawback as large as not being able
to have it's spells be used inside. Mabye I have overlooked a VERY
large trick to it all, but as of right now, I think there should be
a tune. 

Just a thought.

Big A

------------------------------

poster: Tektor
subject: Reinc (Sorta)
date: Sat May 27 10:26:17 2000

I reinc alot of the time to fix skills/spells and such and i know
some other people do too. What if you could enter a portal go to lvl
1 and get all your xp back, but you lvl in a special room and as you
adavnce regular lvl you get you guild lvl that you had before with
it (so you cant switch guilds) and you stay int he same body, and
all your skills go back to 5% but you stay in the same race/guild
and dont get taxxed for it. Then you could aslo train/study their.
This would help people who
put there xp into lvls because they cnat afford to train, or who
mess up i a reinc.  (dunno if thats even possible.)

------------------------------

poster: Hierokliff
subject: >Reinc (Sorta)
date: Sat May 27 11:07:30 2000

On Sat May 27 10:26:17 2000 Tektor wrote post #979:
> I reinc alot of the time to fix skills/spells and such and i know
> some other people do too. What if you could enter a portal go to lvl
> 1 and get all your xp back, but you lvl in a special room and as you
> adavnce regular lvl you get you guild lvl that you had before with
> it (so you cant switch guilds) and you stay int he same body, and
> all your skills go back to 5% but you stay in the same race/guild
> and dont get taxxed for it. Then you could aslo train/study their.
> This would help people who
> put there xp into lvls because they cnat afford to train, or who
> mess up i a reinc.  (dunno if thats even possible.)
wouldnt it be alot better if spells study cost was 1/10th or so of
it is today?
and skills of course also...

------------------------------

poster: Wildchild
subject: >Curse
date: Sat May 27 12:01:12 2000

On Sat May 27 03:02:12 2000 Killaaz wrote post #975:
> There should be a message in psychic gaze that shows how much sps
> the monsie have, then curse of mental anguish would be alittle more
> usefull
> //killaaz

Actually, I'm curious whether or not monsies have a set number of
sps, or if they are unlimited? Same with eps. It is a really hard
thing to judge considering we don't know how many sps/eps they are
capable of having nor how much skills/spells 'cost' for the monsies
to use and whether or not that they can actually become tapped.

-WildChild

------------------------------

poster: Apathy
subject: >>Curse
date: Sat May 27 15:52:43 2000

On Sat May 27 12:01:12 2000 Wildchild wrote post #981:
> On Sat May 27 03:02:12 2000 Killaaz wrote post #975:
> > There should be a message in psychic gaze that shows how much sps
> > the monsie have, then curse of mental anguish would be alittle more
> > usefull
> > //killaaz
> 
> Actually, I'm curious whether or not monsies have a set number of
> sps, or if they are unlimited? Same with eps. It is a really hard
> thing to judge considering we don't know how many sps/eps they are
> capable of having nor how much skills/spells 'cost' for the monsies
> to use and whether or not that they can actually become tapped.
> 
> -WildChild

I believe they have a set number, but that number is astronomically high.

-Apathy

------------------------------

poster: Hierokliff
subject: eq parties.
date: Sun May 28 14:30:16 2000

could parties plz be limited to 6-7ppl and eq monsies tuned down to
fit that size...since this mud dont have and prolly will never have
the player base to hold 10-15players eq parties
more then once a week or month even...
//Hierokliff

------------------------------

poster: Marvin
subject: >eq parties.
date: Mon May 29 06:13:47 2000

On Sun May 28 14:30:16 2000 Hierokliff wrote post #983:
> could parties plz be limited to 6-7ppl and eq monsies tuned down to
> fit that size...since this mud dont have and prolly will never have
> the player base to hold 10-15players eq parties
> more then once a week or month even...
> //Hierokliff

AFAIK, there are tons of monsters that can be killed with a 6-7
person party. Go get 'em.

------------------------------

poster: Marvin
subject: >>eq parties.
date: Mon May 29 06:23:09 2000

On Mon May 29 06:13:47 2000 Marvin wrote post #984:
> On Sun May 28 14:30:16 2000 Hierokliff wrote post #983:
> > could parties plz be limited to 6-7ppl and eq monsies tuned down to
> > fit that size...since this mud dont have and prolly will never have
> > the player base to hold 10-15players eq parties
> > more then once a week or month even...
> > //Hierokliff
> 
> AFAIK, there are tons of monsters that can be killed with a 6-7
> person party. Go get 'em.


A less sarcastic answer would be that, since the amount of top level
eq out there shows that top level eq monsters most certainly do not
need tuned down, maybe instead hiero-sized players need tuned up
a bit.

Maybe.

------------------------------

poster: Golte
subject: >>>eq parties.
date: Mon May 29 09:51:36 2000

On Mon May 29 06:23:09 2000 Marvin wrote post #985:
> On Mon May 29 06:13:47 2000 Marvin wrote post #984:
> > On Sun May 28 14:30:16 2000 Hierokliff wrote post #983:
> > > could parties plz be limited to 6-7ppl and eq monsies tuned down to
> > > fit that size...since this mud dont have and prolly will never have
> > > the player base to hold 10-15players eq parties
> > > more then once a week or month even...
> > > //Hierokliff
> > 
> > AFAIK, there are tons of monsters that can be killed with a 6-7
> > person party. Go get 'em.
> 
> 
> A less sarcastic answer would be that, since the amount of top level
> eq out there shows that top level eq monsters most certainly do not
> need tuned down, maybe instead hiero-sized players need tuned up
> a bit.
> 
> Maybe.

So, there is so much top level eq in the game so that top monsters
shouldn't be able to be killed often? 
Sounds like we need to get eq out of the game after all.
Getting rid of top eq with armor decay and sacrificing seems
to work good on another mud (not mentioning which), 
and so does their party size limit of 9 players. 

Top monsters cant be "overslaughtered" if we cant do 15-player partys. 
Then we could tune down monster hit slighly so we dont need 3 to heal 
plus some to stun, to stay in with Sear.

Furthermore as it is now it often brings top level eq to lowbies
since we are enforced to invite then since there are not 3 highbie 
healers on, etc. 

------------------------------

poster: Hierokliff
subject: >>>eq parties.
date: Mon May 29 10:34:50 2000

On Mon May 29 06:23:09 2000 Marvin wrote post #985:
> On Mon May 29 06:13:47 2000 Marvin wrote post #984:
> > On Sun May 28 14:30:16 2000 Hierokliff wrote post #983:
> > > could parties plz be limited to 6-7ppl and eq monsies tuned down to
> > > fit that size...since this mud dont have and prolly will never have
> > > the player base to hold 10-15players eq parties
> > > more then once a week or month even...
> > > //Hierokliff
> > 
> > AFAIK, there are tons of monsters that can be killed with a 6-7
> > person party. Go get 'em.
> 
> 
> A less sarcastic answer would be that, since the amount of top level
> eq out there shows that top level eq monsters most certainly do not
> need tuned down, maybe instead hiero-sized players need tuned up
> a bit.
> 
> Maybe.
If secondary guilds was as powerful as primary guilds and if levelcost
above 100 was a bit lower, 6-7 highbies could kick eq monsies arse even
without having mid/lowbies in the party to do extra blasting.

Now if there was 10+ of those highbies in a party they would prolly just
slaughter all eq monsies real fast, and then whine that eq was no fun
because it was to easy and everyone would have every good item...

The amount of doable eq monsters that you can do with just 6-7 people are
not that much atm, especially since vulns dont seem to do anything against
some npcs. Yes there are some 4-600k monsies that you can kill and sac the
eq they have or sell...

Now that npcs hits so hard you must be able to stun them to kill them, that
is atleast how we have got the most of the npcs killed last times, 1-2 ppl
stun them because the tank cant survive the hits with just a single healer
chaining heals and one doing party heals...

And if you get that party together with tank,abj,psi,bard,5 blasters and 3 
healers you can be sure you will be able to slay 2.3M monsies rather fast if
they take damage at all.

Maybe a few 500k-1M monsies with just 1 really good item instead of having 1
highbie monsie with 4-5items would give smaller eq parties some fun...
Not sure how the eq rules are set now, or if you can limit a room so that it
can only hold 5-6 players in it else it is full. Problem are if
there are small
monsies like 500k ones and a full eq party comes they walk over it...And then
eq are tuned again...

//Hierokliff who tried to make some ideas and not just only whine...


------------------------------

poster: Marvin
subject: >>>>eq parties.
date: Mon May 29 10:59:02 2000

On Mon May 29 09:51:36 2000 Golte wrote post #986:
> On Mon May 29 06:23:09 2000 Marvin wrote post #985:
> > On Mon May 29 06:13:47 2000 Marvin wrote post #984:
> > > On Sun May 28 14:30:16 2000 Hierokliff wrote post #983:
> > > > could parties plz be limited to 6-7ppl and eq monsies tuned down to
> > > > fit that size...since this mud dont have and prolly will never have
> > > > the player base to hold 10-15players eq parties
> > > > more then once a week or month even...
> > > > //Hierokliff
> > > 
> > > AFAIK, there are tons of monsters that can be killed with a 6-7
> > > person party. Go get 'em.
> > 
> > 
> > A less sarcastic answer would be that, since the amount of top level
> > eq out there shows that top level eq monsters most certainly do not
> > need tuned down, maybe instead hiero-sized players need tuned up
> > a bit.
> > 
> > Maybe.
> 
> So, there is so much top level eq in the game so that top monsters
> shouldn't be able to be killed often? 
> Sounds like we need to get eq out of the game after all.
> Getting rid of top eq with armor decay and sacrificing seems
> to work good on another mud (not mentioning which), 
> and so does their party size limit of 9 players. 
> 
> Top monsters cant be "overslaughtered" if we cant do 15-player partys. 
> Then we could tune down monster hit slighly so we dont need 3 to heal 
> plus some to stun, to stay in with Sear.
> 
> Furthermore as it is now it often brings top level eq to lowbies
> since we are enforced to invite then since there are not 3 highbie 
> healers on, etc. 

AFAIK, sear hits far and away harder than any other eq monster around.
I just watched a party the other day mow right through him, once his
guards were killed. And you are asking to tune him _down_? 

Now, I agree that huge eq parties are tough to form and get all the
right guilds, but isn't eq supposed to be tough? The hardest eq
is supposed to be the hardest thing on the mud to do. So I can't see
the slightest justification to make it easier.

If you want to do eq with a small party, that is what the easier
eq is for. Now if the current glut of eq makes doing that eq
pointless, that is probably the direction I would look.

I can't say that eq damage will ever happen or not. I personally
dont think that it would cause as many problems as everyone fears
it might, but no matter how good it might be for the overall picture,
it would still suck having your best piece of eq break or wear out.

Done.
  --M

------------------------------

poster: Tektor
subject: I noticed some clans are dying off or some just artn working. I think we need to have some type of clan war, and clans could have there own area. Also would be neat if clans could have battles in the arena.
date: Mon May 29 11:52:25 2000



------------------------------

poster: Tektor
subject: CLans
date: Mon May 29 11:53:52 2000

I noticed some clans are dying off or some just artn working. I
think we need to have some type of clan war, and clans could have
there own area. Also would be neat if clans could have battles in
the arena. (Maybe make cost to join cheaper also.)

------------------------------

poster: Denim
subject: Ignored Players.
date: Mon May 29 12:46:52 2000

Please make it so ignored players cant send you mail.
Denim

------------------------------

poster: Tektor
subject: Guilds and Secondary guilds.
date: Mon May 29 14:02:12 2000

Got an idea. For high lvl/worth people, like lets say your primary
is a warrior, and your secondary is animal tamer. It could open up a
guilds Dragoon (summon dragon famaliars) and Dragon Knight. and like
they could be 15-20 glvls. Or like warrior and healer = paladin,
warrior and harmer = death knight. healer + animal tamer, can summon
angels to use healing spells or aid you. (just some wierd stuff like
that)

------------------------------

poster: Atrus
subject: tektor is onto somthing
date: Mon May 29 14:40:15 2000

Tektor had a good idea with the guilds that you need to alphas for.
It would be nicer for midbies if you could multiclass at level 40,
and the costs for stuff in the guilds would have to be more to make
up for it. Then guilds like rangers, palidins, and other things that
are combo's of two of our alpha guilds would be able to be used be
lower level people. 
-Atrus

------------------------------

poster: Rydia
subject: am I high on something?
date: Mon May 29 14:59:35 2000

I had a crazy idea that I think would be very interesting:) oops.
clone event, gotta run. brb.

------------------------------

poster: Rydia
subject: am i high? again?
date: Mon May 29 15:01:06 2000

this is my idea. i think you there should be a ma lifepath:) to do
this, you have to create a char as martial artist and stick with it.
damn event, il finish later.

------------------------------

poster: Arkangyle
subject: corpse eating
date: Mon May 29 15:10:44 2000

I think corpse eating would make a nice addition to the greater
wishes allowed.

------------------------------

poster: Rydia
subject: lifepath
date: Mon May 29 15:21:16 2000

my idea is pretty wierd. i think it would be neat if you could
choose to have ma as a lifepath when you create a new char. (im
thinking ma because of their kinda solitary nature) by doing this,
you cannot reinc (hence the lifepath), and until you pass a certain
point, you cant group(!!!). im thinking that would make someone who
manages to achieve a dragon master ma on his own, would deserve some
very good skills. in return for going through this very difficult
lifestyle, the ma is granted enhanced skills. i mean like really
enhanced. like 30 hits 3 or 4 crits a round enhanced. that sounds
like alot, but if someone would put the effort would it be too
farfetched? i dunno what gave me this idea, but im curious as to see
what ppl think:) -rydia
ps-um, please forgive the lack of cohesiveness in my thought patterns:( 

------------------------------

poster: Zifnab
subject: >Ignored Players.
date: Mon May 29 16:33:55 2000

On Mon May 29 12:46:52 2000 Denim wrote post #991:
> Please make it so ignored players cant send you mail.
> Denim
no.. .delete it.

------------------------------

poster: Lasher
subject: >>>>eq parties.
date: Mon May 29 17:45:05 2000

 
The only monster we had any real trouble killing was 
Grimtooth after his guards were fixed.
 
Make eq easier?! Take a couple of midbie harmers to stun and
it's easy as hell, boringly so. We did Xacthar in ONE ROUND
for god's sake, Galadriel in 2-3 more times than I can count
and even Tiamet became nothing more than 'yawn, lets hope
this next dragon dies quickly' after the first couple of
hours.
  
Probably not the most popular note I've ever posted but
imho, true.

------------------------------

poster: Apathy
subject: soil shaman trees
date: Mon May 29 20:19:32 2000

Soil shaman trees ought to be climbable. ;)

-Apathy

------------------------------

poster: Hierokliff
subject: >>>>>eq parties.
date: Tue May 30 04:09:57 2000

On Mon May 29 17:45:05 2000 Lasher wrote post #999:
>  
> The only monster we had any real trouble killing was 
> Grimtooth after his guards were fixed.
>  
> Make eq easier?! Take a couple of midbie harmers to stun and
> it's easy as hell, boringly so. We did Xacthar in ONE ROUND
> for god's sake, Galadriel in 2-3 more times than I can count
> and even Tiamet became nothing more than 'yawn, lets hope
> this next dragon dies quickly' after the first couple of
> hours.
>   
> Probably not the most popular note I've ever posted but
> imho, true.
No we dont want eq easier, we want it more set for smaller parties
and limmit party size
How often do you see a midbie eq party in here? I dont think 
i have seen a midbie eq party in here in ages, they all wait
until they can join sear,tiamat eq parties etc and hope for
the best eq in the game instead of working and learning on
smaller eq monsies.

And yes eq is extr boring in here when you get it to work and
have 12 people in the party because you have to wait so 
damend much before ppl are rd and set...

//Hk

------------------------------

poster: Golte
subject: >>>>>eq parties.
date: Tue May 30 05:43:44 2000

On Mon May 29 10:59:02 2000 Marvin wrote post #988:
> AFAIK, sear hits far and away harder than any other eq monster around.
> I just watched a party the other day mow right through him, once his
> guards were killed. And you are asking to tune him _down_? 
> 
> Now, I agree that huge eq parties are tough to form and get all the
> right guilds, but isn't eq supposed to be tough? The hardest eq
> is supposed to be the hardest thing on the mud to do. So I can't see
> the slightest justification to make it easier.
> 
> If you want to do eq with a small party, that is what the easier
> eq is for. Now if the current glut of eq makes doing that eq
> pointless, that is probably the direction I would look.
> 
> I can't say that eq damage will ever happen or not. I personally
> dont think that it would cause as many problems as everyone fears
> it might, but no matter how good it might be for the overall picture,
> it would still suck having your best piece of eq break or wear out.
> 
> Done.
>   --M

Look, i didn't say i want eq to be easier. 

Finding the 9 required highbies for a 9mbr-limited party 
would _not_ be easier than finding 15 players from midbie 
and up (to create two somewhat equally strong parties). 
And im not talking subguilds here, just that a blaster at 
level 95 blasts better than a blaster at level 45. 

As lasher pointed out, two harmers with "images of tortures" 
maxed can keep mostly any monster stunned almost constantly, 
independant on monster level as it seems. Does that sound 
wellbalanced? The other stunning methods (stun, deathwish, 
dont know about tackle), never last a round, plus most of them 
are blocked out by its willpower. 

Well it has been like this for a while and now monsterhits are
upped so that monsters can do enough damage inbetween the stuns
(=when a harmer fails once). 

Imo it's wrong if it's boringly easy with some harmers stunning, 
and very very difficult (pobabably undoable) without them. 
It also seems unproper for demigods like Tiamat and Sear to 
stand unmobilized due to a tiny little halfdecent harmer. 

If "images of tortures" effect was lowered alot on eq-monsters
and monsterhits was lowered somewhat, 
it whould make eq more challenging, still not _easier_. 

/Golte


------------------------------

poster: Marvin
subject: >>>>>>eq parties.
date: Tue May 30 06:04:15 2000

On Tue May 30 05:43:44 2000 Golte wrote post #1002:

> Look, i didn't say i want eq to be easier. 

Sorry, I read 'make eq doable by less people' as 'make eq easier'.
If it is balanced by reducing/removing the stun effect spells to
make it fair, that is different. There has always been stun/tackle/
disarm/etc that made even the hardest hitting monsters into big
piles of wussburgers. It would definately help if they all were caster
level vs monster level dependant.

Sear is still going to hit like a derranged moose though, but maybe
he could take some lithium if he didn't get mowed over so easily.
He purposly has high damage and quite low resists, as that is the
only thing that seems to make eq bearable. 537 runs on some eq
meat wall without dying that takes 3 hours for some lousy eq is
just to boring for words.

-M

Isn't it nice being an admin? You can post news without having
to say anything at all.

------------------------------

poster: Golte
subject: >>>>>>>eq parties.
date: Tue May 30 07:55:29 2000

On Tue May 30 06:04:15 2000 Marvin wrote post #1003:
> If it is balanced by reducing/removing the stun effect spells to
> make it fair, that is different. There has always been stun/tackle/
> disarm/etc that made even the hardest hitting monsters into big
> piles of wussburgers. It would definately help if they all were caster
> level vs monster level dependant.

I dont agree really with that "piles of wussburgers" in this
case. Those armed eqmonsters still have worthy handhits
(unless the wizard explicity remove their MA skills). 
The main reason for disarming is to get rid of the 
magical damage from their weapon (very handy when there
are half a dozen of phys prots and only one prot for
the magical type). 


------------------------------

poster: Golte
subject: will
date: Tue May 30 08:51:33 2000

Perhaps make "willpower" and "iron will" actually help 
against "images of tortures"? 
Images seems like a psychic way to stun (different to 
tackle ie that is physical), so a strong will should logically
help to resist the images. 


------------------------------

poster: Durin
subject: >>>>>>eq parties.
date: Tue May 30 10:15:09 2000


There are too many ways to stun monsters. I really don't see how
stunned images ah feck, images of torture or whatever, belong with
harmers. Why should they stun too. Acctually every guild has
stunning skills and now the smaller stunners like thieves backstab
or fast talk are even more less usable since willpower upgrade. Imo
guilds should be looked into and take off those millions of stuns,
disarms etc skills, give one of each to one guild only. Ack, I
really don't want to post anything here since I'll only get flamed.
See ya.

-Durin

------------------------------

poster: Durin
subject: >>>>>>>eq parties.
date: Tue May 30 10:22:30 2000

On Tue May 30 10:15:09 2000 Durin wrote post #1007:
> There are too many ways to stun monsters. I really don't see how
> stunned images ah feck, images of torture or whatever, belong with
> harmers. Why should they stun too. Acctually every guild has
> stunning skills and now the smaller stunners like thieves backstab
> or fast talk are even more less usable since willpower upgrade. Imo
> guilds should be looked into and take off those millions of stuns,
> disarms etc skills, give one of each to one guild only. Ack, I
> really don't want to post anything here since I'll only get flamed.
> See ya.
> 
> -Durin

Ah more to... Maybe doing the above we could get of the parties
consiting of one giant and 10 faeries flying around them, killing
all the goddamn biggest dragons in whole realm? Maybe, just maybe
this would give a possibility for thieves, ma's etc to get into eq
parties too...

-Durin

------------------------------

poster: Jordali
subject: >>>>>>eq parties.
date: Tue May 30 12:31:51 2000

> 
> Look, i didn't say i want eq to be easier. 
> 
> Finding the 9 required highbies for a 9mbr-limited party 
> would _not_ be easier than finding 15 players from midbie 
> and up (to create two somewhat equally strong parties). 
> And im not talking subguilds here, just that a blaster at 
> level 95 blasts better than a blaster at level 45. 
> 
> As lasher pointed out, two harmers with "images of tortures" 
> maxed can keep mostly any monster stunned almost constantly, 
> independant on monster level as it seems. Does that sound 
> wellbalanced? The other stunning methods (stun, deathwish, 
> dont know about tackle), never last a round, plus most of them 
> are blocked out by its willpower. 
> 
> Well it has been like this for a while and now monsterhits are
> upped so that monsters can do enough damage inbetween the stuns
> (=when a harmer fails once). 
> 
> Imo it's wrong if it's boringly easy with some harmers stunning, 
> and very very difficult (pobabably undoable) without them. 
> It also seems unproper for demigods like Tiamat and Sear to 
> stand unmobilized due to a tiny little halfdecent harmer. 
> 
> If "images of tortures" effect was lowered alot on eq-monsters
> and monsterhits was lowered somewhat, 
> it whould make eq more challenging, still not _easier_. 
> 
> /Golte
> 
Hmm...images of torture does NOT need to be lowered in effect on
eq monsters...especially since it doesn't stop their specials...also,
since unlike every single other stun method (except maybe that tumbling
or tackling thing) it has like...a really sucky side effect
occassionally....in the case of images, it is that the caster may
forget all of his spells.  Also, it costs a large amount of SPs.  The
fact is it isn't boringly easy with some harmers stunning, unless the
monster has no massive area spells, and/or you have some skilled
healers, abjurers protecting against failures of images of torture,
and specials...a buff tank to survive when images fails, and those specials,
and people to do the blasting while all that stunning is going on..in short,
it is the eq party that would make it "boringly easy", as a whole, as
it should be.  That is of course assuming it really will be "boringly
easy" in any circumstance for a particular eq monster.

-J the tired of being tuned cuz some player(s) kicked ass on
some particular day.

------------------------------

poster: Balinor
subject: >>>>>>>>eq parties.
date: Tue May 30 12:36:43 2000

vsay Focus Chi   

------------------------------

DOWN

------------------------------

%^RESET%^
I totally agree this, remove all casters stun abilities 
and increase thieves,figs,ma's stuns, that oughta do it!
-Bal

------------------------------

poster: Trigon
subject: Stuns
date: Tue May 30 15:06:43 2000

Bah, all this is going to be is the casters saying leave the stuns
and the figs saying take em away and make us more powerful. Bleh

------------------------------

poster: Rydia
subject: apothecary
date: Tue May 30 18:43:27 2000

i think the apothecary should sell enlarge/shrink potions.
-rydia

------------------------------

poster: Atrus
subject: Races/guilds
date: Tue May 30 19:37:24 2000

I have noticed that there are a few races that seem to prevail over
all the others. Races like trolls (which, if it matters, in things
like A D&D are very strong and hard to kill) are rarely played as.
Mabye it's not that some races arn't uqual to others but thier
bonuses just don't fit with many guilds. I think it's sad that we
have so many races, but a handful of them are used by everyone.
The same is true with guilds. I think that guilds like sorc,lava and
other stuff are the only guilds people need to join. It seems like
everyone joins these guilds. I feel that there is a great unbalance
with the guild tree. There are guilds (not naming names) that really
suck compared to another player with same exp/eq in a different
guild. We have many good ideas for guilds, but some have become
useless over time. Things like irrafletta's. I have only seen one of
them. Thier spells just don't really have much use because everyone
wants vulners. We would have more varitiy if guilds were a lil more
balenced.

Just some thoughts.
Please respond, I want to know if anyone shares my ideas
Atrus

------------------------------

poster: Marvin
subject: >Races/guilds
date: Tue May 30 21:58:05 2000

On Tue May 30 19:37:24 2000 Atrus wrote post #1013:
> I have noticed that there are a few races that seem to prevail over
> all the others. Races like trolls (which, if it matters, in things
> like A D&D are very strong and hard to kill) are rarely played as.
> Mabye it's not that some races arn't uqual to others but thier
> bonuses just don't fit with many guilds. I think it's sad that we
> have so many races, but a handful of them are used by everyone.
> The same is true with guilds. I think that guilds like sorc,lava and
> other stuff are the only guilds people need to join. It seems like
> everyone joins these guilds. I feel that there is a great unbalance
> with the guild tree. There are guilds (not naming names) that really
> suck compared to another player with same exp/eq in a different
> guild. We have many good ideas for guilds, but some have become
> useless over time. Things like irrafletta's. I have only seen one of
> them. Thier spells just don't really have much use because everyone
> wants vulners. We would have more varitiy if guilds were a lil more
> balenced.
> 
> Just some thoughts.
> Please respond, I want to know if anyone shares my ideas
> Atrus


Its a common opinion that is really pretty obvious =)
It is being looked into.
-M

------------------------------

poster: Rydia
subject: races
date: Tue May 30 23:02:50 2000

i saw the post about how races being more powerful than others.. i
had an idea about that. how about racial skills.. maybe to even
things out a bit. i mean a minotaur cant really compare to a giant,
but if the giant had the racial skill of.. bash? and the minotaur
had the racial skill of, oh i dunno, goring(opens the fight by
stunning the enemy or something), maybe ppl would chose minotaur. in
the long run, it probably wouldnt affect much, but for newer
players, maybe having a racial skill they can rely on would make
some of those less used races more appealing:) imo, i'd make the
racial skills kinda suited for newbie/midbie monsters, or make them
useful to lower players. thataway we'd get a broader range of
classes being used, without destroying the point of like a highbie
giant tank. just a thought:)
-rydia

------------------------------

poster: Arkangyle
subject: Trolls
date: Wed May 31 00:06:49 2000

  I'd just like to note that trolls are a GREAT race.  I think it's
sad that so few take note of the many benefits it has to offer
really.
  As a xorn now, I miss my corpse eating that was inherent with
being a troll and made me much more viable for soloing when no
clerics are available/around.
  I think I've had alot more experience than most at playing a troll
here, and I think their primary drawback is that they probably
receive a more than a fair penalty for their hpregen being so good,
when in truth it isn't that useful compared to other factors.  I
will admit I don't know anything about how the racial formulas are
calculated, and am in no way saying trolls have been slighted.

------------------------------

poster: Apathy
subject: >Races/guilds
date: Wed May 31 08:34:03 2000

On Tue May 30 19:37:24 2000 Atrus wrote post #1013:
> I have noticed that there are a few races that seem to prevail over
> all the others. Races like trolls (which, if it matters, in things
> like A D&D are very strong and hard to kill) are rarely played as.
> Mabye it's not that some races arn't uqual to others but thier
> bonuses just don't fit with many guilds. I think it's sad that we
> have so many races, but a handful of them are used by everyone.
> The same is true with guilds. I think that guilds like sorc,lava and
> other stuff are the only guilds people need to join. It seems like
> everyone joins these guilds. I feel that there is a great unbalance
> with the guild tree. There are guilds (not naming names) that really
> suck compared to another player with same exp/eq in a different
> guild. We have many good ideas for guilds, but some have become
> useless over time. Things like irrafletta's. I have only seen one of
> them. Thier spells just don't really have much use because everyone
> wants vulners. We would have more varitiy if guilds were a lil more
> balenced.
> 
> Just some thoughts.
> Please respond, I want to know if anyone shares my ideas
> Atrus

I just thought I'd point out that you have to have vulns to join
irrifletta. As far as I know, it's the only gamma guild that
requires a bravo. ;)

-Apathy

------------------------------

poster: Rydia
subject: ferries
date: Wed May 31 21:51:37 2000

i think you should be able to buy oars from the general store, and
if you have em, the ferry takes half as long to cross the water:)
-rydia

------------------------------

poster: Durin
subject: Events weapons
date: Thu Jun  1 16:36:34 2000

Maybe after the tunes clear the hit list again?

-Durin

------------------------------

poster: Khosan
subject: >Events weapons
date: Thu Jun  1 16:39:28 2000

On Thu Jun  1 16:36:34 2000 Durin wrote post #1020:
> Maybe after the tunes clear the hit list again?
> 
> -Durin
The tune didn't change the max damage of the weapon, only how often
the special happens. Also, the best hit done with that weapon is higher
than the special allows, so it is not done by the special.

Khosan

------------------------------

poster: Quillz
subject: Rogues/poisons
date: Thu Jun  1 23:48:59 2000

I reinc'd rogue a few days ago, and when I reinc'd, I asked around
if I should train any skills in the poison brewing guild, and
everyone told me not to. 
But, being the rebel that I am, I decided to play with a few of the skills. 
And, they turned out to be somewhat entertaining, but hardly useful. 
Blinding dust did nothing but annoy people, and took away their
"look" command. 
It seems logical that someone with some odd dust in their eyes is at
100% combat effectiveness...
Maybe make it so it has some sort of affect on their attack skill,
lowering it, therefore lowering the number of hits delivered. 
The other poison I've had time to play around with was stunning poison. 
This seemed to actually help out a bit when soloing. 
However, the eps cost and the time it consumes makes it undesireable. 
Maybe if the ep use was lowered, and/or the rounds it took to use
brew and apply, it would be used more? 
Also with the poison effecting the npcs...
It should take more effect when the stab or backstab skill is
used...Pushing the poisoned end further into the body, putting more
poison in the enemies system?
Oh, one more thing for stunning poison, it sure loses some of it's
efficiency quickly...maybe up it's efficeicty time as well. 
Anyway, I'm done rambling. 
ps, I'm sure some of this was mentioned awhile back, from Hk. Just
thought it wouldn't hurt to bring it up again. 
Q was born a rambling man. 

------------------------------

poster: Quillz
subject: More rogue/poison stuff
date: Fri Jun  2 03:46:20 2000

After playing around yet even more, I have concluded the following:
 Some of this is a bit redundant, but hey, it's 5am
Ok, I've already mentioned that the eps use and time for poisons is
a bit unattractive.
However, I noticed that poison loses it's effect even if it just
sits in the flask.
Maybe have it so it doesnt lose it's effect when just sitting
there...because the desk on the flask makes it seem that the flasks
are air-tight, and nothing leaks :)
Anyway, I can see how poison would rub off a spear thru contact and
stabbing over and over...
But not when sitting in a flask. 
Second, (not as important as when in flask) but it also loses it's
potentency when it's on the spear (but still not in use)/
Maybe somehow make it wear off. but at a slower rate perhaps? 
The same goes for blinding dust as far as just sitting...It wears off somehow.
Dunno, could please stupid ppl like me by making it say "Some of the
dust has blown away" rather than "You feel like the blinding dust
lost all of its efficiency"
Anyway, Rogue is a fun guild, but it's sad to see one who branch of
the guild basically ignored by most rogues. 
Q-who for once tries to lend a helping hand

------------------------------

poster: Cypros
subject: tektors post
date: Fri Jun  2 09:24:05 2000

i agree with atrus and tektor.  atrus helphyre and i have been
talking about that for some time, and if not as thirdondary guild
make the deathknight/pali go off of the warrior tree.

------------------------------

poster: Apathy
subject: >Rogues/poisons
date: Fri Jun  2 10:10:09 2000

> Blinding dust did nothing but annoy people, and took away their
> "look" command. 
> It seems logical that someone with some odd dust in their eyes is at
> 100% combat effectiveness...
> Maybe make it so it has some sort of affect on their attack skill,
> lowering it, therefore lowering the number of hits delivered. 

I took a look at the blinding dust code a while ago when I was
considering doing something with it in my eq area, and if I remember
right, it does affect combat efficiency when you use it against
monsters.

-Apathy

------------------------------

poster: Tektor
subject: Reinc Room.
date: Sat Jun  3 17:54:07 2000

Would be cool if there was a reinc room where you could join any
guild and train all your skills/spells there and then from there on,
you just go to your guild

------------------------------

poster: Durin
subject: Jugglers
date: Mon Jun  5 03:00:00 2000

Even with the restriction of only being useable with 'throwing
knives' the guild is of no use. The fact that your dagger either
gets stuck in enemys armor (and in it's inventory), drops to the
ground or gets destroyed makes the using this skill impossible.
You'd have to have trigs lotsa trigs to use this skill efficiently
(ie picking up knives that fall of, wield knives etc...) And the
getting stuck part and destrying possibility, shees, can't use any
good daggers there. Maybe if the skill had a thing added to it where
you 'quickly grab the knife from the ground and wield it for use
again' or 'with lighting reflexes you rip the dagger from enemys
armor to use it again' would at least help some. Like I've said many
times, the ideas are so nice, I hate to see this guild unused. Maybe
make the skills work with stabs? 8)
-DUrin

------------------------------

poster: Fox
subject: Somethin new
date: Tue Jun  6 14:53:20 2000

Maybe could there be some kind of command that could tell you what
prots you have up on you.
Just a thought.
Fox.

------------------------------

poster: Golte
subject: >Somethin new
date: Tue Jun  6 14:55:43 2000

On Tue Jun  6 14:53:20 2000 Fox wrote post #1029:
> Maybe could there be some kind of command that could tell you what
> prots you have up on you.
> Just a thought.
> Fox.
go abj and study arua detection

------------------------------

poster: Mixer
subject: >>Somethin new
date: Tue Jun  6 16:56:30 2000

On Tue Jun  6 14:55:43 2000 Golte wrote post #1030:
> On Tue Jun  6 14:53:20 2000 Fox wrote post #1029:
> > Maybe could there be some kind of command that could tell you what
> > prots you have up on you.
> > Just a thought.
> > Fox.
> go abj and study arua detection
Or use zmud and use status bar to show all that stuff, its easy

------------------------------

poster: Durin
subject: Eq tunes
date: Wed Jun  7 00:42:42 2000

I suggest all magi eq is to be checked for their phys res and ac
things. I have allways got a better ac (well most of the reincs
anyway) a better ac with silly leech eq than with good old fighter
gear. Dunno why I haven't bothered ask about this earlier, possibly
because ac hasn't played too big part...
-Durin

------------------------------

poster: Wildchild
subject: >Eq tunes
date: Wed Jun  7 09:07:24 2000

On Wed Jun  7 00:42:42 2000 Durin wrote post #1032:
> I suggest all magi eq is to be checked for their phys res and ac
> things. I have allways got a better ac (well most of the reincs
> anyway) a better ac with silly leech eq than with good old fighter
> gear. Dunno why I haven't bothered ask about this earlier, possibly
> because ac hasn't played too big part...
> -Durin

No, AC really hasn't played a part. WC was an issue for awhile, but
is quiet at the moment, and I'ms ure WC will get the precedence over
AC. If it's going to become more important (WC/AC) to players as
time goes on, then I'm sure it will be addressed eventually. As it
stands, it's something that doesn't have a standard to go by so
coders are pretty free to set the WC/AC they want for their eq.

As for phys resist, that is a specific stat, and it is very rare...
in fact, I can't think of a single piece of eq with phys resist that
is caster eq.

-WildChild

------------------------------

poster: Tzeentch
subject: Familiars
date: Thu Jun  8 11:51:29 2000

I was just wondering if there were any plans for doing a little
something different with the wolf familiar; because, atm he seems to
be entirely redundant (due to the bear).  Both the wolf and bear do
essentially the same things, except that the bear is far better in
combat, making summoning the wolf about pointless (unless you can't
summon the bear yet).
On a side note, I was wondering why there was a limitation put on
the combination of familiars you can have with you (I can understand
the limitation on the number of familiars though).
As far as the wolf is concerned, though, I was thinking that maybe
the ability to summon it while inside structures would be nice
(since non of the others can and it sucks to have to run outside
just to get a familiar back).  Or maybe some ability relating to
their ability to sulk in the shadows, a backstab special of
somekind, just "something" to make the wolf different and useful;
because right now there's just no reason to use em.
Thank you for your patience in reading this.  :)

------------------------------

poster: Ada
subject: doors
date: Thu Jun  8 20:47:31 2000


it would be cool is there was a way to remove doors from your castle
entirely or atleast move them to a different room.

verry cool.


------------------------------

poster: Mirrim
subject: Firewood
date: Fri Jun  9 00:33:35 2000

Could you make it so firewood IDs to log? I tried to throw a wood
into fire but it thought I meant the wooden armor I was carrying.

------------------------------

poster: Tzeentch
subject: Arena and familiars
date: Fri Jun  9 01:11:31 2000

I was disappointed to find that I couldn't bring my familiars into
the arena...has this been tried before and didn't work out for some
reason?  If not, could we try it?  I'm basically crippled when I go
in there b/c of that and it's also an indoors structure (so I can't
use sunbeam either).  Wondering if that could also be
changed...anyway, that's my two bits on the subject, thanks for your
time.  :)

------------------------------

poster: Bigglesworth
subject: arena and familiars
date: Fri Jun  9 01:13:55 2000

When i had playertested animal tamers the problem with arena and the
familiars was that the familiars did not pacify to the ppl that they
attacked and would attack the ppl after you left the arena..which
actually happened to me and i di died and some other stuff too..I
believe instead of hacking into arena code, sigwald just decided to
ban familiars from arena.
-biggs

------------------------------

poster: Tigran
subject: >Firewood
date: Fri Jun  9 06:52:36 2000

On Fri Jun  9 00:33:35 2000 Mirrim wrote post #1036:
> Could you make it so firewood IDs to log? I tried to throw a wood
> into fire but it thought I meant the wooden armor I was carrying.
Hrmm..actually it would be interesting to be able to burn the wooden armour!

Tig

------------------------------

poster: Zifnab
subject: >Arena and familiars
date: Fri Jun  9 07:21:51 2000

On Fri Jun  9 01:11:31 2000 Tzeentch wrote post #1037:
> I was disappointed to find that I couldn't bring my familiars into
> the arena...has this been tried before and didn't work out for some
> reason?  If not, could we try it?  I'm basically crippled when I go
> in there b/c of that and it's also an indoors structure (so I can't
> use sunbeam either).  Wondering if that could also be
> changed...anyway, that's my two bits on the subject, thanks for your
> time.  :)
it was intentional.

------------------------------

poster: Lokie
subject: spell reinc
date: Fri Jun  9 23:31:29 2000

I think it would be a good ideal if there was a new spell added to
the healer guild... just an ideal! Alot of people i talk to after
they reinc say they did it to get rid of spells they dont use and
train the ones they do use.
I think think it would be an ideal to add a spell like spell/skill
reinc (or something to that effect) so people dont have to do a full
reinc to change one or two spells/skills. and add a set tax that
couldent be lowered like 10% or something. 
like i said just an ideal... 
Lokie

------------------------------

poster: Tektor
subject: Curse
date: Sun Jun 11 15:01:07 2000

Could make it so you curse a monster and theres a certain
probability that it will keep the monster from casting spells. Would
make it useful and of course have a mastery skill like Limp Frog or
something and at higher % trained it has a higher probability of
working.

------------------------------

poster: Baer
subject: keep
date: Tue Jun 13 01:14:16 2000

keep  toggles keep on and off for that object
keep s only toggles keep on for those objects.
Would be nice for this to clear the keep status of those objects too.

------------------------------

poster: Proxima
subject: Berserk Rage
date: Tue Jun 13 19:35:40 2000

would be neat if berserkers had "berserk rage" and when hp's went to
0 or below they channeled sp into hp to live or kill it
Proxima

------------------------------

poster: Trance
subject: new fighter skill
date: Wed Jun 14 04:04:32 2000

hmm, seems to me that fighters have very little to train before
leaving newbie status.. at least, compared to some other guilds out
there.
how about adding a new skill, not really a fighting skill, but one
that will help a little...
a mastery type skill, that, similar to magical economy for the
casters out there, saves eps when you fail a skill. 
the name "fighters stance" comes to mind.
since we have magical economy, i think it would take little coding,
just a little tweaking of the already existing code.
i dont knopw if this has already been suggested, but to me at least,
it would be a useful skill, and give us fighters back a little of
what we lost with fire building.
any other fighters or thieves have any thoughts on the subject?

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Trance
subject: >new fighter skill
date: Wed Jun 14 04:07:06 2000

On Wed Jun 14 04:04:32 2000 Trance wrote post #1045:
> hmm, seems to me that fighters have very little to train before
> leaving newbie status.. at least, compared to some other guilds out
> there.
> how about adding a new skill, not really a fighting skill, but one
> that will help a little...
> a mastery type skill, that, similar to magical economy for the
> casters out there, saves eps when you fail a skill. 
> the name "fighters stance" comes to mind.
> since we have magical economy, i think it would take little coding,
> just a little tweaking of the already existing code.
> i dont knopw if this has already been suggested, but to me at least,
> it would be a useful skill, and give us fighters back a little of
> what we lost with fire building.
> any other fighters or thieves have any thoughts on the subject?
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
oh, forgot to mention, it would probably be best placed around
warrior lvl 3, not sure where it would fit in with MA and the rogue
guilds, I havent spent much time as any of those.

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Quillz
subject: Wounded
date: Thu Jun 15 14:42:38 2000

Noticed the wounded thingie is always yellow
would be cool if it would show their con, like blue for minor, bold
magenta for bad or nigs, red for vbs ect.
just an idea
Q

------------------------------

poster: Zifnab
subject: >Wounded
date: Thu Jun 15 18:29:08 2000

On Thu Jun 15 14:42:38 2000 Quillz wrote post #1047:
> Noticed the wounded thingie is always yellow
> would be cool if it would show their con, like blue for minor, bold
> magenta for bad or nigs, red for vbs ect.
> just an idea
> Q
I was working on tha the other night, and the ansi kind of screwed
up on my so i undid it.  I will continue on that at some point though.

------------------------------

poster: Kaeber
subject: praise
date: Thu Jun 15 19:17:22 2000

Praise newsgroup should be removed. It's as fucking useless and
spammy as the flame newsgroup was.

------------------------------

poster: Trance
subject: >praise
date: Thu Jun 15 19:19:28 2000

On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> Praise newsgroup should be removed. It's as fucking useless and
> spammy as the flame newsgroup was.

It is if your a sour old person who has no intention of thanking
anyone for stuff they do to help. Some of us however, do, so the
newsgroup does have a use to us. you dont like it, why not
unsubscribe?

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Wildchild
subject: >>praise
date: Thu Jun 15 19:21:03 2000

On Thu Jun 15 19:19:28 2000 Trance wrote post #1050:
> On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> > Praise newsgroup should be removed. It's as fucking useless and
> > spammy as the flame newsgroup was.
> 
> It is if your a sour old person who has no intention of thanking
> anyone for stuff they do to help. Some of us however, do, so the
> newsgroup does have a use to us. you dont like it, why not
> unsubscribe?
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 

It's people like you that miss the point. The group isn't there to
spam everybody. It's there to make INTELLINGENT and RELEVANT posts.
Get the picture yet?

-WildChild

------------------------------

poster: Trance
subject: >>>praise
date: Thu Jun 15 19:23:09 2000

On Thu Jun 15 19:21:03 2000 Wildchild wrote post #1051:
> On Thu Jun 15 19:19:28 2000 Trance wrote post #1050:
> > On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> > > Praise newsgroup should be removed. It's as fucking useless and
> > > spammy as the flame newsgroup was.
> > 
> > It is if your a sour old person who has no intention of thanking
> > anyone for stuff they do to help. Some of us however, do, so the
> > newsgroup does have a use to us. you dont like it, why not
> > unsubscribe?
> > 
> > %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> > 
> 
> It's people like you that miss the point. The group isn't there to
> spam everybody. It's there to make INTELLINGENT and RELEVANT posts.
> Get the picture yet?
> 
> -WildChild
hmm, sorta wondering where this came from. so some people post
irrelevant posts. does that mean the newsgroup should be removed?
ive seen quite a few irrelevant posts in ides anmd more than a few
in general. I dont see you whining about those though.

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Nyx
subject: >>>praise
date: Thu Jun 15 19:24:24 2000

On Thu Jun 15 19:21:03 2000 Wildchild wrote post #1051:
> On Thu Jun 15 19:19:28 2000 Trance wrote post #1050:
> > On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> > > Praise newsgroup should be removed. It's as fucking useless and
> > > spammy as the flame newsgroup was.
> > 
> > It is if your a sour old person who has no intention of thanking
> > anyone for stuff they do to help. Some of us however, do, so the
> > newsgroup does have a use to us. you dont like it, why not
> > unsubscribe?
> > 
> > %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> > 
> 
> It's people like you that miss the point. The group isn't there to
> spam everybody. It's there to make INTELLINGENT and RELEVANT posts.
> Get the picture yet?
> 
> -WildChild
Well on the basis of why flame was removed, perhaps all but inform
and other wiz related news groups should be removed. I can;t tell
you how many useless things I have seen in all of them. Granted I
have posted some, but the fact remains it happens in all groups. I
personally think flame shouldn't have been removed, those who found
it annoying should have unsubscribed, and those that abused it
should have been news abnned. I feel the same way about all the
other groups. They annoy you? Unsubscribe. Wanna abuse them? I am
sure someone will be happy to ban you. 
Nyx


------------------------------

poster: Sleet
subject: >>>>praise
date: Thu Jun 15 19:24:57 2000

On Thu Jun 15 19:23:09 2000 Trance wrote post #1052:
> On Thu Jun 15 19:21:03 2000 Wildchild wrote post #1051:
> > On Thu Jun 15 19:19:28 2000 Trance wrote post #1050:
> > > On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> > > > Praise newsgroup should be removed. It's as fucking useless and
> > > > spammy as the flame newsgroup was.
> > > 
> > > It is if your a sour old person who has no intention of thanking
> > > anyone for stuff they do to help. Some of us however, do, so the
> > > newsgroup does have a use to us. you dont like it, why not
> > > unsubscribe?
> > > 
> > > %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> > > 
> > 
> > It's people like you that miss the point. The group isn't there to
> > spam everybody. It's there to make INTELLINGENT and RELEVANT posts.
> > Get the picture yet?
> > 
> > -WildChild
> hmm, sorta wondering where this came from. so some people post
> irrelevant posts. does that mean the newsgroup should be removed?
> ive seen quite a few irrelevant posts in ides anmd more than a few
> in general. I dont see you whining about those though.
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
if someone thouhgt enough of a thought to post it dont you think
they would think it was revelant?
sleet

------------------------------

poster: Wildchild
subject: 2 things
date: Thu Jun 15 19:38:12 2000

Again, ability to ignore wizards. It's ridiculous we're constantly
told by wizzes to ignore other players, but when we don't wanna deal
with a wiz, we can't do anything about it.

Second, either kill the spam in praise or put flame back in to
balance the crap in newsgroups.
It's like watching two people carry on a conversation on usenet
instead of sending private emails to each other.

-WildChild

------------------------------

poster: Quillz
subject: >2 things
date: Thu Jun 15 19:42:31 2000

On Thu Jun 15 19:38:12 2000 Wildchild wrote post #1055:
> Again, ability to ignore wizards. It's ridiculous we're constantly
> told by wizzes to ignore other players, but when we don't wanna deal
> with a wiz, we can't do anything about it.
> 
> Second, either kill the spam in praise or put flame back in to
> balance the crap in newsgroups.
> It's like watching two people carry on a conversation on usenet
> instead of sending private emails to each other.
> 
> -WildChild
I could care less bout ignoring wizzes, but just hit "c" when the
news group comes up that you dont wanna read. 
I only read like 3 news groups. and dont complain bout the ones i dont read
Q

------------------------------

poster: Wildchild
subject: >>2 things
date: Thu Jun 15 19:44:43 2000

On Thu Jun 15 19:42:31 2000 Quillz wrote post #1056:
> On Thu Jun 15 19:38:12 2000 Wildchild wrote post #1055:
> > Again, ability to ignore wizards. It's ridiculous we're constantly
> > told by wizzes to ignore other players, but when we don't wanna deal
> > with a wiz, we can't do anything about it.
> > 
> > Second, either kill the spam in praise or put flame back in to
> > balance the crap in newsgroups.
> > It's like watching two people carry on a conversation on usenet
> > instead of sending private emails to each other.
> > 
> > -WildChild
> I could care less bout ignoring wizzes, but just hit "c" when the
> news group comes up that you dont wanna read. 
> I only read like 3 news groups. and dont complain bout the ones i dont read
> Q

Well, if you're gone a day and come back to 15-20 msgs, how the hell
are you supposed to know what's being posted until you start reading
them?
I think you can read the headers of teh post, but if anybody comes
along changing the heading, you don't know.

I enjoy reading this newsgroup for the truth it's supposed to
present, not garbage cause players want news to read.

-WildChild

------------------------------

poster: Apathy
subject: look
date: Thu Jun 15 20:49:11 2000

Can we get a look /brief command that does the same thing as the old
bl command?

-Apathy

------------------------------

poster: Marvin
subject: flame and praise
date: Thu Jun 15 22:50:05 2000

Gak, why do I get drawn into these things?

Flame was removed because it was only used for players to throw
insults back and forth to each other. Bad enough on channels, this kind
of crap should be kept to tells (or better yet if you are childish enough
to take part, off the mud entirely) which was totally off the point of
the group, which was supposed to be a nice neat place for game related
whining. Get it, game related? Not I'm a 13 year old with a chip on my
shoulder related. (or a 30 year old.) 
Now, as for the praise group being full of drivel, well its pretty obvious
that it is. But here's the thing. We all have to live on this tiny little
mud together, so don't you think its better to encourage people being nice
to each other? Don't you think its more important to help people get along
than to help them fight and call each other names? Don't you think that
is worth a little drivel that is so easy to ignore, even though it isn't
'fair' that the shit-flingers dont get equal time?
Frankly, who cares if it isn't fair. I couldn't care less. Either unsubscribe,
ignore it, or maybe just dig a little deeper in that teenage punk facade
and post a message telling someone how much you appreciate them.
I appreciate you all. You guys rock.
Just don't get so uptight about a few people being nice to each other
for a nice change.
  --Marvin

PS. You can't say shit-flingers in news.


------------------------------

poster: Frogmann
subject: >praise
date: Thu Jun 15 23:26:16 2000

On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> Praise newsgroup should be removed. It's as fucking useless and
> spammy as the flame newsgroup was.
Wow.  I would never have guessed that the praise group would be
flamed.  This is a new one.
Froggie

------------------------------

poster: Durin
subject: Swords
date: Fri Jun 16 00:21:54 2000

Why don't we just remove the ridicolous 1h sword restrictions.
C'mon, I haven't seen in last year anyone after newbie/lowbie status
use 1h swords. The game is full of rocking 1h weapons (for stats)
but since there is like 1 good 1h fighter race (minotaur) with what
you could even tank something, no one wants to use those. Well if
someone reincs to 1h fighter tank, he sure as hell will take giant
wish thoping that then would do damage too, which isn't the case
most of the times, since figs don't do damage. I'm kinda proud of
Kalon who tried mantisman fig without giant size wish, but as we saw
there too, he had to reinc as soon as possible.

Point is, why wouldn't 1h sword make as much damage as 2h?

-Durin

------------------------------

poster: Koma
subject: accepted-command for healers
date: Fri Jun 16 05:18:46 2000


It would be nice if healers had a command to see if a person
has accepted ress or reinc from you. The message gets easily
lost in the spam or if you get disconnected often..

Thanks,
Koma


------------------------------

poster: Zifnab
subject: >2 things
date: Fri Jun 16 06:39:05 2000

On Thu Jun 15 19:38:12 2000 Wildchild wrote post #1055:
> Again, ability to ignore wizards. It's ridiculous we're constantly
> told by wizzes to ignore other players, but when we don't wanna deal
> with a wiz, we can't do anything about it.
> 

no I will not give you the ability to ignore wizards
inside the mud.  if its that big of an issue for you, use your
client and do it.
> Second, either kill the spam in praise or put flame back in to
> balance the crap in newsgroups.
> It's like watching two people carry on a conversation on usenet
> instead of sending private emails to each other.

unsubscribe
> 
> -WildChild
z

------------------------------

poster: Snoop
subject: hrm
date: Fri Jun 16 10:57:25 2000

I don't know if it's just me, but atm i think that
eq just keeps circulating in the game never leaving it.
The only way it can dissapear is if you sac it to lower
your reinc tax. Neelix, crash recovery etc makes sure that
eq stays in game. I know the thing about decaying eq have
been brought up before, but here it goes again.

I've been thinking a little and i think that there should
be decay on eq. I have some ideas about how to make it work
to. I think eq should decay all the time you wear/wield it.
I've also been thinking about some kind of system that would
make eq decay when you use it. That is if a eq gives +spr then
every tick/tock it gets older, but i think that's harder to make
balanced. Now some ppls say that I like to idle with my eq on.
I can't see into the future, but i'm pretty sure that there will
be no steal skill in game so you could just unwield/remove the
stuff and have it in inventory while your idling.

The decay would start off with removing stats from your item
then after a while it will have a chance of breaking.
You should be able to see how far it has gone by some skill/spell
or just by looking at it. *shrugs*

I would also like to have some kind of decay factor. Like for 
example you could have a scale between 1-10 where 1 is very 
slow decay and 10 is very fast. All eq have a default decay
that could depend on level of the eq or so. The coder could
also set the factor by themselves and if the coder makes it so
his/her eq decays faster then it should then he/she could have
slightly better stats on the eq and if the eq decays slower then
the eq will have to have lower stats. I think this could add some
more variety to eq.

I also think there could be some way that you could repair your
eq. There could be either some kind of smith or so that fixes stuff
for money or/and a new guild that could have repairing abilities.
However, i think that you shouldn't be able to repair, repair, repair
and repair all the time. You shouldn't be able to repair it to top shape
all the time. So after you have repaired it a few times then you can't fix
it anymore since it's just to decayed or whatever. 

I think this would be good for the game.

*/Snoop the slowly decaying swede.

------------------------------

poster: Zane
subject: Delete them all!!!
date: Fri Jun 16 11:45:57 2000

Some new code to filter through and delete all posts were triggered
spam is detected  before anyone has the misfortune of reading them. 
I realize that this would effectivly newsban some players however I
am willing to make that sacrifice =)

Zane

------------------------------

poster: Zifnab
subject: >Delete them all!!!
date: Fri Jun 16 11:46:54 2000

On Fri Jun 16 11:45:57 2000 Zane wrote post #1065:
> Some new code to filter through and delete all posts were triggered
> spam is detected  before anyone has the misfortune of reading them. 
> I realize that this would effectivly newsban some players however I
> am willing to make that sacrifice =)
> 
> Zane
khosan has already put some code in to catch those, its a pain they
arent allthe same.

------------------------------

poster: Tektor
subject: Race wars/Arena
date: Fri Jun 16 13:42:27 2000

Would be neat if race wars were held and there was a spot int he
arena for them. Would be a neat event or soemthing.

------------------------------

poster: Sleet
subject: accrobats
date: Fri Jun 16 13:42:36 2000

ok i dont know much about Ma's but i do know one thing, acrobats are
seriously lackin on the damage department.
We got alot of good skills and masterys, but they either dont do
much damage or dont work on larger monsters.
Tackle for instance is a great skill but will only work on monsies
around what i can solo, which i kinda pointless since youd want to
use the skill on larger monises in parties. The idea of not being to
tackle somthin cause your too small makes sense but makes the skill
difficult to use. You would think thatjust tying you up in the
tackle too would be enough. I think one of two things has to change
with that skill, it doesnt tie you up in the tackle (maybe like you
tackle monsie and pound the hell out of its face) or make it so you
can tackle bigger monsies
also i noticed that being a level 30 abjurer with acid spray trained
to 60% hit alot harder then being a level 32 acrobat with trick
punch trained to 90% with armor piercin at 80%, balance at 90%,
enhance punch at 90% and attack at 90%. It just seems like a waste
of exp to train all these masterys if there not going to do any
damage.
I can understand the way stab is set up with all its masterys like
phycotic stab, tripple, double and bleed. At least with those theres
a noticable difference between the skills.
I just think that it would make more sense that an acrobat trained
really well would do a bit more damage then a poorly traind abjurer,
i know mages in general; are supposed to hurt more when they blast
but Abjurers arent particuly know for blastin espiesally when they
dont have acid vuln, physical vuln, or magical vuln.
I relize that the rogue guilds have already been tuned a great deal
already in bein a bard (with the songs), juggler, and assain. Maybe
we could boost some of the other skills. Like trick punch and
tackle.
One thing though that seems to work really well, are the dodging
skills. Trained balance, dodge and tumbling (think thats the name of
the skill not sure) up to atleast 90% and they work pretty good.
thanks,
sleet

------------------------------

poster: Phire
subject: >accrobats
date: Fri Jun 16 13:46:28 2000

one thing about trick punch vs acid spray is that trick punch has a
stun special.

------------------------------

poster: Sleet
subject: >>accrobats
date: Fri Jun 16 13:48:08 2000

is that the twist in pain thing? Dont think ive sen the special
unless thats it

------------------------------

poster: Quillz
subject: Emotes
date: Fri Jun 16 14:30:21 2000

Noticed a lot of emotes dissapearing lately. 
Uhhh....Why?
Specially the jukebox...I mean cmon, that emote ruled
Q

------------------------------

poster: Jordali
subject: 1h vs 2h and other stuff
date: Fri Jun 16 17:20:17 2000

This is something I put in as an "idea" in response to the news
thread...it should have been here so perhaps other people can
offer player input, I think...

Here's an idea for 1h versus 2h...
Allow players to hit more often with 1h weapons.  A lot more.
Benefit...gives 1h fighters more chances to do crits, even though
they are hitting for less damage each hit.  Also, it makes sense,
since 1h weapons are lighter, and a dexterous person could utilize
them faster (this is based on the idea of momentum...I should have
said they have less mass, not that they are lighter).

Idea 2...smaller races should swing more often too...
This will help dexterity play a more important role for
the martial artist, and will help balance the changes that
allow larger races to hit harder.  This also makes sense, for similar
If these factors are implemented with an eye towards balance (might take
considerable testing), I think it could solve the problems players
have with both the issue of MAs and 1h weapons, and would
facilitate adjustments that don't put some players a lot below
what they should be to prevent other advantages from placing
players well above what they should be.

Note: In my thinking about this adjustment, I see it as necessary to
have someone WIELDING a 2h weapon, but of a small race (giant wish
doesn't increase
the size of the player, only the size of the weapons they can wield,
right?), have
the penalties to swing of anyone wielding a 2h weapon.  This opens up the
question of the converse...shouldn't they get the benefits to damage of
someone who is large as well?  Well, I think the wizzes have a set of
reasons for why giant sized wish doesn't increase mass (therefore Hps) and
strength...so how to handle this becomes a question.

One option is, of course, not to handle this, and a giant wished vinnipier
or mantisman is just plain sucking...at first glance.  One, they get other
racial benefits, and two, the straight WC boost of 2h weapons, might
make this a non-issue after all...I haven't played warrior as enough
races, and not recently enough, to offer input here...anyone?

-J

------------------------------

poster: Trance
subject: Re: Enemy Hp bar in portal
date: Fri Jun 16 18:14:22 2000

As someone who uses Zmud, and knowing that this option was available
to portal users, I personally had no problem with it. Some people
may have, but rather than remove the option fron the game totally,
how about making a new command?
Keep the old portal Hp_bar code and maybe put in a condition_percent
command where we can check an enemy's hp%, much like the condition
command that we already have. That way, people who want the Hp_bar
can use it, and those that dont have it dont need to change clients
to get the option.
Anybody got any other ideas?

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Wildchild
subject: success_rate
date: Fri Jun 16 21:25:59 2000

Sort of a small thing really, but can spells/skills be alphabetized
in success_rate so they're easier to locate?

-WildChild

------------------------------

poster: Apathy
subject: >Re: Enemy Hp bar in portal
date: Fri Jun 16 23:34:21 2000

On Fri Jun 16 18:14:22 2000 Trance wrote post #1073:
> As someone who uses Zmud, and knowing that this option was available
> to portal users, I personally had no problem with it. Some people
> may have, but rather than remove the option fron the game totally,
> how about making a new command?
> Keep the old portal Hp_bar code and maybe put in a condition_percent
> command where we can check an enemy's hp%, much like the condition
> command that we already have. That way, people who want the Hp_bar
> can use it, and those that dont have it dont need to change clients
> to get the option.
> Anybody got any other ideas?
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 

In my opinion, knowing the exact percent is bad...which reminds
me...someone change gaze back to where the hp % it shows is +/- a
few again. ;)

-Apathy

------------------------------

poster: Koma
subject: >Emotes
date: Sat Jun 17 10:15:41 2000

On Fri Jun 16 14:30:21 2000 Quillz wrote post #1071:
> Noticed a lot of emotes dissapearing lately. 
> Uhhh....Why?
> Specially the jukebox...I mean cmon, that emote ruled
> Q

I agree.. a lot of useful, good emotes have been removed. Why? C'mon.

Koma

------------------------------

poster: Rambo
subject: >Re: Enemy Hp bar in portal
date: Sat Jun 17 10:49:52 2000

I agree to wat Trance says, but it was allready a way to get the %hp
into zmud. I was one of the first to use it and I checked with
Zifnab if it was legal.
The command was....
RDMP ON a1b2c3

but off course alot of stuff had to be gaged but once you had gagged
and made some triggers so you got the %hp left there was not a
problem with it.
Thise that may have partied with me know that I use it rather often.
So my questing is, why remove it?
Portal users had it, Zmud users could get it after just typing that
little line.
And gaze is as important now as ever, no one ever used Gaze to see
if it got down any shapes anyway. Gaze was primary used to get
resists/vulns. and Diagnose have never been a useful spell.

//RamBo

------------------------------

poster: Wildchild
subject: >>Re: Enemy Hp bar in portal
date: Sat Jun 17 10:53:32 2000

On Fri Jun 16 23:34:21 2000 Apathy wrote post #1075:
> On Fri Jun 16 18:14:22 2000 Trance wrote post #1073:
> > As someone who uses Zmud, and knowing that this option was available
> > to portal users, I personally had no problem with it. Some people
> > may have, but rather than remove the option fron the game totally,
> > how about making a new command?
> > Keep the old portal Hp_bar code and maybe put in a condition_percent
> > command where we can check an enemy's hp%, much like the condition
> > command that we already have. That way, people who want the Hp_bar
> > can use it, and those that dont have it dont need to change clients
> > to get the option.
> > Anybody got any other ideas?
> > 
> > %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> > 
> 
> In my opinion, knowing the exact percent is bad...which reminds
> me...someone change gaze back to where the hp % it shows is +/- a
> few again. ;)
> 
> -Apathy

Heh, well, dunno if it still does it recently, but I remember gazing
monsies and they had at times +100% hps. That was always fun to see.
:)

-WildChild

------------------------------

poster: Jomo
subject: Hp bar..
date: Sat Jun 17 11:00:23 2000

I'm an Hpbar junky..
It's hard to think or breathe without the hpbar.
Please just give me pretty colors! Red! Yellow! Luscious Green!

Please return swiftly O-Hpbar!... I miss you greatly already.

------------------------------

poster: Zifnab
subject: >>Emotes
date: Sat Jun 17 11:41:48 2000

On Sat Jun 17 10:15:41 2000 Koma wrote post #1076:
> On Fri Jun 16 14:30:21 2000 Quillz wrote post #1071:
> > Noticed a lot of emotes dissapearing lately. 
> > Uhhh....Why?
> > Specially the jukebox...I mean cmon, that emote ruled
> > Q
> 
> I agree.. a lot of useful, good emotes have been removed. Why? C'mon.
> 
> Koma
no clue to be honest.  seems a few codeslaves liked to remove them.
The only ones that I personally have removed are the ones that
do not show the doer.

Anyway addemote, and rmemote are now logged so we will see
who is removing them.

------------------------------

poster: Sleet
subject: >>Emotes
date: Sat Jun 17 12:33:05 2000

ya but now we got the you fling shit at so and so emote
)
)**

------------------------------

poster: Atrus
subject: caster race
date: Sat Jun 17 12:39:44 2000

three or four armed caster race would be cool
not sure if i need to say more

Atrus

------------------------------

poster: Golte
subject: >>Re: Enemy Hp bar in portal
date: Sat Jun 17 13:17:18 2000

> Thise that may have partied with me know that I use it rather often.
> So my questing is, why remove it?
> Portal users had it, Zmud users could get it after just typing that
> little line.
> And gaze is as important now as ever, no one ever used Gaze to see
> if it got down any shapes anyway. Gaze was primary used to get
> resists/vulns. and Diagnose have never been a useful spell.
> 
> //RamBo
Wrong. We used to use "gaze" alot to check whether we did some damage.
HP could be at 98% as well as at 80% after a run. 

Btw, diagnose is just one element in a long list of useless spells/skills. 

------------------------------

poster: Wildchild
subject: >caster race
date: Sat Jun 17 13:37:48 2000

On Sat Jun 17 12:39:44 2000 Atrus wrote post #1082:
> three or four armed caster race would be cool
> not sure if i need to say more
> 
> Atrus

Umm, as a long time caster, I can't see the use of this.
Casters don't get multiweapons, don't get doublehit or anything to
make more than 2 arms even remotely useful.
All you'd get is another part of arms to wield spr weapons with. And
considering how much casters get in spr already, I don't think we
need anymore.

-WildChild

------------------------------

poster: Phire
subject: >>Re: Enemy Hp bar in portal
date: Sat Jun 17 14:00:19 2000

On Sat Jun 17 10:49:52 2000 Rambo wrote post #1077:
> I agree to wat Trance says, but it was allready a way to get the %hp
> into zmud. I was one of the first to use it and I checked with
> Zifnab if it was legal.
> The command was....
> RDMP ON a1b2c3
> 
> but off course alot of stuff had to be gaged but once you had gagged
> and made some triggers so you got the %hp left there was not a
> problem with it.
> Thise that may have partied with me know that I use it rather often.
> So my questing is, why remove it?
> Portal users had it, Zmud users could get it after just typing that
> little line.
> And gaze is as important now as ever, no one ever used Gaze to see
> if it got down any shapes anyway. Gaze was primary used to get
> resists/vulns. and Diagnose have never been a useful spell.
> 
> //RamBo

If I recalled correctly, except for channel stuff, all RDMP did was
turn on Portal codes. 

As for gaze, we use to use gaze all of the time to check the
monsters condition
to see if we were hurting it and about how much it was regenning between
runs. With the new "feature" the gazer just had much less work to do.

------------------------------

poster: Trigon
subject: >accepted-command for healers
date: Sat Jun 17 22:24:34 2000

I tried to ask for this before.  People told me to scroll back or
pay closer attention. :P

------------------------------

poster: Krellen
subject: >>>Emotes
date: Sun Jun 18 08:34:47 2000

I'm going to say right now that the only emotes I removed are the
two everyone knows I did, so don't blame me.  :P

------------------------------

poster: Mixer
subject: >>praise
date: Sun Jun 18 19:25:27 2000

On Thu Jun 15 19:19:28 2000 Trance wrote post #1050:
> On Thu Jun 15 19:17:22 2000 Kaeber wrote post #1049:
> > Praise newsgroup should be removed. It's as fucking useless and
> > spammy as the flame newsgroup was.
> 
> It is if your a sour old person who has no intention of thanking
> anyone for stuff they do to help. Some of us however, do, so the
> newsgroup does have a use to us. you dont like it, why not
> unsubscribe?
> 
> %^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^
> 
Thank people in person instead of bootlicking in the news.
Mix.

------------------------------

poster: Mixer
subject: >1h vs 2h and other stuff
date: Sun Jun 18 19:29:54 2000

On Fri Jun 16 17:20:17 2000 Jordali wrote post #1072:
> This is something I put in as an "idea" in response to the news
> thread...it should have been here so perhaps other people can
> offer player input, I think...
> 
> Here's an idea for 1h versus 2h...
> Allow players to hit more often with 1h weapons.  A lot more.
> Benefit...gives 1h fighters more chances to do crits, even though
> they are hitting for less damage each hit.  Also, it makes sense,
> since 1h weapons are lighter, and a dexterous person could utilize
> them faster (this is based on the idea of momentum...I should have
> said they have less mass, not that they are lighter).
> 
> Idea 2...smaller races should swing more often too...
> This will help dexterity play a more important role for
> the martial artist, and will help balance the changes that
> allow larger races to hit harder.  This also makes sense, for similar
> If these factors are implemented with an eye towards balance (might take
> considerable testing), I think it could solve the problems players
> have with both the issue of MAs and 1h weapons, and would
> facilitate adjustments that don't put some players a lot below
> what they should be to prevent other advantages from placing
> players well above what they should be.
> 
> Note: In my thinking about this adjustment, I see it as necessary to
> have someone WIELDING a 2h weapon, but of a small race (giant wish
> doesn't increase
> the size of the player, only the size of the weapons they can wield,
> right?), have
> the penalties to swing of anyone wielding a 2h weapon.  This opens up the
> question of the converse...shouldn't they get the benefits to damage of
> someone who is large as well?  Well, I think the wizzes have a set of
> reasons for why giant sized wish doesn't increase mass (therefore Hps) and
> strength...so how to handle this becomes a question.
> 
> One option is, of course, not to handle this, and a giant wished vinnipier
> or mantisman is just plain sucking...at first glance.  One, they get other
> racial benefits, and two, the straight WC boost of 2h weapons, might
> make this a non-issue after all...I haven't played warrior as enough
> races, and not recently enough, to offer input here...anyone?
> 
> -J
An idea with this  possibly would be to simulate "mass" in weapons,
to sort of give a dex paenalty to 2h weapoins.  I think 1h weapons
should be more agile.
Mix.

------------------------------

poster: Trance
subject: mail/ignore
date: Sun Jun 18 21:02:02 2000

I know its been brought up before, but im gonna do it again.
Can we -please- not recieve mail from people on out ignore list.
some people just dont know when to quit, and some wont quit spamming
your mailbox with shite you dont want to hear.
we took it out of last tells, is there -any- reason why we cant do
it for mail too?

trance - the guy whos sick of idiots spamming his mailer with crap


------------------------------

poster: Wildchild
subject: >mail/ignore
date: Sun Jun 18 21:10:28 2000

On Sun Jun 18 21:02:02 2000 Trance wrote post #1090:
> I know its been brought up before, but im gonna do it again.
> Can we -please- not recieve mail from people on out ignore list.
> some people just dont know when to quit, and some wont quit spamming
> your mailbox with shite you dont want to hear.
> we took it out of last tells, is there -any- reason why we cant do
> it for mail too?
> 
> trance - the guy whos sick of idiots spamming his mailer with crap
> 

Ahh, yes, the idiots.. I guess I would be included in that. But I
wouldn't have had to do that if you hadn't had the nerve to read a
reply after you send me a tell then put me on ignore.


Ahh, but of course! Kaeber put you on ignore.. then what did you do?
You were a complete and utter idiot and you sent her a mudmail! Well
gee, we can't have it both ways now can we?

-WildChild

------------------------------

poster: Mixer
subject: >mail/ignore
date: Sun Jun 18 21:13:55 2000

On Sun Jun 18 21:02:02 2000 Trance wrote post #1090:
> I know its been brought up before, but im gonna do it again.
> Can we -please- not recieve mail from people on out ignore list.
> some people just dont know when to quit, and some wont quit spamming
> your mailbox with shite you dont want to hear.
> we took it out of last tells, is there -any- reason why we cant do
> it for mail too?
> 
> trance - the guy whos sick of idiots spamming his mailer with crap
> 
Did you report who did this to wizzes?

------------------------------

poster: Trance
subject: >>mail/ignore
date: Sun Jun 18 22:03:28 2000

On Sun Jun 18 21:10:28 2000 Wildchild wrote post #1091:
> On Sun Jun 18 21:02:02 2000 Trance wrote post #1090:
> > I know its been brought up before, but im gonna do it again.
> > Can we -please- not recieve mail from people on out ignore list.
> > some people just dont know when to quit, and some wont quit spamming
> > your mailbox with shite you dont want to hear.
> > we took it out of last tells, is there -any- reason why we cant do
> > it for mail too?
> > 
> > trance - the guy whos sick of idiots spamming his mailer with crap
> > 
> 
> Ahh, yes, the idiots.. I guess I would be included in that. But I
> wouldn't have had to do that if you hadn't had the nerve to read a
> reply after you send me a tell then put me on ignore.
> 
> 
> Ahh, but of course! Kaeber put you on ignore.. then what did you do?
> You were a complete and utter idiot and you sent her a mudmail! Well
> gee, we can't have it both ways now can we?
> 
> -WildChild

yep, i freely admit that i sent her one (count it, 1) mudmail, and
left it at that. unlike others who mail multiple useless strings of
spam that have no point other than to prove the arrogance of the
sender.
but then, i have no need to throw my percieved weight around.

%^BOLD%^-- %^BLUE%^Trance%^WHITE%^ --%^RESET%^


------------------------------

poster: Sleet
subject: >>>mail/ignore
date: Sun Jun 18 22:12:57 2000

what in the name of hell does that mean?

------------------------------

poster: Mixer
subject: >>mail/ignore
date: Sun Jun 18 22:20:45 2000

Geez, you guys whionge about 1 person spamming one other person by mudmail.

How about thinking about spamming the whole fucking mud with newsposts.
Grow up.
Mix.

------------------------------

poster: Khosan
subject: >mail/ignore
date: Mon Jun 19 01:44:45 2000

On Sun Jun 18 21:02:02 2000 Trance wrote post #1090:
> I know its been brought up before, but im gonna do it again.
> Can we -please- not recieve mail from people on out ignore list.
> some people just dont know when to quit, and some wont quit spamming
> your mailbox with shite you dont want to hear.
> we took it out of last tells, is there -any- reason why we cant do
> it for mail too?
> 
> trance - the guy whos sick of idiots spamming his mailer with crap
> 
How about just pressing 'd' instead of reading it?

We are not going to waste hours coding a feature that will save you from
one second of trouble.

Khosan

------------------------------

poster: Zifnab
subject: >mail/ignore
date: Mon Jun 19 06:17:33 2000

On Sun Jun 18 21:02:02 2000 Trance wrote post #1090:
> I know its been brought up before, but im gonna do it again.
> Can we -please- not recieve mail from people on out ignore list.
> some people just dont know when to quit, and some wont quit spamming
> your mailbox with shite you dont want to hear.
> we took it out of last tells, is there -any- reason why we cant do
> it for mail too?
> 
> trance - the guy whos sick of idiots spamming his mailer with crap
> 
yeah there is a reason... you see the headers, delete it.


--zif

------------------------------

poster: Zaxxon
subject: who long
date: Mon Jun 19 06:23:51 2000

Make the long who-list show friends' names in bold like the short-list does.

Zaxxon

------------------------------

poster: Hierokliff
subject: Some ideas and suggestions on tunes
date: Mon Jun 19 16:35:53 2000

I might be way off on some parts but that hasnt stopped me from posting
ideas and suggested tunes before :-)

1. Quick chant + spellspeed, shouldnt be able to cut casting time as much
   as it does, limit it to 1/3rd of normal max time, rounded up, instead of
   as it is now 1/5th almost. This limits extr powerful spells. This goes
   for skillspeed + lightning strike also, doubt it was meant for tigerclaw
   to be a single round skill or?

2. Upgrade strengths affect on deathblow, it used to be the most
   hardhitting skill after backstab, think its way too weak now. Maybe also
   let it be affected like bladefury if u have more then one weapon, atm i 
   think it only cares about first weapon. And since monsies resists stuns 
   so much now you really dont get anything good from barbarians atm?

3. Secondaries Iron will, shouldnt be 99-100% safe, it should be a bit
   weaker then a pure abjurers prot. But as how stuns works now this would 
   be very lethal for soloers that tries to attack anything above 100k+ 
   monsies, since these bastards stuns and resists stuns like hell.

4. A few 500k-1.2M monsies are way to easy to kill now compaired to how
   they used to be because of resists changes, which really blows. Well 
   not a big problem i guess, since most of these monsies eq has been tuned 
   into crap but there are still a few out there worth mass slaying now and
   wait for next tune then sell or sac. Because we all know they will be 
   tuned later, thats how it works in here. One month eq aint an option, 
   then the next its so easy its a joke...

5. Pluck the thorn, noticed that some monsies never rewields the weapons
   after they get disarmed, others does it instantly, is this up to the
   coder? Anyway it is very powerful vs some monsies, not sure if it should
   be like that since they cant use there offensive skills etc for the
   whole fight...

//Hierokliff Bloodsbane The grumpy bastich

------------------------------

poster: Kalon
subject: tunage
date: Mon Jun 19 17:52:56 2000

this is mostly in response to hk's 3rd point about secondary iw, I
don't think it should be touched.  I realize that everyone wants
abjurers to have a job and not idle so much but with the new stun
tunes abjurers are already extremely useful for xp parties that
don't have a huge tank or healer, and even if so they speed up
the rate.  just look at rambo, I think everyone would agree he
is doing great party wise :)

now about the willpower tunes, imho it was overdone.  I agree
that stuns were too much before, but the recent tune pretty
much eliminates ANY stun.  I stun all the time but when one gets
through it surprises me.  I probably get around 5-10 stuns in an
hour if that, and I'm using 3 rhls's and my stun is maxed.  I
would say that is out of around 100 orso stuns.  tuning stuns
a bit to keep monsters from being paralyzed for the entire battle
is one thing, basically rendering a skill/eq useless is another.

many guild have been screwed lately, but I have to post about
this one because I'm in it ;)

kalon

------------------------------

poster: Jordali
subject: >Some ideas and suggestions on tunes
date: Mon Jun 19 18:46:06 2000

1.  Hmm...I think the power you get out of this has more to do with your
ultra highbie status, Hk, heh.  3 round spells are consistently 1 turn,
but 4 turn spells are NOT consistently 1 turn, as you would seem to be
implying by saying qc and spell speed reduce the time to 1/5.  With
the way the combat rounds have been working, my 4 round spells with
110% qc and spell speed are 1 turn a bit more often than 2 turns,
and are 3 turns about 1/4 as often as they are 2 turns.  I don't
see what needs tuning about this...it was hard enough to get
where I am...and I think the current damage ratings and SP
costs are balanced with this.  I think your perception of
the amount of damage done in a short time is due to the
massive effect your massive stats have on spell damage.

Also, I'm pretty sure it is hard to get to 1 round tiger claws, and
most people would be hard pressed to find a healer to keep their eps up
whild doing that.  Again, I think if the amount of damage you see
from a 1 round claw is very high, it has to do with a LOT of exp
you put into skills, and high stats.  I don't think tuning down
the speed at which lower worth MAs can do the skill will do anything
but have a large negative effect on them...and I don't think the
MA tree in general needs to do less damage?  Atleast from what
I've seen and heard.

3.  How about making the duration shorter as a compromise solution?


5.  I thought high worth monsters had melee (no weapon) combat skills
of such a degree that disarming skills serve primarily to remove special
damage types more than reduce combat hit strengths?

-J

------------------------------

poster: Kaos
subject: >>Some ideas and suggestions on tunes
date: Mon Jun 19 18:48:45 2000

> 5.  I thought high worth monsters had melee (no weapon) combat skills
> of such a degree that disarming skills serve primarily to remove special
> damage types more than reduce combat hit strengths?
i think what he was saying is that a monster that uses for example
bladed fury can't use that skill when disarmed, and thus loses much
of its offensive strength

------------------------------

poster: Magneto
subject: >>>Some ideas and suggestions on tunes
date: Mon Jun 19 23:06:23 2000

On Mon Jun 19 18:48:45 2000 Kaos wrote post #1102:
> > 5.  I thought high worth monsters had melee (no weapon) combat skills
> > of such a degree that disarming skills serve primarily to remove special
> > damage types more than reduce combat hit strengths?
> i think what he was saying is that a monster that uses for example
> bladed fury can't use that skill when disarmed, and thus loses much
> of its offensive strength
what kind of wussy monster is expecting bladed fury to do anything =P

------------------------------

poster: Durin
subject: Emotes
date: Tue Jun 20 03:01:36 2000

Those at the fincon, know that we need at least an emote of a koma
falling out of the trees, dunno how it should look like but get on
with it allready.
-Durin

------------------------------

poster: Zaxxon
subject: "events list"
date: Tue Jun 20 09:10:10 2000

I suggest that someone makes the events list a bit more well arranged, like
maybe sort it alphabetically or after how long it has gone since last time
that event occured.

Zaxxon

------------------------------

poster: Zaxxon
subject: Estimate worth
date: Tue Jun 20 09:29:21 2000

Since the reinc-cost in % is very easy to calculate anyway, could it be
possible to put it in the spell-output? Like this:
 "You would have about 187681040 xp (82%) after the reincarnation taxes."

Zaxxon

------------------------------

poster: Rambo
subject: Party members.
date: Tue Jun 20 11:15:12 2000

Tomten told me that there is a party limit on 10 members, but it is
a clan limit on 15. so if the whole clan is up on the same time the
clan can't have a complete clan party. this should eather be changed
to reduce clan members, or increase party members to 15, or make a
special clan command for clan party so only clan members can join.

My and Tomten's 4 cents

------------------------------

poster: Zifnab
subject: >Party members.
date: Tue Jun 20 11:16:21 2000

On Tue Jun 20 11:15:12 2000 Rambo wrote post #1107:
> Tomten told me that there is a party limit on 10 members, but it is
> a clan limit on 15. so if the whole clan is up on the same time the
> clan can't have a complete clan party. this should eather be changed
> to reduce clan members, or increase party members to 15, or make a
> special clan command for clan party so only clan members can join.
> 
> My and Tomten's 4 cents

make 2 parties, one seven people one eight.


------------------------------

poster: Tektor
subject: Party Members
date: Tue Jun 20 11:16:48 2000

I agree with rambo on that, it would suck to have to pick and chose
when all your clanmates are on who you want in. *cough i forsee
myself sitting in cs*

------------------------------

poster: Marvin
subject: >Party members.
date: Tue Jun 20 11:17:25 2000

On Tue Jun 20 11:15:12 2000 Rambo wrote post #1107:
> Tomten told me that there is a party limit on 10 members, but it is
> a clan limit on 15. so if the whole clan is up on the same time the
> clan can't have a complete clan party. this should eather be changed
> to reduce clan members, or increase party members to 15, or make a
> special clan command for clan party so only clan members can join.
> 
> My and Tomten's 4 cents

Go away

------------------------------

poster: Tektor
subject: >Party Members
date: Tue Jun 20 11:18:52 2000

You guys asked for ideas, be more open minded, I mean what if the
clan has only one tank then the second party would bacially do
diddley.

------------------------------

poster: Zifnab
subject: >>Party Members
date: Tue Jun 20 11:20:04 2000

On Tue Jun 20 11:18:52 2000 Tektor wrote post #1111:
> You guys asked for ideas, be more open minded, I mean what if the
> clan has only one tank then the second party would bacially do
> diddley.
no i asked for ideas about the output/ideas to the aprty object, 
command.  I did not want ideas about the 10 limit.

And besides i cannot remember ever seeing a 15 member party that
was purely from one clan.  

Not to mention I cannot think of many times I have seen 15 members
from one clan on at the same time.

------------------------------

poster: Kaos
subject: >>Party Members
date: Tue Jun 20 11:42:55 2000

On Tue Jun 20 11:18:52 2000 Tektor wrote post #1111:
> You guys asked for ideas, be more open minded, I mean what if the
> clan has only one tank then the second party would bacially do
> diddley.
how often do you see 15 clanmembers in one party?

------------------------------

poster: Hierokliff
subject: some ideas.
date: Tue Jun 20 11:43:22 2000

Hall of fame.
  It would be nice if the plaque room above the hall of fame was showing how 
  much exps that was done since monday 00.00 this week, until sunday 23.59.
  And it would be kewl with a monthly plaque also, from the first to the last
  in either mud months or real life time. These lists could be moved over to
  the nice library in Tarantia. 
  And while iam at it, it would be nice if the hall of fame was a true hall 
  of fame, marking nuked, inactive or wizards instead of removing them, then 
  it would be a true hall of fame?

Explore %
  Could the lil man in the white lil rift say how much explored % you have on
  each island? This would help alot if you are trying to reach the impossible
  100% in total exploration.

Buildership
  Wouldnt hurt if there was a note about how to apply for buildership in the
  FAQ to the side of wizzing, if you are still searching for new builders. 
  With maybe new rules for these, since the wiz_rules aint so up to date for
  them i assume...

//Hk

------------------------------

poster: Magneto
subject: >>Party Members
date: Tue Jun 20 15:08:08 2000

On Tue Jun 20 11:18:52 2000 Tektor wrote post #1111:
> You guys asked for ideas, be more open minded, I mean what if the
> clan has only one tank then the second party would bacially do
> diddley.
awww you would have to party with other people.  How rough life is.
Did we ever say you have to party with clans?  I am pretty sure that joining 
a clan was not supposed to make the mud have only 14 other players and you.

------------------------------

poster: Atrus
subject: hell
date: Tue Jun 20 15:33:50 2000

I think they should add the 'idle' feature to hell so we can check
how long people have been idle for. A few times I have wised that i
could use that command.

------------------------------

poster: Zane
subject: >hell
date: Tue Jun 20 15:35:21 2000

Type dra (or some other channel), its a little spammy but it will
tell you everyone thats listenting to the dragon channel (except
wizzes) and how long they have been idle for.
Zane

------------------------------

poster: Atrus
subject: weather watchers
date: Tue Jun 20 16:41:53 2000

I noticed that the spell call lightning wasn't affected by any stats
or skills. Not sure if it is supposed to be like this or not. If so,
imho i think it should be changed a lil.

Atrus

------------------------------

poster: Basketball
subject: Muses
date: Tue Jun 20 20:14:41 2000

Well, in lgiht of the Best Wiz here, (Athena) I got an idea.
How aboot we get a guild for Muses, like in ancient Greece.
They were of History, Music, Comedy, Drama, and Dance.
And maybe we could get some EQ spells, have some disrupt monster
stuff, and a couple of +Stat spells for the Muses.
Just thought'd be cool.


Mike

------------------------------

poster: Dram
subject: woodsman
date: Tue Jun 20 20:43:36 2000

I have two comments for woodsman even though i have yet to try
them(i might just to verify my comments)

1 : Well the nature's guilds i think might be lacking in the fact
that they become completely worthless if you have good
swords/shields(note i havent tried this, speculation). If the spells
too give the swords damage would work on regular weapons but maybe
work like 75% less then on the nature's blade it might be a little
more worthwhile esp. because if you are going to be any higher in
that guild you have to be in one nature's.


2 : Maybe add a spell maybe in somewhere in animists or under the
woodsman to to take the resses of a monster and out of the four
nature's elements, and if one is remotely stronger then the other
three it would say for example:

Dram belongs to the circle of fire.

That would be the output on someone who had a ress in fire so many
more points then the water/air/earth(or whatever the nature's guilds
are. This won't tell someone what they are weak to, because for all
you can tell dram is strongest to fire and could possibly be weakest
to air. Maybe something helpful for the nature's/woodsman
guildtree.


Dram

------------------------------

poster: Dram
subject: nature's blade
date: Tue Jun 20 22:27:09 2000

Think %^RED%^Tick%^RESET%^
Would be nice if you could tell what blade spell is up on the blade
maybe by looking at it or by adding something like what singing
blade skill does

------------------------------

poster: Tektor
subject: Guild Idea
date: Wed Jun 21 13:17:50 2000

Came up with ideas for some guilds off the higher end of warriors.
1st one: You max Barbarian and Floggers and you can join Defenders
of the Hammer (you get a huge hammer as a guild item.) You can
enchant the hammer with some element stuff (sorta like thors hammer)
and have a skills like Thors crush, and Flying Hammer. And as you
train masteries up higher for stuff the hammer has a status when you
look at it and you can charge the hammer to do stuff like thors
crush and flying hammer, ie: the more charged it is the more damge
you do and the weapon has to be
 charged to do such attacks.
2nd: Blade Dancer and Defenders of the Crown (max both, forgot to
say that about Barbarian and Floggers.) and you can join Armored
Knight and you get a torso for armor. You get materies and skills
you can use on your armor to be a heavier armed tank. One could be
like Sacrafice Movement where it focuses you on being in a stance
where you get hit more but you can also take alot of heavier hits
from bigger monsters. (more of a tank for eq.)  Just a few thoughts
feel free to critize.

------------------------------

poster: Tektor
subject: Placement of Evoker guilds
date: Wed Jun 21 13:37:40 2000

Could make a place on darkcavern (using stuff from dotd) use the
names of the dragons that used the had the different breaths and
have them as the guild leaders. Make like a circular room and have
exits to each of the guilds. (just a thought on placement and names
unless some one already has that thought up.) As for Evoker of
Elements and Evoker of Ether would be cool to see a guild or two in
the sidhe area.

------------------------------

poster: Wildchild
subject: estimate worth idea
date: Wed Jun 21 15:21:58 2000

Another quick idea for estimate worth: what about adding the date of
your last reinc to it as well? Then we know how long we've been in
the guild and whatnot.

-WildChild

------------------------------

poster: Wildchild
subject: cauldrons
date: Wed Jun 21 15:42:20 2000

Hrm, dunno if this was something Samael missed or what, but I
could've swore that if you summon a cauldron in a room, it would
replace the first. However, it's telling me I already have a
cauldron in the room.
Consider how few safe rooms there are at times to receive
throwbacks, this really sucks.

So can it be set that, if the cauldron in the room is my own, that
summoning another dests the first.

Another reason for this is cause that if I know my cauldron's
nearing the end of it's "life", I don't wanna waste the sps filling
it just to have it disappear on me.

-WildChild

------------------------------

poster: Drako
subject: paintball
date: Wed Jun 21 20:03:47 2000

i think it would make paintball more fun to have an arena for it or
have portals appear in the office to certain areas and when the game
ends you get brought back to the office.
just a thought, Drakowholikespaintballinginsteadofidling

------------------------------

poster: Durin
subject: Healers
date: Thu Jun 22 06:44:43 2000

Hmm would be cool if healers got the minor cleric staff (from the
spell) made into a guild item

------------------------------

poster: Durin
subject: >Healers
date: Thu Jun 22 06:46:19 2000

On Thu Jun 22 06:44:43 2000 Durin wrote post #1128:
> Hmm would be cool if healers got the minor cleric staff (from the
> spell) made into a guild item

Tho maybe would need to be changed so that it can be wielded with
one hand (atm it takes all your hands).

-Durin

------------------------------

poster: Lu
subject: split screen
date: Thu Jun 22 21:34:15 2000

was thinking that a split screen, 1 for chat and the other for
everything else may be nice..just my opinion dont know how hard it
would be to do tho, or if anyone else even likes the idea.

------------------------------

poster: Mixer
subject: >split screen
date: Thu Jun 22 22:42:36 2000

On Thu Jun 22 21:34:15 2000 Lu wrote post #1130:
> was thinking that a split screen, 1 for chat and the other for
> everything else may be nice..just my opinion dont know how hard it
> would be to do tho, or if anyone else even likes the idea.
This would have to be done in client...

------------------------------

poster: Zifnab
subject: >split screen
date: Fri Jun 23 06:06:41 2000

On Thu Jun 22 21:34:15 2000 Lu wrote post #1130:
> was thinking that a split screen, 1 for chat and the other for
> everything else may be nice..just my opinion dont know how hard it
> would be to do tho, or if anyone else even likes the idea.
the mud will not even attempt to do that... if youreally
want that download portal and use the chat monitor, it does
exactly that.

------------------------------

poster: Phire
subject: >>split screen
date: Fri Jun 23 09:03:18 2000

On Fri Jun 23 06:06:41 2000 Zifnab wrote post #1132:
> On Thu Jun 22 21:34:15 2000 Lu wrote post #1130:
> > was thinking that a split screen, 1 for chat and the other for
> > everything else may be nice..just my opinion dont know how hard it
> > would be to do tho, or if anyone else even likes the idea.
> the mud will not even attempt to do that... if youreally
> want that download portal and use the chat monitor, it does
> exactly that.

If you want to do something similar in TF, I had a mostly working
solution and will need the RDMP to be working.

------------------------------

poster: Basketball
subject: More Dino's!
date: Fri Jun 23 13:49:59 2000

I suggest we add some more, and specifically, better variety of
Dinosaurs, and maybe Reptiles too.
Maybe we could add a Ptearodactyl, or an Anklyosaurus 
(My personal fav for the past 5 years.)
a Ghila Monster, a Bronchiasaurus, and the Dinosaur with a bill.
That'd be cool!


Mike

------------------------------

poster: Krellen
subject: >More Dino's!
date: Fri Jun 23 17:28:35 2000

Being from the state that most of them are from, I'd like to state
for the record that they are Gila monsters, not Ghila.  The 'g' gets
an 'h' sound because it's not English.  Since you can't spell it
right, I refuse to code you any.  :P

------------------------------

poster: Basketball
subject: Re:Re:More Dino's!
date: Fri Jun 23 17:30:58 2000

The last time I read about Gila Monsters was in '97. Maybe we could
have a Loch Ness Quest for the Highbie's?
Okay, that was all. Code something cool



Mike

------------------------------

poster: Wildchild
subject: >Re:Re:More Dino's!
date: Sat Jun 24 10:24:35 2000

On Fri Jun 23 17:30:58 2000 Basketball wrote post #1136:
> The last time I read about Gila Monsters was in '97. Maybe we could
> have a Loch Ness Quest for the Highbie's?
> Okay, that was all. Code something cool
> 
> 
> 
> Mike

Why not sit down and code it yourself? Stating you have an idea,
with absolutely no clue what is to make up that idea cept a quest,
isn't going to get you very far.
Now, should you sit down and actually figure out what the area is
going to look like, come up with creatures & descriptions, room
descriptions and the like, then somebody might actually code it for
you.

-WildChild

------------------------------

poster: Basketball
subject: Re:Re:Re:More Dino's
date: Sat Jun 24 20:42:38 2000

Wow, if a Wizard or Administrator will promise to do something with
the Descs and Stuff, I'll do it :)
If any Admin will consider the idea, mail me at my Address(finger
me) or mail me on RD.

Thanks
Mike

------------------------------

poster: Atrus
subject: whole new idea
date: Sat Jun 24 21:23:58 2000

If you don't want to read a long message that will most likly get
skipped by wizes, press enter again now.
For a long time, I sat thinking up an idea to make this mud able to
do a little more Rp'ing. (Role playing(duh))It would invole races
and guilds being based off of islands. Depending on what race you
were, you would have your castle on certain islands.  Each island
could have different guild trees to. Islands main cities could have
mayors who decide if they want to wage war on different islands,
etc. Differnt gods (the wizes) would favor thier respective islands,
and possible be able to bless the people fighting on thier home
island, much like in greek mythology.
If you wanted to make navigators very helpful, you could make it
possible for people to buy boats to transport people to island, and
remove the ferrys that take people for free. Players could charge
for use of their boats to get to differnt islands, etc.

This whole idea would take months of codeing (and i would help if
somone taught me, even if i had to become a wiz) but it would be
very fun, and really enhance the fantasy aspect of this mud.

I know that most likly this idea wouldn't be put into affect, but I
just had to write it down in hopes that somone would like it.
Please feel free to point out any grammer,typos, misspellings,
ideas, coments, etc in my post.
Thank you for you time.

Atrus, the one with the ideas that don't work.

------------------------------

poster: Basketball
subject: Re:Whatever the Hell Atrus Said
date: Sat Jun 24 21:28:06 2000

That just wouldn't work.
1st of all, the newbies aren't competent enough as it is.
2nd Not Enough Islands.
3rd This is not a Greek Mythology
4th WAY TOO HARD
5th We could make a better MUD based off of that idea, down with a
similair name, like.....Green Dragon

That's All, nice thought.

Mike

------------------------------

poster: Wildchild
subject: >Re:Whatever the Hell Atrus Said
date: Sun Jun 25 00:28:05 2000

On Sat Jun 24 21:28:06 2000 Basketball wrote post #1140:
> That just wouldn't work.
> 1st of all, the newbies aren't competent enough as it is.
> 2nd Not Enough Islands.
> 3rd This is not a Greek Mythology
> 4th WAY TOO HARD
> 5th We could make a better MUD based off of that idea, down with a
> similair name, like.....Green Dragon
> 
> That's All, nice thought.
> 
> Mike

(Sort of) Going on what Basketball has stated: you're basically
putting players at the mercy of other players. That isn't what this
mud is about... there are wizzes here that aboslutely hate that we
have pk at all.

Now, there are certain elements of your post that would be kinda
nifty to see: I've always thought it would be interesting for each
race to have a special skill or spell they could use, or some more
interesting interaction between the types of races that would, in
most cases, pit them against each other instead of being able to
work together.

-WC

------------------------------

poster: Nightfall
subject: >whole new idea
date: Sun Jun 25 02:14:51 2000


     Not really the same thing, but definitly similar.  I would
love to see the return of racial guilds.  There is a definite 
lack of 'individuality' other than your basic fighter/wizard
deal.  Some more ideas along the lines of races and such for
RP and such would be cool.

  -NF


------------------------------

poster: Marvin
subject: >whole new idea
date: Sun Jun 25 07:43:30 2000

On Sat Jun 24 21:23:58 2000 Atrus wrote post #1139:
> If you don't want to read a long message that will most likly get
> skipped by wizes, press enter again now.
> For a long time, I sat thinking up an idea to make this mud able to
> do a little more Rp'ing. (Role playing(duh))It would invole races
> and guilds being based off of islands. Depending on what race you
> were, you would have your castle on certain islands.  Each island
> could have different guild trees to. Islands main cities could have
> mayors who decide if they want to wage war on different islands,
> etc. Differnt gods (the wizes) would favor thier respective islands,
> and possible be able to bless the people fighting on thier home
> island, much like in greek mythology.
> If you wanted to make navigators very helpful, you could make it
> possible for people to buy boats to transport people to island, and
> remove the ferrys that take people for free. Players could charge
> for use of their boats to get to differnt islands, etc.
> 
> This whole idea would take months of codeing (and i would help if
> somone taught me, even if i had to become a wiz) but it would be
> very fun, and really enhance the fantasy aspect of this mud.
> 
> I know that most likly this idea wouldn't be put into affect, but I
> just had to write it down in hopes that somone would like it.
> Please feel free to point out any grammer,typos, misspellings,
> ideas, coments, etc in my post.
> Thank you for you time.
> 
> Atrus, the one with the ideas that don't work.


I just want you to know that I skipped this post.
-M

------------------------------

poster: Myrddin
subject: >>Re:Whatever the Hell Atrus Said
date: Sun Jun 25 14:17:24 2000

the whole race thing is a good idea in my opinion 
i was somewhat dissapointed when i first started here and red the
race desc for mindflayer and saw that they were excelent at pshycich
magic and could handlepsychic powers that no other race could and
then when i used them they were basically just another caster race
with good regen but poor phys ress 
i would love to see a more diverse usage of teh races which would
probabaly also solve the problem of 1h fig races and other somewhat
useless races here
just my grammar less ramblings 
myrddin

------------------------------

poster: Pedron
subject: >whole new idea
date: Sun Jun 25 14:38:18 2000

I think RP is a pretty decent idea in general.  1st step is usually 
to have an ic/ooc flag toggling command for players to enter in-character 
or out-of-character modes for rp/nonrp purposes.  Interactive NPCs, quests 
that require more talking/thinking than killing and respond negatively or 
positively to different races/alignments/charismas are other things 
I can think of.  I seriously doubt anyone will try very hard 
to make the entire mud friendly to RP since demand doesn't seem very 
high as far as I can see.

Making customized channel for yourself and assembling a faction or whatever
for RP purposes is somethnig players could do.  PK is also highly 
effective if used properly. *grin*  You could invent your own 
quests(erradicate all the evil guys in suchnsuch an area) and 
objectives(assassinate so-n-soplayerguy who's insulted ur honor).

Ah well, am rambling now.  You'd do well to gather up players
interested in RP, let them invent 
their own character stories, and interact with them accordingly in 
the mud or on the RP channel you mak.

-Pedron is a human fighter even though the stats suck, because he wished to 
be a human fighter character. ;>

------------------------------

poster: Pedron
subject: >>whole new idea
date: Sun Jun 25 14:40:52 2000

Maybe all the evil races not allowed to party with any of the good 
aligned races.  Lawfully guilded players can't party with those in guilds 
considered unlawful.  leave neutral types in the air, am just flinging 
this one out. :)

-Pedron

------------------------------

poster: Wildchild
subject: >>>whole new idea
date: Sun Jun 25 14:57:47 2000

On Sun Jun 25 14:40:52 2000 Pedron wrote post #1146:
> Maybe all the evil races not allowed to party with any of the good 
> aligned races.  Lawfully guilded players can't party with those in guilds 
> considered unlawful.  leave neutral types in the air, am just flinging 
> this one out. :)
> 
> -Pedron

We don't have the player base for such a thing to be done, as much
as it would seem to make sense.
Nor are the races balanced enough to make this possible.

-WC

------------------------------

poster: Dram
subject: woodsman part 2
date: Sun Jun 25 19:52:00 2000

Ok, i reinced woodsman and got to play them a bit. Since there are
no bravos, i wont compare them to fighters. What i will say is that
as of right now, there are so many restrictions on them and not
enough benefits from the restrictions.

Example: The woodsman can use spells and have basic fighter skills,
but the spells they have are restricted im themselfs. Not only that
but most of the spells/skills have to be cast outside(which there is
no benefit from *maybe like some damage bonuses when fighting
outside would be nice*).

There are all these spells in woodsman to create items and have of
the items aren't even useful. (the only one i will exclude is build
campfire cause it IS a good skill) The leafblade and leafshield
minimal damage and protection and minimal stats and the animals take
a long time to call even though they stay a long time there is a
skill you hav to learn for each of them(bit pointless, were the
coders running out of ideas?? *no offense, just my opinion*).

And the nature's guilds, how is a person suppose to know what guard
or blade spell to cast if we cant find that information from one of
our spells. Seeing woodsman is a solo guild for the mostpart i can
tell, and since the seers aren't in abundance i dont think without
some sort of spell to tell weaknesses/strengthes, the guards and
blades are useless.

Idea: Have a spell that says if a monster is vuln to air then say
"Sylph doesn't favor a monster." and maybe a couple degrees "Sylph
really doesn't favor a monster.", and does favor for resistant and
maybe one for damage types but i dont know many monsters that use
other then phys.

Wrath of mother nature is the only nature's blade enchant i found
remotely useful because i can actually tell what is undead.

I dont think this can really be changed now but to move on in
woodsman you have to either go nature's blade of guard and if you
have a decent+blade there is no point...

Thanks for listening. I feel this is important for this new, little
used guild tree.

Dram

------------------------------

poster: Dram
subject: animist
date: Sun Jun 25 20:10:13 2000

animist.general newgroup

need i say more?


Dram

------------------------------

poster: Atrus
subject: solo kills
date: Sun Jun 25 20:36:15 2000

Would be kinda cool to have a seprate line for solo kills made
during a nosuck.
that is all
Atrus

------------------------------

poster: Tektor
subject: Reinc Program
date: Mon Jun 26 14:28:22 2000

I think we should have some sort of program where after so many
reincs your tax cant keep hitting 20% or like after so many reincs
you get one free one. To ease the pain of those like myself (i admit
it) who have a problem reincing. Or better yet have like a command
that keeps you from being able to enter the reinc room and you can
out hoe long you want it to be workign (like freeezer) and you cant
remove it.
**\

------------------------------

poster: Wildchild
subject: >Reinc Program
date: Mon Jun 26 14:34:43 2000

On Mon Jun 26 14:28:22 2000 Tektor wrote post #1152:
> I think we should have some sort of program where after so many
> reincs your tax cant keep hitting 20% or like after so many reincs
> you get one free one. To ease the pain of those like myself (i admit
> it) who have a problem reincing. Or better yet have like a command
> that keeps you from being able to enter the reinc room and you can
> out hoe long you want it to be workign (like freeezer) and you cant
> remove it.
> **\

The idea of the reinc tax is to discourage reincing, not to find
ways of encouraging it. If you like to reinc that much you could
either a) deal with the loss, b) not reinc as much, or c) send in
money for tps to blow on free reincs.

-WildChild

------------------------------

poster: Basketball
subject: RE:Reinc Program
date: Mon Jun 26 19:00:38 2000

I second Tektor's motion.
I mean, just that the fact every day I could reinc at will to
powergame my ass to Dfalt's level, for a month of my playing I reinc
maybe 5/6 times....
I mean, it's a great idea! Less do it!


Basketball, the Reincing Madman

------------------------------

poster: Bigglesworth
subject: RE:reinc programs
date: Mon Jun 26 19:19:09 2000

imo: maybe over the gradual amount of times a person reincs, the
opposite effect of tektor's vision..an increased tax..it seems silly
to get a free reinc, just because your losing your worth trying to
get into the guild you like the most..of course no one except for
maybe wildchild or I would actually like this, and most other
players will hate this because you are all(or most) compulsive
reincers..
that's all
and my two cents

------------------------------

poster: Fuge
subject: new area
date: Mon Jun 26 20:36:23 2000

we have red, black, bluee, and black monks, why not green? =). it
could just be like the other color monks area, and the head priest
can have a green item. so far it be me to say what kind of eq it
should be, but there is  few pieces of eyes and amulet eq, just
putting up my idea. sorry if i have typos, i love telnet =).

------------------------------

poster: Basketball
subject: Loophole?
date: Mon Jun 26 22:01:57 2000

Mkay, this is nagging at me. If, let's say, Atrus, is in a party
with, oh.....Tektor, and Atrus tanks for the party.
Atrus makes a bear, Tektor attacks it, kills it, and all that.
Now my problem is that I want to know if...
1. Atrus'll get hurt.
2. Tektor can attack it.
3. Atrus ends up attacking it.
4. Tektor takes damage.
5. The party gets EXP.


Thanks
Mike the idiotically intelligent bastard.

------------------------------

poster: Frogmann
subject: >RE:Reinc Program
date: Mon Jun 26 23:44:04 2000

On Mon Jun 26 19:00:38 2000 Basketball wrote post #1154:
> I second Tektor's motion.
> I mean, just that the fact every day I could reinc at will to
> powergame my ass to Dfalt's level, for a month of my playing I reinc
> maybe 5/6 times....
> I mean, it's a great idea! Less do it!
> 
> 
> Basketball, the Reincing Madman
Is it just me...or is there a pattern to the type of folk who like
this notion?
Froggie has 2 people on his ignore list

------------------------------

poster: Baer
subject: Saving gems and power crystal state.
date: Tue Jun 27 01:45:26 2000

Each time we have a crash, I lose all the gems in my inventory,
and all power crystals drop to pale white (basically useless).

If possible I'd like to have my gems and power crystals
restored with crash recovery.

Thanks,
Baer

------------------------------

poster: Fox
subject: Race skill/spell
date: Tue Jun 27 02:35:32 2000

Just a thought;
Maybe races could have their own spell and or skill ?

------------------------------

poster: Trigon
subject: ICQ
date: Tue Jun 27 11:31:29 2000

Just a thought, maybe add an area on the finger info for ICQ number.
 Or maybe someone could add player's ICQ numbers on a page or
something.  I dunno.
Tri

------------------------------

poster: Basketball
subject: New Spell
date: Tue Jun 27 14:35:54 2000

cast cure serious wounds at anglemar
cast cure serious wounds at anglemar
get all

How aboot a spell that let's a Harmer take Sp
for Hp or vice versa?

------------------------------

poster: Energystar
subject:  Castles
date: Tue Jun 27 23:04:05 2000

 I know that it is going to be a long time before strongholds ever come
 out, if at all.  And only 1 castle can be bought for each player.  
 I think it would be nice if the leader of a clan could by an additional
 castle for the clan's use.

------------------------------

poster: Pedron
subject: strength/wielding
date: Wed Jun 28 18:48:40 2000

I'm pretty sure this would be a real pain to code, but I notice some 
races have ability to wield 2-hand weapons in one hand 
and some of these folks have as many as 3(or more) of these superstrong 
arms wielding standard 2-hand weapons.

I was thinking it might be good to give folks with very high strength 
the ability to wield big weapons 1-handed rather than 2-handed?
It could be scaled down to a simple formula comparing 
the weapon's weight to player's strength.
If weapon is 5% of player's carry capacity or less, 
it can be wielded in 1-hand, if it's I dunno between 
5 and 75% it need 2 hands and if 
heavier, they need extra hand or 
canna wield.  I know my numbers suck(maybe lighter than 25% to be 
1-handed) but hope the idea is clear. *grin*

Maybe someday a mere human who's dumped alot of energy into str, or who's a 
midbie or highbie using a low level 2-hand weapon 
would be able to wield the thing comfortably in 1-hand.

My idea is influenced by weapon wielding system on Genocide- I should 
credit them I guess.  Also seems like a fair way to tune some races.
The weird bug races and giants and such could keep their ability under 
current system.  In theme, you could say their exoskeletons or the 
fact they are 3 times as huge as humans allows them to 
wield the 2-handers in 1 hand whatever their str stat happens to 
be.  A human who's trained their strength to Herculean levels, 
or a highbie/midbie wielding low-level 2-handers would 
be pretty nice thing for me to look forward to beyond my newbie levels 
in the human race.

-Pedron
ps> wielding low-level 2-handers in 1 hand that should read up there

------------------------------

poster: Pedron
subject: skills
date: Wed Jun 28 19:02:17 2000

Also would be nice if skill levels could increase with lots of use.

Say I use punch ten thousand times and it goes up 1% without 
me having to invest exp?
Wield slashing style weapon through 50k rounds of combat 
or hit with such a weapon 50k times to have slash skill 
go up 1%.  Stuff ike that. :)

-Pedron

------------------------------

poster: Krellen
subject: >skills
date: Wed Jun 28 19:04:32 2000

> Say I use punch ten thousand times and it goes up 1% without 
> me having to invest exp?
> Wield slashing style weapon through 50k rounds of combat 
> or hit with such a weapon 50k times to have slash skill 
> go up 1%.  Stuff ike that. :)
This is essencially why you get experience.  I'm sure you can talk
us into implementing this, but only if you let us eliminate
experience.  ;)

------------------------------

poster: Wildchild
subject: lottery
date: Wed Jun 28 21:44:14 2000

I say piss even more people off and make the lottery more like real
life, no matter what the prize:

For each ticket bought, it gives you a random # on the ticket
(1-100, like party dice) and then when the time is up the machine
also gets a random #. So, somebody might win, might have multiple
winners in the event of a tie, or might have no winner and it
accumulates until the next time.

Now that would give you all something to bitch about.

-WildChild

------------------------------

poster: Kalon
subject: >lottery
date: Wed Jun 28 22:07:21 2000

On Wed Jun 28 21:44:14 2000 Wildchild wrote post #1168:
> I say piss even more people off and make the lottery more like real
> life, no matter what the prize:
> 
> For each ticket bought, it gives you a random # on the ticket
> (1-100, like party dice) and then when the time is up the machine
> also gets a random #. So, somebody might win, might have multiple
> winners in the event of a tie, or might have no winner and it
> accumulates until the next time.
> 
> Now that would give you all something to bitch about.
> 
> -WildChild
I think wc is onto something, what a good idea :)  it'll be like
those 300m lotteries irl where everyone gets crazy and wants to buy
tickets.  :D

nolak

------------------------------

poster: Zifnab
subject: >skills
date: Thu Jun 29 06:31:46 2000

On Wed Jun 28 19:02:17 2000 Pedron wrote post #1165:
> Also would be nice if skill levels could increase with lots of use.
> 
> Say I use punch ten thousand times and it goes up 1% without 
> me having to invest exp?
> Wield slashing style weapon through 50k rounds of combat 
> or hit with such a weapon 50k times to have slash skill 
> go up 1%.  Stuff ike that. :)
> 
> -Pedron
this wont happen.  it woudl be a fundamental change to the mud.

------------------------------

poster: Tranquil
subject: An idea for the Woodsmen guild
date: Thu Jun 29 07:42:31 2000


I’ll warn you beforehand, this is a long post, but I couldnt shorten
it much without leaving too many of the ideas within unexplained. I
apologize in advance.

I know that the Animist guild tree, more specifically, Woodsmen, is
far from completed, and admittedly I have absolutely no clue what is
planned for the bravo and omicron guilds so far, if anything, but I
have an idea that would fit in with the guild, and personally, I
think is kind of cool.
Woodsmen (the kind that you find in fantasy novels, better known as
hunters) tend to be trained with the sword, and it does make sense
to give Animist’s the Blunt skill for those that will choose the
Druid path, however hunters excel in the use of the bow. As yet,
this mud has no skill that would fit in with the use of such a
weapon, so after thinking for a while, I came up with an idea that
basically works like this...

First, archery needs two items, a bow and an arrow. The bow by
itself would be a blunt type weapon, as many hunters have been
forced to use the weapon as such when they have run out of arrows.
This would make the bow semi-useful by itself, although the weapon
class wouldn’t be that high, compared to the average blunt weapon.
The arrow on the other hand would be an archery type weapon. This
would require the creation of a new skill, ‘Weapon skill archery’.
The arrow by itself would be totally useless, but it would allow you
to use another newly created skill, ‘Arrow shot’.

‘Arrow shot’ would basically shoot the arrow that you have wielded
at the target you specify, allowing you to do a small to medium
amount of damage, and the accuracy of the attack, as well as the
damage, would be affected by both ‘shot and w’s archery. I was
thinking maybe two rounds for this skill to work, and a cost of
about the same as the warriors ‘kick’ skill (when not affected by
w’s archery).
The advantage of using this kind of weapon would be - when used by a
trained archer, arrows by thier nature are able to find ways between
the armor of foes much better than any other weapon, save stabbing
type weapons. Because of this, they damage the enemy without taking
thier armor class into account, and they are far more likely to
deliver a critical hit than any other type of weapon. The downside
of arrows is that thier miniscule weight precludes them from
stunning the enemy, so its basically a trade of stuns for
criticals.
One arrow would probably seem to be a little too sparse for most
players, so maybe it would be better to wield a quiver of arrows
instead. Maybe a quiver could hold 50 arrows, and you could carry as
many quivers as your strength allows.

Having a more complicated setup such as this would give the guild a
more "in theme" feel, as well as making it a little more powerful
for those who are willing to put in the effort and worth to make it
that way.
If anyone has any suggestions or thoughts they would like to add, I
am interested in what people think and what people could add to make
this idea better than what my pitiful brain can come up with. =j
Also, a question for the wizzes; Is something like this codable?
most of it would be variations on skills that are already
implemented, but some of them are new, as far as I can tell.
Anyway, Ill stop spamming you now. =j

<+> Tranquility <+>


------------------------------

poster: Rydia
subject: emote
date: Thu Jun 29 08:06:04 2000

I just saw duece biggallow and i think it as what would be an
excellent emote:) manslap: Don't MAKE me He-bitch man-slap you!!

------------------------------

poster: Quillz
subject: Are you sure (y/n)
date: Thu Jun 29 08:44:11 2000

Would be excessively cool if it would ask you that question when
taking wishes. 
I have seen it ask you that before, but i cannot remember where i saw it. 
But nonetheless, it would rock for xanden to ask you that when
taking wishes :)
Q

------------------------------

poster: Kalon
subject: >Are you sure (y/n)
date: Thu Jun 29 10:28:47 2000

On Thu Jun 29 08:44:11 2000 Quillz wrote post #1173:
> Would be excessively cool if it would ask you that question when
> taking wishes. 
> I have seen it ask you that before, but i cannot remember where i saw it. 
> But nonetheless, it would rock for xanden to ask you that when
> taking wishes :)
> Q
I agree that there needs to be some kind of check on wish buying,
I always have this fear that I'll accidentally buy some crap
wish :P  I remeber someone suggested it before, maybe quillz but
it would be nice if you had to type in the name of the wish to
buy it.

lonak

------------------------------

poster: Raivenloth
subject: Forced Reincs
date: Thu Jun 29 12:11:31 2000

How about some form of credit system for the people that can't be
online when you
do a forced reinc and have the machine in CS.  Allowing them to
experiment as well
could put limits like player must be alive to use the credit so they
can't cheat
out a death doing something stupid.
-R

------------------------------

poster: Pedron
subject: >lottery
date: Thu Jun 29 13:47:06 2000

On Wed Jun 28 21:44:14 2000 Wildchild wrote post #1168:
> I say piss even more people off and make the lottery more like real
> life, no matter what the prize:
> 
> For each ticket bought, it gives you a random # on the ticket
> (1-100, like party dice) and then when the time is up the machine
> also gets a random #. So, somebody might win, might have multiple
> winners in the event of a tie, or might have no winner and it
> accumulates until the next time.
> 
> Now that would give you all something to bitch about.
> 
> -WildChild
That would rock actually.  I thnik making the free ticket add it's 
90k to the pot would be suitable compromise, but chance of no 
winner in given lottos and a buildup to a pot of several hundred 
megs would be impressive way to piss some people off.  If you 
made it a 7 digit number match for jackpot and 
lotto tickets costs maybe 10k exp with a 200 ticket 
cap, newbies could buy their tickets at same cost as highbies and 
highbies can mortgage their souls on 200 tickets a lotto trying 
to win the thing. ;>  I'm sure they'd all swoon some more if a 
midbie/lowbie/newbie won.  come to think newbies might moan over 
all the exp they wasted.  I prefer to spend my cash 
on bag of chips and soda in real life rather than a 
piece of paper that will be worthless 999million times out of a billion, 
but I would dump some exps into 10k tickets at the lottos here.

-pedron

------------------------------

poster: Quillz
subject: Rogues
date: Thu Jun 29 14:50:34 2000

When you poisoned a weapon, make it show that it is poisoned?
I'm using a golden tanto and fanged dagger, poisoned them both and
la then, it shows nothing.
anyway, if i remember correctly it did show the poison when i used
it on a dslicer
Q

------------------------------

poster: Quillz
subject: High end abj 
date: Thu Jun 29 22:38:41 2000

Pondering some sort of 'stun vuln' for higher end abjs, well, not
ultra highbies, but ppl with 'nuff for lvl 70. 
anyway, just an idear
Q who wants figs and casters to just get along.

------------------------------

poster: Durin
subject: >>Are you sure (y/n)
date: Fri Jun 30 01:56:41 2000

On Thu Jun 29 10:28:47 2000 Kalon wrote post #1174:
> On Thu Jun 29 08:44:11 2000 Quillz wrote post #1173:
> > Would be excessively cool if it would ask you that question when
> > taking wishes. 
> > I have seen it ask you that before, but i cannot remember where i saw it. 
> > But nonetheless, it would rock for xanden to ask you that when
> > taking wishes :)
> > Q
> I agree that there needs to be some kind of check on wish buying,
> I always have this fear that I'll accidentally buy some crap
> wish :P  I remeber someone suggested it before, maybe quillz but
> it would be nice if you had to type in the name of the wish to
> buy it.
> 
> lonak

I third to that, Hey acttually I -1 to this, beacause I posted the
same idea months ago
-Abj with greater crit wish

------------------------------

poster: Quillz
subject: >>>Are you sure (y/n)
date: Fri Jun 30 08:54:47 2000

On Fri Jun 30 01:56:41 2000 Durin wrote post #1179:
> On Thu Jun 29 10:28:47 2000 Kalon wrote post #1174:
> > On Thu Jun 29 08:44:11 2000 Quillz wrote post #1173:
> > > Would be excessively cool if it would ask you that question when
> > > taking wishes. 
> > > I have seen it ask you that before, but i cannot remember where i saw
it. 
> > > But nonetheless, it would rock for xanden to ask you that when
> > > taking wishes :)
> > > Q
> > I agree that there needs to be some kind of check on wish buying,
> > I always have this fear that I'll accidentally buy some crap
> > wish :P  I remeber someone suggested it before, maybe quillz but
> > it would be nice if you had to type in the name of the wish to
> > buy it.
> > 
> > lonak
> 
> I third to that, Hey acttually I -1 to this, beacause I posted the
> same idea months ago
> -Abj with greater crit wish
*You flex abj with greater stamina wish*
Nods. I do believe Durin was the first, gatta give him credit :)
Q

------------------------------

poster: Jordali
subject: >High end abj 
date: Fri Jun 30 12:02:33 2000

On Thu Jun 29 22:38:41 2000 Quillz wrote post #1178:
> Pondering some sort of 'stun vuln' for higher end abjs, well, not
> ultra highbies, but ppl with 'nuff for lvl 70. 
> anyway, just an idear
> Q who wants figs and casters to just get along.
Do enchanters have an enchantment to greatly enhance stunning ability?
This would make abjurers more useful, AND be a boon to fighters.
Just an idea.

-J

------------------------------

poster: Golte
subject: >>Are you sure (y/n)
date: Fri Jun 30 17:15:31 2000

On Thu Jun 29 10:28:47 2000 Kalon wrote post #1174:
> On Thu Jun 29 08:44:11 2000 Quillz wrote post #1173:
> > Would be excessively cool if it would ask you that question when
> > taking wishes. 
> > I have seen it ask you that before, but i cannot remember where i saw it. 
> > But nonetheless, it would rock for xanden to ask you that when
> > taking wishes :)
> > Q
> I agree that there needs to be some kind of check on wish buying,
> I always have this fear that I'll accidentally buy some crap
> wish :P  I remeber someone suggested it before, maybe quillz but
> it would be nice if you had to type in the name of the wish to
> buy it.
> 
> lonak

I think wishroom is to only place in reincprogress where typos are
fatal and cant be undone. You know, some clients that aren't
bugfree actually sends away random numbers to the mud 
now and then. 
:)

------------------------------

poster: Apathy
subject: >>>Are you sure (y/n)
date: Fri Jun 30 17:17:41 2000

On Fri Jun 30 17:15:31 2000 Golte wrote post #1182:
> On Thu Jun 29 10:28:47 2000 Kalon wrote post #1174:
> > On Thu Jun 29 08:44:11 2000 Quillz wrote post #1173:
> > > Would be excessively cool if it would ask you that question when
> > > taking wishes. 
> > > I have seen it ask you that before, but i cannot remember where i saw
it. 
> > > But nonetheless, it would rock for xanden to ask you that when
> > > taking wishes :)
> > > Q
> > I agree that there needs to be some kind of check on wish buying,
> > I always have this fear that I'll accidentally buy some crap
> > wish :P  I remeber someone suggested it before, maybe quillz but
> > it would be nice if you had to type in the name of the wish to
> > buy it.
> > 
> > lonak
> 
> I think wishroom is to only place in reincprogress where typos are
> fatal and cant be undone. You know, some clients that aren't
> bugfree actually sends away random numbers to the mud 
> now and then. 
> :)

Not quite. I've accidentally gone to the wrong guild and typed 'join
guild' before. Hard to reverse that one as well.

-Apathy

------------------------------

poster: Atrus
subject: race id.
date: Fri Jun 30 21:33:30 2000

Two quick things. I have noticed that a few races here were taken
from AD&D. Xorn for one. I was some pics of xorn and they don't
really fit the description. They are eggplants with arms, and only a
few feet tall. They made it up to a guys waist in the picture.
Second, thrikhren, they are fighting races if I'm not mistaken. If I
am wrong please correct me. Third and finally, Valar. Not sure what
they look like, and not sure if Tolkien (he made valars, right?)
described them very good either, but it would be nice to have some
kind of a description, even a made up one.
Atrus, he who likes roleplaying and good id's on stuff.

------------------------------

poster: Wildchild
subject: >race id.
date: Fri Jun 30 21:40:42 2000

On Fri Jun 30 21:33:30 2000 Atrus wrote post #1184:
> Two quick things. I have noticed that a few races here were taken
> from AD&D. Xorn for one. I was some pics of xorn and they don't
> really fit the description. They are eggplants with arms, and only a
> few feet tall. They made it up to a guys waist in the picture.
> Second, thrikhren, they are fighting races if I'm not mistaken. If I
> am wrong please correct me. Third and finally, Valar. Not sure what
> they look like, and not sure if Tolkien (he made valars, right?)
> described them very good either, but it would be nice to have some
> kind of a description, even a made up one.
> Atrus, he who likes roleplaying and good id's on stuff.

You forget tho, Atrus: this it not AD&D.
Take for example the gorons... I believe that's Abneon's race, and
they were taken from Zelda?
We may have some AD&D stuff, but Red Dragon is Red Dragon, and
altered races are better off than simple out of the handbook races.
Otherwise, if that were the case, psis would most likely be
mindflayers, as they are noted psionics in AD&D :)

-WildChild

------------------------------

poster: Basketball
subject: >>race id.
date: Fri Jun 30 23:46:17 2000

I agree with Atrus.
If we're going to be using ideas from other places, I say we do it right.
And even if we don't, we should name them something different.

Mike, The Hated

------------------------------

poster: Nightfall
subject: >>>race id.
date: Sat Jul  1 14:41:00 2000

On Fri Jun 30 23:46:17 2000 Basketball wrote post #1186:
> I agree with Atrus.
> If we're going to be using ideas from other places, I say we do it right.
> And even if we don't, we should name them something different.
> 
> Mike, The Hated

     Do it right?!?   The fact that some ideas and such come from
other games is well, bogus.  Doesn;t mean a damn thing.  If some of
the names, ideas, places, etc resemble somewhere else, well thats it.
They resemble somewhere else.  This however is Red Dragon, and if
we say elves are hairy, lanky, lazy thieves, well they are.  Enjoy 
the world that has been created for you or go to one of those 
somewhere elses.  Ideas are shared everywhere.  Live with it.

  -NF


------------------------------

poster: Fox
subject: Parties
date: Sat Jul  1 22:17:15 2000

Just a small thought, for party exp made per member, could it be
made so that the party shows actual exp earned throughout the party
depending on exp race tax
I'd just like to see how much Ive earned out of the party, not
depending on the party...but on my race.

Fox

------------------------------

poster: Atrus
subject: race id stuf
date: Sat Jul  1 23:41:15 2000

I think that there is nothing wrong with changing stuff. It's fun to
make your own races and bend ideas and all that. I just don't like
seeing a Xorn be 10 feet tall, or anything like that. I just think
that if we want to use the same name, we should make them look like
they should. What if we made our own race on here. Called it um...a
Feyniyg, and some other guy took the name, and made it look like
somthing completely differnt. I would think that some people would
be offended.
Atrus, He who thinks.

------------------------------

poster: Myrddin
subject: regen trance
date: Sun Jul  2 15:39:38 2000

i think the evokers regen trance is very cool but i htink it would
be even cooler if it worked on a heart beat rather than on a tick
perhaps i am just to small to have enough sps and enough regen to
fully reap the benefits but i am having trouble keeping my amulet
anywhere near fully charged ok my thoughts
myrddin the new evoker
**(

------------------------------

poster: Energystar
subject: >Parties
date: Sun Jul  2 20:18:30 2000

On Sat Jul  1 22:17:15 2000 Fox wrote post #1188:
> Just a small thought, for party exp made per member, could it be
> made so that the party shows actual exp earned throughout the party
> depending on exp race tax
> I'd just like to see how much Ive earned out of the party, not
> depending on the party...but on my race.
> 
> Fox
 Energystar pokes Fox in the calculator.

------------------------------

poster: Baer
subject: Death Penalty
date: Mon Jul  3 07:00:58 2000

Here I am, in hell again. It's not unusual to spend more than 2
hours here at some times of the day, waiting for *any* kind of
healer with *any* kind of ress or revive spell to log in and not be
idle. Quite frankly, being in hell is a waste of time and boring.
The only other way to get out is to pray, and that has the added
risk of losing over 15M exp if I lose a level. And even with no
scars (full preventative measures taken), that can happen.

I don't want this to sound like a whine, but there is something
wrong when everybody just idles, or kills tiny 5k monsters so they
have no chance of dying from a stun. Here are a couple of ideas on
how this could be improved.

1) Get out of hell free card: Make it more easily obtainable than
just from the lottery. That is if you can even get it from the
lottery anymore. How about the option to go to the cathedral (while
still alive), and make an offering to the gods (eg gold sacrifice),
and in turn getting some kind of artifact that will ressurect you.

2) Let non healers bring you back: Have a mini quest where players
can make their way through an area, and at the end, pay Charon to
ferry you back across the river into Red Dragon.

3) Healer event: Modify the Raena event, or make a new one (I have
some ideas on a new one, and might try it on 10k), so that dead
players can be brought to life during the event.

4) Remove level loss from pray: If I lose up to 75% of on hand exp
only when praying, I can modify the way I play the game depending on
what exp I have on hand, and am prepared to lose. However with a 15M
loss potentially at any time, it's a big rick praying with even
small amounts of on hand xp.

I don't think any of the above suggestions will put healers out of a
job. But it would make for a better mudding experience for those of
us playing at unpopular times.

-Baer

------------------------------

poster: Pedron
subject: >Death Penalty
date: Mon Jul  3 09:48:43 2000

I think harsh penalties in death are survivable and are supposed to 
suck.  I've been on places where death took a week's worth of hard 
mudding to recover that level and stats and the pile of exp you lost...
That's not here nor there, but general idea is 
maybe play smart for a few levels, go after something that'll 
likely kill you, set you back a level or 2, then play smart 
for at least a few levells again..  I dunno, I'm not a mud guru 
or anything, but I never saw people smashing 2 and 3 billion exps 
on muds with REAL penalties for death.

Real quick note on the wimpy system though- death might be alot 
less common if wimpy had omre than a 10 percent chance(it seems) 
of success.  Maybe make it 100% chance of success, but player throws 
down his weapon and flees in terror or somesuch.  That way he lose 
is cool weapon, but get killed a whole lot less often for it.

A permanent get out of hell free card could be made a minor or 
greater wish too if someone would care to spend 20 or 
40 real dollars on it. :)

-pedron

------------------------------

poster: Nightfall
subject: >Death Penalty
date: Mon Jul  3 14:34:51 2000


     I have to disagree.  Death and reinc penalties are not
harsh enough.  They have only gotten lighter and lighter since
the mud started.  If ANY direction was taken on this, I would hope 
it would be in the form of more death penalties.
     After all death is not supposed to be a good thing, currently
I feel it's more of a time hinderance than anything.  Time to get 
ress, rev, etc, and time to gain back the tiny little itsy bitsy
teeny weenie percent of exp you loss.  I won;t even start with 
the ability to reinc (ie change your whole character) with barely
no loss at all.

  -NF


------------------------------

poster: Baer
subject: >>Death Penalty
date: Mon Jul  3 17:54:24 2000

I'm not asking for weaker penalties on death, really.
The problem I want to address is that whenever player X
dies, he just asks for a revive, and is back in the game
in 30 seconds, for a normal revive penalty (25% on hand xp).
However when player Y who plays when there are no healers
on, dies, he waits 2 hours for some healer to come on, none
do, so he prays, and loses 75% of on hand exp, plus possibly
a level.

So to state it a different way, could there be some other
option to get out of hell, than praying or having a healer.
It doesn't have to be cheaper, make it the same xp penalty as
ress if you like.

"Time to get ress, rev, etc, and time to gain back the tiny
little itsy bitsy teeny weenie percent of exp you loss" is
what player X can do, because there are healers on. But
player Y is just screwed, no matter how much gold or time
he is willing to put into preventing the situation.

Maybe my "Get out of hell free" statement was badly worded,
I just want people who die at odd times to have a decent
chance at getting out like 95% of the rest of the mud do.
Sadly those 95% of people probably never see this situation,
and will read this note as purely a personal complaint.

-Baer

------------------------------

poster: Apathy
subject: >>>Death Penalty
date: Mon Jul  3 18:48:22 2000

On Mon Jul  3 17:54:24 2000 Baer wrote post #1195:
> I'm not asking for weaker penalties on death, really.
> The problem I want to address is that whenever player X
> dies, he just asks for a revive, and is back in the game
> in 30 seconds, for a normal revive penalty (25% on hand xp).
> However when player Y who plays when there are no healers
> on, dies, he waits 2 hours for some healer to come on, none
> do, so he prays, and loses 75% of on hand exp, plus possibly
> a level.
> 
> So to state it a different way, could there be some other
> option to get out of hell, than praying or having a healer.
> It doesn't have to be cheaper, make it the same xp penalty as
> ress if you like.
> 
> "Time to get ress, rev, etc, and time to gain back the tiny
> little itsy bitsy teeny weenie percent of exp you loss" is
> what player X can do, because there are healers on. But
> player Y is just screwed, no matter how much gold or time
> he is willing to put into preventing the situation.
> 
> Maybe my "Get out of hell free" statement was badly worded,
> I just want people who die at odd times to have a decent
> chance at getting out like 95% of the rest of the mud do.
> Sadly those 95% of people probably never see this situation,
> and will read this note as purely a personal complaint.
> 
> -Baer

I've got a better idea. Let's just make it so that people who are
revved stand a chance of losing a level also.

Of course, then people would whine.

-Apathy

------------------------------

poster: Marvin
subject: Death penalty
date: Mon Jul  3 20:56:30 2000

The issue with pray/revive isn't how harsh death is on the mud,
it is the difference between a pray and a revive. If it is better
to idle in hell for 4 hours to get a revive than it is to pray,
than I agree it is a valid issue. Encouraging boredom doesn't seem
to be very healthy for the mud. So maybe pray and revive need to
be closer together in effect. Whether that is easier or harsher than
it is now is an entirely different issue.

------------------------------

poster: Locke
subject: The Addict Plaque
date: Mon Jul  3 22:43:56 2000

A neat idea would be a plaque that shows the top 20 people who log
in the post time on the mud per week.  We can all see who plays here
alot and acknowledge that.
I know who will be on the top.
*pokes Fuge*
-L

------------------------------

poster: Krellen
subject: >The Addict Plaque
date: Mon Jul  3 22:44:42 2000

No, I refuse to allow the wizstaff to encourage you idlers.  ;)

------------------------------

poster: Wildchild
subject: >>>Death Penalty
date: Tue Jul  4 02:33:37 2000

Hmm, dunno if you've noticed Baer, but <1k monsies are doing
crits... and hefty ones at that. Because of the increase in monsie
crits, stuns are increased as well, making exp harder.
I'm sure you'll see <10k monsies doing stuns. Hell, I know that monks do 'em.

And I really can't think of any high levelled players that only kill
5k monsies for "serious" exp anyways. I sure as hell wouldn't when
going for a 10meg level.
So yes, the risk is greater for all players if you actually want to
increase your worth beyond lowbie status.

-WC

------------------------------

poster: Lasher
subject: >>>>Death Penalty
date: Tue Jul  4 07:54:55 2000

On Mon Jul  3 18:48:22 2000 Apathy wrote post #1196:
> On Mon Jul  3 17:54:24 2000 Baer wrote post #1195:
> > I'm not asking for weaker penalties on death, really.
> > The problem I want to address is that whenever player X
> > dies, he just asks for a revive, and is back in the game
> > in 30 seconds, for a normal revive penalty (25% on hand xp).
> > However when player Y who plays when there are no healers
> > on, dies, he waits 2 hours for some healer to come on, none
> > do, so he prays, and loses 75% of on hand exp, plus possibly
> > a level.
> > 
> > So to state it a different way, could there be some other
> > option to get out of hell, than praying or having a healer.
> > It doesn't have to be cheaper, make it the same xp penalty as
> > ress if you like.
> > 
> > "Time to get ress, rev, etc, and time to gain back the tiny
> > little itsy bitsy teeny weenie percent of exp you loss" is
> > what player X can do, because there are healers on. But
> > player Y is just screwed, no matter how much gold or time
> > he is willing to put into preventing the situation.
> > 
> > Maybe my "Get out of hell free" statement was badly worded,
> > I just want people who die at odd times to have a decent
> > chance at getting out like 95% of the rest of the mud do.
> > Sadly those 95% of people probably never see this situation,
> > and will read this note as purely a personal complaint.
> > 
> > -Baer
> 
> I've got a better idea. Let's just make it so that people who are
> revved stand a chance of losing a level also.
> 
> Of course, then people would whine.
> 
> -Apathy
 
God this attitude is just so prevalent here. Yes, I guess a player
posting a concern about something they consider affects their enjoyability
of the game is whining. Everytime someone posts an idea everyone
just rips into it, I've even had a high level admin chat that
an idea I posted was 'stupid'. The next idea might have been great,
you'll never know, it will never get posted.
 
And people wonder why the averages stagnate while the internet 
population doubles every few months. Btw, don't let this post 
stop you to think about it for a minute, after all, I'm just whining.

------------------------------

poster: Tigran
subject: >>>>>Death Penalty
date: Tue Jul  4 08:08:49 2000

On Tue Jul  4 07:54:55 2000 Lasher wrote post #1201:
> God this attitude is just so prevalent here. Yes, I guess a player
> posting a concern about something they consider affects their enjoyability
> of the game is whining. Everytime someone posts an idea everyone
> just rips into it, I've even had a high level admin chat that
> an idea I posted was 'stupid'. The next idea might have been great,
> you'll never know, it will never get posted.
>  
> And people wonder why the averages stagnate while the internet 
> population doubles every few months. Btw, don't let this post 
> stop you to think about it for a minute, after all, I'm just whining.
Actually it can easily be argued that by making things too easy, or
bad things not have enough of a penalty, takes away from the
enjoyment of the game as well.

Very few can deny that the boredom factor sets into Red Dragon.  For
some it happens earlier than others.  But the cause may in fact
center around monotony, lack of challenge, and low risk. 

It was mentioned that the disparity between res/rev and pray were
too much, but I think this significant disparity has to exist
otherwise those with res and rev become more useless.  

There are always more than one side when it comes to guaging
enjoyment.  Lasher thinks Apathy's attitude sucked.  I'm not fond of
the attitude in the post that I'm following up to.  

Tigran

p.s. I was looking for crackers to go along with Baer's whine too.

------------------------------

poster: Tektor
subject: >>>>>Death Penalty
date: Tue Jul  4 08:37:52 2000

Hmm Lack of challenge? Alot of people that i know that are getting
bored with RD is because the challenge is to much. I like Rd but
from my point of view (this is just because i have been a lowbie for
over a year) Is that the challenge of being a lowbie has increased.
And as to the death penalty when i actualy so solo stuff i end up
getting axed by 2k monsters, and i get a rev but whenever i get a
ress i usualy lose alot of what i made makeing solo not a fun deal
since i spend
all that time then having to start soloing all over again to make it
up. (Thats why i dont like soloing) And some how i know ill get
bitched at because i am a lowbie and people like bitching at us.

------------------------------

poster: Apathy
subject: >>>>>Death Penalty
date: Tue Jul  4 08:59:26 2000

> > 
> > I've got a better idea. Let's just make it so that people who are
> > revved stand a chance of losing a level also.
> > 
> > Of course, then people would whine.
> > 
> > -Apathy
>  
> God this attitude is just so prevalent here. Yes, I guess a player
> posting a concern about something they consider affects their enjoyability
> of the game is whining. Everytime someone posts an idea everyone
> just rips into it, I've even had a high level admin chat that
> an idea I posted was 'stupid'. The next idea might have been great,
> you'll never know, it will never get posted.
>  
> And people wonder why the averages stagnate while the internet 
> population doubles every few months. Btw, don't let this post 
> stop you to think about it for a minute, after all, I'm just whining.

Hrm, I reread my post and realized it reads differently from the way
I meant it. I *like* Baer's idea, and I was just posting that I
think the change should go in the other direction, i.e. rev having
more of a penalty. I guess I slightly overfilled the post with the
sarcasm about the people who will inevitably whine about it, and the
post reads like I'm bashing Baer's post. Sorry 'bout that.

-Apathy

------------------------------

poster: Quillz
subject: >>Death Penalty
date: Tue Jul  4 12:20:17 2000

On Mon Jul  3 14:34:51 2000 Nightfall wrote post #1194:
>      I have to disagree.  Death and reinc penalties are not
> harsh enough.  They have only gotten lighter and lighter since
> the mud started.  If ANY direction was taken on this, I would hope 
> it would be in the form of more death penalties.
>      After all death is not supposed to be a good thing, currently
> I feel it's more of a time hinderance than anything.  Time to get 
> ress, rev, etc, and time to gain back the tiny little itsy bitsy
> teeny weenie percent of exp you loss.  I won;t even start with 
> the ability to reinc (ie change your whole character) with barely
> no loss at all.
> 
>   -NF
> 
I think Baer was saying that it's a shitload harder to get rev'd cuz
he plays at a different time then most. 
It is quite common for healers to play at a certian time only during
the day, because of all the different time zones ect.
Also baer wasnt worried at all about losing any less than his max
loss, which is more than Pedron can ever dream of, and more than me
and NF will have for quite some time. 
15m is a ton of xp for anyone. 
Oh and pedron, HK and Dfalt worked their asses off for their 3 gig. 
Dont bitch about em
Q

------------------------------

poster: Quillz
subject: >The Addict Plaque
date: Tue Jul  4 12:21:48 2000

On Mon Jul  3 22:43:56 2000 Locke wrote post #1198:
> A neat idea would be a plaque that shows the top 20 people who log
> in the post time on the mud per week.  We can all see who plays here
> alot and acknowledge that.
> I know who will be on the top.
> *pokes Fuge*
> -L
Muah, I Love the idea.
Q

------------------------------

poster: Quillz
subject: eje/ew % stuff
date: Tue Jul  4 22:11:22 2000

Would it be possible for the % reinc tax to show to the nearest 10th or 100th?
That way it wouldn't seem totally useless to sac stuff for tax to
get below 5% and have nothing happen.
Only asking cuz I'm hoping the code wouldnt be that hard to add a
fraction into it, but this is just a hunch as i am not sure.
Q

------------------------------

poster: Sigwald
subject: >regen trance
date: Wed Jul  5 05:24:26 2000

On Sun Jul  2 15:39:38 2000 Myrddin wrote post #1190:
> i think the evokers regen trance is very cool but i htink it would
> be even cooler if it worked on a heart beat rather than on a tick
> perhaps i am just to small to have enough sps and enough regen to
> fully reap the benefits but i am having trouble keeping my amulet
> anywhere near fully charged ok my thoughts
> myrddin the new evoker
> **(

I fail to see the relationships with heartbeat and the charge of
the amulet to be frank.

------------------------------

poster: Myrddin
subject: >>regen trance
date: Wed Jul  5 08:00:02 2000

On Wed Jul  5 05:24:26 2000 Sigwald wrote post #1208:
> On Sun Jul  2 15:39:38 2000 Myrddin wrote post #1190:
> > i think the evokers regen trance is very cool but i htink it would
> > be even cooler if it worked on a heart beat rather than on a tick
> > perhaps i am just to small to have enough sps and enough regen to
> > fully reap the benefits but i am having trouble keeping my amulet
> > anywhere near fully charged ok my thoughts
> > myrddin the new evoker
> > **(
> 
> I fail to see the relationships with heartbeat and the charge of
> the amulet to be frank.
yeah i got the same complaint from other evokers i need to make
myself more clear i was having trouble keeping the amulet charged
and just thought that instead of a tick regen in trance a hp regen
would help to regain the lost sps faster therfore allowing one to be
more able to charge perhaps this still doesnt make sence and if not
im sorry its early
Myrddin

------------------------------

poster: Myrddin
subject: >>>regen trance
date: Wed Jul  5 09:09:32 2000

the new fix to trance in inform fully answers my idea, forget all my
earlier posts i think trance is great
myrddin

------------------------------

poster: Magneto
subject: >>>>race id.
date: Wed Jul  5 10:51:10 2000

On Sat Jul  1 14:41:00 2000 Nightfall wrote post #1187:
> On Fri Jun 30 23:46:17 2000 Basketball wrote post #1186:
> > I agree with Atrus.
> > If we're going to be using ideas from other places, I say we do it right.
> > And even if we don't, we should name them something different.
> > 
> > Mike, The Hated
> 
>      Do it right?!?   The fact that some ideas and such come from
> other games is well, bogus.  Doesn;t mean a damn thing.  If some of
> the names, ideas, places, etc resemble somewhere else, well thats it.
> They resemble somewhere else.  This however is Red Dragon, and if
> we say elves are hairy, lanky, lazy thieves, well they are.  Enjoy 
> the world that has been created for you or go to one of those 
> somewhere elses.  Ideas are shared everywhere.  Live with it.
> 
>   -NF
> 
And if we get a race because one wiz bet another wiz that they couldnt make
a race with 4 r's in the name...

------------------------------

poster: Magneto
subject: >>>>>>Death Penalty
date: Wed Jul  5 11:10:34 2000

On Tue Jul  4 08:37:52 2000 Tektor wrote post #1203:
> Hmm Lack of challenge? Alot of people that i know that are getting
> bored with RD is because the challenge is to much. I like Rd but
I am sorry but I don't agree that RD is challenging.  The only thing
it takes to succeed on here is time.  Not wishes, not brains, not 
friends.  Just pure time.  Granted all those things help.  But all
they do is compress the amount of time you need to spend here to
get to any point.  You could sit in one room beating up on one monster
every reset forever and gain your experience.  So you beat up on
the lil monster and make cash and exp.  Not very challenging.
It is little risk and little reward to beat up on a level 1 monster
all day.  But I can pretty much bet you that you would never die.
Next you can be more risky and get better rewards.  By attacking bigger
monsters that may stun/crit you straight to h e double hockey sticks.
If you are stupid you try to solo sear for exp and the risk far
outweighs the reward.  

So we have two extremes and the only true challenge of it all comes
when you try to find where you can get the maximum gold/exp/etc gain
without geting busted by death. 
And in my oppinion death generally isn't that harsh.  Losing a level
does happen but not often.  The chances are extremely low that it 
will happen.

So there is some 2 cents from magneto

------------------------------

poster: Pedron
subject: >>>Death Penalty
date: Wed Jul  5 16:06:27 2000

On Tue Jul  4 12:20:17 2000 Quillz wrote post #1205:
> On Mon Jul  3 14:34:51 2000 Nightfall wrote post #1194:
> >      I have to disagree.  Death and reinc penalties are not
> > harsh enough.  They have only gotten lighter and lighter since
> > the mud started.  If ANY direction was taken on this, I would hope 
> > it would be in the form of more death penalties.
> >      After all death is not supposed to be a good thing, currently
> > I feel it's more of a time hinderance than anything.  Time to get 
> > ress, rev, etc, and time to gain back the tiny little itsy bitsy
> > teeny weenie percent of exp you loss.  I won;t even start with 
> > the ability to reinc (ie change your whole character) with barely
> > no loss at all.
> > 
> >   -NF
> > 
> I think Baer was saying that it's a shitload harder to get rev'd cuz
> he plays at a different time then most. 
> It is quite common for healers to play at a certian time only during
> the day, because of all the different time zones ect.
> Also baer wasnt worried at all about losing any less than his max
> loss, which is more than Pedron can ever dream of, and more than me
> and NF will have for quite some time. 
> 15m is a ton of xp for anyone. 
> Oh and pedron, HK and Dfalt worked their asses off for their 3 gig. 
> Dont bitch about em
> Q
I was just suggesting death penalty isn't as terrible as thought since 
folks who've been here forever have to have died a zillion times and
still make the 
extremely high Worths.  Simplest way to fix Baer's problem would be
code up an 
NPC highbie/healer type to res him like a normal player 
would, then stuff that NPC guy in the game whenever no 
real players are there.  That way nobody would have to pay the real death 
penalty and we could do away with it altogether. *grin*
Wizards can code stuff like that you know, it's just a breech 
of miscellaneous principles for any given mud..  Maybe the NPC res/rev guy 
who can do this will be stuck in the game just the same...

-Pedron, just ruffling feathers. :P

------------------------------

poster: Basketball
subject: >>Death Penalty
date: Thu Jul  6 00:41:38 2000

I think that these ideas of Baer's will effect mostly the highbies,
3 quarters of the midbies, but this just wouldn't change how teh
newbie's make their way out of hell. We just aren't afraid of losing
2.5k exp.

Basketball, The ?Dumb? Sport.

------------------------------

poster: Quillz
subject: paintball
date: Thu Jul  6 18:17:41 2000

Cale has started a game of paintball.  All those interested in
playing pleasereport to the paintball office, located in the harbor
on Oddworld, and get yourpaintball gun in the next 3 minutes. 
Further messages will be on the'paintball' channel

would be cool if all this stuff could be advertised on the
'paintball' channel. 
that way ppl who are interested can 'on paintball' and people who
arent dont need to listen to it. 
just an idea.
Q

------------------------------

poster: Zifnab
subject: >paintball
date: Thu Jul  6 19:26:53 2000

On Thu Jul  6 18:17:41 2000 Quillz wrote post #1215:
> Cale has started a game of paintball.  All those interested in
> playing pleasereport to the paintball office, located in the harbor
> on Oddworld, and get yourpaintball gun in the next 3 minutes. 
> Further messages will be on the'paintball' channel
> 
> would be cool if all this stuff could be advertised on the
> 'paintball' channel. 
> that way ppl who are interested can 'on paintball' and people who
> arent dont need to listen to it. 
> just an idea.
> Q
it is one message.  after that initial message its all routed to the
channel.

I dont find that excessive.

------------------------------

poster: Quillz
subject: >>paintball
date: Thu Jul  6 20:19:17 2000

On Thu Jul  6 19:26:53 2000 Zifnab wrote post #1216:
> On Thu Jul  6 18:17:41 2000 Quillz wrote post #1215:
> > Cale has started a game of paintball.  All those interested in
> > playing pleasereport to the paintball office, located in the harbor
> > on Oddworld, and get yourpaintball gun in the next 3 minutes. 
> > Further messages will be on the'paintball' channel
> > 
> > would be cool if all this stuff could be advertised on the
> > 'paintball' channel. 
> > that way ppl who are interested can 'on paintball' and people who
> > arent dont need to listen to it. 
> > just an idea.
> > Q
> it is one message.  after that initial message its all routed to the
> channel.
> 
> I dont find that excessive.
not enough players all guns dested ect.
it isnt all that much unless people do it over and over, in which i
have seen multiple times.
Q

------------------------------

poster: Zifnab
subject: >>>paintball
date: Thu Jul  6 20:26:28 2000

On Thu Jul  6 20:19:17 2000 Quillz wrote post #1217:
> On Thu Jul  6 19:26:53 2000 Zifnab wrote post #1216:
> > On Thu Jul  6 18:17:41 2000 Quillz wrote post #1215:
> > > Cale has started a game of paintball.  All those interested in
> > > playing pleasereport to the paintball office, located in the harbor
> > > on Oddworld, and get yourpaintball gun in the next 3 minutes. 
> > > Further messages will be on the'paintball' channel
> > > 
> > > would be cool if all this stuff could be advertised on the
> > > 'paintball' channel. 
> > > that way ppl who are interested can 'on paintball' and people who
> > > arent dont need to listen to it. 
> > > just an idea.
> > > Q
> > it is one message.  after that initial message its all routed to the
> > channel.
> > 
> > I dont find that excessive.
> not enough players all guns dested ect.
> it isnt all that much unless people do it over and over, in which i
> have seen multiple times.
> Q
fixed.  only the initial message is broadcast mud wide.

------------------------------

poster: Basketball
subject: Tiamat and Nosuck
date: Thu Jul  6 23:51:59 2000

How aboot every time Tiamat is killed, we all benefit, (from her
draining us)we get a NoSuck after she's killed?

Basketball the ?Dumb? Sport.

------------------------------

poster: Balinor
subject: undeads
date: Fri Jul  7 00:08:11 2000

Just a thought, maybe the corpses that rise from the dead and become
all wuzzy about 180 exp undead monsters,could be scaled by the monsters 
exp worth. like undeads could be 1/5th from the original monsters worth.
Imo this is a good idea and would bring some excitement in game 
and would be even logical?
-Bal the undead soul reaver

------------------------------

poster: Pedron
subject: >undeads
date: Fri Jul  7 00:13:14 2000

On Fri Jul  7 00:08:11 2000 Balinor wrote post #1220:
> Just a thought, maybe the corpses that rise from the dead and become
> all wuzzy about 180 exp undead monsters,could be scaled by the monsters 
> exp worth. like undeads could be 1/5th from the original monsters worth.
> Imo this is a good idea and would bring some excitement in game 
> and would be even logical?
> -Bal the undead soul reaver
I like the undeads that die in one hit and are worth that 180 exps.
Now and then I end up with 3 undeads trying to gangbang me while I'm working 
on a dangerous seahorse. :)  Also, the undeads are worth 150% or 
so what I get in the way of exps for killing 
the puny newbie mobs I can wipe out solo.

Also for the Tiamat thing mentioned in #1219, how about all that 
energy drained is released in a super-atomic type of 
explosion mushroom cloud thing that kills random people in 
the party at ground zero. :)

Making noise,
Pedron

------------------------------

poster: Basketball
subject: >>Undead
date: Fri Jul  7 00:20:27 2000

Hmm....Hierokliff leaves Tiamat's Dead Corpse in CS. What happens?
we have a huge monsie running around, desting us newbies. Ouch

Basketball the ?Dumb? Sport.

------------------------------

poster: Denim
subject: News Spam
date: Fri Jul  7 00:53:11 2000

How about making it so you have to reach a certain level to post in news?
Around level 30 or so would be reasonable,it doesn't take long to
get to that level.
Denim,is tired of all the news spam

------------------------------

poster: Pedron
subject: >News Spam
date: Fri Jul  7 00:53:56 2000

On Fri Jul  7 00:53:11 2000 Denim wrote post #1223:
> How about making it so you have to reach a certain level to post in news?
> Around level 30 or so would be reasonable,it doesn't take long to
> get to that level.
> Denim,is tired of all the news spam
What news spam?

-pedron grins like an idiot.

------------------------------

poster: Wildchild
subject: >>News Spam
date: Fri Jul  7 00:56:39 2000

On Fri Jul  7 00:53:56 2000 Pedron wrote post #1224:
> On Fri Jul  7 00:53:11 2000 Denim wrote post #1223:
> > How about making it so you have to reach a certain level to post in news?
> > Around level 30 or so would be reasonable,it doesn't take long to
> > get to that level.
> > Denim,is tired of all the news spam
> What news spam?
> 
> -pedron grins like an idiot.

Gee, I wonder. Damn newbies. I agree with Denim. Half of you aren't
responsible enough for the news at this point in time... hell, weve
got people that've been around for a long time and still aren't
responsible enough. Friggin figures.

As for your Tiamat idea: are you that dumb? God, remind me never to
take you in an eq party with me. Last thing I want is some newbie
wanting to blow us out of orbit looking for something to do.
As for undeads: there's no reason for an undead to be worth more
than the original creature anyways, so the worth of undeads should
be changed to reflect the worth of the original creature. There
could be a limit set anyways to prevent Tiamat undeads from running
about.

-WildCHild

------------------------------

poster: Apathy
subject: >>undeads
date: Fri Jul  7 09:54:10 2000

> I like the undeads that die in one hit and are worth that 180 exps.
> Now and then I end up with 3 undeads trying to gangbang me while I'm
working 
> on a dangerous seahorse. :)  Also, the undeads are worth 150% or 
> so what I get in the way of exps for killing 
> the puny newbie mobs I can wipe out solo.

Sounds like a bug to me. >:P

-Apathy

------------------------------

poster: Tektor
subject: Imms
date: Fri Jul  7 10:31:44 2000

Got an idea. Based off cant rememebr what it was but, any way the
idea is:   Have you hugged an imm today? Pick a imm and hug him/her,
or pick anyone (imm/mortal/those running around who are its. (Graxon
gave me this idea) A simple way to spread peace and love across the
mud. (hiero gave me the iade about peace and love ect.) :)

------------------------------

poster: Tektor
subject: Wishes
date: Fri Jul  7 17:17:56 2000

Need confirmation on wishes as i was gonna get regen but put in the
wrong number. :/

------------------------------

poster: Wagro
subject: who island
date: Fri Jul  7 20:06:57 2000

I was thinking that a who island  would be a neat feature to
add. That would help people looking for summons/relocates from
spamming the channels. -wag

------------------------------

poster: Basketball
subject: Party Target
date: Sat Jul  8 11:34:32 2000

I thought we could have a "party target" for less confusion.
Whatever the party leader attacked or got attacked from first would
be the target.

------------------------------

poster: Zifnab
subject: >Party Target
date: Sat Jul  8 12:01:14 2000

On Sat Jul  8 11:34:32 2000 Basketball wrote post #1230:
> I thought we could have a "party target" for less confusion.
> Whatever the party leader attacked or got attacked from first would
> be the target.
that makes it entirely to easy to bot.

------------------------------

poster: Basketball
subject: >>Party Target
date: Sat Jul  8 21:40:34 2000

Good Point. You really shot that one down fast.

------------------------------

poster: Mixer
subject: >Party Target
date: Sun Jul  9 17:31:27 2000

On Sat Jul  8 11:34:32 2000 Basketball wrote post #1230:
> I thought we could have a "party target" for less confusion.
> Whatever the party leader attacked or got attacked from first would
> be the target.
Oh great, automate botting will we?
MIx

------------------------------

poster: Basketball
subject: >>Party Target
date: Sun Jul  9 17:32:18 2000

Zifnab already mentioned that.

------------------------------

poster: Zaxxon
subject: >>Party Target
date: Mon Jul 10 04:16:56 2000

On Sun Jul  9 17:31:27 2000 Mixer wrote post #1234:
> On Sat Jul  8 11:34:32 2000 Basketball wrote post #1230:
> > I thought we could have a "party target" for less confusion.
> > Whatever the party leader attacked or got attacked from first would
> > be the target.
> Oh great, automate botting will we?
> MIx
I don't see what the problem is. If we could do "kill target" or whatever
instead of kill "a dino", it would avoid problems which occur at reset, when
e.g. the hard velociraptor reset after the tank attacked, and the blaster
waiting for tick then attacked the newly reset velociraptor instead of the
stegosaurus. Well, just my opinion and an example. I don't see how that will
make botting any easier than before.

Z

------------------------------

poster: Mixer
subject: >>>Party Target
date: Mon Jul 10 04:33:58 2000

On Mon Jul 10 04:16:56 2000 Zaxxon wrote post #1236:
> On Sun Jul  9 17:31:27 2000 Mixer wrote post #1234:
> > On Sat Jul  8 11:34:32 2000 Basketball wrote post #1230:
> > > I thought we could have a "party target" for less confusion.
> > > Whatever the party leader attacked or got attacked from first would
> > > be the target.
> > Oh great, automate botting will we?
> > MIx
> I don't see what the problem is. If we could do "kill target" or whatever
> instead of kill "a dino", it would avoid problems which occur at reset, when
> e.g. the hard velociraptor reset after the tank attacked, and the blaster
> waiting for tick then attacked the newly reset velociraptor instead of the
> stegosaurus. Well, just my opinion and an example. I don't see how that will
> make botting any easier than before.
> 
> Z
Dinos are a pretty bad example, because if you're paying attention
you should attack 1st stegosaurus (or alias it to steg) instead
of attacking xth dino.

There is no way you would see auto targetting added, it would
make it _far_ too easy to bot behind someone.
Mix.

------------------------------

poster: Tigran
subject: >>>Party Target
date: Mon Jul 10 06:58:44 2000

On Mon Jul 10 04:16:56 2000 Zaxxon wrote post #1236:
> On Sun Jul  9 17:31:27 2000 Mixer wrote post #1234:
> > On Sat Jul  8 11:34:32 2000 Basketball wrote post #1230:
> > > I thought we could have a "party target" for less confusion.
> > > Whatever the party leader attacked or got attacked from first would
> > > be the target.
> > Oh great, automate botting will we?
> > MIx
> I don't see what the problem is. If we could do "kill target" or whatever
> instead of kill "a dino", it would avoid problems which occur at reset, when
> e.g. the hard velociraptor reset after the tank attacked, and the blaster
> waiting for tick then attacked the newly reset velociraptor instead of the
> stegosaurus. Well, just my opinion and an example. I don't see how that will
> make botting any easier than before.
> 
> Z
If you allow 'kill target' instead of the actual name, Blasters and
other fig types wouldn't even have to be interractive for setting
their trigs in a specific direction.  You might not be able to tell
if they were gone for half an hour or more.  

Tigran

p.s. I'm against repeat trigs that affect the play of the game
anyway.  Informational is one thing, but letting a client play
instead of a person...bad mojo.

Tigran

------------------------------

poster: Apathy
subject: >wiz reinc
date: Mon Jul 10 11:04:02 2000

On Mon Jul 10 11:02:59 2000 Spirum wrote post #1239:
> hrm cant wizards do the test reincs at 10k?
> Its dam spammy.
> )

Nope, guilds are broken on 10k since spells and skills are locked up. ;)

-Apathy

------------------------------

poster: Zifnab
subject: >wiz reinc
date: Mon Jul 10 11:05:30 2000

On Mon Jul 10 11:02:59 2000 Spirum wrote post #1239:
> hrm cant wizards do the test reincs at 10k?
> Its dam spammy.
> )
Its far less spammy than the inane shouts i see from people
on a daily basis, and takes up less lines as well, so i dont
see the occasional reinc as such a a bad thing, now if you
were to say teh lag it causes, yeah that can be fixed.

------------------------------

poster: Trigon
subject: Cauldron Magic
date: Mon Jul 10 11:56:16 2000

Just a few little things I've noticed since reincing to cauldron magic.
Summon cauldron and fill cauldron cost the same to train, but fill
cauldron is more expensive than summon.  You have to refill the
cauldron after making around 10 potions.  
Maybe switch the costs of the two, since cauldron's last for so
long, make it more expensive. 
Make fill cauldron a little less expensive because it is used so much
Also, would it be possible to be able to look at the cauldron and
maybe have it have some sort of glow to tell how long it has left? 
Cause it really sucks spending >425 sps then having to resummon and
refill.
Just a few thoughts, feel free to point out the bad stuff, just no
unconstructive critisicm.
Tri

------------------------------

poster: Wildchild
subject: >Cauldron Magic
date: Mon Jul 10 12:03:27 2000

On Mon Jul 10 11:56:16 2000 Trigon wrote post #1242:
> Just a few little things I've noticed since reincing to cauldron magic.
> Summon cauldron and fill cauldron cost the same to train, but fill
> cauldron is more expensive than summon.  You have to refill the
> cauldron after making around 10 potions.  
> Maybe switch the costs of the two, since cauldron's last for so
> long, make it more expensive. 
> Make fill cauldron a little less expensive because it is used so much
> Also, would it be possible to be able to look at the cauldron and
> maybe have it have some sort of glow to tell how long it has left? 
> Cause it really sucks spending >425 sps then having to resummon and
> refill.
> Just a few thoughts, feel free to point out the bad stuff, just no
> unconstructive critisicm.
> Tri

Notes: summon cauldron used to be 700 sps with fill at 400 sps. Now
it's around 290 & 460 for me, respectively. In the end, it's around
the same number of sps, just cheaper initially.
As for cauldron life, just time it or judge by the number of potions
you create so you know. Considering that summon was made so much
cheaper, resummoning shouldn't be an issue.

However, the fact that the cauldron needs to be altered so you can
actually replace/resummon over an existing cauldron (like recasting
body of lava and such) would help as well.

-WildChild

------------------------------

poster: Wildchild
subject: >>Cauldron Magic
date: Mon Jul 10 12:59:34 2000

Just a follow up, my summon cauldron is 260 sps, my fill cauldron is
400. Didn't realize the costs had dropped a bit more (some how)
since the last time I checked.
At any rate, it's still cheaper than it used to be.

------------------------------

poster: Kaos
subject: sacrifice spirit
date: Wed Jul 12 20:35:03 2000

As it is now, this spell is totally useless, it kills the caster,
and revives the target with same penalty as a ressurect. If the
target was revived with no or very little penalty, and the caster
still died, it might actually be worth using on some occasions.

------------------------------

poster: Basketball
subject: Alternate to Suck.
date: Thu Jul 13 16:03:09 2000

How about we have an event (alternate to suck) that swarms RD with
big, agro bugs?

------------------------------

poster: Khosan
subject: >Alternate to Suck.
date: Thu Jul 13 16:55:57 2000

On Thu Jul 13 16:03:09 2000 Basketball wrote post #1246:
> How about we have an event (alternate to suck) that swarms RD with
> big, agro bugs?
Like the Clones event?

------------------------------

poster: Basketball
subject: >>Alternate to Suck.
date: Thu Jul 13 16:57:30 2000

No, harder. And they would be everywhere, all big stuff, nothing little.

------------------------------

poster: Magneto
subject: >>>Alternate to Suck.
date: Thu Jul 13 17:04:47 2000

On Thu Jul 13 16:57:30 2000 Basketball wrote post #1248:
> No, harder. And they would be everywhere, all big stuff, nothing little.
yeah and we could make em permanently drain hp max!  and steal equipped
items. 
damn bugs, stomp stomp stomp

------------------------------

poster: Basketball
subject: >>>>Alternate to Suck.
date: Thu Jul 13 17:05:26 2000

It could be called, SUPER SUCK!

------------------------------

poster: Quillz
subject: >>>Alternate to Suck.
date: Thu Jul 13 19:29:33 2000

On Thu Jul 13 16:57:30 2000 Basketball wrote post #1248:
> No, harder. And they would be everywhere, all big stuff, nothing little.
Try fighting Baer's or Zane's clone.
Oh you want harder? Try Dfalt and HK's.

------------------------------

poster: Krellen
subject: >>>>Alternate to Suck.
date: Thu Jul 13 19:30:55 2000

Why don't we just make Azarians twice as tough and aggressive?  That
sounds to be what Basketcase..er, ball, wants.

------------------------------

poster: Tigran
subject: >>>>>Alternate to Suck.
date: Thu Jul 13 19:32:07 2000

On Thu Jul 13 19:30:55 2000 Krellen wrote post #1252:
> Why don't we just make Azarians twice as tough and aggressive?  That
> sounds to be what Basketcase..er, ball, wants.
And dont' forget to kill all the newbies!

------------------------------

poster: Basketball
subject: >>>>>Alternate to Suck.
date: Thu Jul 13 19:32:28 2000

That makes for 7 tought clones, all over the mud Quillz.
Azarians give EQ, ain't no good....it would be the loss of evilness.

------------------------------

poster: Ada
subject: doors
date: Thu Jul 13 21:36:27 2000

we need a way to take out unwanted doors in castles

- ada


------------------------------

poster: Apathy
subject: >doors
date: Thu Jul 13 21:37:04 2000

On Thu Jul 13 21:36:27 2000 Ada wrote post #1255:
> we need a way to take out unwanted doors in castles
> 
> - ada
> 

Move the room.

-Apathy

------------------------------

poster: Basketball
subject: New Greater Wish
date: Thu Jul 13 22:32:40 2000

How about we have a New Greater Wish that lets you choose one of
your skills/spells and trains it 20-50%?
I was thinking of one for getting 1 skill or one spell and it being
double it's original training cost.

------------------------------

poster: Durin
subject: Body restoration
date: Fri Jul 14 01:39:08 2000

If you checked the logs you'd notice no one (well almost sure) uses
the 'greatest' spell from healer guild, body restoration. If this
spell refreshed the body too (which would be quite logical I think)
it acctually could be of some use. Would have to up the sp cost a
bit tho, but could live with it.

-Durin

------------------------------

poster: Max
subject: Party refresh
date: Fri Jul 14 09:31:31 2000

How about a command that lets your restart the party but not disband
and recreate, like party refresh resets everything in the party
except for the members and the name, you can disband and recreate if
you want to change the name.
just a thought.
Max

------------------------------

poster: Basketball
subject: Reason Party Target Would Be Nice
date: Fri Jul 14 19:27:47 2000

You know what sucks? When half your party dies becuase your lag
flucked you up when you typed "kill a sidhe"
get all
give corpse to nitemare
It really really sucks. You've been there.

------------------------------

poster: Sleet
subject: >New Greater Wish
date: Fri Jul 14 22:17:52 2000

On Thu Jul 13 22:32:40 2000 Basketball wrote post #1257:
> How about we have a New Greater Wish that lets you choose one of
> your skills/spells and trains it 20-50%?
> I was thinking of one for getting 1 skill or one spell and it being
> double it's original training cost.
What the hell are you on?
-sleet

------------------------------

poster: Basketball
subject: >>New Greater Wish
date: Fri Jul 14 22:18:24 2000

Everything I can get. Got some smack?

------------------------------

poster: Basketball
subject: Party Creator
date: Fri Jul 14 23:22:12 2000

how boot "party creator" to see who started the party?

------------------------------

poster: Frogmann
subject: >>>New Greater Wish
date: Sat Jul 15 02:20:15 2000

On Fri Jul 14 22:18:24 2000 Basketball wrote post #1262:
> Everything I can get. Got some smack?
Huzzah!
The first quasi-intellegent (or at least, intelligable) thing that
has ever been uttered from BBall's twisted maw!

------------------------------

poster: Ringmaster
subject: Castles
date: Sat Jul 15 05:51:14 2000

Don't know how hard it would be, but maybe you could make a "desk
clerk" or something, so that one can't go through your castle untill
they sign in.
So we could know who goes into our castles.  *shrugs* Anyway, just a thought.

------------------------------

poster: Mixer
subject: >Reason Party Target Would Be Nice
date: Sat Jul 15 19:42:06 2000

On Fri Jul 14 19:27:47 2000 Basketball wrote post #1260:
> You know what sucks? When half your party dies becuase your lag
> flucked you up when you typed "kill a sidhe"
> get all
> give corpse to nitemare
> It really really sucks. You've been there.
If you're lagged that bad: DON'T PLAY!

------------------------------

poster: Drako
subject: Zifnab
date: Sat Jul 15 22:52:37 2000

Praise to Zifnabfor helping me out and standing my spamming, you
kick ass and thanks.
drakowhodoesn'tknowcrapaboutbeingawitch

------------------------------

poster: Basketball
subject: >Zifnab
date: Sat Jul 15 22:54:45 2000

news
g
praise
p
Zifnab
Easy as pie.

------------------------------

poster: Sigwald
subject: >>>Cauldron Magic
date: Mon Jul 17 03:05:20 2000

On Mon Jul 10 12:59:34 2000 Wildchild wrote post #1244:
> Just a follow up, my summon cauldron is 260 sps, my fill cauldron is
> 400. Didn't realize the costs had dropped a bit more (some how)
> since the last time I checked.
> At any rate, it's still cheaper than it used to be.

Guild item masteries affect spells costs.

------------------------------

poster: Trigon
subject: Psychic Gaze
date: Mon Jul 17 20:40:04 2000

I was wondering if Gaze could take a monster's tune into affect. 
Dunno if this would be hard or impossible or what.  Just an idea.
Tri

------------------------------

poster: Pedron
subject: keyring
date: Mon Jul 17 22:48:32 2000

I've accumulated a fair pile of keys from all over the mud, some I know 
the use of, and some I have yet to find a mate for.

I was wondering how hard it would be to make a keyring object to 
hold/carry a bunch of keys on/in like a near weightless 
bag object that can hold anything that ids to 'key'.

When you type 'i', you see the keyring object, when yuo look at 
keyring, you see your bunch of keys and can pull one off/out of 
the keyring to use when needed.

Dunno how balanced or hard it would be, but would be nice to clear the 
key clutter in my niventory and still let me haul them around in 
case I find something that needs unlocking. :)

Come to think, I haven't seen any kind of bags for carrying stuff.

Will quit rambling now, my idea's complete. :)

-Pedron

------------------------------

poster: Arkangyle
subject: success rate counters
date: Tue Jul 18 01:20:45 2000

  I was wondering if we could get a little more functionality to the
success_rate command.  Specifically by adding the ability to do
something like 'success_rate reset' to reset the counters for skills
and spells used.

Ark

------------------------------

poster: Max
subject: Refrigarators
date: Tue Jul 18 06:47:59 2000

How about making a refrigarator, or somthing like and ice box so you
can store food in it w/o it getting taken away by armageddon. Not
that its very important but for people as lazy as me, might find it
usful.

Max-the too lazy to keep walking back and fourth to the store

------------------------------

poster: Pedron
subject: punch
date: Wed Jul 19 23:54:05 2000

any gloves or bracers or brass knuckles to enhance 
punch and/or forearm bash skills? :)

Maybe some wizard put it in the game someday if not, just an idea/wish from 
a sort of humble player.

-pedron

------------------------------

poster: Servant
subject: >>Reason Party Target Would Be Nice
date: Thu Jul 20 07:02:35 2000

On Sat Jul 15 19:42:06 2000 Mixer wrote post #1266:
> On Fri Jul 14 19:27:47 2000 Basketball wrote post #1260:
> > You know what sucks? When half your party dies becuase your lag
> > flucked you up when you typed "kill a sidhe"
> > get all
> > give corpse to nitemare
> > It really really sucks. You've been there.
> If you're lagged that bad: DON'T PLAY!
this coming from you...

------------------------------

poster: Wildchild
subject: >>>Reason Party Target Would Be Nice
date: Thu Jul 20 11:43:06 2000

On Thu Jul 20 07:02:35 2000 Servant wrote post #1276:
> On Sat Jul 15 19:42:06 2000 Mixer wrote post #1266:
> > On Fri Jul 14 19:27:47 2000 Basketball wrote post #1260:
> > > You know what sucks? When half your party dies becuase your lag
> > > flucked you up when you typed "kill a sidhe"
> > > get all
> > > give corpse to nitemare
> > > It really really sucks. You've been there.
> > If you're lagged that bad: DON'T PLAY!
> this coming from you...

Hmm... post by a level 1 unselected player. Maybe we should look at
certain restrictions on players for news posts.

-WildChild

------------------------------

poster: Revenant
subject: Secondaries...
date: Thu Jul 20 12:32:25 2000

Need a command to see who's on as their secondary...like
secondary_check...prolly a dumb idea..but its a thought
Just something for PROOF.. =P
Rev

------------------------------

poster: Zifnab
subject: >Secondaries...
date: Thu Jul 20 12:36:01 2000

On Thu Jul 20 12:32:25 2000 Revenant wrote post #1278:
> Need a command to see who's on as their secondary...like
> secondary_check...prolly a dumb idea..but its a thought
> Just something for PROOF.. =P
> Rev
wizards have a command for that.  There is no need as far as 
I am concerned for players to have any clue who is playing
secondaries.   Most times its painfully obvious, and some 
players share it willingly, but that is their choice.
***


------------------------------

poster: Basketball
subject: >Punch
date: Thu Jul 20 14:34:43 2000

I had tried to get item's for MA's to use Brass Knucles and etc. but
it never seemed to work out...

------------------------------

poster: Wildchild
subject: >>Punch
date: Thu Jul 20 14:37:48 2000

On Thu Jul 20 14:34:43 2000 Basketball wrote post #1280:
> I had tried to get item's for MA's to use Brass Knucles and etc. but
> it never seemed to work out...

Eq is up to area coders. Don't ma's have gloves now for guild eq anyways?

------------------------------

poster: Rambo
subject: Estimate Worth
date: Fri Jul 21 06:51:28 2000

It would be cool if you could ew the Plaque to get an estimated
worth of all the players total.
Nothing useful, just something fun.

My two cents.
RamBo

------------------------------

poster: Basketball
subject: New MA guild
date: Fri Jul 21 12:30:16 2000

Masters of Self Energy
Level 1                    Skill: Center Ki.
Level 2                  Spell/Skill: Use Ki.
Level 3              Skill: Reimburse Ki.
Level 4           Skill: Charge Mecha Key
Level 5          Spell/Skill: Ultimate Ki.
Level 6              Skill: Charge Ki Energy.
Level 6              Spell: Ki Heal.
Level 7           Skill: Mold Mecha Ki Energy.
Level 10         Skill: Use Mecha Ki Energy.

I think this'd be a cool and well interesting new guild.

------------------------------

poster: Wildchild
subject: >New MA guild
date: Fri Jul 21 17:47:42 2000

On Fri Jul 21 12:30:16 2000 Basketball wrote post #1283:
> Masters of Self Energy
> Level 1                    Skill: Center Ki.
> Level 2                  Spell/Skill: Use Ki.
> Level 3              Skill: Reimburse Ki.
> Level 4           Skill: Charge Mecha Key
> Level 5          Spell/Skill: Ultimate Ki.
> Level 6              Skill: Charge Ki Energy.
> Level 6              Spell: Ki Heal.
> Level 7           Skill: Mold Mecha Ki Energy.
> Level 10         Skill: Use Mecha Ki Energy.
> 
> I think this'd be a cool and well interesting new guild.


I'm assuming Ki is the same as Chi, and we've already got martial
artists which have atleast one chi skill/spell.
And what is charge mecha key? This stuff needs some explaining.

------------------------------

poster: Basketball
subject: Charge Mecha Ki.
date: Fri Jul 21 19:29:18 2000

This allows the Martial Artist to charge his destructive power into
a larger entity of destruction, hence, much more damage.
Time: 10 Rounds



Release Mecha Key
This allows the Martial Artist to use the very destrucitve power of
his Mecha Ki, doing massive amounts of damage to the target, but
draining some of the power from all things around him.

BTW, Ki is the Destructive opposite of Chi.

------------------------------

poster: Basketball
subject: >Charge Mecha Ki
date: Fri Jul 21 19:31:09 2000

Mecha Ki does more damage with more things to drain. And, it takes 5
Rounds to use.....

------------------------------

poster: Apathy
subject: >New MA guild
date: Fri Jul 21 20:39:38 2000

On Fri Jul 21 12:30:16 2000 Basketball wrote post #1283:
> Masters of Self Energy
> Level 1                    Skill: Center Ki.
> Level 2                  Spell/Skill: Use Ki.
> Level 3              Skill: Reimburse Ki.
> Level 4           Skill: Charge Mecha Key
> Level 5          Spell/Skill: Ultimate Ki.
> Level 6              Skill: Charge Ki Energy.
> Level 6              Spell: Ki Heal.
> Level 7           Skill: Mold Mecha Ki Energy.
> Level 10         Skill: Use Mecha Ki Energy.
> 
> I think this'd be a cool and well interesting new guild.

Wow, that's so cool. I think it'd be even cooler if the guild were
so powerful that you have to max out 2 omicrons before you can join
it. It could be an omega guild!

-Apathy :P

------------------------------

poster: Cross
subject: >Charge Mecha Ki.
date: Fri Jul 21 20:53:43 2000

On Fri Jul 21 19:29:18 2000 Basketball wrote post #1285:
> This allows the Martial Artist to charge his destructive power into
> a larger entity of destruction, hence, much more damage.
> Time: 10 Rounds
> 
> 
> 
> Release Mecha Key
> This allows the Martial Artist to use the very destrucitve power of
> his Mecha Ki, doing massive amounts of damage to the target, but
> draining some of the power from all things around him.
> 
> BTW, Ki is the Destructive opposite of Chi.
Ok, Ki IS the same thing as Chi .. the spelling "chi" comes from the
chinese/korean tradition I believe while Ki is close to how it is
spelled in the Japanese tradition.  Ki and Chi.. being the same
thing are the focus of the spirit which is located in the Hara
(Japanese tradition- stomach region) which is where the spirit is
believed to be held.  and why "mecha" mecha is the prefix used to
show that something is mechanical.. hmm. ok.. I'll shut up now.

------------------------------

poster: Pedron
subject: look at  on plaque
date: Fri Jul 21 21:36:19 2000

A look at # on plaque command to list all the players of a given 
level would be cool.
Also look at  on plaque to list all the members of a given 
race on the plaque(for folks wondering how close to 
leader they are if it's not obvious) :)

-pedron

------------------------------

poster: Pedron
subject: >>New MA guild
date: Fri Jul 21 21:39:39 2000

On Fri Jul 21 20:39:38 2000 Apathy wrote post #1287:
> On Fri Jul 21 12:30:16 2000 Basketball wrote post #1283:
> > Masters of Self Energy
> > Level 1                    Skill: Center Ki.
> > Level 2                  Spell/Skill: Use Ki.
> > Level 3              Skill: Reimburse Ki.
> > Level 4           Skill: Charge Mecha Key
> > Level 5          Spell/Skill: Ultimate Ki.
> > Level 6              Skill: Charge Ki Energy.
> > Level 6              Spell: Ki Heal.
> > Level 7           Skill: Mold Mecha Ki Energy.
> > Level 10         Skill: Use Mecha Ki Energy.
> > 
> > I think this'd be a cool and well interesting new guild.
> 
> Wow, that's so cool. I think it'd be even cooler if the guild were
> so powerful that you have to max out 2 omicrons before you can join
> it. It could be an omega guild!
> 
> -Apathy :P
I have to spam this board with a laugh now. :)

Omega guilds.. hmm..  isn't that an Admin?

-pedron laughing

------------------------------

poster: Basketball
subject: >>New MA Guild.
date: Fri Jul 21 22:07:35 2000

It would be well to powerful Apathy. It's called "tuning".

------------------------------

poster: Pedron
subject: consider all
date: Fri Jul 21 23:30:13 2000

the ability to consider all in room might be nice

-pedron

------------------------------

poster: Revenant
subject: A new command...
date: Sat Jul 22 17:37:19 2000

Just an idea, maybe it may come to play...
a 'pause' command, that would allow you to sit still in a room, not
being able to move in any dirs, cast spells or use skills, and if
one is pk, you wouldnt be able to pause while in combat while in a
fight with another character or any type of creature in the realm
have a usage for this command for char's above level 15 only, since
it would be applicable for the pk system.
just my 'lil thought of the day.
Rev

------------------------------

poster: Pedron
subject: ac/wc
date: Sat Jul 22 17:44:34 2000

maybe a fighter guilds ability/spell to id armor and weapons that 
tells the armor class and weapon class.  seems in theme for 
that much info since it's physical nature of the weapon
would still depend on whichever guild it is that figures 
out elemental modifiers, stats and skill boosts from an item

Tahnval mentioned idea on newbie line, can credit him for idea and 
blame me for spam if the idea's not as decent as it sounds. :)
Am sure it's been requested by plenty of folks in the past..

-pedron

------------------------------

poster: Zifnab
subject: >A new command...
date: Sat Jul 22 18:47:55 2000

On Sat Jul 22 17:37:19 2000 Revenant wrote post #1293:
> Just an idea, maybe it may come to play...
> a 'pause' command, that would allow you to sit still in a room, not
> being able to move in any dirs, cast spells or use skills, and if
> one is pk, you wouldnt be able to pause while in combat while in a
> fight with another character or any type of creature in the realm
> have a usage for this command for char's above level 15 only, since
> it would be applicable for the pk system.
> just my 'lil thought of the day.
> Rev
what is the purpose of thsi command?
FYI its very easy to do its just a stun with a dif message, just not sure
I see the value in it.

------------------------------

poster: Basketball
subject: Greater Thief
date: Sat Jul 22 21:07:42 2000

How about a guild designed to steal EQ off of Monster's?

------------------------------

poster: Denim
subject: New Guild
date: Sat Jul 22 21:13:37 2000

How about a guild designed for the sole purpose of pking the hell
out of Basketball?
Whenever he posted a completely useless idea in news,we could type
'Slay Basketball',and he'd drop.  
I think this would be a great addition to any guild tree.
I know many people who would enjoy this guild.
Denim

------------------------------

poster: Wildchild
subject: weather
date: Sun Jul 23 00:50:07 2000

Just a thought or two on the 'weather' command.
Maybe it could have some changes made to it so it's easier to deal
with, such as removing clouds, rain, and snow and put it under one
weather command.
Like you could do 'weather moon' and it would show the status of
BOTH moons... right now it only seems to show the white moon (unless
I'm jsut missing the black moon when it's full).
And 'weather current' with stuff like night/day, clouds, raining or
snowing. Maybe add to it 'weather date' that says the
day/month/season since I think we have all of that stuff now.

------------------------------

poster: Magneto
subject: >New Guild
date: Sun Jul 23 13:19:15 2000

On Sat Jul 22 21:13:37 2000 Denim wrote post #1297:
> How about a guild designed for the sole purpose of pking the hell
> out of Basketball?
> Whenever he posted a completely useless idea in news,we could type
> 'Slay Basketball',and he'd drop.  
> I think this would be a great addition to any guild tree.
> I know many people who would enjoy this guild.
> Denim
wow I agree with denim once

------------------------------

poster: Basketball
subject: >>New Guild
date: Sun Jul 23 16:35:43 2000

Bad Idea. It would take too much work. Really. Don't go to all the trouble.**


------------------------------

poster: Zane
subject: Exp lottery
date: Sun Jul 23 20:46:39 2000

Perhaps instead of having to type buy ticket from machine  20 times,
the machine could ask how many tickets I want to buy and I could
just tell it 20 =)

Zane

------------------------------

poster: Nyx
subject: River
date: Mon Jul 24 01:36:00 2000

We need some big scarey monsters in the river to eat people who are
in it..... 
Hmm, and they can be like blob and spit you out in random water
places in the mud....hmm..
Nyx who is sleep talking

------------------------------

poster: Pedron
subject: race plaque
date: Mon Jul 24 08:55:35 2000

any chance of having a hall of races or somesuch lined 
with plaques for each of the races listing 
the players of each of the races?

Make it a nice long hallway too, with maybe 1 or 2 plaques in i
each part so we can add a little to exploration %. *grin*

-pedron

------------------------------

poster: Sleet
subject: scream %^WHITE%^ TICK!
date: Mon Jul 24 12:37:00 2000

maybe we should add if a weapon is throwable or not on id

------------------------------

poster: Denim
subject: Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 14:33:38 2000

See Above.

------------------------------

poster: Ant
subject: >Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 16:41:26 2000

On Mon Jul 24 14:33:38 2000 Denim wrote post #1307:
> See Above.

I don't why ppl find the unintentional trigger-commands in posts
such a horrible thing...
I guess it's ppl who can't read very well and have to spell out every word to
themselves and after spelling the whole sentence out, they realize
what it's about,
and if there are some triggers in the post, they don't understand
what the extra
words in between mean...

Maybe we should nuke people who apparently have nothing better to do
than to spam
the boards with useless posts about other people's triggers getting
in the messages...

- Ant the fed up one.


------------------------------

poster: Wildchild
subject: >>Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 16:53:25 2000

Ok, then go thru the posts, Ant, and count up the number of times it
has been mentioned to people to use a ! in front of their triggers.
Then count the number of times after such posts that people put
stuff in news with triggers.

We're just as fed up with people and their trigs.

------------------------------

poster: Wagro
subject: new door command
date: Mon Jul 24 17:23:58 2000

I was thinking that a command for castle doors that wold make them
"keyable" would be cool. This would allow the owner to decide which
doors can be unlocked with keys and which cant.  this would keep
other resident out of the owners private rooms while still giving
the resident their own door. Im thinking the syntax would be "alter
door key . just a thought.
-wag

------------------------------

poster: Ant
subject: >>>Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 17:29:55 2000

On Mon Jul 24 16:53:25 2000 Wildchild wrote post #1309:
> Ok, then go thru the posts, Ant, and count up the number of times it
> has been mentioned to people to use a ! in front of their triggers.
> Then count the number of times after such posts that people put
> stuff in news with triggers.
> 
> We're just as fed up with people and their trigs.

I find it less annoying to see a few trigs in a post, than reading
the followups of other players telling ppl to put that ! in front
of the trigs. Everyone knows that already and if they haven't
put those exclamation marks there, they're probably not gonna do
it no matter how much ppl post followups.

I could, for example, suggest that we nuke all the people who don't
use proper punctuation and capital letters in their posts.
That would be about as pointless, and it's not that hard to use
punctuation and capitals, not even mentioning proper spelling of
words at this point...

- Ant


------------------------------

poster: Magneto
subject: >>>>Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 18:09:29 2000

On Mon Jul 24 17:29:55 2000 Ant wrote post #1311:
> On Mon Jul 24 16:53:25 2000 Wildchild wrote post #1309:
> > Ok, then go thru the posts, Ant, and count up the number of times it
> > has been mentioned to people to use a ! in front of their triggers.
> > Then count the number of times after such posts that people put
> > stuff in news with triggers.
> > 
> > We're just as fed up with people and their trigs.
> 
> I find it less annoying to see a few trigs in a post, than reading
> the followups of other players telling ppl to put that ! in front
> of the trigs. Everyone knows that already and if they haven't
> put those exclamation marks there, they're probably not gonna do
> it no matter how much ppl post followups.
> 
> I could, for example, suggest that we nuke all the people who don't
> use proper punctuation and capital letters in their posts.
> That would be about as pointless, and it's not that hard to use
> punctuation and capitals, not even mentioning proper spelling of
> words at this point...
> 
> - Ant
> 
all you need to go get laid 

------------------------------

poster: Zifnab
subject: >Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 18:37:06 2000

On Mon Jul 24 14:33:38 2000 Denim wrote post #1307:
> See Above.
how aboug people that post 60+character subjects.

------------------------------

poster: Marvin
subject: >>>>Maybe wem should nuke people who dont turn off their triggs before writing posts.
date: Mon Jul 24 20:12:40 2000

I vote that we nuke people who don't use proper capilization and punctuation,
and that we hunt down and shoot people who use 'u' and 'r'.
Oh, and 'No thru traffic', I hate that.
-M

------------------------------

poster: Basketball
subject: >>>>>Maybe wem should nuke people who dont turn off their
date: Mon Jul 24 22:09:35 2000

I'll have the spam, spam, spam and spam. Oh yes, and note the
perfect punctuation and spelling.
And why nuke those people? I mean, why?
I think, we should nuke everyone who seems to hate everyone else,
and have a MUD full of happy people!

------------------------------

poster: Krellen
subject: Re: All this nuke stuff
date: Tue Jul 25 08:53:32 2000

Bah, screw this happy love joy crap, or the 'so and so did this'
crap.  Let's just nuke everyone and start over.  That'd be fair.  
Oh, don't like the idea?  Drat.  Well, I guess you can all just
stuff it then.  Bah.

------------------------------

poster: Kaos
subject: pickpocket
date: Tue Jul 25 10:18:36 2000

How about making it so that if you get caught pickpocketing someone,
you get som embarrased, you can't use the skill for 10-15 mins.?

------------------------------

poster: Pedron
subject: explore
date: Wed Jul 26 13:16:47 2000

I know we get the 20 tps for each 100% explore we do, but am 
wondering if there's any room to add a 10-100exp bonus for each new room?

So running around a bunch of new rooms, you get pelted with little 
bits of normal exps.  Would end up being 20k-200k exp in addition to 
the 20TPs.
Might hepl newbies a bit, higher newbies would consider it a 
newbie bonus or something, and would be an extra bit for anyone 
else.

-pedron

------------------------------

poster: Basketball
subject: >explore
date: Wed Jul 26 13:55:26 2000

Good idea. Then, we can throw in 100k gold for free! A "Newbie
Bonus" of course.

------------------------------

poster: Nyx
subject: purge
date: Wed Jul 26 16:17:23 2000

I think we should have a purge ignore command liek the purge friends
command. ;)
Nyx

------------------------------

poster: Hierokliff
subject: clan.
date: Thu Jul 27 13:00:17 2000

New clan command.

Clan inform enter 
Clan inform leave 

msg is max 30 chars, and is shown when ever a clan mate is leaving 
or entering the the world.


------------------------------

poster: Pedron
subject: start room
date: Thu Jul 27 15:23:56 2000

Maybe have the default starting place reset back to adv guild if the 
previous start room is deleted(ie if it was in someone's castle and they 
suicided or in a realm that's revised/removed for whatever 
reason.)  As I write this post, I'm sitting at the end of the 
Tunnel of Flame.  No player can beam me out and the last idle wizard 
just vanished.  Since my start room was deleted when Alisha 
suicided and her castle vanished, the Tunnel won't let me go 
anywhere.  

I can't starve to death or kill myself to go back to hell and be rev'd, and 
the Tunnel of Flame vaporized my cards when I tried 
to pass the time. :)

I'll reset my start room just as soon as I get out of here, but would 
be nice for it to default to adv guild if return 0 in the future.

Thanks,
Pedron

------------------------------

poster: Pedron
subject: nevermind
date: Thu Jul 27 15:27:41 2000

nevermind last post.  I posted disrtess calls on 3 different lines
and someone mentioned 
start clear on a 4th line I had turned off. ;>

-pedron

------------------------------

poster: Zifnab
subject: >start room
date: Thu Jul 27 17:45:48 2000

On Thu Jul 27 15:23:56 2000 Pedron wrote post #1322:
> Maybe have the default starting place reset back to adv guild if the 
> previous start room is deleted(ie if it was in someone's castle and they 
> suicided or in a realm that's revised/removed for whatever 
> reason.)  As I write this post, I'm sitting at the end of the 
> Tunnel of Flame.  No player can beam me out and the last idle wizard 
> just vanished.  Since my start room was deleted when Alisha 
> suicided and her castle vanished, the Tunnel won't let me go 
> anywhere.  
> 
> I can't starve to death or kill myself to go back to hell and be rev'd, and 
> the Tunnel of Flame vaporized my cards when I tried 
> to pass the time. :)
> 
> I'll reset my start room just as soon as I get out of here, but would 
> be nice for it to default to adv guild if return 0 in the future.
> 
> Thanks,
> Pedron
what tunnel of flame are you talking about.

------------------------------

poster: Baer
subject: lookup tables
date: Thu Jul 27 18:27:03 2000

It would be really useful to have a command listing conversion of
imperial to metric and vice versa. Just so I have a better idea of
how big my character is without searching the web :)

Also a listing of timezones where people live, although this could
be a challenge to maintain daylight savings time etc, I
'm sure some budding codeslave could handle it ;)

------------------------------

poster: Basketball
subject: Tail
date: Thu Jul 27 19:46:41 2000

I think it would be groovy if Animal Tamers had a Guild
Ite....err...Appendage to possibly increase Sp, SPR, or even a lil
Extra Damage.

------------------------------

poster: Basketball
subject: Citizens of Blackavar
date: Fri Jul 28 15:02:17 2000

Wow. These guys are TOUGH. They must have Forearm Bash at 100%,
strength on the fritz, and Martial Arts and Attack nice and high
too, so, how do we kill them withour constantly healing ourselves or
dying?
Jjst thought they could use a tune.

Basketball

------------------------------

poster: Pedron
subject: >Citizens of Blackavar
date: Fri Jul 28 20:43:41 2000

On Fri Jul 28 15:02:17 2000 Basketball wrote post #1327:
> Wow. These guys are TOUGH. They must have Forearm Bash at 100%,
> strength on the fritz, and Martial Arts and Attack nice and high
> too, so, how do we kill them withour constantly healing ourselves or
> dying?
> Jjst thought they could use a tune.
> 
> Basketball
2-man party and kill em fast.

------------------------------

poster: Basketball
subject: >>Citizens of Blackavar
date: Fri Jul 28 21:29:52 2000

You missed the point Pedron, I'm saying for a measly 188 exp, 150
Gold, and some tattered clothing, they shouldn't be THAT tough.

------------------------------

poster: Wildchild
subject: >>>Citizens of Blackavar
date: Fri Jul 28 22:17:00 2000

On Fri Jul 28 21:29:52 2000 Basketball wrote post #1329:
> You missed the point Pedron, I'm saying for a measly 188 exp, 150
> Gold, and some tattered clothing, they shouldn't be THAT tough.

If they are that difficult, don't kill them. Either that or hunt
down the coder of the area... and good luck on that one.

There should be plenty of other areas with monsies that worth for
you to kill in.

------------------------------

poster: Basketball
subject: A New Alpha Guild
date: Sun Jul 30 13:09:06 2000

How about we have some Pirates? 
Pirates are fighters and thieves, who sail yonder in search of wealth.
(Caught on Yet?) It'd be cool to start out with to boot.

------------------------------

poster: Basketball
subject: New Fig Group
date: Sun Jul 30 13:21:13 2000

Archers
They could use bows and arrows, and tho' they must have they're
skills well trained, hurting themselves or another is evident.

------------------------------

poster: Ant
subject: >New Fig Group
date: Sun Jul 30 16:59:51 2000

On Sun Jul 30 13:21:13 2000 Basketball wrote post #1332:
> Archers
> They could use bows and arrows, and tho' they must have they're
> skills well trained, hurting themselves or another is evident.

Okay, a point on suggesting guilds, Bball.

Guild-creating isn't something that happens overnight. They need
LOTS of work and it's not enough just to say "Hey we need
! It would be cool!". Before you suggest
a guild, flesh it out, think of skill/spellnames and the descriptions
for them, including desired damage types and the approximate amount
of damage/protection/etc they should do/give.

Those guild ideas aren't all that bad, but guild coders need more
from you than just the name of the guild.

- Ant


------------------------------

poster: Basketball
subject: >>New Fig Group
date: Sun Jul 30 23:47:22 2000

Good Point.

Swashbuckler's Guild : You must be maxxed in the following guilds:
Thief, Rogue
Level 1: Skill: Swashbuckling. (This skill allows the Pirate to
fight with much greater skill against one opponent.)
Level 2: Spell: Gigantic Wave. (This spell utilizes the caster's
experience with the sea to attack an opponent [or 5, you decide])
Level 3: Skill: Bury Treasure. (This let's the Pirate bury anything
he wishes [Gems maybe?] to be safe from destruction.)
Level 3: Skill: Recover Treasure. (This skill let's the Pirate
recover anything he might have earlier buried for safe keeping)
Level 4: Spell: The Sails Guide. (This spell allows the Pirate to
use his knowledge of the Wind and Navigation to possibly move an
object/monster/player to a different place. This will only work on
things that are not to heavy as to be unaffected by wind.)
Level 5: Skill: Disarm. (In order for a Pirate to truly fight to the
standards of his kind, he must be able to Disarm an Opponent.)
Level 6: Skill: Pirate's Nimbleness. (This allows the Pirate to
partially add considerable Speed and Stamina to his physique, thus
much more able to fight.)
Level 7: Spell: Fish. (When by water, a Pirate naturally will find a
way to get food. When fishing, most is plentiful.)
[Sorry, Level 7 was meant to be a skill. Whoops]
Level 8: Skill: Shipbuilding. (This skill, though it takes VERY
Considerable time, will give a Pirate more freedom when among the
sea to fo let him explore his interests and travel to where he
wishes. But beware, if not HIGHLY Trained in this skill, your ship
may break on you, and you drown.)
Level 9: Skill: Thievery. (This requires so much Nibleness and Speed
that few have successfully mastered it. This skill allows the
stealing of an object from another being, but, if noticed, you will
most probably be attacked very fiercely.)
Level 10: Tsunami. (This is a truly powerful spell when utilized to
it's full potential. This will sweep away many enemies, doing damage
in the process, to be a lesser hassle beyond wherever you are.)

That's some ideas I just sorta thought of on the spot, so if any
Wizard is interested, mud mail me or whatever. I'll gladly help with
any new guilds if asked.

------------------------------

poster: Basketball
subject: Archers
date: Mon Jul 31 01:22:01 2000

You must be maxxed in the following guilds to join this one: Fighter.
Level 1: Skill: Create Bow (This allows the Archer to create a bow
from some minor ingredients purchasable in most shops, so he can use
his skills in battle.)
Level 1: Skill: Create Arrow (This skill allows the Archer to create
a wooden bow to use in battle with his skills in shooting arrows.)
Level 2: Spell[Yes, a spell]: Minor Magic Arrow (This spell let's
the Archer create a a slightly more powerful bow out of magic, thus,
inflicting more damage.)
Level 3: Skill: Flaming Arrow (With correct use of this skill, the
Archer can light an Arrow on fire, probably burning whoever he hits
with it.)
Level 4: Skill: Eagle Eyes [Note: Type is Mastery] (With this skill
well trained, the Archer has much better aim, with less chance of
failure.)
Level 5: Skill: Iced Arrow (With this strange skill, the archer may
slightly freeze his target, while inflicting more damage in the
process.
Level 6: Spell: Psychic Bombed arrow (With this spell the Archer can
cause some minor Psychic damage to his target if the arrow
connects.)
Level 7: Spell: Suffocating Arrow (This allows the Archer to enchant
one of his arrows to inflict damage by Asphyxiation to a target,
though the target must be hit in the head for this to succesfully
work.)
Level 8: Skill: Knowledge Of Pressure Points (We've all seen this
one already.)
Level 9: Skill: Strengthen Bow (With this skill, the Archer can
cause more damage due to his Bows aded strength.)
Level 10: Skill: Create Metallic Bow (With this skill, the Archer,
if well trained, can make a reusable, effective, and deadly bow of
metal. This will only work if he has considerable strength.)

Throwing some more ideas around here. Lemme know what you think.

------------------------------

poster: Hierokliff
subject: finger info.
date: Mon Jul 31 01:30:32 2000

would be nice if "Last time on:" did show when the player did go ld,
or did quit, not when they did login?
//Hk

------------------------------

poster: Max
subject: Archerts
date: Mon Jul 31 09:22:14 2000

Maybe, just maybe, The archers idea could posibly work. But with a
little more detail of course. But what he didn't meantion were these
three things. 1. Its not a guild after the fig guild. Its a gamma
guild. 2. The summon bow spells are not needed. If the wizzes and
players decided that this guild was possible than, they could make
decent bows and some sucky bows for the experianced archers to use.
3. the fighters guild needs a new skill called weapon skill
bowmanship or maybe in the archers guild.
Thats about ti
it
Max

------------------------------

poster: Basketball
subject: >Archerts
date: Mon Jul 31 09:31:21 2000

The bow could be a guild item designed to be better for your level
and overall skill.......
Do you mean the Summon Arrow spells? That's what makes this more
unique, though they could be skills and tipping the heads with an
Ice cube or Ballon or something.........

------------------------------

poster: Basketball
subject: Tails
date: Mon Jul 31 09:54:48 2000

Why can't Lizardmen and such use their tails in battle? And why no
tail weapons for extra damage?
Thought it'd be nice to hurt things with my tail, and tailspike,
because I bet a lizardman would.

------------------------------

poster: Pedron
subject: waterwalking rings
date: Mon Jul 31 14:13:02 2000

I think I tested this once and it didn't work, but would 
be cool if the Green rings of Waterwalking allowed 
players to walk across/on 
at least the River and Lake surfaces 
in the world maps if not the Ocean(W) surfaces.
I've encountered one or two rivers that make me trek to the far 
end of an island and back to get to the areas on the other side for 
lack of fjords to cross.  Ring of waterwalking would make a nice shortcut 
there.

Maybe hiking boots or some kind of climbing gear or a magic ring could be 
made for use walking across the Mountain(M) terrains 
too?

The shipbuilding thing bball had for one of those guilds was a cool 
idea on its own merits too.  Maybe allow players with enough gold 
to buy ships for travelling the high seas so they don't have to wait
for ferrys
and such..

-pedron

------------------------------

poster: Tranquil
subject: >Archerts
date: Mon Jul 31 15:04:26 2000

On Mon Jul 31 09:22:14 2000 Max wrote post #1337:
> Maybe, just maybe, The archers idea could posibly work. But with a
> little more detail of course. But what he didn't meantion were these
> three things. 1. Its not a guild after the fig guild. Its a gamma
> guild. 2. The summon bow spells are not needed. If the wizzes and
> players decided that this guild was possible than, they could make
> decent bows and some sucky bows for the experianced archers to use.
> 3. the fighters guild needs a new skill called weapon skill
> bowmanship or maybe in the archers guild.
> Thats about ti
> it
> Max
Theres an old post in "ideas" about archery skills. There were fewer
skills mentioned, so that others could flesh it out some aswell.
Maybe a cross between the two or something similar to both would
work.

<+> Tranquility <+>


------------------------------

poster: Atrus
subject: new event needed
date: Mon Jul 31 21:30:39 2000

Animists are getting screwed. All other alpha guilds have an event
for eq. Animists need one too. (thats discrimination!) It could be a
huge staff of the earth. aka an earthstaff. just a thought. I get
all worked up when those events are run, then i remember that I
can't win any and get real sad.
Atrus. The provoking one.

------------------------------

poster: Denim
subject: Re:Animists Event
date: Mon Jul 31 21:33:50 2000

Stone Staff is for casters,most animists are a caster race,so it works out.
No events eq is + any skills,the eq is not descriminating,if they
make an animist event weapon,they should make one for the rest of
the guilds,with specific stats like you want,and i dont think any
wizard is up for making 50+ event weapons.

------------------------------

poster: Wildchild
subject: >Re:Animists Event
date: Mon Jul 31 21:35:24 2000

On Mon Jul 31 21:33:50 2000 Denim wrote post #1343:
> Stone Staff is for casters,most animists are a caster race,so it works out.
> No events eq is + any skills,the eq is not descriminating,if they
> make an animist event weapon,they should make one for the rest of
> the guilds,with specific stats like you want,and i dont think any
> wizard is up for making 50+ event weapons.

Agreed, besides, animists aren't the only ones getting screwed:
psychics can't wield weapons. Go figure. But not everybody is going
to be pleased by these events, obviously.
Maybe an adjustment should be made to existing events to accomodate animists.

------------------------------

poster: Atrus
subject: re:re:blah
date: Mon Jul 31 21:40:13 2000

it makes sense if psy's can't wield weapons if their spells can
really melt peoples minds like the should. if they can't use stuff,
and have crummy spells, then tune time is near/needed. And as for
events. i wrote the post to fast and slipped up. what i feel (note
that im stating my opinion, nothing more) should happen, is just
make one weapon for each alpha guild and give stats for the guilds
it contains. animist could just give all around stats, but have it
equal to the other events, so as to make the eq equal in thier own
ways. and I wouldn't mind making tons of eq for almost all beta
guilds, only probles are im not a wiz, and there isn't enough time
to run all the events, unless 5 or 6 appeared at a time or somthing
like that.
once again. atrus

------------------------------

poster: Basketball
subject: Re: Atrus's Post.
date: Tue Aug  1 00:15:51 2000

Black Gold Belt: +5 Martial Arts. I'm putting my money on the chance
that a lot of the item's on events are +skill or spell, so why not
chip in a Walnut Glove for the Animist Guild?
Basketball, Captain Obvious.

------------------------------

poster: Tektor
subject: Plaque
date: Tue Aug  1 07:53:17 2000

Would be nice if you could look at a number on the plaque. Ie: I
wanna see how much plaque spot 100 is with out having to look at the
entire plaque.

------------------------------

poster: Tektor
subject: New Guild
date: Tue Aug  1 08:27:18 2000

Armored Knight  (Must be maxed in the following: Blade Dancer, and
Defenders of the Crown.)
This heavily armored knight can easily take hits normal tanks would fall to.
Guild Eq: Platemail of the Gods (Torso)

Some Skills

Sacrifice Movement: The tank forms solid unmovable stance and looses
the chance of dodging an attack to take the bigger hits with ease.
(Stance drops upon moving any direction)

Trance of Power: While in this trance the warrior can preform skill
using their armored bodies to their advantage.

Armored Charge: Trance of Power must be up for this skill to be
used. The warrior charges forth at he enemy using his heavily
armored body to severely hurt the enemy.

Focus Barrier: Trance of power must be up for this skill to be used.
The armored tank can focus on his armor to reduce the effects of
area spells becoming more effective at higher levels.

Knowledge of Barriers: This mastery skill aids in the reduction of
area spells cast upon the party. Focus Barrier and Barrier
Enhancement must trained higher to work better.
Working on more ideas. If you have any mail me.

------------------------------

poster: Wildchild
subject: >re:re:blah
date: Tue Aug  1 09:03:28 2000

Wow, a psy can melt minds... A lava mage hurls giant boulders, why
would they need weapons? In fact, every caster relies on their
spells, not their weapons, so why does any caster have weapons?
Witches have a broom, a piece of guild eq (and a damn fine weapon).
I just used them as an exmpale to state that animists aren't the
only one that don't get to have an event.

I really don't believe there should be all these events for all the
different guilds. I'd rather see one or two events at a unique slot
that maybe gives stats based on your alpha guild if you're the one
selected to "win" it.

-WC

------------------------------

poster: Tektor
subject: Races
date: Tue Aug  1 22:06:57 2000

I was thinking it would be cool if we had races where you had to
fufill certain requirements. Like complete a quest, be above a
certain worth or something.
They could have like double the stats on a lvl that a normal race
would get, and maybe the max stat cap could be raised on them.
Couple of races with some info.
Angel - (Must die with godlike aligment, and have gone through a
quest where you recieved an angel's feather. Lucifer would see the
feather ad boot you too a room where a Gaurdian Angel allows you to
become angel race.)
Titan - (Must have max str/con, then go and find the Titan Elder,
where he kills you, and allows you to join Titan race.)
Devil - (Must be satanic align, and have horn of a devil. Upon
entering hell Lucifer allows you to join the Devil race.)
WereWolf (Must be Kobold, and have removed the Kobold curse, by
preforming a ritual done by the Elder Kobold (who is really last
survivor of the Werewolf race.))

Archangel (same as angel except must have neutral alignment)

Races like Angel you would have a restriction that your weaker when
your evil. Devil weaker when good. Archangel would be able to be
good or bad with out being weakened.


------------------------------

poster: Tektor
subject: Races<
date: Tue Aug  1 22:11:02 2000

On Titan might need above 300 con / 300 str, and find the heart of a
titan crystal and take it to the Titan Elder. (instead of max
con/str) havent actualy seen some one with them before so changed it
a bit.

------------------------------

poster: Wagro
subject: trophies
date: Wed Aug  2 01:10:42 2000

hrm, when you make a solo kill how about having the mosie drop
something that would be a trophy?

------------------------------

poster: Denim
subject: Trophies
date: Wed Aug  2 01:37:55 2000

You can get Trophies,thats why we have Trophy cases. People who do
eq just don't want to kill Mithren to get the item,plus his resists
are random every boot and hes 2.4m.
The item is a sword,and it severs heads and leaves a trophy for
whoever used the weapon,there is one in the game atm though,so its
possible to get trophies.

------------------------------

poster: Zifnab
subject: >Trophies
date: Wed Aug  2 04:42:17 2000

On Wed Aug  2 01:37:55 2000 Denim wrote post #1353:
> You can get Trophies,thats why we have Trophy cases. People who do
> eq just don't want to kill Mithren to get the item,plus his resists
> are random every boot and hes 2.4m.
> The item is a sword,and it severs heads and leaves a trophy for
> whoever used the weapon,there is one in the game atm though,so its
> possible to get trophies.
BTW its not just equipment monsters....

and last time I saw mithren done he was not that difficult

------------------------------

poster: Wildchild
subject: party exp sharing
date: Wed Aug  2 08:14:40 2000

Maybe it's just me, but I noticed the other day when partying with
Daran that the disparity of the exp we were getting wasn't amounting
to very much.

I'm roughly 240megs worth, level 60, and at the time, had 400k from the party.
Daran is 6megs worth, level 27 iirc, and had 115k from the party.

That's not much of a difference at all.
A player's worth should have a much greater impact on how much they
get in a party. How is it that a player that is 1/400th my worth
gets 1/4th as much exp in me?
err, as me
The formula should be modified again to emphasize worth over level,
and I also think the cap should be raised to 750meg or 1gig, since
more and more players are reaching that mark more quickly.

-WildChild

------------------------------

poster: Kazulanth
subject: >>Trophies
date: Wed Aug  2 14:11:11 2000

On Wed Aug  2 04:42:17 2000 Zifnab wrote post #1354:
> On Wed Aug  2 01:37:55 2000 Denim wrote post #1353:
> > You can get Trophies,thats why we have Trophy cases. People who do
> > eq just don't want to kill Mithren to get the item,plus his resists
> > are random every boot and hes 2.4m.
> > The item is a sword,and it severs heads and leaves a trophy for
> > whoever used the weapon,there is one in the game atm though,so its
> > possible to get trophies.
> BTW its not just equipment monsters....
> 
> and last time I saw mithren done he was not that difficult

The widowmaker doesn't make trophies of smaller monsters, I believe
anything under 150k-200k just gets destroyed by trying to make a
trophy of it.
--kaz

------------------------------

poster: Kaos
subject: magical tree
date: Wed Aug  2 19:19:08 2000

If I grow a magical tree, then quit and reenter, it will still
be present (until room resets or boot I guess), but it will no
longer be "my" tree. Would it be possible
to safe the playername instead of object so we don't have to
make trees everywhere (can't make two trees in the same room) if
we quit and reenter?

------------------------------

poster: Erec
subject: Newbie corpse item
date: Wed Aug  2 21:11:23 2000

I think some newbies might be interested in an item with which
they could touch a corpse to have it reanimate when _they_ want
it to.

Or perhaps something that simply raised or lowered the chances
of corpses reanimating?

			-Erec

------------------------------

poster: Erec
subject: New guild idea - necromancer
date: Wed Aug  2 21:15:57 2000

The idea of items to raise the dead offered to me a whole new 
guild idea.

Spell lists would be relatively easy (creat skeleton, create zombie,
create vampire, etc.), with the maximum abilities of the 
undead being dependent on spell %, some skill % (skeleton creation,
zombie creation, etc.).

Another useful spell or skill - freeze corpse (to keep it from
reanimating on its own while you're trying to do it for it).

Reanimated beings would last some finite time, and (if the 
caster's control undead skill is high enough) would do as they
are bid.  If the control fails, they attack the caster upon creation.

(one more skill or skill set: control undead or control )

Yeah, I know this is a lot of work (and for something I would 
probably never join myself), but it could be pretty neat.

Oh, one more skill (name?) - determines how many undead the
caster can control at a time.

			-Erec

------------------------------

poster: Tranquil
subject: New skill for the druid or weaver guild tree
date: Thu Aug  3 04:11:47 2000

ok. we have healing spells, of course, and refreshing spells. we
also have an sp draining spell in the harmer guild. what I was
thinking of was an sp sacrificing skill. I'm not sure whether it
would be better off in the druid or weaver guild tree, but it would
come in very useful sometimes.
You could call it "Mental charge". It would require max sp and ep,
and it would give a portion of your sp to the target, while draining
your sp and ep totally. Of course, the amount of sp the target would
gain is dependant on the casters spell %.
I think it would suit the weaver guild tree, as it is effectively a
healing spell, but it would also suit the druid guild tree, as
druids are very attuned to other beings, and would not look out of
place sacrificing themselves for another being.
Thats my idea, I think I'll quit spamming you now =j

<+> Tranquility <+>


------------------------------

poster: Servant
subject: >party exp sharing
date: Thu Aug  3 06:26:46 2000

You could argue that there needs to be tuning of their xp share to
the nth degree, saying "I have these spells to this level so I
should get more xp" or perhaps "I'm a better race then he is, so I
should get more xp".
Having party share based upon level solely or worth solely isn't the
answer, some mix of it is, which is what currently exists, but does
it need to be tweaked more? or if you have a problem with the way it
is set up, then should you just party with people who are closer to
your level.

------------------------------

poster: Zifnab
subject: >magical tree
date: Thu Aug  3 07:21:47 2000

On Wed Aug  2 19:19:08 2000 Kaos wrote post #1357:
> If I grow a magical tree, then quit and reenter, it will still
> be present (until room resets or boot I guess), but it will no
> longer be "my" tree. Would it be possible
> to safe the playername instead of object so we don't have to
> make trees everywhere (can't make two trees in the same room) if
> we quit and reenter?
I just cahnged the spell, and the tree.  (let me know if this
works now for new trees, not the old ones.


-zif

------------------------------

poster: Wildchild
subject: >>party exp sharing
date: Thu Aug  3 07:30:18 2000

On Thu Aug  3 06:26:46 2000 Servant wrote post #1361:
> You could argue that there needs to be tuning of their xp share to
> the nth degree, saying "I have these spells to this level so I
> should get more xp" or perhaps "I'm a better race then he is, so I
> should get more xp".
> Having party share based upon level solely or worth solely isn't the
> answer, some mix of it is, which is what currently exists, but does
> it need to be tweaked more? or if you have a problem with the way it
> is set up, then should you just party with people who are closer to
> your level.

Ooh, now there's a logical solution. A level 27, 6meg worth player
is already getting 1/4th the exp from the party, so let's party with
somebody closer my level and worth so they can get even more of the
exp from the party!
Getting levels is easy. You can just look at the plaque and point
out level inflated people that are getting more than they should
because of their worth.
Obviously the setup isn't as much of a mix as it should be if the
exp being given between players isn't making sense. It should
emphasize worth more than level, imo. Why? What's more impressive?
Hitting level 25 with like 3megs worth or maybe being level 15 at 3
megs worth and having decent skills/spells.

-WildChild

------------------------------

poster: Kaos
subject: Castle rooms
date: Thu Aug  3 09:43:01 2000

Don't know if this has been up before, but could it be possible to
somehow make a castle room outdoors?

------------------------------

poster: Basketball
subject: Projector's
date: Thu Aug  3 13:32:06 2000

I was thinking about a new Guild Idea, but not sure where it should
go. I call it the Projector's Guild.

At certain levels, you learn spells that distract your Target, make
you some magical type weapons (Derived therefrom old Craftsman's
Guild) and basically help you avoid getting hit and let you create
weapons and what not to use on your body.
I decided it would be useless to actually write out all this stuff
because it might not be of any consequence if I did. If any Wizzes
are interested in coding this guild, send me a tell or a Mud
Mail/E-Mail I'll send you back descriptions and whatver else.

Basketball

------------------------------

poster: Golte
subject: >>>party exp sharing
date: Thu Aug  3 13:35:05 2000

On Thu Aug  3 07:30:18 2000 Wildchild wrote post #1363:
> On Thu Aug  3 06:26:46 2000 Servant wrote post #1361:
> > You could argue that there needs to be tuning of their xp share to
> > the nth degree, saying "I have these spells to this level so I
> > should get more xp" or perhaps "I'm a better race then he is, so I
> > should get more xp".
> > Having party share based upon level solely or worth solely isn't the
> > answer, some mix of it is, which is what currently exists, but does
> > it need to be tweaked more? or if you have a problem with the way it
> > is set up, then should you just party with people who are closer to
> > your level.
> 
> Ooh, now there's a logical solution. A level 27, 6meg worth player
> is already getting 1/4th the exp from the party, so let's party with
> somebody closer my level and worth so they can get even more of the
> exp from the party!
> Getting levels is easy. You can just look at the plaque and point
> out level inflated people that are getting more than they should
> because of their worth.
> Obviously the setup isn't as much of a mix as it should be if the
> exp being given between players isn't making sense. It should
> emphasize worth more than level, imo. Why? What's more impressive?
> Hitting level 25 with like 3megs worth or maybe being level 15 at 3
> megs worth and having decent skills/spells.
> 
> -WildChild
Imo it's too easy to drag lower players already. 
The party-share differs pretty little between a 10M player 
and a 100M player, as well as between a 500M player 
and a 3G player. 

You newbies should also push for more difference in 
the share. That whould actually make us higher players
invite you on regular basis (some of us whouldn't mind 
newbies in the party if it wasn't so unfair to your
plaque-neightbors to make you jump spot after spot in
minutes). However some of you just live on your 
real-life friends' dragging. 

Well, it's up to the admins to chose an appropriate 
"drag-factor" in the mud. 

/Golte

------------------------------

poster: Strife
subject: new event??
date: Thu Aug  3 14:46:32 2000

Here's a small idea for an event. I think we should have something
like the "apocalypse"event.  You should have the 4 horsemen hidden
somewhere deep down underground on different places in the mud. 
When the event is run, they'll come out and move towards CS.  Once
there they'll start the apocolypse which means lighting strikes
doing massive damage at random places. the only safe place would be
CS where the horsemen are.  The purpose for the players will be to
destroy the horsemen before they re
reach CS.  The horsemen are autoattackers and will attack all in
their way to CS. If one of them gets killed before reaching CS, the
others turn around and go back to their hiding but will still attack
all in their way, cause they're pissed i guess :).

strife,
the positively positive newbie 

------------------------------

poster: Servant
subject: >>>>party exp sharing
date: Fri Aug  4 01:35:09 2000

The problem is that there are more things affecting "value" in party
then simply worth or level. Like I said, people can argue that they
should get more from the party because they have certain
skills/spells at higher percentages, or perhaps because they are a
better race, I'm sure you could spend a few years trying to code a
"fair" party share system with all those variables.
As for "drag-factor", if you pushed the party share to be something
that highbies liked, then chances are the newbie may as well solo or
party with other newbies, because the rate he would get from the
highbie party probably wouldn't be much better.
Lastly, real-life friends dragging, well, there is no point in being
a highbie if you can't enjoy it, and part of that enjoyment is often
the ability to help out your lowbie/newbie friends rl/mud based, and
show off your highbie character. Someone living off drags isn't
going to hurt you, and if you don't like them, you don't HAVE to
party with them.

------------------------------

poster: Mirrim
subject: Marriage
date: Fri Aug  4 01:35:30 2000

Since a player loses the ability to warp at level 16, I think it
would be a nice consolation if they could marry then. I know a real
life couple who would love to marry ASAP but can't because of the
current level requirement. If this isn't a reasonable request, then
I'll just have to party with them, so they can reach the required
level. ME, Party?!?!? Stranger things have happened. :)

------------------------------

poster: Pedron
subject: fighter 'spell'
date: Fri Aug  4 16:48:11 2000

I'd like a fighter ability that uses sps
(indirectly needing int/wis/spr).  A good one might be a more advanced 
consider ability that could determine the target's 
ac/wc/strengths/weaknesses
Maybe something to list the thing's abilities(skills/spells) if the 
advanced consider ability is trained high enough(or save that for
another 'spell')

Since such an ability would be simple observation and consideration of 
the target, it wouldn't demand eps, but sps and time 
with maybe int/wis/skill % built in as factors.

Warriors and MAs could 'use check at a '
and get ac/wc ratings after a few rounds and 30-60 sps.
Knights/Dragonfist fighter levels might 'use observe at a ' to 
see ac/wc/vulnerabilities/resistances of target.
Blade Dancers and whatever a high level MA guild is could 
'use evaluate at a ' to see it's available skills, 
ac, wc, vulernabilities, and resistances.
(Can judge the target's skills/fighting style by how they move supposedly)

Just a thought to give human fighters more weight
(a little more weight)

Another human fighter/ma guilds ability might be to compare one 
armor/weapon to another and determine which is higher ac/wc.
A more advanced skill would be to evaluate an armor or weapon to 
determine it's exact ac/wc and maybe resistances/weakness/damage types.

I know other guilds have these abilities, but seems like fighters 
should have good knowledge of weapons and armors over time since they use 
piles of each. (Maybe ma's can evaluate weapons, maybe not, but rest seems 
fair. :)

I can organize details/levels/names better if anyone thinks it would 
be worthwhile to pursue this.

Thanks,
Pedron

------------------------------

poster: Waz
subject: mana drain
date: Sat Aug  5 09:56:44 2000

How about putting biggest mana drain on the hits list for player
spell/skill info?  Since haim is there it might be a good addition as well.

Waz

------------------------------

poster: Basketball
subject: The Case of the Missing Clock
date: Sat Aug  5 19:00:07 2000

Ok. When you try to get the clock, it says, "This is too heavy for
you to lift." what say, Tiamat did it? Or the Lizardman God?
Possibly Sear? We could have an event where a very strong monster
steals it, and we find out, then steal it back. It would be like a
Quest every month!
Basketball, the thinker. Just the thinker.

------------------------------

poster: Atrus
subject: got clock?
date: Sat Aug  5 19:43:06 2000

I think Basketball's idea for the clock stealing monster is really
cool. Imho we need some more cool events. 
Atrus, who seconds the "good" ideas.

------------------------------

poster: Sleet
subject: >got clock?
date: Sat Aug  5 20:52:19 2000

On Sat Aug  5 19:43:06 2000 Atrus wrote post #1373:
> I think Basketball's idea for the clock stealing monster is really
> cool. Imho we need some more cool events. 
> Atrus, who seconds the "good" ideas.
i liked the four horsemen idea and that one alot too

------------------------------

poster: Basketball
subject: New Race
date: Sat Aug  5 20:52:22 2000

I was thinking, why not a Part Cat race? (not grorrark, even though
Lion is classified as a cat) Nimble, Quick, Strong, and about as
smart as a rock. The more food they eat, the slower they go and what
not. Natural weapons would be good too. Just a thought. Call it Saar
or something strange like that.
Basketball

------------------------------

poster: Sirk
subject: racks
date: Sat Aug  5 22:02:19 2000

just a quick little note to voice my opinion that
magical torturers should be able to use each others racks
not sure why this was removed but it sucks to have to split a party
between several rooms so that 2 tortures can rack everyone in there party
anyway i think it would be nice to be able to use any rack again :)
sirk

------------------------------

poster: Pedron
subject: wishes
date: Mon Aug  7 00:59:01 2000

I'm pretty sure some folks might like lesser and greater wishes for 
maybe 1 and 10 million gold respectively.
If they reinc, you could subtract that amount from their gold when 
the tps are reset. (Woe to anyone who lost aall that gold at the 
casino and bite -multimegs of gold in their next life. :)
That might be a bit hard to code, but am 
pretty sure someone would pay money for the tps to get 
the gold to buy some top slot eq they have no right to yet. :)

Another wish type would be something to accelerate the rate at 
which spells and skills can be learned.  Instead of getting a 7% boost 
to exp rate, someone might get a 14% boost to the rate at which 
they learn skills in particular, or spells, as a greater 
wish.

Oh!  And warp capability could be a lesser wish maybe.  So idiot 
players who bungle into deathtraps while exploring can warp out to adv-guild 
and be spared the exp losses of their stupidity. :)

Minor or greater wishes for higher resistances to various 
damage types might sell too.

Greater wish 'double AC'?
Greater wish 'extra limb'? (3rd or 4th or 7th depending on the race :)

-pedron

------------------------------

poster: Wildchild
subject: corpses
date: Mon Aug  7 14:38:53 2000

Please change corpses a bit. Like if a monsie is less than 1k exp
then the reanimated corpses is worth like 1/10th the original worth
of the monsie or something.
These newbies are killing stuff and then leaving the corpses to lie
around to reanimate so they can get another 250 exp from a 200 exp
monsie when the corpse is easier to kill.

And maybe look at removing the ability to actually pick up corpses
so they can't be dragged all over the place and then they reanimate
*cough* adv-guild.
Don't really know of a good reason atm why they can be picked up.

-WC

------------------------------

poster: Arkangyle
subject: idle party members being illegal
date: Mon Aug  7 16:04:16 2000

How about in the same respect, party members who are not even with
the party, but off doing gold on their own while they leech exp from
the main group.  Possibly we could make a change to exp delivered to
members by only letting those who are idle less than 5 minutes and
in the same room with the member who made the kill get exp?

I understand that isn't the easiest thing to implement, but it does
bother me to see a player sitting in the plaque room while leeching,
only looking up long enough to see their new spot jump.

Arkangyle

------------------------------

poster: Dynomas
subject: Idle party members
date: Mon Aug  7 16:05:58 2000

If they're idle boot them :-P
-Dynomas, who thinks he is missing something...

------------------------------

poster: Khosan
subject: >idle party members being illegal
date: Mon Aug  7 16:07:07 2000

On Mon Aug  7 16:04:16 2000 Arkangyle wrote post #1379:
> How about in the same respect, party members who are not even with
> the party, but off doing gold on their own while they leech exp from
> the main group.  Possibly we could make a change to exp delivered to
> members by only letting those who are idle less than 5 minutes and
> in the same room with the member who made the kill get exp?
> 
> I understand that isn't the easiest thing to implement, but it does
> bother me to see a player sitting in the plaque room while leeching,
> only looking up long enough to see their new spot jump.
> 
> Arkangyle

In some cases it might not be fair to exclude party members that are not
in the room when kill happens. It could be a blaster that is out regening
etc.

By the message I put in inform I also mean people doing the stuff you
mention. If you are not helping the party, it is likely that you are
doing something illegal that can be punished.

Khosan

------------------------------

poster: Wildchild
subject: >Idle party members
date: Mon Aug  7 16:07:29 2000

On Mon Aug  7 16:05:58 2000 Dynomas wrote post #1380:
> If they're idle boot them :-P
> -Dynomas, who thinks he is missing something...

Umm, just cause somebody is idle doesn't mean they need to be booted
from the party. Look at an eq party for example...

I like Arkangyle's idea of the idle/in room thing.

------------------------------

poster: Trigon
subject: >>idle party members being illegal
date: Mon Aug  7 16:08:37 2000

My 2 cents.
I have been in several parties where we go off in our own ways, one
of us killing monks, the other tarantia guards, etc.  We keep our
own loot and the exp just gets shared between us, so making that
illegal would make these fun, not exp oriented parties illegal.
Tri

------------------------------

poster: Wildchild
subject: >>>idle party members being illegal
date: Mon Aug  7 16:09:57 2000

On Mon Aug  7 16:08:37 2000 Trigon wrote post #1383:
> My 2 cents.
> I have been in several parties where we go off in our own ways, one
> of us killing monks, the other tarantia guards, etc.  We keep our
> own loot and the exp just gets shared between us, so making that
> illegal would make these fun, not exp oriented parties illegal.
> Tri

There's a difference between a newbie/lowbie actually killing
something and another sitting somewhere idle constantly leeching.
That's what Khosan is referring to.

-WC

------------------------------

poster: Trigon
subject: >>>>idle party members being illegal
date: Mon Aug  7 16:10:45 2000

Oh ya, I was reffering to Arkangyle's post about having others not
with the party doing gold.  I do like khosan's idea and am glad
people can't just leech now.
Tri

------------------------------

poster: Zifnab
subject: >idle party members being illegal
date: Mon Aug  7 16:17:30 2000

On Mon Aug  7 16:04:16 2000 Arkangyle wrote post #1379:
> How about in the same respect, party members who are not even with
> the party, but off doing gold on their own while they leech exp from
> the main group.  Possibly we could make a change to exp delivered to
> members by only letting those who are idle less than 5 minutes and
> in the same room with the member who made the kill get exp?
> 
> I understand that isn't the easiest thing to implement, but it does
> bother me to see a player sitting in the plaque room while leeching,
> only looking up long enough to see their new spot jump.
> 
> Arkangyle
its extremely easy....

I had thought about that in my new party object, however
i didnt want to screw a party member that had beaten on a monster
for X minutes, then had to wimpy and didnt get any exp.

------------------------------

poster: Mixer
subject: >>>idle party members being illegal
date: Mon Aug  7 17:41:47 2000

On Mon Aug  7 16:08:37 2000 Trigon wrote post #1383:
> My 2 cents.
> I have been in several parties where we go off in our own ways, one
> of us killing monks, the other tarantia guards, etc.  We keep our
> own loot and the exp just gets shared between us, so making that
> illegal would make these fun, not exp oriented parties illegal.
> Tri
Whats the point of partrying if you're all off killing separate monsters?
The idea opf parties iss TEAMWORK to kill bigbger/better monsters...
M

------------------------------

poster: Arkangyle
subject: >>idle party members being illegal
date: Mon Aug  7 17:48:52 2000

On Mon Aug  7 16:17:30 2000 Zifnab wrote post #1386:
> On Mon Aug  7 16:04:16 2000 Arkangyle wrote post #1379:
> > How about in the same respect, party members who are not even with
> > the party, but off doing gold on their own while they leech exp from
> > the main group.  Possibly we could make a change to exp delivered to
> > members by only letting those who are idle less than 5 minutes and
> > in the same room with the member who made the kill get exp?
> > 
> > I understand that isn't the easiest thing to implement, but it does
> > bother me to see a player sitting in the plaque room while leeching,
> > only looking up long enough to see their new spot jump.
> > 
> > Arkangyle
> its extremely easy....
> 
> I had thought about that in my new party object, however
> i didnt want to screw a party member that had beaten on a monster
> for X minutes, then had to wimpy and didnt get any exp.

How about all party members in the same room as the killer, or any
of the adjoining rooms.

------------------------------

poster: Trigon
subject: >>>>idle party members being illegal
date: Mon Aug  7 19:49:37 2000

The point of the party was to be able to do party say and talk. We
shared exp, made fun of people, and killed stuff.  That was the
point of the party.

Tri

------------------------------

poster: Kalon
subject: >>>>>idle party members being illegal
date: Mon Aug  7 21:41:26 2000

On Mon Aug  7 19:49:37 2000 Trigon wrote post #1389:
> The point of the party was to be able to do party say and talk. We
> shared exp, made fun of people, and killed stuff.  That was the
> point of the party.
> 
> Tri
if a person in the party was idle, there wouldn't be any of that
going on..if the people in your party really did what you just
described the party wouldn't be illegal it seems..

Kal

------------------------------

poster: Sleet
subject: >>>>>>idle party members being illegal
date: Mon Aug  7 22:03:03 2000

On Mon Aug  7 21:41:26 2000 Kalon wrote post #1390:
> On Mon Aug  7 19:49:37 2000 Trigon wrote post #1389:
> > The point of the party was to be able to do party say and talk. We
> > shared exp, made fun of people, and killed stuff.  That was the
> > point of the party.
> > 
> > Tri
> if a person in the party was idle, there wouldn't be any of that
> going on..if the people in your party really did what you just
> described the party wouldn't be illegal it seems..
> 
> Kal
you can particapate in a party and still be idle
might take more then 5 minutes to regen all your sp for it

------------------------------

poster: Zifnab
subject: >>>>>>>idle party members being illegal
date: Mon Aug  7 22:05:20 2000

On Mon Aug  7 22:03:03 2000 Sleet wrote post #1391:
> On Mon Aug  7 21:41:26 2000 Kalon wrote post #1390:
> > On Mon Aug  7 19:49:37 2000 Trigon wrote post #1389:
> > > The point of the party was to be able to do party say and talk. We
> > > shared exp, made fun of people, and killed stuff.  That was the
> > > point of the party.
> > > 
> > > Tri
> > if a person in the party was idle, there wouldn't be any of that
> > going on..if the people in your party really did what you just
> > described the party wouldn't be illegal it seems..
> > 
> > Kal
> you can particapate in a party and still be idle
> might take more then 5 minutes to regen all your sp for it
please note that the rule got put in place due to a player 
idling for _5_+ hours, not 5 minutes, please use your heads
and a bit of common sense.

------------------------------

poster: Trigon
subject: >>>>>>>>idle party members being illegal
date: Mon Aug  7 22:06:31 2000

Geez, I like the idea of long-time idlers being illegal. My post was
in reference of Ark's about penalizing members not in the same room.
 Shees. :P
Tri

------------------------------

poster: Pedron
subject: >corpses
date: Mon Aug  7 22:48:58 2000

On Mon Aug  7 14:38:53 2000 Wildchild wrote post #1378:
> Please change corpses a bit. Like if a monsie is less than 1k exp
> then the reanimated corpses is worth like 1/10th the original worth
> of the monsie or something.
> These newbies are killing stuff and then leaving the corpses to lie
> around to reanimate so they can get another 250 exp from a 200 exp
> monsie when the corpse is easier to kill.
> 
> And maybe look at removing the ability to actually pick up corpses
> so they can't be dragged all over the place and then they reanimate
> *cough* adv-guild.
> Don't really know of a good reason atm why they can be picked up.
> 
> -WC
I think corpses are fine as is and especially good for those newbies not 
trying to live as heal slaves or else nag highbies 
for free drags.  Yeah I know I bought a drag and 
have been dragged at other times, but reanimated corpse 
exp does curb that and helps during peak hours when newbielands 
are being heavily used.(I've seen people your level rampaging through 
the monster daycare for money for example.) ;>

my 2 cents,
pedron

------------------------------

poster: Aleila
subject: idle party ppl
date: Tue Aug  8 02:47:11 2000

In response to the post regarding members in different rooms.  I am
a cleric.  If my party is killing paladins, and no one online has
redemption, I quite often have to nick off to kill monks.
If I don't do this my alignment goes evil and I am totally useless.
(Or more useless than usual.)
I like the idea of getting rid of ppl who join then loiter in adv
racking up exps, but please don't penalise those of us who are
alignment based race or guild.
We often need to leave the room to fix our alignment.
-Aleila

------------------------------

poster: Golte
subject: >>>>>party exp sharing
date: Tue Aug  8 13:49:37 2000

On Fri Aug  4 01:35:09 2000 Servant wrote post #1368:
> Lastly, real-life friends dragging, well, there is no point in being
> a highbie if you can't enjoy it, and part of that enjoyment is often
> the ability to help out your lowbie/newbie friends rl/mud based, and
> show off your highbie character. 

I cant speak for all high players but i think i have enough 
ways to show off without dragging (if you want you can give 
strong haims, gold or eq, powerful lodestones, summons, 
or flex with their rates on "all parties" and huge 
solo/party-kill, and maybe pk someone... )

> Someone living off drags isn't
> going to hurt you, and if you don't like them, you don't HAVE to
> party with them.

No, it doesn't hurt me particulary, but the mud in general. 
Let's compare botting and dragging. 

Both ways give you much exp with little effort. 
Well, dragging loses it's effect somewhere in midbie-size, 
but it can still shorten the time needed for highbie-status
into a pretty small fraction. 
   It's the large number of player reaching highbie-status
that causes tunes (Ie someone might have decided that a 
tiamat-party should need x players from top-15 to success). 
So... you can blame both the draggers and the botters 
for the tunes we all dislike. 

Might seem strange to compare these two for players 
only familiar with reddragon's rules. However some 
muds really fights against dragging, as putting 
a limit on 20 levels between members in one party, 
and having the wizards punishing "helping" highbies. 
   No, that idea is alittle extream to me, but it's 
not completely without advantages for the mud. 


------------------------------

poster: Golte
subject: >>corpses
date: Tue Aug  8 14:11:06 2000

On Mon Aug  7 22:48:58 2000 Pedron wrote post #1394:
> On Mon Aug  7 14:38:53 2000 Wildchild wrote post #1378:
> > Please change corpses a bit. Like if a monsie is less than 1k exp
> > then the reanimated corpses is worth like 1/10th the original worth
> > of the monsie or something.
> > These newbies are killing stuff and then leaving the corpses to lie
> > around to reanimate so they can get another 250 exp from a 200 exp
> > monsie when the corpse is easier to kill.
> > 
> > And maybe look at removing the ability to actually pick up corpses
> > so they can't be dragged all over the place and then they reanimate
> > *cough* adv-guild.
> > Don't really know of a good reason atm why they can be picked up.
> > 
> > -WC
> I think corpses are fine as is and especially good for those newbies not 
> trying to live as heal slaves or else nag highbies 
> for free drags.  Yeah I know I bought a drag and 
> have been dragged at other times, but reanimated corpse 
> exp does curb that and helps during peak hours when newbielands 
> are being heavily used.(I've seen people your level rampaging through 
> the monster daycare for money for example.) ;>
> 
> my 2 cents,
> pedron
At least make the undead as hard as a regular monster 
with the same worth. 
Last time i played my secondary undeads died much easier. 

Hmm, how about making corpses still pickable, but not
able to reanimate if they have been in someones inventory? 
Then we could also reconsider letting undeads from
eq-monsters be pretty strong, without danger for other players. 

/Golte

------------------------------

poster: Magneto
subject: >>>corpses
date: Tue Aug  8 14:45:03 2000

On Tue Aug  8 14:11:06 2000 Golte wrote post #1399:
> On Mon Aug  7 22:48:58 2000 Pedron wrote post #1394:
> > On Mon Aug  7 14:38:53 2000 Wildchild wrote post #1378:
> > > Please change corpses a bit. Like if a monsie is less than 1k exp
> > > then the reanimated corpses is worth like 1/10th the original worth
> > > of the monsie or something.
> > > These newbies are killing stuff and then leaving the corpses to lie
> > > around to reanimate so they can get another 250 exp from a 200 exp
> > > monsie when the corpse is easier to kill.
> > > 
> > > And maybe look at removing the ability to actually pick up corpses
> > > so they can't be dragged all over the place and then they reanimate
> > > *cough* adv-guild.
> > > Don't really know of a good reason atm why they can be picked up.
> > > 
> > > -WC
> > I think corpses are fine as is and especially good for those newbies not 
> > trying to live as heal slaves or else nag highbies 
> > for free drags.  Yeah I know I bought a drag and 
> > have been dragged at other times, but reanimated corpse 
> > exp does curb that and helps during peak hours when newbielands 
> > are being heavily used.(I've seen people your level rampaging through 
> > the monster daycare for money for example.) ;>
> > 
> > my 2 cents,
> > pedron
> At least make the undead as hard as a regular monster 
> with the same worth. 
> Last time i played my secondary undeads died much easier. 
> 
> Hmm, how about making corpses still pickable, but not
> able to reanimate if they have been in someones inventory? 
> Then we could also reconsider letting undeads from
> eq-monsters be pretty strong, without danger for other players. 
> 
> /Golte
The idea about eq monsters is cute but we always will have people
who are jerks
who do stuff like.  hey lets bring tiamats corpse to cs.  And hope it respawns
Mags

------------------------------

poster: Phire
subject: >>>>corpses
date: Tue Aug  8 14:50:01 2000

Corpses are rather a pain to carry around (don't ask how I know this)
and a solution would be to have the corpse weigh more the larger (level wise)
the monster it came form. This way no mortal would be able to carry around
the corpses of Sear, Liz god, Tiamat ...

I don't know of any skills/ability that requires the corpse to be in your 
inventory, so the fact that corpses are so light is not really needed I think.

(well that solves the bunghole bringing tiamats corpse to CS at least)


------------------------------

poster: Magneto
subject: >>>>>corpses
date: Tue Aug  8 14:58:25 2000

On Tue Aug  8 14:50:01 2000 Phire wrote post #1401:
> Corpses are rather a pain to carry around (don't ask how I know this)
> and a solution would be to have the corpse weigh more the larger (level
wise)
> the monster it came form. This way no mortal would be able to carry around
> the corpses of Sear, Liz god, Tiamat ...
> 
> I don't know of any skills/ability that requires the corpse to be in your 
> inventory, so the fact that corpses are so light is not really needed I
think.
> 
> (well that solves the bunghole bringing tiamats corpse to CS at least)
> 
yeah but for the future it is a pain the butt.  what lil necromancer wouldnt
want to get his hands on the corpse of tiamat?

------------------------------

poster: Phire
subject: >>>>>>corpses
date: Tue Aug  8 15:02:48 2000

On Tue Aug  8 14:58:25 2000 Magneto wrote post #1402:
> On Tue Aug  8 14:50:01 2000 Phire wrote post #1401:
> > Corpses are rather a pain to carry around (don't ask how I know this)
> > and a solution would be to have the corpse weigh more the larger (level
> wise)
> > the monster it came form. This way no mortal would be able to carry around
> > the corpses of Sear, Liz god, Tiamat ...
> > 
> > I don't know of any skills/ability that requires the corpse to be in your 
> > inventory, so the fact that corpses are so light is not really needed I
> think.
> > 
> > (well that solves the bunghole bringing tiamats corpse to CS at least)
> > 
> yeah but for the future it is a pain the butt.  what lil necromancer wouldnt
> want to get his hands on the corpse of tiamat?
No problem, he gets summoned in and uses his magic to do whatever 
necromantic things he wants to do 

And why discount an idea based on a guild that no one is coding? :P

------------------------------

poster: Strife
subject: portable shop
date: Tue Aug  8 15:04:06 2000

What might come in handy is a portable shop.  You could buy it at a
certain place and sell eq through it without having to go to a
regular shop.  Of course it would be like 80% or so of the normal
worth of an item but you might save time ...
Think it over and let me know pro's , con's, cheers and curses
as always trying to be constructive
strife

------------------------------

poster: Strife
subject: regen event
date: Tue Aug  8 15:06:01 2000

What might be nice is a regen event. It would be in the form of a
cool band like the beatles or the stones or whatever performing at a
stage at cs and all attending would regen hp/sp/ep.
Strife the positively positive mage

------------------------------

poster: Strife
subject: protect quest
date: Tue Aug  8 15:09:51 2000

First you would have to find the person that needs protection of
course.  Then this npc would form a party with the player and pl and
follow him. From that moment on all monsters encounterd are
auto-attackers.  The npc and his protection should journey somewhere
where the npc is safe and of course the route with the least strong
monsters needs to be chosen.  so the quest is to find the easiest
route.
Again being constructively positive
strife

------------------------------

poster: Golte
subject: >>>>corpses
date: Tue Aug  8 15:30:00 2000

On Tue Aug  8 14:45:03 2000 Magneto wrote post #1400:
> On Tue Aug  8 14:11:06 2000 Golte wrote post #1399:
> > On Mon Aug  7 22:48:58 2000 Pedron wrote post #1394:
> > > On Mon Aug  7 14:38:53 2000 Wildchild wrote post #1378:
> > > > Please change corpses a bit. Like if a monsie is less than 1k exp
> > > > then the reanimated corpses is worth like 1/10th the original worth
> > > > of the monsie or something.
> > > > These newbies are killing stuff and then leaving the corpses to lie
> > > > around to reanimate so they can get another 250 exp from a 200 exp
> > > > monsie when the corpse is easier to kill.
> > > > 
> > > > And maybe look at removing the ability to actually pick up corpses
> > > > so they can't be dragged all over the place and then they reanimate
> > > > *cough* adv-guild.
> > > > Don't really know of a good reason atm why they can be picked up.
> > > > 
> > > > -WC
> > > I think corpses are fine as is and especially good for those newbies
not 
> > > trying to live as heal slaves or else nag highbies 
> > > for free drags.  Yeah I know I bought a drag and 
> > > have been dragged at other times, but reanimated corpse 
> > > exp does curb that and helps during peak hours when newbielands 
> > > are being heavily used.(I've seen people your level rampaging through 
> > > the monster daycare for money for example.) ;>
> > > 
> > > my 2 cents,
> > > pedron
> > At least make the undead as hard as a regular monster 
> > with the same worth. 
> > Last time i played my secondary undeads died much easier. 
> > 
> > Hmm, how about making corpses still pickable, but not
> > able to reanimate if they have been in someones inventory? 
> > Then we could also reconsider letting undeads from
> > eq-monsters be pretty strong, without danger for other players. 
> > 
> > /Golte
> The idea about eq monsters is cute but we always will have people
> who are jerks
> who do stuff like.  hey lets bring tiamats corpse to cs.  And hope it
respawns
> Mags
Read the post again and see that such respawn in cs
is impossible by my idea. 
When a player gets a corpse into inventory, the
corpse's able-to-reanimate-flag is set to false, 
so Tiamat can respawn in her cave and never anywhere else. 

Sorry if i was unclear. 

------------------------------

poster: Magneto
subject: >>>>>>>corpses
date: Tue Aug  8 15:30:06 2000

On Tue Aug  8 15:02:48 2000 Phire wrote post #1403:
> On Tue Aug  8 14:58:25 2000 Magneto wrote post #1402:
> > On Tue Aug  8 14:50:01 2000 Phire wrote post #1401:
> > > Corpses are rather a pain to carry around (don't ask how I know this)
> > > and a solution would be to have the corpse weigh more the larger (level
> > wise)
> > > the monster it came form. This way no mortal would be able to carry
around
> > > the corpses of Sear, Liz god, Tiamat ...
> > > 
> > > I don't know of any skills/ability that requires the corpse to be in
your 
> > > inventory, so the fact that corpses are so light is not really needed I
> > think.
> > > 
> > > (well that solves the bunghole bringing tiamats corpse to CS at least)
> > > 
> > yeah but for the future it is a pain the butt.  what lil necromancer
wouldnt
> > want to get his hands on the corpse of tiamat?
> No problem, he gets summoned in and uses his magic to do whatever 
> necromantic things he wants to do 
> 
> And why discount an idea based on a guild that no one is coding? :P
why make problems for things that may use corpses for other reasons
in the future.

------------------------------

poster: Kaos
subject: summary
date: Tue Aug  8 19:07:45 2000

Would it be possible to include number of deaths and reincarnations
in summary?

------------------------------

poster: Wildchild
subject: quest command
date: Wed Aug  9 15:24:56 2000

Since we've gotten a couple more quests recently, it's getting
pretty lengthy to try and read 'em as they are.

Any chance they could be put into a menu and numbered like 1-10 (or
however many there are) or possibly divvied up to new
ie/midbie/highbie? Atleast with the latter people will know what
they have a chance of completing.
Either way, it could say what degree of difficulty the quest is,
maybe on the scale of newbie/midbie/highbie, etc, maybe a bit longer
quest desc.
As well, on the menu, it could have a little * after or before the
quest or something to show you've completed it.

-WildChild

------------------------------

poster: Jaws
subject: General Store
date: Wed Aug  9 20:15:44 2000

Can we make the general store non - dark so 
us people without infravision can see to buy a torch

Jaws

------------------------------

poster: Jaws
subject: wave
date: Wed Aug  9 21:27:22 2000

I want to WAVE at people damnit

Jaws
:)

------------------------------

poster: Arkangyle
subject: >wave
date: Wed Aug  9 21:27:45 2000

On Wed Aug  9 21:27:22 2000 Jaws wrote post #1412:
> I want to WAVE at people damnit
> 
> Jaws
> :)
wave2

------------------------------

poster: Sleet
subject: >wave
date: Wed Aug  9 21:27:47 2000

On Wed Aug  9 21:27:22 2000 Jaws wrote post #1412:
> I want to WAVE at people damnit
> 
> Jaws
> :)
wave2

------------------------------

poster: Nyx
subject: >quest command
date: Wed Aug  9 22:35:01 2000

On Wed Aug  9 15:24:56 2000 Wildchild wrote post #1410:
> Since we've gotten a couple more quests recently, it's getting
> pretty lengthy to try and read 'em as they are.
> 
> Any chance they could be put into a menu and numbered like 1-10 (or
> however many there are) or possibly divvied up to new
> ie/midbie/highbie? Atleast with the latter people will know what
> they have a chance of completing.
> Either way, it could say what degree of difficulty the quest is,
> maybe on the scale of newbie/midbie/highbie, etc, maybe a bit longer
> quest desc.
> As well, on the menu, it could have a little * after or before the
> quest or something to show you've completed it.
> 
> -WildChild
It says if you have completed it on the side...why the *?

------------------------------

poster: Nyx
subject: >wave
date: Wed Aug  9 22:35:47 2000

On Wed Aug  9 21:27:22 2000 Jaws wrote post #1412:
> I want to WAVE at people damnit
> 
> Jaws
> :)
And we want witches brooms to work. So do this "command wave wave2"
and quit yer whining.

------------------------------

poster: Wildchild
subject: >>quest command
date: Wed Aug  9 22:39:56 2000

On Wed Aug  9 22:35:01 2000 Nyx wrote post #1415:
> On Wed Aug  9 15:24:56 2000 Wildchild wrote post #1410:
> > Since we've gotten a couple more quests recently, it's getting
> > pretty lengthy to try and read 'em as they are.
> > 
> > Any chance they could be put into a menu and numbered like 1-10 (or
> > however many there are) or possibly divvied up to new
> > ie/midbie/highbie? Atleast with the latter people will know what
> > they have a chance of completing.
> > Either way, it could say what degree of difficulty the quest is,
> > maybe on the scale of newbie/midbie/highbie, etc, maybe a bit longer
> > quest desc.
> > As well, on the menu, it could have a little * after or before the
> > quest or something to show you've completed it.
> > 
> > -WildChild
> It says if you have completed it on the side...why the *?

An example then:

Quests:
1) * Help Helga
2) Schizo
3) * Farmer Joe
4) * Nimrodel
5) Rescue Clara


etc, etc... if it was menu, then with the * you could see at the
menu which ones you've completed instead of looking at them
individually to see if you have or not.
*

------------------------------

poster: Nyx
subject: >>>quest command
date: Wed Aug  9 22:42:58 2000

On Wed Aug  9 22:39:56 2000 Wildchild wrote post #1417:
> On Wed Aug  9 22:35:01 2000 Nyx wrote post #1415:
> > On Wed Aug  9 15:24:56 2000 Wildchild wrote post #1410:
> > > Since we've gotten a couple more quests recently, it's getting
> > > pretty lengthy to try and read 'em as they are.
> > > 
> > > Any chance they could be put into a menu and numbered like 1-10 (or
> > > however many there are) or possibly divvied up to new
> > > ie/midbie/highbie? Atleast with the latter people will know what
> > > they have a chance of completing.
> > > Either way, it could say what degree of difficulty the quest is,
> > > maybe on the scale of newbie/midbie/highbie, etc, maybe a bit longer
> > > quest desc.
> > > As well, on the menu, it could have a little * after or before the
> > > quest or something to show you've completed it.
> > > 
> > > -WildChild
> > It says if you have completed it on the side...why the *?
> 
> An example then:
> 
> Quests:
> 1) * Help Helga
> 2) Schizo
> 3) * Farmer Joe
> 4) * Nimrodel
> 5) Rescue Clara
> 
> 
> etc, etc... if it was menu, then with the * you could see at the
> menu which ones you've completed instead of looking at them
> individually to see if you have or not.
> *
Ahh, ok! That makes way more sense. Nice and precise. I like it. I
thought you meant a star now and that would just look wierd ya know?
Keen idea WC>
Nyx

------------------------------

poster: Pedron
subject: >>>>quest command
date: Thu Aug 10 03:08:05 2000

On Wed Aug  9 22:42:58 2000 Nyx wrote post #1418:
> On Wed Aug  9 22:39:56 2000 Wildchild wrote post #1417:
> > On Wed Aug  9 22:35:01 2000 Nyx wrote post #1415:
> > > On Wed Aug  9 15:24:56 2000 Wildchild wrote post #1410:
> > > > Since we've gotten a couple more quests recently, it's getting
> > > > pretty lengthy to try and read 'em as they are.
> > > > 
> > > > Any chance they could be put into a menu and numbered like 1-10 (or
> > > > however many there are) or possibly divvied up to new
> > > > ie/midbie/highbie? Atleast with the latter people will know what
> > > > they have a chance of completing.
> > > > Either way, it could say what degree of difficulty the quest is,
> > > > maybe on the scale of newbie/midbie/highbie, etc, maybe a bit longer
> > > > quest desc.
> > > > As well, on the menu, it could have a little * after or before the
> > > > quest or something to show you've completed it.
> > > > 
> > > > -WildChild
> > > It says if you have completed it on the side...why the *?
> > 
> > An example then:
> > 
> > Quests:
> > 1) * Help Helga
> > 2) Schizo
> > 3) * Farmer Joe
> > 4) * Nimrodel
> > 5) Rescue Clara
> > 
> > 
> > etc, etc... if it was menu, then with the * you could see at the
> > menu which ones you've completed instead of looking at them
> > individually to see if you have or not.
> > *
> Ahh, ok! That makes way more sense. Nice and precise. I like it. I
> thought you meant a star now and that would just look wierd ya know?
> Keen idea WC>
> Nyx
I like the quest list idea and would really like the ranking thing.
Just tired of working half a quest and learning from someone I'd 
have to kill some 100k monsie at the 
end of it to win or whatever. :)

-pedron, has read a bunch of the scrolls in blackavar, found bunches of 
treasures in castle goodwin, met most of the 
crazy folks in uforia. :)
(When will it be realistic for me to think I can 
survive/finish a given quest?)

------------------------------

poster: Sigwald
subject: >magical tree
date: Thu Aug 10 03:21:14 2000

On Wed Aug  2 19:19:08 2000 Kaos wrote post #1357:
> If I grow a magical tree, then quit and reenter, it will still
> be present (until room resets or boot I guess), but it will no
> longer be "my" tree. Would it be possible
> to safe the playername instead of object so we don't have to
> make trees everywhere (can't make two trees in the same room) if
> we quit and reenter?
Seems it is the case now somehow. So it should work.

------------------------------

poster: Pedron
subject: Questing Task Points
date: Thu Aug 10 04:09:00 2000

100TPs to anyone who has completed every single 
quest on the mud.  Awarded on completion of a 
the 
last of all the available quests at that time.

I doubt I'll ever see those TPs, and there are a 
couple quests on the list with only 1 or 0 completions, 
but seems appropriate to award TPs to anyone who's 
completed all the quests on the mud.

Or instead of TPs, just workout what the cost 
of that player's next greater wish would be and give them enough 
TPs to get that.
(Or not, 100 TPs is enough for 4 free reincs if wishes not desired 
or affordable due to a history of donations. :)

Just a thought,
Pedron

------------------------------

poster: Blackthorne
subject: Scarring
date: Thu Aug 10 05:58:11 2000

There are times when someone's on but there is nobody who can remove
scars. I just wanted to suggest a church or some place that will
remove them for 10,000 gold or something like that.

------------------------------

poster: Zifnab
subject: >Questing Task Points
date: Thu Aug 10 06:17:53 2000

On Thu Aug 10 04:09:00 2000 Pedron wrote post #1422:
> 100TPs to anyone who has completed every single 
> quest on the mud.  Awarded on completion of a 
> the 
> last of all the available quests at that time.
> 
> I doubt I'll ever see those TPs, and there are a 
> couple quests on the list with only 1 or 0 completions, 
> but seems appropriate to award TPs to anyone who's 
> completed all the quests on the mud.
> 
> Or instead of TPs, just workout what the cost 
> of that player's next greater wish would be and give them enough 
> TPs to get that.
> (Or not, 100 TPs is enough for 4 free reincs if wishes not desired 
> or affordable due to a history of donations. :)
> 
> Just a thought,
> Pedron
Sorry this is not really something we want to do, at least with
tp's.  we had rampant cheating for 100k gold from helga, i think
100 tp's are worth a lot more than that, and I can imagine what
would happen.

------------------------------

poster: Raw
subject: Identify spell
date: Fri Aug 11 04:04:43 2000

Why not let the identify spell give exact stats, regens? It's only
to wear and remove eq to check stats anyway, so it's not like it's a
big secret. Weapons having special attacks could also give an
id about this, same with armors like bone and scale mail armor. Nothing
in the identify says anything about deflects.
Just an idea to make the identify spell more worthwhile.

Raw

------------------------------

poster: Blackthorne
subject: locksmiths
date: Fri Aug 11 04:59:33 2000

just suggesting a locksmith's shop for those who forget their safe's combos.

------------------------------

poster: Baer
subject: >locksmiths
date: Fri Aug 11 05:01:13 2000

On Fri Aug 11 04:59:33 2000 Blackthorne wrote post #1426:
> just suggesting a locksmith's shop for those who forget their safe's combos.
Castle owners can see the combo on a safe. Try alter a safe help.

------------------------------

poster: Zifnab
subject: >locksmiths
date: Fri Aug 11 06:41:44 2000

On Fri Aug 11 04:59:33 2000 Blackthorne wrote post #1426:
> just suggesting a locksmith's shop for those who forget their safe's combos.
the castle owner can check the combo.... other than the
owner their is no way in the current version of castles
to know if thta chest/rooms is yours.

------------------------------

poster: Torrelio
subject: Identify spell
date: Fri Aug 11 06:47:20 2000

   just wanted to back up the idea posted yesterday by Raw
concerning this spell.

------------------------------

poster: Blackthorne
subject: a more elaborate explanation of locksmiths
date: Fri Aug 11 07:04:46 2000

in the case of Occult, the castle's owner hasn't been on in two
years and he forgot his combo...sure there can discrepancies whether
the safe is his or not, but he should be able to get the stuff if
it's his. You could make it like the lost and found where it's 300k
to get lost equipment. if it's his and he wants it, he'll pay it.
well, i'm guess it's more of a temporary idea than a permanent
one...

------------------------------

poster: Zifnab
subject: >a more elaborate explanation of locksmiths
date: Fri Aug 11 07:08:40 2000

On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> in the case of Occult, the castle's owner hasn't been on in two
> years and he forgot his combo...sure there can discrepancies whether
> the safe is his or not, but he should be able to get the stuff if
> it's his. You could make it like the lost and found where it's 300k
> to get lost equipment. if it's his and he wants it, he'll pay it.
> well, i'm guess it's more of a temporary idea than a permanent
> one...
this is the reason to get your own castle, if you can afford 300k
to buy the equipment back, buy a castle... sorry, but castles
were never meant to be apartments for everyone, if they take
rooms from others that is part of the risk.

------------------------------

poster: Pedron
subject: growth potions
date: Fri Aug 11 08:35:29 2000

Potions to give a little boost to growth would be nice.
They wouldn't work if the player was fullgrown already, but 
would be nice for folks who just reinc'd and can barely carry their 
gear and whatnot.

Potions might be 25-50k each and cause 1 degree of growth.
(As much as player would get when it says 'You grow a little.')
It should cost maybe 500k-1m for a large race to reach fullgrowth 
using just these potions, but would still be worth it 
methinks.

If I underestimated the value of such potions, that's fine, make em cost 
100k or whatever. :)  Just having them available would be nice.

Maybe some high level caster guild could get a spell to do that.
Cost might be 100% of sps per degree of growth or something.

-pedron got chopped in half his last reinc. :P

------------------------------

poster: Pedron
subject: >>a more elaborate explanation of locksmiths
date: Fri Aug 11 08:39:34 2000

On Fri Aug 11 07:08:40 2000 Zifnab wrote post #1431:
> On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> > in the case of Occult, the castle's owner hasn't been on in two
> > years and he forgot his combo...sure there can discrepancies whether
> > the safe is his or not, but he should be able to get the stuff if
> > it's his. You could make it like the lost and found where it's 300k
> > to get lost equipment. if it's his and he wants it, he'll pay it.
> > well, i'm guess it's more of a temporary idea than a permanent
> > one...
> this is the reason to get your own castle, if you can afford 300k
> to buy the equipment back, buy a castle... sorry, but castles
> were never meant to be apartments for everyone, if they take
> rooms from others that is part of the risk.
You could always spend a week trying every single combination. :)
If you remember what one or two of the numbers were, it 
should only take a day or two to workout.
Your fingers cramping up will keep you from using scripts and such, 
but if you have 10megs worth of gear in there, it should be worth the 
bother. (Just be glad your castle owner didn't suicide.)

-pedron

------------------------------

poster: Alvin
subject: >a more elaborate explanation of locksmiths
date: Fri Aug 11 11:49:54 2000

On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> in the case of Occult, the castle's owner hasn't been on in two
> years and he forgot his combo...sure there can discrepancies whether
> the safe is his or not, but he should be able to get the stuff if
> it's his. You could make it like the lost and found where it's 300k
> to get lost equipment. if it's his and he wants it, he'll pay it.
> well, i'm guess it's more of a temporary idea than a permanent
> one...

Help notebook
Write your darn chest combos down.


------------------------------

poster: Magneto
subject: >a more elaborate explanation of locksmiths
date: Fri Aug 11 11:51:41 2000

On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> in the case of Occult, the castle's owner hasn't been on in two
> years and he forgot his combo...sure there can discrepancies whether
> the safe is his or not, but he should be able to get the stuff if
> it's his. You could make it like the lost and found where it's 300k
> to get lost equipment. if it's his and he wants it, he'll pay it.
> well, i'm guess it's more of a temporary idea than a permanent
> one...
call me a meanie for this but that sounds like the risks you take
when you live in anothers castle.  I mean if the guy hasnt been on in 2 years
that would mean that Occult has been playing here for 2 years.  If you cant
get enough money for a castle in 2 years... go try checker

------------------------------

poster: Wildchild
subject: >Identify spell
date: Fri Aug 11 17:31:51 2000

On Fri Aug 11 04:04:43 2000 Raw wrote post #1425:
> Why not let the identify spell give exact stats, regens? It's only
> to wear and remove eq to check stats anyway, so it's not like it's a
> big secret. Weapons having special attacks could also give an
> id about this, same with armors like bone and scale mail armor. Nothing
> in the identify says anything about deflects.
> Just an idea to make the identify spell more worthwhile.
> 
> Raw

IIRC, at one point, identify DID show deflect, atleast I could've
swore remember seeing it. Doesn't do it anymore, apparently.
Dunno whether or not identify should give exact anyways. It doesn't
give exactly ac/wc as it is: you still have to make a guess. And if
you're like me, you can easily figure out the range of values for
stuff like avg, high, v high, etc so you pretty much know what the
stats are, give or take a couple of points.

-WildChild

------------------------------

poster: Nyx
subject: >>a more elaborate explanation of locksmiths
date: Fri Aug 11 23:00:30 2000

On Fri Aug 11 11:51:41 2000 Magneto wrote post #1435:
> On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> > in the case of Occult, the castle's owner hasn't been on in two
> > years and he forgot his combo...sure there can discrepancies whether
> > the safe is his or not, but he should be able to get the stuff if
> > it's his. You could make it like the lost and found where it's 300k
> > to get lost equipment. if it's his and he wants it, he'll pay it.
> > well, i'm guess it's more of a temporary idea than a permanent
> > one...
> call me a meanie for this but that sounds like the risks you take
> when you live in anothers castle.  I mean if the guy hasnt been on in 2
years
> that would mean that Occult has been playing here for 2 years.  If you cant
> get enough money for a castle in 2 years... go try checker
I have never lived in someone else's castle. If you are seriously
going to play and not have to worry, buy a castle. I never even got
eq till I had a castle. Too many things could go wrong. Sure, many
players will whine about you being "naked" but tell them oh well. It
always worked for me. I may have lost one party cause of it. Anyhoo,
just me.
Nyx

------------------------------

poster: Alvin
subject: Purging
date: Sat Aug 12 02:13:46 2000


I think anyone who hasn't played for a year should be purged.  Or
maybe even a year and 24 weeks.... I'm sure if they don't wanna play
for a year, they're not comming back


------------------------------

poster: Mixer
subject: >>a more elaborate explanation of locksmiths
date: Sat Aug 12 08:12:12 2000

On Fri Aug 11 11:51:41 2000 Magneto wrote post #1435:
> On Fri Aug 11 07:04:46 2000 Blackthorne wrote post #1430:
> > in the case of Occult, the castle's owner hasn't been on in two
> > years and he forgot his combo...sure there can discrepancies whether
> > the safe is his or not, but he should be able to get the stuff if
> > it's his. You could make it like the lost and found where it's 300k
> > to get lost equipment. if it's his and he wants it, he'll pay it.
> > well, i'm guess it's more of a temporary idea than a permanent
> > one...
> call me a meanie for this but that sounds like the risks you take
> when you live in anothers castle.  I mean if the guy hasnt been on in 2
years
> that would mean that Occult has been playing here for 2 years.  If you cant
> get enough money for a castle in 2 years... go try checker
If my landlord checked out for 2 years I'd be out on my ear...
Get your own damn castles people!
Mix.

------------------------------

poster: Mixer
subject: >>Identify spell
date: Sat Aug 12 08:13:30 2000

On Fri Aug 11 17:31:51 2000 Wildchild wrote post #1436:
> On Fri Aug 11 04:04:43 2000 Raw wrote post #1425:
> > Why not let the identify spell give exact stats, regens? It's only
> > to wear and remove eq to check stats anyway, so it's not like it's a
> > big secret. Weapons having special attacks could also give an
> > id about this, same with armors like bone and scale mail armor. Nothing
> > in the identify says anything about deflects.
> > Just an idea to make the identify spell more worthwhile.
> > 
> > Raw
> 
> IIRC, at one point, identify DID show deflect, atleast I could've
> swore remember seeing it. Doesn't do it anymore, apparently.
> Dunno whether or not identify should give exact anyways. It doesn't
> give exactly ac/wc as it is: you still have to make a guess. And if
> you're like me, you can easily figure out the range of values for
> stuff like avg, high, v high, etc so you pretty much know what the
> stats are, give or take a couple of points.
> 
> -WildChild
Well reflects aren't done with a "standard" field in the code
so I'm not sure how this would show in ID...  If I rememebr
at one stage there was a "special properties" section, but
perhaps that had to be in the code for the item to show up?
ie if the coder wanted it to show up on ID, it would be put in...
Mix.

------------------------------

poster: Hierokliff
subject: new command
date: Sat Aug 12 09:08:35 2000

last reinc(s)
  Shows data from your last reinc, or up to the 10 last?
    success_rate
    score
    worth from estimate worth
    summary

Might be fun to see our growing in the mud?
//Hierokliff

------------------------------

poster: Arkangyle
subject: Bank
date: Sat Aug 12 10:05:55 2000

  Could we be given an option of clearing our past bank records.

Arkangyle who gets spammed to hell if he has to check them.

------------------------------

poster: Zifnab
subject: >Bank
date: Sat Aug 12 10:45:18 2000

On Sat Aug 12 10:05:55 2000 Arkangyle wrote post #1442:
>   Could we be given an option of clearing our past bank records.
> 
> Arkangyle who gets spammed to hell if he has to check them.
there should only be 2 weeks worth of transactions?
If there is more, there is a problem

------------------------------

poster: Sleet
subject: new skill
date: Sat Aug 12 12:05:05 2000

we should have a new skill in all the alphas called search so you
can try to find people hiding that might be trying to steal from
you

------------------------------

poster: Kalon
subject: >new skill
date: Sat Aug 12 12:05:54 2000

On Sat Aug 12 12:05:05 2000 Sleet wrote post #1444:
> we should have a new skill in all the alphas called search so you
> can try to find people hiding that might be trying to steal from
> you
called awareness in traveler

K

------------------------------

poster: Trex
subject: New areas
date: Sat Aug 12 13:25:07 2000

I thought it would be a good idea to add areas from different video
and computer
games (am i the only one playing them?)

------------------------------

poster: Jaws
subject: Identify
date: Sun Aug 13 20:38:45 2000

TT
Have a dude somewhere that for $$ will identify an object
give same vauge definitions as identify spell, but I know I would pay for this
TFE
TI
at times, when u have new stuff that isnt on the eq lists, also
for when stuff changes

Jaws

------------------------------

poster: Jaws
subject: fires
date: Sun Aug 13 22:10:31 2000

when u add wood, if the fire already has alot of time left on it, increase the
TI
amount of healing it gives a point or so.  Up toa point then make
it start taking points away cuz its too hot

Jaws

------------------------------

poster: Trex
subject: Party kills
date: Mon Aug 14 16:19:04 2000

I want score to show how many party kills i ever had just like as
with regular kills.

------------------------------

poster: Pedron
subject: spell
date: Mon Aug 14 18:09:58 2000

A new spell that might go into one of the high level 
caster guilds, "Deny Life" would 
cost as much and last as long as protection spells of 
that level, but would be used on an enemy target and 
deny it the ability to heal itself.
Notion just crossed my mind after watching a dumb elf guy succeed 
at 3 of his 5 healing attempts just now. :P

The spell would just be a midbie/highbie spell, but still seems worth coding.

Alternate effect of the spell would be to prevent the target from
regenerating 
its health. (Highbie cast deny life on it before stepping out to catch a 
tick or 3 and the creature doesn't regen for that bit of time)

If there are already spells in the game with these effects, nevermind this 
post. :)

-pedron

------------------------------

poster: Pedron
subject: deny life2
date: Mon Aug 14 18:18:45 2000

On the flipside, some old or new eq-type mobs, or key 
quest guys might have the ability to cast deny life on players 
who attack them.  High level cleric would have to burn sps and 
rounds/time to undo this with a remove curse type spell.
(I'd think Avatars the only ones with such a spell)

-pedron

------------------------------

poster: Denim
subject: Deny Life.
date: Mon Aug 14 18:45:04 2000

We have images of torture to prevent monsters from casting healing
spells,and there are at least two spells to stop them from regening
that i can think of right now.

------------------------------

poster: Jaws
subject: shops
date: Tue Aug 15 07:39:47 2000

how aobut have it scan slot along with id flags
so list amulet would catch all the items
that would fill that slot

and for the weapon shop how about list 2h, and list slash etc

TI
make things much easier when looking for something usefull 
in a horder of items with sometimes questionable descriptions

Jaws

------------------------------

poster: Jaws
subject: party thingy
date: Tue Aug 15 16:27:56 2000

make on option in parties
defend tank

when typed, u attack monsies curretnyl attacking to tank
to make sure there are no slip ups

Jaws

------------------------------

poster: Myrddin
subject: >party thingy
date: Tue Aug 15 16:28:44 2000

sounds like easy botting to me
myrddin

------------------------------

poster: Jaws
subject: :)
date: Tue Aug 15 16:42:21 2000

TT
No myrddin, not botting
just for when in a party, esp when in a dangerous area
help to keep from attacking the wrong monsie
esp when u are saya fighter and not a spell caster

and, is just an idea, one that may have been asked before, if so
then disreguard

Jaws

------------------------------

poster: Kalma
subject: >party thingy
date: Tue Aug 15 16:47:15 2000

On Tue Aug 15 16:27:56 2000 Jaws wrote post #1454:
> make on option in parties
> defend tank
> 
> when typed, u attack monsies curretnyl attacking to tank
> to make sure there are no slip ups
> 
> Jaws

Actually not a horrible idea, but since you used the word 'defend' 
it should change you to the party leader, thus become the tank, rather 
than 'assist' the tank. (Something that's not currently allowed, and 
would make newbie/lowbie partying with multiple tankish folk easier, so they 
don't have to run out, swap tanks, and then take the entry hit.)
Of course, a downside would be in EQ parties, you could use two tanks, 
have one take the initial entry hits, the other immediately defend, and 
thus you lose a lot of the drawbacks of the entry hit. However it would 
also mean there's one less slot for a healer or blaster in the party. 

I think the new party object that Zif is creating uses a multiple front 
line system, so something like this might just be wasted breath anyway. ;)

I personally don't think an assist command would make it easier to 
bot more than anything else already in the game. You can just as easily 
trig off 'Tank attacks X' only with the 'assist' command you 
wouldn't have those that aren't familiar with what you're killing, 
attacking the wrong monster. 

-k

------------------------------

poster: Jaws
subject: emote
date: Tue Aug 15 17:59:58 2000

snap 
you snap yer fingers at 

Jaws

------------------------------

poster: Jaws
subject: tiamat
date: Tue Aug 15 18:10:35 2000

Hey would be cool when reinc'in to die with style

TI
maybe make an object u can get somewhere that will teleport 
you (once) to tiamat to die quickly and horribly

jaws

------------------------------

poster: Pedron
subject: >tiamat
date: Tue Aug 15 19:22:34 2000

On Tue Aug 15 18:10:35 2000 Jaws wrote post #1459:
> Hey would be cool when reinc'in to die with style
> 
> TI
> maybe make an object u can get somewhere that will teleport 
> you (once) to tiamat to die quickly and horribly
> 
> jaws
I'm not sure about this, but something else came to mind.  Maybe 
have a slot for Arch Nemesis or somesuch in the finger info 
below best solo/party kills.  Plug the name of the biggest 
monster ever to kill this person in there.

-pedron

------------------------------

poster: Jaws
subject: nemesis
date: Tue Aug 15 19:55:28 2000

I like that idea
pedron

:)
Jaws

------------------------------

poster: Wagro
subject: arena
date: Tue Aug 15 19:58:04 2000

Is it possible to make haims not affect people in the arena? I find
it rater irritating when you are about to fininsh off an opponet and
you both get healed, which ends up tapping you both eventually.
-wag

------------------------------

poster: Torrelio
subject: Spells, Skills and Hits
date: Wed Aug 16 10:51:30 2000

  I think i would be a good idea to have a report on the blow of the
skills and spells cast in combat. Like the regular blows.
 just another number inside brackets could be very helpful in
knowing the strength of one's attack.

------------------------------

poster: Pedron
subject: >Spells, Skills and Hits
date: Wed Aug 16 12:06:13 2000

I like that one.  I've supposed my punch hit like a level 5 when it
nicked and an 8 or 
9 when it was a hard bunch.  never tried to figure out 
the power of forearm bash and kicks.
My new strike skill look really cool
(You crisscross  with your Sword of Devastation and Great Axe named 
'Kindle' causing them to shriek in agony!)  It looks real cool and I think 
I could kill a horse with 5 or 6 successful strikes, but would 
be nice to see the actual power. :)

-pedron

------------------------------

poster: Taric
subject: vampire race ability
date: Wed Aug 16 13:03:10 2000

Maybe let folks of the vampire race bite party member to drain 
eps and refresh their own.

Other races might have the power to drain sps or 
corrupt/augment alignments. :)

-taric

------------------------------

poster: Basketball
subject: New News Group
date: Thu Aug 17 19:22:53 2000

How about a News group for Manga, because a lot of us either watch,
read or write. It's cool. It'd be nice to do stuff like that.

Basketball, The Talking Sports Item, not Spirit, Item

------------------------------

poster: Basketball
subject: >My last post
date: Thu Aug 17 19:23:29 2000

watch, read or write Manga that is

------------------------------

poster: Pedron
subject: super ferries!
date: Thu Aug 17 23:37:15 2000

A 2 hour long event where the instant you type embark, you just 
end up on the other dock.  Would have to exclude tour ferry maybe, maybe not.

Just posting this cause I've missed there ferry by 2 seconds a few times 
today and got to regen for 3 minutes waiting. :)

-pedron

------------------------------

poster: Nyx
subject: >super ferries!
date: Thu Aug 17 23:39:47 2000

On Thu Aug 17 23:37:15 2000 Pedron wrote post #1470:
> A 2 hour long event where the instant you type embark, you just 
> end up on the other dock.  Would have to exclude tour ferry maybe, maybe
not.
> 
> Just posting this cause I've missed there ferry by 2 seconds a few times 
> today and got to regen for 3 minutes waiting. :)
> 
> -pedron
Whoa, hold the phone. That is how ferries work for me. Yer saying
that it actually takes you TIME to get places? Damn...that kinda
sucks....
Nyx
*grin*

------------------------------

poster: Wildchild
subject: pk
date: Fri Aug 18 10:56:03 2000

Make summon/relocate un-toggleable for pk reg players. If you go pk
you should expect to be pk'ed, that's all there is to it, otherwise,
you shouldn't go pk.
None of this about "the thrill of pissing off highbies cause you
turned this stuff off & just run away when you see somebody". We
could have the criminal system for that.
-WildChild

------------------------------

poster: Pedron
subject: >pk
date: Fri Aug 18 10:57:01 2000

On Fri Aug 18 10:56:03 2000 Wildchild wrote post #1473:
> Make summon/relocate un-toggleable for pk reg players. If you go pk
> you should expect to be pk'ed, that's all there is to it, otherwise,
> you shouldn't go pk.
> None of this about "the thrill of pissing off highbies cause you
> turned this stuff off & just run away when you see somebody". We
> could have the criminal system for that.
> -WildChild
Disable summons/relocates so lazy slackes don't have 
shortcuts to easy kills. :)

-pedron

------------------------------

poster: Zifnab
subject: >pk
date: Fri Aug 18 11:00:07 2000

On Fri Aug 18 10:56:03 2000 Wildchild wrote post #1473:
> Make summon/relocate un-toggleable for pk reg players. If you go pk
> you should expect to be pk'ed, that's all there is to it, otherwise,
> you shouldn't go pk.
> None of this about "the thrill of pissing off highbies cause you
> turned this stuff off & just run away when you see somebody". We
> could have the criminal system for that.
> -WildChild
I dont get the point of not running.  I expect to be killed, I 
_dont_ expect to go oh wildchild is in this room 40 levels higher
than me, i have to stand here and take his beating, because he 
thinks I shouldn't run, wtf you wnat me to die chase me 
and catch me, then stop me from running etc.

If you like to be summoned thats your choice, that is why its there.
--zif the confused

------------------------------

poster: Magneto
subject: >>pk
date: Fri Aug 18 11:06:50 2000

On Fri Aug 18 11:00:07 2000 Zifnab wrote post #1475:
> On Fri Aug 18 10:56:03 2000 Wildchild wrote post #1473:
> > Make summon/relocate un-toggleable for pk reg players. If you go pk
> > you should expect to be pk'ed, that's all there is to it, otherwise,
> > you shouldn't go pk.
> > None of this about "the thrill of pissing off highbies cause you
> > turned this stuff off & just run away when you see somebody". We
> > could have the criminal system for that.
> > -WildChild
> I dont get the point of not running.  I expect to be killed, I 
> _dont_ expect to go oh wildchild is in this room 40 levels higher
> than me, i have to stand here and take his beating, because he 
> thinks I shouldn't run, wtf you wnat me to die chase me 
> and catch me, then stop me from running etc.
> 
> If you like to be summoned thats your choice, that is why its there.
> --zif the confused
Yeah I heard all the players on geno stand in one room and duke it out...

------------------------------

poster: Basketball
subject: >>>pk
date: Fri Aug 18 11:27:59 2000

Next, we can make it so they drop all their EQ and you get it, and
you get there room, castle, chest(s)...and, when your playing anyone
a level higher than you, you get a NoSuck! Or, you can opt to give
them a suck.

Basketball, the Super-Newbie

------------------------------

poster: Pedron
subject: >>>>pk
date: Fri Aug 18 11:43:43 2000

On Fri Aug 18 11:27:59 2000 Basketball wrote post #1477:
> Next, we can make it so they drop all their EQ and you get it, and
> you get there room, castle, chest(s)...and, when your playing anyone
> a level higher than you, you get a NoSuck! Or, you can opt to give
> them a suck.
> 
> Basketball, the Super-Newbie
I want basketball to register for pk too so the highbies will quit 
telling me how hopeless I am. :)

-pedron

------------------------------

poster: Pedron
subject: arena
date: Fri Aug 18 14:51:49 2000

Someone requested arenas be shielded from haim spells.
I think it's a good idea, tis all I have 
to post.

-pedron

------------------------------

poster: Apathy
subject: quests command
date: Fri Aug 18 16:45:56 2000

I've been gone for nearly a month, and I have no intention of
reading the 181 ideas posts that accumulated while I was gone, so if
this has already been suggested, I apologize.
It would be nice if there were an option in the quests menu that
showed all the summary info you used to get if you just typed
quests...I liked that summary =)

-Apathy

------------------------------

poster: Myrddin
subject: emotes
date: Fri Aug 18 18:31:35 2000

any chance we could get a last emote command so we could see the
last emotes that where directed at us? i carry on many conversations
through emotes and if i miss something i cant go back and see what
it was
myrddin

------------------------------

poster: Pedron
subject: namechange
date: Sat Aug 19 15:58:23 2000

Maybe one of the seedy guys under the city can sell a namechange thing 
for a million gold or something.

Just a thought,
pedron

------------------------------

poster: Pedron
subject: shop ids
date: Sat Aug 19 18:10:30 2000

I think someone suggested this before, but would 
be nice if armors id' to the slot they 
fill and weapons id to the 
style they are and to 1-handed, 2-handed 
at the shops.

'list gloves' 'list left hand' 'list right hand'
'list slashing' 'list blunt' 'list 2-handed' 'list 1-handed'

etc.. would show items that fill those 
criterion.

I'm pretty sure it's the same here, but on other coding 
things I've done, you have set_style, set_type, set_two_handed 
kinds of lines in the eq.  Hopefully it's 
possible to have shops reference those lines in 
addition to stuff in the set_id or set_short things. 

-pedron

------------------------------

poster: Tigran
subject: >namechange
date: Sat Aug 19 19:43:23 2000

On Sat Aug 19 15:58:23 2000 Pedron wrote post #1482:
> Maybe one of the seedy guys under the city can sell a namechange thing 
> for a million gold or something.
> 
> Just a thought,
> pedron
Namechanges are a rather difficult thing to implement under the
current system.  

It also makes it a lot harder on teh administration to keep track of
the people of most interest.  Then there's the plaque and many other
things which actually use the string form of your name.

Don't look for a change like this to appear anytime soon.

T

------------------------------

poster: Atrus
subject: some misc new ideas
date: Sat Aug 19 23:05:37 2000

1. Some people have talked about haim's affecting the arena. Don't
forget to put that in effect for gauntlet too.
2. I feel that mist mages need some kind of guild eq like the flame
blade, earthstaff, ice pick, etc. Mabye a mist cloak or helm or belt
or somthing.
3. Mabye up magma armor. I have asked some people and they said it's
not that great. Seems kinda a shame to me that lava mage only uses 3
or so spells when they have all these molding skills.
That is all. Please don't yell at me. This is my opinion _nothing
more_. You know who you are. >:-<
Atrus who ducks after every post

------------------------------

poster: Pedron
subject: >>namechange
date: Sat Aug 19 23:07:13 2000

On Sat Aug 19 19:43:23 2000 Tigran wrote post #1484:
> On Sat Aug 19 15:58:23 2000 Pedron wrote post #1482:
> > Maybe one of the seedy guys under the city can sell a namechange thing 
> > for a million gold or something.
> > 
> > Just a thought,
> > pedron
> Namechanges are a rather difficult thing to implement under the
> current system.  
> 
> It also makes it a lot harder on teh administration to keep track of
> the people of most interest.  Then there's the plaque and many other
> things which actually use the string form of your name.
> 
> Don't look for a change like this to appear anytime soon.
> 
> T
Am told it costs 40 TPs from some npc around here but that 
might just be another newbielie. ;>

-pedron

------------------------------

poster: Baer
subject: Eje
date: Sun Aug 20 18:25:03 2000

Add 'give all to eje'.

------------------------------

poster: Nyx
subject: >namechange
date: Sun Aug 20 22:12:00 2000

On Sat Aug 19 15:58:23 2000 Pedron wrote post #1482:
> Maybe one of the seedy guys under the city can sell a namechange thing 
> for a million gold or something.
> 
> Just a thought,
> pedron
In my personal opinion, I think that would be a really bad idea. Not
to dis you pedron, just from my point of view, I think it would
suck. People would change thier names constantly, or change thier
names just to bother others. If a new name is that important,
pretend you are part of the witness protection program, "fake" yer
death, and come back as a new name and start all over again.
Nyx

------------------------------

poster: Basketball
subject: RAIM
date: Tue Aug 22 11:14:29 2000

How about a Spell that Refreshes all in the MUD.
It would be beneficial to half the guilds, and I think it would make
a great addition.

For Example, I use all my EP's to stab Pedron down 2 stages, then,
we get a Haim, and I'm back where I was, but with no EP's!
Just a thought.

Basketball, the sport with a Dagger.

------------------------------

poster: Dram
subject: curse of mind pain
date: Tue Aug 22 11:33:02 2000

I was wondering if curse of mind pain could be upped to have a
signifigant difference between evil  eye which is only gamma one
round less and only a damage type of so lower then curse of mind
pain. It would be nice if it can do a bit of damage since even
exorcists have better attack spells

------------------------------

poster: Wildchild
subject: eq thoughts
date: Tue Aug 22 14:59:07 2000

Discussing some ideas with Sleet, and we came up with a thing or two
that might be of some use or might stir up some other ideas for eq.

1) in general, I see level/worth restrictions as actually forcing
more eq to get into the mud from all monsies, not just a select lot
I know alot of people, seeing the previous posts on this discussion,
would disagree with me, but it's an option

2) Giving all players a generic "rank", much like guild ranks. Based
on worth/level you are given a rank, maybe on a scale of 1-5 or
something. So newbies would be rank 1, highbies rank 4-5. With time,
like guild ranks, your generic rank increases maybe even if you're
not a highbie so that midbies could still use higher ranked eq. This
would be an incentive against reincing.

3) Sleet thought of giving incentives with eq if when you reinc
whether or not you stay in the same race or same guild, based on the
generic rank idea as well.

So, in a way, players would "grow" into eq, but their worth/level
would still be a major factor in what eq they can and cannot use.
I'd just like to see ways that would get all types of eq to be used
by players, not just highbie eq (which I think "growing into" still
promotes).

-WildChild

------------------------------

poster: Pedron
subject: >RAIM
date: Tue Aug 22 15:11:46 2000

On Tue Aug 22 11:14:29 2000 Basketball wrote post #1489:
> How about a Spell that Refreshes all in the MUD.
> It would be beneficial to half the guilds, and I think it would make
> a great addition.
> 
> For Example, I use all my EP's to stab Pedron down 2 stages, then,
> we get a Haim, and I'm back where I was, but with no EP's!
> Just a thought.
> 
> Basketball, the sport with a Dagger.
You were getting pounded.  :)  Just shield arena from haim and 
I could kill any 2 fighter your level.

I can't really talk big though since level 30 casters just tap me out 
with their plentiful heals and later 
magic attacks.

------------------------------

poster: Jaws
subject: top 20 plaque
date: Tue Aug 22 17:45:35 2000

as I recal old plaque was highest % increased in net worth
how about something like this

orig_worth/new_worth*1000)/((orig_lvl+new_lvl)/2

not 100% sure what kinda numbers that would generate
but its an idea - this would make it harder for higher lvl
people to make the top, but doesnt account for party
thing is some people all the do is party
so we cannot exclude party exp
wo says u can/t be top player even tho u party
unless we log party exp and make top 20 partiers
and top 20 solo's
that might be cool, not sure how hard to code it would be

Jaws

------------------------------

poster: Basketball
subject: >>RAIM
date: Tue Aug 22 18:45:17 2000

Bah dude. You weren't skating so well. If I would've been Refreshed
I would've taken you out.

------------------------------

poster: Pedron
subject: >>>RAIM
date: Tue Aug 22 20:01:47 2000

On Tue Aug 22 18:45:17 2000 Basketball wrote post #1494:
> Bah dude. You weren't skating so well. If I would've been Refreshed
> I would've taken you out.
I'd have gotten my strikes refreshed too and killed you faster. :)

Longlive newbiespam
-pedron

------------------------------

poster: Pedron
subject: fullgrowth
date: Tue Aug 22 21:09:44 2000

Maybe make full growth a lesser wish?

-pedron

------------------------------

poster: Mixer
subject: >>>>RAIM
date: Wed Aug 23 01:59:17 2000

On Tue Aug 22 20:01:47 2000 Pedron wrote post #1495:
> On Tue Aug 22 18:45:17 2000 Basketball wrote post #1494:
> > Bah dude. You weren't skating so well. If I would've been Refreshed
> > I would've taken you out.
> I'd have gotten my strikes refreshed too and killed you faster. :)
> 
> Longlive newbiespam
> -pedron
Take this annoying SHIT somewhere else you two.
Mix.

------------------------------

poster: Pomina
subject: Mana stones
date: Wed Aug 23 07:54:05 2000

hi there i got a brilijant idea.. why dont make mana stones??
Its a totaly normal stone except that it can save SP ...
and when you are out of SP then you can drain SP from it..
this would make it a lot easier for SP usesrs... =)

------------------------------

poster: Pedron
subject: guild stats
date: Wed Aug 23 17:37:15 2000

Maybe set it so fighter guilds focus on stuff other 
than the int/wis/spr stats they don't use to 
execute any of their skills?
I'm human with all stat potentials supposedly equal, 
I've trained up 30 levels along the fighter 
guild tree, all my eq is 
stuff to boost everything except wis/int/spr
(have +1 int from my armband is all).
I've focused normal level stats on str/con/dex.
I still have more sps than eps.
I can understand int/wis/spr being in the mix for normal levels but 
would it be too far out of balance for fighter guild levels in the guilds 
that have no skills/spells utilizing sps to 
maybe train the fig stats and none of 
the wis/int/spr?


-pedron

(my sps may just be higher cause of the wis/int/spr in normal
levels, but I'm certain 
I saw wis/int/spr being rised at least in the berserker guild)

------------------------------

poster: Pedron
subject: guild stats
date: Wed Aug 23 17:54:33 2000

I was told sta+dex = 3 eps and wis+int = 5 sps.
Am just curious why this is so.

Also was told my race determines stats raised in guild 
as well as normal.
I just want to put the fact a human training to be fighter would 
still comeout superior physically to 
human training to be caster, while human training 
to be caster would be superior mentally. :)
Thinking maybe guild levels should consider guild stats and leave the 
race stats to normal levels.

I won't fuss over anymore spam on this topic and won't reply to 
anything about this on the boards.

-pedron

------------------------------

poster: Pedron
subject: WC
date: Wed Aug 23 18:13:11 2000

command in the score thing to show Weapon Class like the thing 
that shows general armor class. :)

-pedron

------------------------------

poster: Zifnab
subject: >guild stats
date: Wed Aug 23 18:36:20 2000

On Wed Aug 23 17:54:33 2000 Pedron wrote post #1500:
> I was told sta+dex = 3 eps and wis+int = 5 sps.
> Am just curious why this is so.
> 
> Also was told my race determines stats raised in guild 
> as well as normal.
> I just want to put the fact a human training to be fighter would 
> still comeout superior physically to 
> human training to be caster, while human training 
> to be caster would be superior mentally. :)
> Thinking maybe guild levels should consider guild stats and leave the 
> race stats to normal levels.
> 
> I won't fuss over anymore spam on this topic and won't reply to 
> anything about this on the boards.
> 
> -pedron
i only have one comment.  that is why there are multiple races, 
_most_ players quickly find the most advantageous races for each
guild.  If youc choose to play human that is your choice and can easily
change it.

------------------------------

poster: Rydia
subject: body of lava
date: Thu Aug 24 15:57:04 2000

I think the body of lava and body of mist should be upped quite a
bit. i mean only if you train all the masteries.. theres basically 4
masteries for bol now, so i think it wouldnt be fair to only have
bol at same strength when your training twice as much stuff to get
it. i dunno if it will be upped by training stuff, but i hope it
does.
-rydia

------------------------------

poster: Jaws
subject: skills
date: Thu Aug 24 16:21:56 2000

Hey Sigwald, how about a skill tune up too
I like the idead of spell % effects cost/effectiveness
more

Can we give that kinda tune up to Skills too

Jaws

------------------------------

poster: Wildchild
subject: lava mage
date: Thu Aug 24 16:26:23 2000

Hrm. Can you clarify this a bit, Sigwald?

Body of lava is now affected by both masteries of fire & earth, AND
bodies of fire and earth?
stone, whatever

So since I didn't bother to study the body spells, since I didn't
need either of 'em, is my body of lava going to be weaker than
before? (body of lava at 90%, masteries of fire & earth at 90%,
bodies of stone & fire at 5%)
Or is it the same as before and if I now study bodies of stone &
fire my body of lava will become stronger?

As Rydia suggested, I hope the latter is the case, and same for mist
mages, since that already puts existing elementalists in a position
& that's alot of affecting skills/spells for one bravo spell.

-WildChild

------------------------------

poster: Sleet
subject: random lodestones
date: Thu Aug 24 16:27:50 2000

dunno if this is possible to do but make random lodestone be able to
be use by parties
be funn to get randomly placed somwhere and kill your way out

------------------------------

poster: Jaws
subject: skills
date: Thu Aug 24 17:34:43 2000

TI
TF
Just to clarify, since someone brought this up
The idea I am tryin to promote here is
that lower % - cost u more and is less effective
and higher %  - costs u less and is more effective

This just makes sense, the better % u have in a skill
the easier and more effective u are, and vice versa for
TT
the worse u are at it

Jaws

------------------------------

poster: Pedron
subject: >skills
date: Thu Aug 24 17:37:19 2000

On Thu Aug 24 17:34:43 2000 Jaws wrote post #1507:
> TI
> TF
> Just to clarify, since someone brought this up
> The idea I am tryin to promote here is
> that lower % - cost u more and is less effective
> and higher %  - costs u less and is more effective
> 
> This just makes sense, the better % u have in a skill
> the easier and more effective u are, and vice versa for
> TT
> the worse u are at it
> 
> Jaws
You realize sigwald said something about making those spells more 
costly to train in terms of exp.
If he made skills stronger/less expensive(terms of eps to 
execute) he'd likely make them cost more 
exps to train too.

Seems like a fair enough tune if it happens, but you missed the fact 
training will be more costly if such a thing is 
applied to skills as well as spells.

-pedron

------------------------------

poster: Basketball
subject: Spell and Skill Changes, along with a Solution
date: Thu Aug 24 19:32:24 2000

Ok, with all the massive changes Sigwald has made in one of the Most
Popular Guilds on RD, we have to have a way for them to fix it. I
suggest a Forced Reinc for all Lava and Mist Mages, maybe everyone
if you feel nice.
Along with that, the Skill and Spell changes affect a lot of things.
For one, will it be like a Strength increase for Attack, or just
skills like Stab and Punch? If not, then it sets most fighters at a
loss to Mages.
With the Spells, when Newbie's Reinc, they'll have Hell. You have
400k to train and so little to really use any spells/skills
effectively, it sets them at a larger disadvantage, dispite the
idea's potentiality and usefulness.

Basketball

------------------------------

poster: Dram
subject: witches
date: Thu Aug 24 21:40:06 2000

Alright i just got back from vacation to a surprise. They changed
the spells to work more on masteries. Well i have my mastries really
high and found my spells went down, down alot. My only problem with
this is that witcches really need their spells esp. their bravo
spells(curse of mind pain). For a bravo level spell that is 4 rounds
it really needs to get upped somewhere around 2 damage classes.
Thats jsut my personaly thoughts because there are guilds that
SHOULDN'T have strong spells and do and witches are mages too.

Dram

------------------------------

poster: Zyz
subject: damage types
date: Fri Aug 25 01:35:23 2000

tell zyz Bred Armor down!
I think it would be interesting if non-eq monsters actually did
damage types other than phys. Beholders are a good example of this
but it seems just about everything else does 99% damage from
physical attacks. If some monsters actually did good fire damage,
say, or acid, etc there would be more use for those shields and
individual race resistances. While I might get unpopular for
suggesting this, dragons could actually do special damage based on
their color..
tell zyz Bred ETOCK DOWN
tell zyz Bred Avatar regen down
Red could do fire, green poison, blue electricity, white cold, and
so on. Instead of just worrying about big glor poison breath from
reds.. Would add some thinking and skills to the game and give
abjurers something to cast other than grap in the way of shields.
If any help is desired in this regard, I am more than willing to
spend time on it. -Zyz

------------------------------

poster: Zyz
subject: trigs
date: Fri Aug 25 01:37:12 2000

Sorry about the trigs on my last post portal was not allowing me to
turn them off.

------------------------------

poster: Pedron
subject: aggro castle guards
date: Fri Aug 25 01:42:51 2000

Maybe a log of players who have been blocked by guards in the castles.
Castle owner may set the guards to be aggressive toward anyone on 
that list who tried to pass without authorization whether or 
not ehy are pk regged. :)

-pedron

------------------------------

poster: Dram
subject: >damage types
date: Fri Aug 25 12:35:33 2000

Not only that but maybe there might be some use for the nature's
guard when their guild tree is completed.

Dram

------------------------------

poster: Jaws
subject: train costs
date: Fri Aug 25 19:09:12 2000

I have no troubles if costs to train increase

Jaws

------------------------------

poster: Pedron
subject: raena
date: Fri Aug 25 19:12:12 2000

Maybe just have her tell the newbie not to be greey rather than kill 
them? :)  Is fun watching all the newbies die and be chased out 
of ts by raena but seems kind of mean.

just 2 cents,
pedron

------------------------------

poster: Pedron
subject: lodestone
date: Fri Aug 25 20:59:43 2000

Would be nice if there was a minor helpfile or some 
bit on someone's web page to tell all the 
types of lodestones and number 
of uses left at which colors.

-pedron

------------------------------

poster: Pedron
subject: Omicron Fighter Guild
date: Sat Aug 26 03:18:21 2000

I just beat this out with my limited understanding of how guilds work 
here.  An idea for such a guild just occurred to 
me awhile ago and I sketched out the abilities it 
would have while watching cartoons and idling. :)

Maybe this guild will exist a million years from now when I have the worth 
to join it...

			Marshall General
		     (Omicron Fighter Guild)
Skills			Lvl	Spells			Lvl
Locate Individual	1
Rally			2
Mark Position Fallback	3	Fallback		3
Scout			4
Mark Position Attack	5	Charge			5
Enhanced Scout		6	Summon Medic		6
Enhanced Medic		7
				Withdraw Troops		8
				Summon Reinforcements	9
Flank Enemy		10
Locate individual - General sends an underling to find any player present.
			Duration/Cost comparable to similar scry ability 
			in other guild trees.
Rally  - All party members present(all players present?) attack 
			target as directed by General.  Their primary 
			target is reset to this target if they were 
			already engaged against a different target.
			Party leader tanks.  General using rally tanks if 
			not in a party.  Some or all present may just 
			ignore rally call if skill not trained.
		Using time: Instant
		Ep Cost: ~50 eps
		Affecting stats: Charisma
Mark position fallback - Used with Fallback and Withdraw troops spells.  
			General marks current room as a position to 
			fallback to when Fallback or WT spells are cast.  
			MPF may only be applied to one room at a time.  
			Previous position is cleared when new position is 
			marked.
		Using time: 10 rounds
		Ep Cost: ~100 eps
Fallback - General falls back to marked fallback position.  General may 
			cast fallback to escape trap/combat.  General 
			will fallback to marked fallback position 
			automatically when hps fall below 25%.
		Using time: Instant
		Sp Cost: ~100 sps(if fallback cast)
		Ep Cost: ~100 eps(if fallback automatic, fail if ep<100)
Scout  - General sends an underling to scout the way ahead.  
		Usage: 'use scout n,n,d'  Scout npc object moves where 
		directed and reports back to the general, telling them 
		the number and type of friend/foe present, and obvious 
		exits from those rooms.
		'n:
		A massive trolloc
		A massive trolloc
		[exits: south, north]
		 n,n:
		A fade
		[exits: south, down]
		 n,n,d:
		Zifnab Blah the Human
		[exits: up]'
		Note:If there are no obvious exits from a room, the scout 
			will be trapped and no report given.  If scout is 
			killed, no report is given.
		Using time: 2 rounds per room scouted
		Ep cost: none
Mark position attack - Used with Charge and Summon reinforcement spells.  
			General marks position to attack when Charge or 
			SR spell is cast.  Only one room may be marked as 
			an attack position.  Previous room marked for 
			attack is cleared when new room is marked.
		Using time: 10 rounds
		Ep Cost: ~100
Charge  - General is moved instantly to the marked attack position 
			and engages  in combat if  is 
			present.  If no target specified, general attacks 
			nothing(though aggros may initiate the fight).
		Using time: Instant
		Sp Cost: ~100 if no target, ~200 if target selected
		Affecting stat: Int
Enhanced scout - Improved scout; report may be received even if scout 
		is killed or trapped.  Better chance of this the higher 
		the skill is trained.  Show hidden exits and monsters?
		Using time of Scout increases.  General loses 25% hps/eps 
		if report is given after Scout is killed.  General loses 
		50% sps if report is received after Scout is trapped.  
		Using time unchanged.
Summon medic at  - General calls for a medic to tend a wounded 
		player.  Target player's hps are restored completely, eps 
		reduced to 50% of ep max(eps reduced to 0 if below 50% 
		already).
		Using time: ~1-5 rounds?
		Sp Cost: ~150
		Affecting stat: Wis
Enhanced medic - Improved medic; a chance the medic will restore target 
		player's hps/sps/eps all to max.  Reduces using time of 
		Summon medic spell, sp cost is doubled if medic is 
		successful in restoring hps/sps/eps to max.
Withdraw troops - General and all party members(all players present?) are 
		moved to the marked fallback position.  Troops will be 
		withdrawn automatically when the General's(or party 
		tank's?) hps fall to 25%.  Chance of automatic withdrawal 
		increases as skill is trained higher.  
		Using time: 1 round, Instant if withdrawn automatically.
		Sp Cost: 100%, minimum 20 per player moved, if used.
			(Rear forces given priority.  If not enough 
			sps to move everyone, those on the front line 
			aren't withdrawn.
			Ex: 7 party members, general has 120 sps left, 
			those in back are withdrawn first.  Party 
			positions 7 through 2 withdraw successfully...)
			-Eps of all troops withdrawn reduced to 0 if auto.
			(They just ran their a$$es off. ;)
		Affecting stat: Wis
Summon reinforcements - The General summons all party members to his/her 
		current position.(Maybe summon a whole other party by its 
		party name?)  Success increases as spell is trained.
		Using time: ~4-10 rounds
		Sp Cost: ~300
		Affecting stat: Wis, Int, Cha?
Flank Enemy - The General's allies flank the enemy.  Physical damage 
		inflicted by all party members is greatly increased as 
		they circle around to ravage the enemy from all sides.  
		The player in position 1(or the front line if that party 
		object is in the game) is not affected.
		Using time: ~6-10 rounds
		Ep Cost: ~250
		Duration: Until player(s) leave combat.
			(Flee, withdraw, kill monster, whatever)
		Affecting stat: Sta, Dex

...wow it copy/pasted without a hitch.  It has abilities 
similar to navigator and whatever guilds have the scry capability, and 
I think it would have decent uses in pk or eq mob hunting.
The scout ability and stuff to move whole parties seem the most difficult 
to code, but I can sort of fit my mind around how it would be done.
Scout would essentially be a little npc the general could force to move 
into other rooms and would report exits/monsters/whatever it saw 
if it survives whatever is in those rooms and can find its way back.
The rest is self-explanatory I hope. :)

-pedron has commanded armies, governed cities, captained ships, 
	and created realms on other muds. :)

------------------------------

poster: Jaws
subject: event
date: Sat Aug 26 14:05:10 2000

how about a event - mostly orientated to newbies that
raises skill/spell %'s
like a trainer/ master  etc - takes them off
and teaches them

Jaws

------------------------------

poster: Wagro
subject: >walk
date: Sat Aug 26 17:29:36 2000

any way we could add commands into that string, such as open door,
close door, etc?

------------------------------

poster: Alvin
subject: >>walk
date: Sat Aug 26 18:25:44 2000

On Sat Aug 26 17:29:36 2000 Wagro wrote post #1520:
> any way we could add commands into that string, such as open door,
> close door, etc?

God, can't you just type walk 4e 5s 6e;!open door;walk 2n 5e 6s?


------------------------------

poster: Khosan
subject: >>walk
date: Sat Aug 26 18:30:06 2000

On Sat Aug 26 17:29:36 2000 Wagro wrote post #1520:
> any way we could add commands into that string, such as open door,
> close door, etc?

I am considering it. It might make the "command" macros a bit wierd
if I just went ahead and added it walk. It would be horrible if
people suddenly where using walk to get around the fact that you 
can't make multi command macros. I would rather fix command.

Khosan

------------------------------

poster: Khosan
subject: >>>walk
date: Sat Aug 26 18:33:48 2000

On Sat Aug 26 18:25:44 2000 Alvin wrote post #1521:
> On Sat Aug 26 17:29:36 2000 Wagro wrote post #1520:
> > any way we could add commands into that string, such as open door,
> > close door, etc?
> 
> God, can't you just type walk 4e 5s 6e;!open door;walk 2n 5e 6s?
> 

It is not stupid, mixing walk with client side macros might not work
as expected if the anti error code kicks in. It avoids lagging the
mud by waiting a little before proceeding and during that wait you
can actually execute other commands. Which means your "open door"
command might be executed before the walk finish (not likely with such
a short path as in your example, but definitly with a party and a
long route). If you move during the delay the walk command aborts.

Sometime I might come up with a solution that puts all further commands
from the player on hold while delaying.

Khosan

------------------------------

poster: Hierokliff
subject: weekly plaque.
date: Sun Aug 27 02:41:37 2000

Some plaque ideas.

Best top 20 in the following categories.
- total exps per reboot.
- total exps per week. monday 00.00-sunday 23.59 mudtime.
- total exps per month 1st to the last.
- total party summary
- damage doers (most damage done in a ?min/hr period)
- most kills total
- most kills per reboot
//Hierokliff

------------------------------

poster: Khosan
subject: >weekly plaque.
date: Sun Aug 27 04:46:23 2000

On Sun Aug 27 02:41:37 2000 Hierokliff wrote post #1524:
> Some plaque ideas.
> 
> Best top 20 in the following categories.
> - total exps per reboot.
> - total exps per week. monday 00.00-sunday 23.59 mudtime.
> - total exps per month 1st to the last.
> - total party summary
> - damage doers (most damage done in a ?min/hr period)
> - most kills total
> - most kills per reboot
> //Hierokliff
If you hadn't been so silly you could code that stuff yourself :(

Khosan

------------------------------

poster: Pomina
subject: NEWBIE cleric's
date: Sun Aug 27 08:22:54 2000

hi.. well i think its sad that newbie clerics don't get a staff or something 
the spell:minor cleric staff is too bad.. for a newbie.. and for a lev 20-120
a newbie hav lika 5-600 sp.. and that does only cover up 15 min of healing.. 
soo please find out something so newbies can hang in big parties
with high leveld char's 
like some knid of loading stone or something.. that you can charge
with your sp's,
and when you want to drain from it.. it gives you half of what you
have loaded it with..
that would make it a lot easier for newbie clerics to get in parties.. 
and set a max level use trigg on the stone so you only can be lev
1-15 to use it.. 
and well it should bee used by mages to =) i think they have it as
hard as clerics.. 
but clerics can't kill evil mobs.. sad doh.. there are to many good
easy creatures.. fix an area with easy EVIL 
creatures... like the zoo make an dead zoo with skelleton pigs and soo on.. =)
hugs from Pomina the Phoenix Queen of Dragons

------------------------------

poster: Tranquil
subject: >NEWBIE cleric's
date: Sun Aug 27 11:22:23 2000

On Sun Aug 27 08:22:54 2000 Pomina wrote post #1526:
> hi.. well i think its sad that newbie clerics don't get a staff or
something 
> the spell:minor cleric staff is too bad.. for a newbie.. and for a lev
20-120
> a newbie hav lika 5-600 sp.. and that does only cover up 15 min of
healing.. 
> soo please find out something so newbies can hang in big parties
> with high leveld char's 
> like some knid of loading stone or something.. that you can charge
> with your sp's,
> and when you want to drain from it.. it gives you half of what you
> have loaded it with..
> that would make it a lot easier for newbie clerics to get in parties.. 
> and set a max level use trigg on the stone so you only can be lev
> 1-15 to use it.. 
> and well it should bee used by mages to =) i think they have it as
> hard as clerics.. 
> but clerics can't kill evil mobs.. sad doh.. there are to many good
> easy creatures.. fix an area with easy EVIL 
> creatures... like the zoo make an dead zoo with skelleton pigs and soo
on.. =)
> hugs from Pomina the Phoenix Queen of Dragons
The easiest way to get into big parties is get big. =) The easiest
way for clerics to get big is to party alot, even if it means
sometimes partying for what may seem like a small amount of xp. If
you are always in a party, two things happen. 1) You learn more and
became an "experienced" player, ie: you become good at what you do,
even if you are a low worth. And 2) You get a reputation as someone
who will always party, and people will ask you to party more since
they know you will say yes.
Sometimes you dont make much xp by doing that, but sometimes you get
lucky. Most of us that party alot can mention one party that helped
them become much more powerful, but it takes knowledge of what to do
to make that worth be useful, and -that- is what higher players want
in thier party members. They want people who know what to do, and
when. Once you have that, worth is easy to get, and higher players
wont mind you coming along at all. In fact, they'll ask you to come
along =)
Oh, and this is true of everyone, not just clerics or mages.
Just a little guys suggestions on how to get big. =)

- Tranquil


------------------------------

poster: Alvin
subject: New Castle Room
date: Sun Aug 27 13:10:17 2000

Maybe a courtyard so we can gather wood in our castles.


------------------------------

poster: Sigwald
subject: >lava mage
date: Mon Aug 28 16:30:04 2000

On Thu Aug 24 16:26:23 2000 Wildchild wrote post #1505:
> Hrm. Can you clarify this a bit, Sigwald?
> 
> Body of lava is now affected by both masteries of fire & earth, AND
> bodies of fire and earth?
> stone, whatever
> 
> So since I didn't bother to study the body spells, since I didn't
> need either of 'em, is my body of lava going to be weaker than
> before? (body of lava at 90%, masteries of fire & earth at 90%,
> bodies of stone & fire at 5%)
> Or is it the same as before and if I now study bodies of stone &
> fire my body of lava will become stronger?
> 
> As Rydia suggested, I hope the latter is the case, and same for mist
> mages, since that already puts existing elementalists in a position
> & that's alot of affecting skills/spells for one bravo spell.
> 
> -WildChild

Nope its not the latter and its the same for mist mages.
And yes thats several affecting skills and spells and yes
check other guilds plenty have similar things.

------------------------------

poster: Basketball
subject: praise
date: Mon Aug 28 16:56:04 2000

Exp Lottery Rocks. Marvin Rocks. Marvin's Exp Lottery Rocks. I won 7
Million EXP from the Lottery that rocks. That Rocks.
I'd also like to heavily thank any of the wizards who were on while
the did the event thingy, not sure who did tho.
Big thanks to Kalma for reincing me so I could lose 8/10ths of my
worth to win 7 times that :)

Basketball the Worthy (Well, now anyways.)

------------------------------

poster: Energystar
subject: guild tunes
date: Tue Aug 29 08:07:29 2000

 Would it be too much to ask to put the affecting spells in the help
file for body of lava and the others that were tuned that way so us
lazy pople don't have to flip back through the news to see what all
needs to be trained/studied.

 --Es.

------------------------------

poster: Sleet
subject: spell shelter
date: Tue Aug 29 18:02:39 2000

maybe add more hp regen to it

------------------------------

poster: Arkangyle
subject: weaver/healer
date: Tue Aug 29 23:30:28 2000

  I've seen some recent changes to abjurer lately that stretch the
guild skills/spells out over a larger range of levels, making it
require you to be high level to get the good stuff.
  What I'm wondering is if maybe something like this would be done
with regards to the weaver/healer tree portion, at least with
respect to the healing spells.
  I think the vast majority of the useful healing spells are fairly
packed in the low level ranges and it might be better to "stretch"
them out also.

-Arkangyle (just a thought)

------------------------------

poster: Sigwald
subject: >weaver/healer
date: Wed Aug 30 03:29:35 2000

On Tue Aug 29 23:30:28 2000 Arkangyle wrote post #1533:
>   I've seen some recent changes to abjurer lately that stretch the
> guild skills/spells out over a larger range of levels, making it
> require you to be high level to get the good stuff.
>   What I'm wondering is if maybe something like this would be done
> with regards to the weaver/healer tree portion, at least with
> respect to the healing spells.
>   I think the vast majority of the useful healing spells are fairly
> packed in the low level ranges and it might be better to "stretch"
> them out also.
> 
> -Arkangyle (just a thought)

Well will happen some day when we do a cleric omicron.

------------------------------

poster: Jaws
subject: emote
date: Wed Aug 30 22:00:38 2000

make mglint work without a LIV

 looks about the room with a mischeveous glint in his/her eyes.

Jaws

------------------------------

poster: Waz
subject: thought
date: Thu Aug 31 15:18:49 2000

Just thought it might be a cool addition to monster deaths if a player
manages to kill a mob with their leadoff spell or skill, like a one-shot deal
where the monster doesn't even get a hit, to get a message like
 gapes in feeble horror at the awesome power of your attack!

Just a thought...

-Waz

------------------------------

poster: Wagro
subject: success_rate reset
date: Thu Aug 31 15:26:29 2000

any way to allow success_rate reset to only reset one spell/skill?

------------------------------

poster: Trigon
subject: >success_rate reset
date: Thu Aug 31 15:27:05 2000

Bah, like it matters that much if your success_rate isn't that good.

------------------------------

poster: Kazulanth
subject: Aggro guards
date: Thu Aug 31 21:09:15 2000

I would dearly love to be able to set guards aggro to just one
person, not to everybody.


------------------------------

poster: Pedron
subject: castle door
date: Fri Sep  1 06:13:55 2000

Castle owner should be able to breakdown/remove/have those 
dwarves remove misplaced door. :)  Can be done 
at own expense, but would be nice to knock out a 
door when expanding/changing castle configuration.

-pedron

------------------------------

poster: Arkangyle
subject: Damien the protector
date: Fri Sep  1 15:54:08 2000

  I think overall, the damiens given by the clone event are pretty
good, and I would love to use mine.  The problem is it takes up so
many odd slots and on the arm that you can find things for already,
whereas eq for left hand is scarce.
  I know of two offhand, sticky green glove and Raena's glove.  Of
course, one of these is generally considered a caster slot so not
many warriors are willing to shell out a meg or two for just to take
up the slot.
  My suggestion is that the damien be changed to utilized the left
arm,left hand, left ring ... and maybe push for more single
arm/hand/leg slots so you can mix and match.

- Arkangyle

------------------------------

poster: Wildchild
subject: >Damien the protector
date: Fri Sep  1 15:55:23 2000

On Fri Sep  1 15:54:08 2000 Arkangyle wrote post #1541:
>   I think overall, the damiens given by the clone event are pretty
> good, and I would love to use mine.  The problem is it takes up so
> many odd slots and on the arm that you can find things for already,
> whereas eq for left hand is scarce.
>   I know of two offhand, sticky green glove and Raena's glove.  Of
> course, one of these is generally considered a caster slot so not
> many warriors are willing to shell out a meg or two for just to take
> up the slot.
>   My suggestion is that the damien be changed to utilized the left
> arm,left hand, left ring ... and maybe push for more single
> arm/hand/leg slots so you can mix and match.
> 
> - Arkangyle

How about a similar item for the same slots for the left arm and it
could be random between the two which is given? Atleast they could
be matching then.

-WC

------------------------------

poster: Erec
subject: kills command
date: Fri Sep  1 23:44:08 2000

Could the kills command show the time of each kill?

		-Erec

------------------------------

poster: Wagro
subject: castle portals
date: Sat Sep  2 00:26:00 2000

how about being able to allow the portals you buy from slint to be
able to go to an island of your choice?

------------------------------

poster: Kazulanth
subject: very heavy items
date: Sat Sep  2 01:23:04 2000

I think that newbie items should not exceed 8-10 lbs. Every time a
newbie in my castle tells me their things won't fit in their chest,
99% of the time it's either full platemail armor or goblin combat
boots. Now I used to have a few safes on hand and give them to
newbies who really did have a lot of good eq that they'd purchased
as they got bigger and it really wouldn't all fit, but to give
everybody a safe just to fit boots is silly and expensive. Although
it is all right for midbie and highbie armor to be heavy, to balance
out having high stats, it is silly for newbie eq to be so heavy that
it doesn't fit in a chest.

--kaz

------------------------------

poster: Rambo
subject: Veldren
date: Sat Sep  2 01:28:34 2000

I think it would help alot of you could give a weapon/shield to
Veldren and then Veldren asks, 'Shrink or Enlarge?' and you got
those two choices.
There are alot of stuff out there needing to get shrinked/enlarged
and ain't that many Abj's out there taking some levels in Enchanters
unless they need ot for their own eq.

I think alot of others agree with me when I say that we need
something in the town that can shrink/enlarge our weapons for a
reasonable sum.

RamBo

------------------------------

poster: Pedron
subject: race leader
date: Sat Sep  2 05:30:43 2000

Maybe make race leader reset on reboots and just let whoever's 
active with most exps do race lead comand when they login to grab 
it?

Might be nice for newbie/lowbie to have it for a short time 
if the higher up is idle for some days or weeks.

(Not the case for my race leader, but just a thought)

-pedron

------------------------------

poster: Wildchild
subject: >race leader
date: Sat Sep  2 12:09:46 2000

On Sat Sep  2 05:30:43 2000 Pedron wrote post #1547:
> Maybe make race leader reset on reboots and just let whoever's 
> active with most exps do race lead comand when they login to grab 
> it?
> 
> Might be nice for newbie/lowbie to have it for a short time 
> if the higher up is idle for some days or weeks.
> 
> (Not the case for my race leader, but just a thought)
> 
> -pedron

There are already half a dozen races lead by newbies. If you want to
be a leader that badly, reinc to one of those races.
-WC

------------------------------

poster: Apathy
subject: >Veldren
date: Sat Sep  2 14:11:23 2000

On Sat Sep  2 01:28:34 2000 Rambo wrote post #1546:
> I think it would help alot of you could give a weapon/shield to
> Veldren and then Veldren asks, 'Shrink or Enlarge?' and you got
> those two choices.
> There are alot of stuff out there needing to get shrinked/enlarged
> and ain't that many Abj's out there taking some levels in Enchanters
> unless they need ot for their own eq.
> 
> I think alot of others agree with me when I say that we need
> something in the town that can shrink/enlarge our weapons for a
> reasonable sum.
> 
> RamBo

Just for the record, I'll be happy to shrink/enlarge things with my
spellbooks whenever I'm on.

-Apathy

------------------------------

poster: Trigon
subject: Lesser elementals
date: Sat Sep  2 19:12:38 2000

I think it would be neat if the lesser elementals that you can
summon would just follow you around and you wouldn't have to type
summon lesser earth elemental at monster.  Just might back the spell
actually usefull so you can have a little friend to follow you
around. :P
Trigon

------------------------------

poster: Basketball
subject: Arquebuses
date: Sat Sep  2 19:55:50 2000

I don't know if that is how you spell it, but it is the most
primitive firearm we (man) know of, and would fit in RD well I
suppose, but in order to shoot it, it'd take like, 5minutes to load
or something.

------------------------------

poster: Wildchild
subject: >Arquebuses
date: Sat Sep  2 21:23:34 2000

On Sat Sep  2 19:55:50 2000 Basketball wrote post #1551:
> I don't know if that is how you spell it, but it is the most
> primitive firearm we (man) know of, and would fit in RD well I
> suppose, but in order to shoot it, it'd take like, 5minutes to load
> or something.

Over the time I've been on this mud (3 years and counting now) a
number of times players have suggested projectile weapons & even
guilds dedicated to it, ie, mostly for archery.
I've always liked the idea and somewhere in the past somebody did
come up with some guild idea stuff for it.

I guess it's either never really been a priority for a guild or
difficult to implement on some grounds: mages & archers basically do
alot of the same thing - archers shoot from a distance, mages
assumably blast from a distance. However, it would add another
little element & could make for a couple of guilds (a true fig/rogue
guild, ranger for example).

-WildChild

------------------------------

poster: Atrus
subject: new guild idea
date: Sat Sep  2 22:18:12 2000

I'm sure I'm not the first to suggest this, but I think it would be
cool if the ninja guild got added to. Mabye if it was moved to a
rogue beta or an Alpha guild or somthing. Ninja's have many differnt
skills and could offer a lot to this mud. I just don't like seeing
somthing as deadly and powerful as a ninja become a guild that rarly
gets joined on here. And I don't want to just see the stuff get
tuned up to make people join more. I think it would be nice to let
lower level people be able to join these guilds. If any wizards had
plans for this, or would like to use my ideas mail me and I can come
up with guild names, skills, and anything else.


-=Atrus=-

------------------------------

poster: Basketball
subject: >new guild idea
date: Sat Sep  2 22:20:59 2000

Well, we have Stealth, Acrobatics, Physical Balance, Throw Shuriken,
Weighted Clothing, Martial Arts, Off Hand Attack, Dodging Maneuvers,
Silent Kill and what not. Everything we see that looks cool that we
know we will NEVER be able to do in RL.
Just 2 cents, or, like, a dollar.

------------------------------

poster: Mixer
subject: >race leader
date: Sun Sep  3 04:45:14 2000

On Sat Sep  2 05:30:43 2000 Pedron wrote post #1547:
> Maybe make race leader reset on reboots and just let whoever's 
> active with most exps do race lead comand when they login to grab 
> it?
> 
> Might be nice for newbie/lowbie to have it for a short time 
> if the higher up is idle for some days or weeks.
> 
> (Not the case for my race leader, but just a thought)
> 
> -pedron
I'm actually for race leader losing lead if they don't log in
for a shorter length of time, atm I think its a month...
Mix.

------------------------------

poster: Smee
subject: Unholy / holy resist
date: Sun Sep  3 09:33:32 2000

Can the messages for holy resist and unholy resist be changed? The
message for gaining unholy resist is the same for losing holy
resist, and vice versa. 

Thanks, 
Smee

------------------------------

poster: Sigwald
subject: >Unholy / holy resist
date: Sun Sep  3 12:20:15 2000

On Sun Sep  3 09:33:32 2000 Smee wrote post #1556:
> Can the messages for holy resist and unholy resist be changed? The
> message for gaining unholy resist is the same for losing holy
> resist, and vice versa. 
> 
> Thanks, 
> Smee

If you can suggest better messages, yeah it can change.

------------------------------

poster: Jaws
subject: armor
date: Sun Sep  3 14:56:36 2000

always kinda made me wonder with armor
is with the large variance of sizes of races
TI
3'-12' we have, some objects wouldnt be able to fit all races
maybe put a size on some ac slots
like torso/head/feet
of small/normal/giant

then of course could shink/enlarge same as for
TI
weapons now.

Just a thought

Jaws

------------------------------

poster: Trigon
subject: Harmers
date: Sun Sep  3 15:23:52 2000

Was just looking through harmer guilds and I noticed there isn't an
area spell way up until evil priest.  This seems kinda odd to me,
seeing as how lower in mage guild(exluding abjurer) each guild has
an area spell.
Maybe the area spell in evil priest could be moved down into dark
worshipper and tuned a little or something.
Trigon

------------------------------

poster: Basketball
subject: Projectile Guild
date: Sun Sep  3 15:35:57 2000

A Beta level fighting Guild.

This guild centers around the use of projectional weapons using
distance at an advantage.

Skills would be (In no particular order) Weapon Skill Archery,
Elasticity, Weapon Skill Explosives, Weapon skill Arquebus, Lay a
Trap, Long Distance Fighting, and Accuracy.

It sure sounded good to me and we players have all been beckoning
for a Guild that gives us freedom to fight our battles without
having to be close, and I qould gladly help if any is needed or
wanted for making this Guild.

------------------------------

poster: Jaws
subject: weaver
date: Sun Sep  3 16:12:43 2000

Skill at lvl 9/10 to increase damage of burning hands
since next attck type thing is at bravo lvl

Jaws

------------------------------

poster: Jaws
subject: HAIM
date: Sun Sep  3 18:09:38 2000

all things considered haim should cost more sps'

maybe a maytr version that takes less but eats yer hps as well

Jaws

------------------------------

poster: Jaws
subject: suck/nosuck
date: Sun Sep  3 18:11:59 2000

adjust spell/skill %'s by same ration applied to stats

Jaws

------------------------------

poster: Jaws
subject: spell cast time remaining
date: Sun Sep  3 18:22:51 2000

how about after 6 red #'s got blue

Jaws

------------------------------

poster: Jaws
subject: plaque
date: Sun Sep  3 18:59:47 2000

Idea
TFM
TI
Plaque for best 5m combat damage
for weavers maybe best 5m worht of healing

Khosan suggested this, and I just thought it was cool

Also maybe best records for
longest period of time between deaths
most deaths in one day


Jaws

------------------------------

poster: Jaws
subject: outdoor stuff
date: Sun Sep  3 19:02:41 2000

if you fail a search for herb/firewood cuz yer indoors
TFM
TT
loose ep's anyhows

you still expend the effor tin looking

Jaws

------------------------------

poster: Zifnab
subject: >plaque
date: Sun Sep  3 19:12:30 2000

On Sun Sep  3 18:59:47 2000 Jaws wrote post #1565:
> Idea
> TFM
> TI
> Plaque for best 5m combat damage
> for weavers maybe best 5m worht of healing
> 
> Khosan suggested this, and I just thought it was cool
> 
> Also maybe best records for
> longest period of time between deaths
> most deaths in one day
> 
> 
> Jaws
explore hell for the most deaths per boot, that has been in
for many months.

------------------------------

poster: Jaws
subject: new skill
date: Sun Sep  3 19:54:48 2000

for maytr - lvl 9/10 in guild
TF
TT
sp xferance
take like 200 eps and take like 500 of yer sps
and give like 700 sps to target

Jaws

------------------------------

poster: Jaws
subject: most deaths
date: Sun Sep  3 19:56:03 2000

ahh hadnt explored hell that much

Not a place I like to be.


Jaws

------------------------------

poster: Dram
subject: >most deaths
date: Sun Sep  3 20:38:46 2000

Jaws you know you could put most of these posts in a big one and
save people the trouble.

Dram

------------------------------

poster: Qalor
subject: Castle option
date: Sun Sep  3 20:55:36 2000

Probably been stated before, I'm pretty out of it, but...
it would be cool if we could set one of out castle rooms as
outdoors, like a courtyard or something.  That way us Animists can
do all of our outdoorsy things in there.

-Q

------------------------------

poster: Krellen
subject: >Projectile Guild
date: Sun Sep  3 20:58:24 2000

You guys might want to table these ideas to try them again after
Zif's new party object gets its bugs worked out and we decide if
we're going to use it.  Projectile fighters would work a lot better
in the new set up.  :)

------------------------------

poster: Dram
subject: >>Projectile Guild
date: Sun Sep  3 20:59:33 2000

Would be a great addition to the woodsman guild.

Dram

------------------------------

poster: Dram
subject: >>>Projectile Guild
date: Sun Sep  3 21:01:28 2000

On Sun Sep  3 20:59:33 2000 Dram wrote post #1573:
> Would be a great addition to the woodsman guild.
> 
> Dram
And we do have one guild that could be reworked if there was some
type of projectile guild. Jugglers.

------------------------------

poster: Baer
subject: >>>>Projectile Guild
date: Sun Sep  3 21:04:37 2000

On Sun Sep  3 21:01:28 2000 Dram wrote post #1574:
> On Sun Sep  3 20:59:33 2000 Dram wrote post #1573:
> > Would be a great addition to the woodsman guild.
> > 
> > Dram
> And we do have one guild that could be reworked if there was some
> type of projectile guild. Jugglers.
Juggler rocks as it is. Don't ask for changes to it until you have
at least tried it :)

------------------------------

poster: Lu
subject: projectile guild
date: Sun Sep  3 21:45:00 2000

a thought for the guild...i spell that lets you see into the room
next to you...then a skill that lets you attack when you enter that
room...sort of like a backstab..other than that i dont know how a
projectile guild will work cause your still right there fighting the
people...soloing would be the same as a fighter so youd still get
your ass beat...the \only thing it would be is a mage that uses ep
instead os sp and only good in parties...just my couple cents.
-lu

------------------------------

poster: Jaws
subject: :)
date: Sun Sep  3 22:05:54 2000

I woulda but, they didnty all come at once

:)

Jaws

------------------------------

poster: Sleet
subject: >Harmers
date: Sun Sep  3 22:38:23 2000

On Sun Sep  3 15:23:52 2000 Trigon wrote post #1559:
> Was just looking through harmer guilds and I noticed there isn't an
> area spell way up until evil priest.  This seems kinda odd to me,
> seeing as how lower in mage guild(exluding abjurer) each guild has
> an area spell.
> Maybe the area spell in evil priest could be moved down into dark
> worshipper and tuned a little or something.
> Trigon
could also start off by giving abjurers a area spell
pretty sure even higbie abjurers dont have an area?
might be wrong dont know, also was thinking the other day ya would
think acid spray would be area, considering it would take alot of
effort to aim a spray of anything
shrug

------------------------------

poster: Basketball
subject: >>>>>>Projectile Guilds
date: Sun Sep  3 22:56:42 2000

Whee! My idea is being considered! Well, no on Mage using EP's.
You'd still have prelimary stuff, like attack, Weapon Skills, and,
you'd have Fighter Stats most likely with HP's, EP's, and, you could
be shooting your arrows/arquebus/slingshot from another room, and,
in a MUCH larger guild, shoot an Arrow accross the MUD.

------------------------------

poster: Tranquil
subject: >>>Projectile Guild
date: Mon Sep  4 01:53:06 2000

On Sun Sep  3 20:59:33 2000 Dram wrote post #1573:
> Would be a great addition to the woodsman guild.
> 
> Dram
In part, It has been suggested way back at post #1171. It was a
little sparse skill wise, and there needs to be some work done to
it, but I am in the process of gathering ideas from various people
about an archery/projectile guild. If anyone has any ideas at all,
mudmail me, and all of us just might be able to come up with a
decent, fully fleshed out guild, that only needs to be coded after
we're finished with it.

- Tranquil


------------------------------

poster: Grasfer
subject: Powerup
date: Mon Sep  4 08:21:26 2000

How about a command named powerup(or something), thats make you
wield and wear all the stuff in your inventory, thats much easier
then type wear all and wield all.
Thanks.. for your time.

------------------------------

poster: Wildchild
subject: >projectile guild
date: Mon Sep  4 11:41:07 2000

On Sun Sep  3 21:45:00 2000 Lu wrote post #1576:
> a thought for the guild...i spell that lets you see into the room
> next to you...then a skill that lets you attack when you enter that
> room...sort of like a backstab..other than that i dont know how a
> projectile guild will work cause your still right there fighting the
> people...soloing would be the same as a fighter so youd still get
> your ass beat...the \only thing it would be is a mage that uses ep
> instead os sp and only good in parties...just my couple cents.
> -lu

Clairvoyance, in the seers guild, basically does a 'look' in all the
rooms adjacent the one your are in. Gets awfully spammy (maybe an
option on the spell to have a short desc instead of full?) but
useful, imo.

I guess some sort of projectile guild could go under animists, but
Ive always thought of a ranger guild that included archery stuff
that could be joined by both rogues and warriors: along with other
guilds, at level 70 (or whatever) you could join this guild instead
of joining a second alpha.

-WildChild

------------------------------

poster: Wagro
subject: mist mage
date: Mon Sep  4 12:25:09 2000

how about a spell for mist mages letting them surrond stuff on the
ground with a mist aura which prevents anyone but the caster from
retriving the items? or maybe just turn the stuff into mist so the
mage can carry it.

------------------------------

poster: Nyx
subject: One line posts
date: Mon Sep  4 14:06:40 2000

I think there should be a way for the news editor to tell you to
bugger off unless you can post like at least 50 or more words. Trust
me, it isn't hard, and would be alot nicer then reading post like:
Yeah, thats what I said.
Name here.
That gets highly annoying. But then again I am just crabby.
Nyx

------------------------------

poster: Apathy
subject: >One line posts
date: Mon Sep  4 15:03:03 2000

On Mon Sep  4 14:06:40 2000 Nyx wrote post #1584:
> I think there should be a way for the news editor to tell you to
> bugger off unless you can post like at least 50 or more words. Trust
> me, it isn't hard, and would be alot nicer then reading post like:
> Yeah, thats what I said.
> Name here.
> That gets highly annoying. But then again I am just crabby.
> Nyx

I totally agree.
Apathy

------------------------------

poster: Spiraldancer
subject: Estimate skill/spell
date: Mon Sep  4 17:31:36 2000

How about an abacus or something that you could buy in a general
store that would allow you to estimate cost of skills/spells
anywhere, not just in the guild halls.

Spiral

------------------------------

poster: Mixer
subject: >>most deaths
date: Tue Sep  5 02:49:52 2000

On Sun Sep  3 20:38:46 2000 Dram wrote post #1570:
> Jaws you know you could put most of these posts in a big one and
> save people the trouble.
> 
> Dram
You could also save people about 20 lines of spam by TURNING OFF
YOUR DAMN TRIGGERS!!!!!!!!!
Mix.

------------------------------

poster: Jaws
subject: evoker amulet
date: Tue Sep  5 17:37:29 2000

since it is a skill to put sp's int the amulet
shoyldnt it use up some ep's?

Jaws

------------------------------

poster: Blixa
subject: casino
date: Wed Sep  6 07:07:15 2000

kaos and i think the betting time and spinning time should be
decreased a little bit. That way we can get more bets in.

any chance?

2 gamblers


------------------------------

poster: Jaws
subject: race
date: Wed Sep  6 15:54:10 2000

an Idea I thought of

Dryad race
str : low
Dex Abv Avg
Sta Good
Con Low
Hpr Low
EPR Good
Int Vhigh
Wis Excell
Spr Vhigh
Skill - slightly slower
Spell - slightly faster
Only regen outdoors
See in dark
very resist magic
exp rate 80ish

Idea for special ability - Regen special - turn into a tree
get 2x regen rate - cannot do skills/spells/move while in this state
not sure if we wanna do this, but sounds cool

Dryad - are a forest dwelling race that live in harmony with mother nature.

Given their close bond they are inherntly magical and maintain
their strengths while outdoors and slowy wither in enclosed areas.


Jaws

------------------------------

poster: Basketball
subject: Charge Hit
date: Wed Sep  6 18:08:50 2000

Using his or her Chi, one may be able to power their fist for
tremendous possibilities in hitting things. Very simply speaking, a
Martial Artist can hit much harder for specific times with this
skill in use.

------------------------------

poster: Basketball
subject: Blinding Aura
date: Wed Sep  6 18:11:47 2000

With this skill, a Mystic Warrior can use their Chi to effectively
deflect Magical Attacks, and also to partially blind their attacker,
also leaving them tiem to effectively strike their opponents. (A
Charged Hit Perhaps?)

------------------------------

poster: Jaws
subject: new skill
date: Thu Sep  7 16:39:03 2000

for traveller guild

massage

TI
use some of yer ep's and regen someone else's

Jaws

------------------------------

poster: Jaws
subject: death
date: Thu Sep  7 20:28:28 2000

maybe give healers access to listen to  the
death channel

Jaws

------------------------------

poster: Apathy
subject: >death
date: Thu Sep  7 20:31:00 2000

On Thu Sep  7 20:28:28 2000 Jaws wrote post #1594:
> maybe give healers access to listen to  the
> death channel
> 
> Jaws

The death channel is for monster deaths, not player deaths.

-Apathy

------------------------------

poster: Jaws
subject: events
date: Thu Sep  7 20:33:15 2000

the RDC guards are always shouting about killing
this and killing that

How bout when they mob up and attack the peky buggers from time to
time

Jaws

------------------------------

poster: Jaws
subject: xanathar
date: Thu Sep  7 20:55:10 2000

Xanathar, the titular beholder shouts: Again, I was able to defend
myself while
I existed on this plane existance.

is his leaving msg

sounds a little wierd

how about-  while I visited this plane of existance.

Jaws

------------------------------

poster: Basketball
subject: Race Descs in Hal
date: Fri Sep  8 16:42:00 2000

just considering, if it says "They can wield 2 handed weapons with 1
hand" it states (grammatically that is) that a Giant,Troll or Xorn
CAN wield with only 1 hand, not saying 1 handed weapons are unusual.
Just saying. Some newbie'smight mess up because of that.

------------------------------

poster: Jaws
subject: Dmg Amounts
date: Sat Sep  9 08:55:25 2000

Ok I recently went evoker to check out how it was after the $
big change$
lvl 30 - evoking/casting maxxed at 85%$
vacuum bolt at 80%$
why is it that a buddy who is an animist$
with thorn cloud at 70% is on avg$
dishing out more damage then an evoker$
Sinc
Since animist can do all sorts of other cool things that assist$
almost like a lowbi healer and blaster in one$
shoouldnt they bedoing less damge than an evoker which$
is dedicated to blasting?$
$
Im not saying lower animist, Im saying evoker was lowered 

please disregard the $ generate but cutting and pasting

Jaws

------------------------------

poster: Jaws
subject: DMg
date: Sat Sep  9 09:02:44 2000

Oh almost forgot

Thorn cloud is a lvl 5 beta guild spell

tithe 50 gold to seddy
Vacuum bolt is a lvl 9 gamma guild spell

Thorn cloud's affecting stat is wis
TI
Vacuum bolt's affecting stat is int

In most caster's Int is higher given it gives more sp's

Jaws

------------------------------

poster: Jaws
subject: events
date: Sat Sep  9 09:32:33 2000

hey how bout listing personal sucks in the events

minght be kinda fun on days like today where
it seems to be contaigeous

Jaws

------------------------------

poster: Trigon
subject: Shamen of soil
date: Sat Sep  9 10:10:19 2000

Ok, I'm planning on reincing into the animist guild, into shamen of
soil.  I was looking at the guild tree, and it turns out while there
are 3 gammas after druid, you must join herbalist and animal tamer
to be able to join shamen of soil, and animal tamer+weather watcher
for adept of stones.  This seems wrong to me, because herbalist does
not have quick chant and hef like weather watcher does.
The main attack spell in shamen of soil, hurl rock, is a 5 round
spell.  The Spell Speed wish can only do so much, so quick chant is
greatly needed.  I really think you should have a choice whether you
want to go herbalist or weather watcher, as with the theif guild
where you get a choice.  I encourage feedback.
Trigon

------------------------------

poster: Atrus
subject: shamen
date: Sat Sep  9 10:13:02 2000

I agree totally with this one. I was looking over all of that stuff
once two, and I saw that Shamen is not good unless you got the worth
to join all 3 gamms to get hef and qc. I encourage people to fix
that up a little, or tune the shamen spells

Atrus
Anismist Rights Worker

------------------------------

poster: Jaws
subject: keep command
date: Sat Sep  9 10:14:00 2000

how about a keep list
which lists all itesm you currentyl have marked kept

Jaws

------------------------------

poster: Jaws
subject: ahh
date: Sat Sep  9 10:15:00 2000

well then how bout in the help keep file
indicate that the kept command is there

Jaws

------------------------------

poster: Khosan
subject: >Shamen of soil
date: Sat Sep  9 10:31:36 2000

On Sat Sep  9 10:10:19 2000 Trigon wrote post #1602:
> Ok, I'm planning on reincing into the animist guild, into shamen of
> soil.  I was looking at the guild tree, and it turns out while there
> are 3 gammas after druid, you must join herbalist and animal tamer
> to be able to join shamen of soil, and animal tamer+weather watcher
> for adept of stones.  This seems wrong to me, because herbalist does
> not have quick chant and hef like weather watcher does.
> The main attack spell in shamen of soil, hurl rock, is a 5 round
> spell.  The Spell Speed wish can only do so much, so quick chant is
> greatly needed.  I really think you should have a choice whether you
> want to go herbalist or weather watcher, as with the theif guild
> where you get a choice.  I encourage feedback.
> Trigon

You need to join all three gammas (weather watcher, animal tamer,
herbalist) before you can join either Adepts of the Stones or
Shaman of Soil. The reason for this is simple: The bravo guilds
are designed to have spells so powerfull that you should not get
them until after level 50. You are not supposed to get the omicron
guilds until after level 75-85. This guild already give you access
to the omicron 10 levels before eg. nether mage.

Khosan

------------------------------

poster: Khosan
subject: >>Shamen of soil
date: Sat Sep  9 10:43:01 2000

On Sat Sep  9 10:31:36 2000 Khosan wrote post #1606:
> On Sat Sep  9 10:10:19 2000 Trigon wrote post #1602:
> > Ok, I'm planning on reincing into the animist guild, into shamen of
> > soil.  I was looking at the guild tree, and it turns out while there
> > are 3 gammas after druid, you must join herbalist and animal tamer
> > to be able to join shamen of soil, and animal tamer+weather watcher
> > for adept of stones.  This seems wrong to me, because herbalist does
> > not have quick chant and hef like weather watcher does.
> > The main attack spell in shamen of soil, hurl rock, is a 5 round
> > spell.  The Spell Speed wish can only do so much, so quick chant is
> > greatly needed.  I really think you should have a choice whether you
> > want to go herbalist or weather watcher, as with the theif guild
> > where you get a choice.  I encourage feedback.
> > Trigon
> 
> You need to join all three gammas (weather watcher, animal tamer,
> herbalist) before you can join either Adepts of the Stones or
> Shaman of Soil. The reason for this is simple: The bravo guilds
> are designed to have spells so powerfull that you should not get
> them until after level 50. You are not supposed to get the omicron
> guilds until after level 75-85. This guild already give you access
> to the omicron 10 levels before eg. nether mage.
> 
> Khosan

Hmm a few people pointed out that you actually only have to join
two of the bravos. Weather watcher and animal tamer for Adepts of
the stones. Animal tamer and herbalist for Shaman of the soil. This
is still to force you to get all three before you can get the omicron.

Khosan

------------------------------

poster: Trigon
subject: >>>Shamen of soil
date: Sat Sep  9 10:44:36 2000

Ok, so since you require adept and shamen before omicron, then can't
it be changed so you have your choice of gamma?

------------------------------

poster: Jaws
subject: regen trance
date: Sat Sep  9 11:11:16 2000

hey since u are in a regen trance, how about raisein all
TI
regen stats, keey the the absorb ambient to sp only
but if u are doing nothing, all stats should regen quicker even if
only a little
and maybe make the icrease a % of current regen amount

Jaws

------------------------------

poster: Jaws
subject: evokers
date: Sat Sep  9 12:15:29 2000


Ideas to fix what I complained about..

Double sp cost for attack spells, and raise damage by 50%
TI
make chargine amulet take like 100 eps as well
and charge amulet 50% more for sps put in

Jaws

------------------------------

poster: Tektor
subject: evokers
date: Sat Sep  9 16:30:53 2000

In response to what Jaws wrote, the spells arnt suppose to be super
powerful for a bravo guild, fire bolt at 80% works great for me, its
the perfect spell for soloing since it doesnt cost much so im not
constantly tapping, and compaired to other guilds i have been, its a
very decent spell for a bravo guild. Just a thought by wait till
your higher up in the guild before saying damage needs to be upped.

------------------------------

poster: Jaws
subject: tektor
date: Sat Sep  9 17:58:56 2000

yeah once u get to bravo Im sure its great
but since u have to max ehter and element thats over 10 lvls
away.

TT
Im just sayin evokers are dedicated blasters, and should do more
damage than animists and elementals at same worth and similar %
in spells

Jaws

------------------------------

poster: Tranquil
subject: >evokers
date: Sat Sep  9 18:02:34 2000

On Sat Sep  9 12:15:29 2000 Jaws wrote post #1610:
> Ideas to fix what I complained about..
> 
> Double sp cost for attack spells, and raise damage by 50%
> TI
> make chargine amulet take like 100 eps as well
> and charge amulet 50% more for sps put in
> 
> Jaws
IMHO evoker is fine the way it is. I have above average damage with
a 95% spell, and the mastery isnt even maxxed yet. This without any
guild ranks. Evoker is already strong enough, we need no tunes.

- Tranquil


------------------------------

poster: Wildchild
subject: banish
date: Sat Sep  9 21:53:18 2000

We need banish back for pk'ers atleast. If anything, we could use it
to entertain ourselves a bit more, and it's not like banishing a pk
player to an aggro is any worse than pk'ing them ourselves.

-WildChild

------------------------------

poster: Jaws
subject: channel energy
date: Sun Sep 10 11:35:47 2000

TI
Hmm how about tackin on an effecting stat of Stamina
or something

I have it trianed to my max of 85% and I have a 75% success rate out of
75 attempts

Jaws

------------------------------

poster: Jaws
subject: party object
date: Sun Sep 10 13:07:57 2000

when u leave a party restore verbose settings

Jaws

------------------------------

poster: Elendor
subject: evokers
date: Sun Sep 10 14:04:36 2000

Ok I recently went evoker to check out how it was after the $
big change$
lvl 30 - evoking/casting maxxed at 85%$
vacuum bolt at 80%$
why is it that a buddy who is an animist$
with thorn cloud at 70% is on avg$
dishing out more damage then an evoker$
Sinc
Since animist can do all sorts of other cool things that assist$
almost like a lowbi healer and blaster in one$
shoouldnt they bedoing less damge than an evoker which$
is dedicated to blasting?

------------------------------

poster: Elendor
subject: evokers
date: Sun Sep 10 14:05:33 2000

whoops

------------------------------

poster: Elendor
subject: My post on evokers
date: Sun Sep 10 14:10:26 2000

I gota agree with Jaws the evoker has become a 
complete waste of time as a blasting guild,
at least untill you get to bravo (lvl 41+), 
ive got 85% magical arrow and 80% evocation 
and im only doing average,a witch does better
 with evil eye train at 70%, and the beta guild 
spell ice bolt does almost the same damage.
Also the charge amulet skill using sps 
(and a hell of alot of them) means that you 
dont get the benifit of any casting bonus 
and waste alot of time standing around 
It seems to me that the evoker guild has been 
changed to only be used for high level players which
 would be fine if some warning had been given to us lower level.

Just my input (ignore it or not)

Elelndor, the new and annoyed evoker. 

------------------------------

poster: Jaws
subject: bags n such
date: Sun Sep 10 18:32:05 2000


If we get the bag thing going suggest
TI
a special bag for herbs for animist/trvellers
since a herb weights much less than 1 lb, maybe
a 5lb bag that ca carry 20 or so

Jaws

------------------------------

poster: Jaws
subject: food
date: Sun Sep 10 18:50:51 2000

object for castles to store food
maybe cost 50k and store 10 peices

Jaws

------------------------------

poster: Jaws
subject: evoker trance
date: Sun Sep 10 21:19:12 2000

when in trance attack somethin to desc
so that peoiple who look at u can tell

TI
like so an so's eyes are rolled back in his head and he sways about
or something

Jaws

------------------------------

poster: Wildchild
subject: pacify
date: Mon Sep 11 01:53:25 2000

Could pacify be altered so that if you're attacking somebody, you're
still hunting them if they leave the room. Currently, only the
attackee can do the pacifying & will be hunting, but it makes sense
if I'm already after a player, that I continue to go after them
automatically.

-WildCHild

------------------------------

poster: Zifnab
subject: >pacify
date: Mon Sep 11 04:54:30 2000

On Mon Sep 11 01:53:25 2000 Wildchild wrote post #1623:
> Could pacify be altered so that if you're attacking somebody, you're
> still hunting them if they leave the room. Currently, only the
> attackee can do the pacifying & will be hunting, but it makes sense
> if I'm already after a player, that I continue to go after them
> automatically.
> 
> -WildCHild
sure its possible if we rewrite that portion of the code.

however did that portion how ever many years ago now 
did it backwards IMO

------------------------------

poster: Pedron
subject: relocator
date: Mon Sep 11 14:50:23 2000

After my collection of berserker relocators bugged my safe
(they had no weight or something) they were 
made unstorable.

Was wondering if they could be made to weigh like 2 lbs 
each or something and storable.  Or 5 lbs, whatever 
is needed to keep them from becoming too numerous and 
bugging the safe. :)

Could also raise the price to 500-1k gold for 
each relocator.  Would only make that goofy 
trobbit guy worth a little bit more when his loot is 
sold, but will discourage collections like the 
one I had of 22 relocators. :)

-pedron

------------------------------

poster: Bigglesworth
subject: evokers
date: Mon Sep 11 16:00:42 2000

I haven't been on much especially when these posts have been done so
bear with me.. Evokers don't need to be upped. Fact.  WHen i was
reincing from old system to new sigs told me this, you'll have a 8
dmg types, but signifgantly less damage.. t this should  be clear to
you guys who reinc evoker.. instead of power you get types, so even 
anyone who is evoker can be needed for eq..i personally wouldn't
want my dissolving spray costing 300 sps...but anyways..the bell
rings and school is out..cyas..
-bboiggs


------------------------------

poster: Jaws
subject: >evokers
date: Mon Sep 11 16:21:57 2000

On Mon Sep 11 16:00:42 2000 Bigglesworth wrote post #1628:
> I haven't been on much especially when these posts have been done so
> bear with me.. Evokers don't need to be upped. Fact.  WHen i was
> reincing from old system to new sigs told me this, you'll have a 8
> dmg types, but signifgantly less damage.. t this should  be clear to
> you guys who reinc evoker.. instead of power you get types, so even 
> anyone who is evoker can be needed for eq..i personally wouldn't
> want my dissolving spray costing 300 sps...but anyways..the bell
> rings and school is out..cyas..
> -bboiggs
> 
Biggs, but question, have you ever tested em at the Gamma guild lvl
Things may be fine and dandy at Bravo lvls, I wouldnt know
Im not worth enough to test those.

Jaws

------------------------------

poster: Denim
subject: Trophy Cases.
date: Mon Sep 11 16:31:55 2000

Yes,i know that you can put monsters heads in trophy cases,but not
many people know how to do this,or which item does it.

How about allowing us to put players body parts in trophy cases,it
could read like deaths -p when you look at the case.

Just a suggestion, since i know alot of people have empty trophy
cases out there.

------------------------------

poster: Jaws
subject: dead stuff
date: Mon Sep 11 17:06:45 2000

I know we have tinning skill for corpses what about
cooking skill

and of course would need to be skinning first
and meat preservation etc

this way turn corpses into much better food that yields
higher hunger satisfaction

Jaws

------------------------------

poster: Pedron
subject: familiar eq
date: Tue Sep 12 00:36:50 2000

There's all kind of equipment out there 
that'll probbly never be worn or wielded because it 
so insanely low in level.
I'm thinking of beaver furs, fish scales, steel wool fleeces, etc.

Might be fun if the animists could make their familiars wear/wield
some of the loot they 
get.  Make the familiar last a little longer in combat and 
have the bear look funny/stupid in his fishscale suit of 
armor or the wolf in his steel wool fleece. :)

-pedron

------------------------------

poster: Tektor
subject: Newbie Areas
date: Tue Sep 12 14:38:11 2000

I think the lvl that you need to get into alot of newbie areas
should be upped alot higher, as I solo in newbie areas, and i can't
really kill stuff much bigger, darn elfs worth 100-200 (some where
in there) were getting crits on me 16-18 kinda silly. That and the
lack of more area with monsters round 1k (only know of like 2 or
3).

------------------------------

poster: Elendor
subject: evokers
date: Tue Sep 12 15:18:37 2000

Nothing against Bigglesworth however as i said evoker
its just turned into a high level guild rather then just
a guild to work up in, the bravo guild could be perfect but
below that its a fairly weak guild in comparison to most,
considering its supposed to be THE blasting guild it seems 
to me that its become fairly redundant for the lower/solo
people

Again with a whine

Elendor the annoyed evoker

------------------------------

poster: Dram
subject: >evokers
date: Tue Sep 12 15:26:19 2000

On Tue Sep 12 15:18:37 2000 Elendor wrote post #1634:
> Nothing against Bigglesworth however as i said evoker
> its just turned into a high level guild rather then just
> a guild to work up in, the bravo guild could be perfect but
> below that its a fairly weak guild in comparison to most,
> considering its supposed to be THE blasting guild it seems 
> to me that its become fairly redundant for the lower/solo
> people
> 
> Again with a whine
> 
> Elendor the annoyed evoker
Personally i always thought that elemental was THE blasting guild.
Evoker guild has choice of damage type which is why it was changed,
If you are looking for a decent low level blaster there are a few
others and there is a strong reason because evokers were too
powerful.

------------------------------

poster: Pedron
subject: >Newbie Areas
date: Tue Sep 12 16:34:00 2000

On Tue Sep 12 14:38:11 2000 Tektor wrote post #1633:
> I think the lvl that you need to get into alot of newbie areas
> should be upped alot higher, as I solo in newbie areas, and i can't
> really kill stuff much bigger, darn elfs worth 100-200 (some where
> in there) were getting crits on me 16-18 kinda silly. That and the
> lack of more area with monsters round 1k (only know of like 2 or
> 3).
My checkout emerald isle, kobolds and minotaurs should be 200-1500 exp 
I think.  Also death sheep are nice exp if you have 
a fast attack skill/spell and can sidestep their super attackspell. :)
(biggest sheep I killed was worth ~3500 exp and only took out ~300 hps/eps 
once I figured the way to sidestep it's deathbeam whatsits.

The Duergar miners of blackavar, those funky 
bug things by sorceror guild on hyboria, maybe kozaki 
bandits, lizards, nomads in that desert.. 

I don't think newbielands will/should be made more accessible since the 
ones we do have access to are heavily mined and the ones newbies 
learn of become heavily mined at their levels.

In maybe 15 minutes or less I could flatten half the newbielands solo using 
kill all.  I don't think that would be too nice for newbies to fnid 
all their areas are wiped out by 2 or 3 lowbies rampaging through. :)

Maybe reinc back to warrior till worth is high enough for 
killing effectively at higher levels?

-spammy pedron

------------------------------

poster: Tektor
subject: >newbie areas
date: Tue Sep 12 16:36:31 2000

Been there tired alot of those, and they hit way too hard. Im a
caster, blasting them isnt a problem, its the fact that they do a
wee bit too much damage for what they are worth. Casters arnt meant
to take lots of damage.

------------------------------

poster: Elendor
subject: evokers again
date: Tue Sep 12 16:45:43 2000

 know that the elementalist is supposed to be the best solo, 
hence the protection and offensive spells however the evoker 
has no protection spells (that i know of) which means that they
have to be good blasters, that used to work with the old guilds 
'dotd'  but now there average blasters with no protection making 
them weak in comparison to other guilds, thats what im trying to 
say not that they should just blow holes in everything instantly.
And remember that dotd was THE blaster
guild of the mid/low levels
so yes i did think they used to be THE blaster guild, 
even elementalists had weaker spells then them, now there not.

Elendor the annoyed evoker.  

------------------------------

poster: Phire
subject: >>newbie areas
date: Tue Sep 12 16:49:53 2000

On Tue Sep 12 16:36:31 2000 Tektor wrote post #1637:
> Been there tired alot of those, and they hit way too hard. Im a
> caster, blasting them isnt a problem, its the fact that they do a
> wee bit too much damage for what they are worth. Casters arnt meant
> to take lots of damage.
You are very correct in that casters are not tanks. You could tear
through these monsters if you got a fighter to stand in front and
take the hits.

parties are extremely important for making exp when you are in the lowbie
stages

------------------------------

poster: Pedron
subject: >evokers again
date: Tue Sep 12 16:51:41 2000

On Tue Sep 12 16:45:43 2000 Elendor wrote post #1638:
>  know that the elementalist is supposed to be the best solo, 
> hence the protection and offensive spells however the evoker 
> has no protection spells (that i know of) which means that they
> have to be good blasters, that used to work with the old guilds 
> 'dotd'  but now there average blasters with no protection making 
> them weak in comparison to other guilds, thats what im trying to 
> say not that they should just blow holes in everything instantly.
> And remember that dotd was THE blaster
> guild of the mid/low levels
> so yes i did think they used to be THE blaster guild, 
> even elementalists had weaker spells then them, now there not.
> 
> Elendor the annoyed evoker.  
Do easy newbielands and find hidden treasures with no killing 
involved to make money, join parties and help blast 
for exp.  Could also reinc and stay level 15 to mine the newbielands but 
that got boring fast the last time I did that.
Can also reinc to a guild you might like better or a race 
that's naturally tougher or one that trains spells much faster.

pedron

------------------------------

poster: Pedron
subject: paintball prizes
date: Tue Sep 12 17:19:43 2000

Might be cool to have a prize box by the paintball game on odd world.
Players who are going to play against each other could dump gold or 
pieces of equipment into the prize box.  They run through the game
like normal 
and winning player/team gets the contents of the prize box.

Whatever the players care to bet against each other would be 
up to them.  Hmm..

On a similar note, for playerkilling you might award 
5-10% of the loser's gold(bank account/onhand) to 
the player who just killed em.  Might make the game more 
interesting. :)
It occurred to me amount ago that grudges and boredom were the only 
incentives for pk as it stands.  Maybe some gang of newbies 
will stockpile fishnets and pile up against a millionaire 
midbie/highbie who thinks prey should stand still and 
accept certain death.

-pedron

------------------------------

poster: Basketball
subject: >paintball prizes
date: Tue Sep 12 17:21:10 2000

Gimme some nets, newbies in CS at 200 hours mud time.

------------------------------

poster: Myrddin
subject: >>newbie areas
date: Tue Sep 12 17:48:45 2000

On Tue Sep 12 16:36:31 2000 Tektor wrote post #1637:
> Been there tired alot of those, and they hit way too hard. Im a
> caster, blasting them isnt a problem, its the fact that they do a
> wee bit too much damage for what they are worth. Casters arnt meant
> to take lots of damage.
thats why we have a party system, if blasters dont take much dammage
why be a fighter? casters are supposed to take alot of damage and i
think they take too much damage to be honest with you...if a
magician stood toe to toe with a big ole minotaur warrior and it
took him 3 spells to kill it i think the minotaur should have plenty
of time to slit the magicians throat.. if you have problems with the
amoutn of damage you take get a tank and a cleric and use a blaster
like its supposed to be used.
myrddin
who finaly figured out how to solo

------------------------------

poster: Tektor
subject: >>newbie areas
date: Tue Sep 12 19:08:28 2000

your all missing the point, monsters under say 10k shouldnt be
getting the crits they are getting and being that resistant. Its not
right when something worth 100-400 xp is getting 16-18 crits and
stunning you alot. I also was a warrior round same lvl and it took
for ever to kill them just doing phys damage. I'm not saying that
casters need to take less damage, what im trying to say is monsters
under 10k are a bit too strong, I used to solo monks same lvl as i
am now as dotd and i did ok,
loot
dig grave
now to solo a monk i need a tank and weaver and that is not soloing.
And I rarely get gold in a party so thats kinda of cheap to have to
drag and split with people just to kill some of the smallest
monsters on the mud.

------------------------------

poster: Dram
subject: >evokers again
date: Tue Sep 12 19:17:18 2000

Guilds don't have to be anything, if you dont beleive me ask some of
the old witches. A whole guild for one spell is far from worth it.

------------------------------

poster: Atrus
subject: pk group
date: Tue Sep 12 19:23:38 2000

Not sure if it's possible,but i keep getting the message that people
are posting things in the pk group when i'm not subscribed. Just a
note.
Atrus

------------------------------

poster: Jaws
subject: >>evokers
date: Tue Sep 12 19:26:49 2000

On Tue Sep 12 15:26:19 2000 Dram wrote post #1635:
> On Tue Sep 12 15:18:37 2000 Elendor wrote post #1634:
> > Nothing against Bigglesworth however as i said evoker
> > its just turned into a high level guild rather then just
> > a guild to work up in, the bravo guild could be perfect but
> > below that its a fairly weak guild in comparison to most,
> > considering its supposed to be THE blasting guild it seems 
> > to me that its become fairly redundant for the lower/solo
> > people
> > 
> > Again with a whine
> > 
> > Elendor the annoyed evoker
> Personally i always thought that elemental was THE blasting guild.
> Evoker guild has choice of damage type which is why it was changed,
> If you are looking for a decent low level blaster there are a few
> others and there is a strong reason because evokers were too
> powerful.
Dram, yes but I was a DOTD before the change and I am
an evoker atm.  The reduction was around 50-75% dmg output
from what I can see and remeber.  Also elemental is not 
a dedicated blaster, if so why do they have all the body spells
and other stuff.  Also elementals also get a wide varetiy of dmg types
as does animist at higher lvls.  And as for EQ, what 40m worth player
goes on many EQ parties?  Not many unless u are buddies with a
highbie that likes to do EQ, which most of them dont.

Jaws

------------------------------

poster: Jaws
subject: >>newbie areas
date: Tue Sep 12 19:28:43 2000

On Tue Sep 12 16:36:31 2000 Tektor wrote post #1637:
> Been there tired alot of those, and they hit way too hard. Im a
> caster, blasting them isnt a problem, its the fact that they do a
> wee bit too much damage for what they are worth. Casters arnt meant
> to take lots of damage.
There is a definate shortage of 1k type critters, only thing I can
say is there
are one in xistance
seek them out
Jaws

------------------------------

poster: Pedron
subject: >>>newbie areas
date: Tue Sep 12 19:36:19 2000

On Tue Sep 12 19:28:43 2000 Jaws wrote post #1648:
> On Tue Sep 12 16:36:31 2000 Tektor wrote post #1637:
> > Been there tired alot of those, and they hit way too hard. Im a
> > caster, blasting them isnt a problem, its the fact that they do a
> > wee bit too much damage for what they are worth. Casters arnt meant
> > to take lots of damage.
> There is a definate shortage of 1k type critters, only thing I can
> say is there
> are one in xistance
> seek them out
> Jaws
You all can become builders and whip up some areas 
to suit your needs.  Not quite a conflict of interest 
so long as any player can play it. :)

Not enough 1k mobs? Make an area or 2 packed with them, 
not enough evil mobs or goods mobs, sae thing.
You want stuff vulnerable to you psionic or fire or physical attacks, 
can whip some up.  An area of 50 rooms only takes about 
2-3 weeks coding at a leisurely pace between its 
inception and implementation.

Might trouble yourselves to glance over equipment_wishes board for 
some input to help make a realm with 
stuff people want too.

-pedron

------------------------------

poster: Tektor
subject: >>>newbie areas
date: Tue Sep 12 19:40:23 2000

loot
dig grave
I took me 2 weeks to code my area and i was like on 24-7.
I have taken input from many people jus because you arn't looking
doesnt mean the eq isnt there.
My posts has nothing to do with shortage of monster areas.
My prob is the fact monsters under 10k are a wee bit too strong for
what they are worth.

------------------------------

poster: Pedron
subject: >>>>newbie areas
date: Tue Sep 12 19:45:47 2000

On Tue Sep 12 19:40:23 2000 Tektor wrote post #1650:
> loot
> dig grave
> I took me 2 weeks to code my area and i was like on 24-7.
> I have taken input from many people jus because you arn't looking
> doesnt mean the eq isnt there.
> My posts has nothing to do with shortage of monster areas.
> My prob is the fact monsters under 10k are a wee bit too strong for
> what they are worth.
wasn't commenting on your area in particular, not even sure which 
one is yours.  Apologies for the misunderstanding there.
My record was to beat out a 30 room area overnight that was in the game 
at the end of the week, but inspiration had me by the throat. :)
My areas are on other muds, but the experience is relevant.
(graphpaper map, copy/paste identical templates with altered values to 
make the rooms/objects/monsters look different to players.
)

-pedron wavies 300 rooms worth of areas across 2 muds. :)

------------------------------

poster: Mixer
subject: >>>newbie areas
date: Tue Sep 12 22:07:22 2000

On Tue Sep 12 19:08:28 2000 Tektor wrote post #1644:
> your all missing the point, monsters under say 10k shouldnt be
> getting the crits they are getting and being that resistant. Its not
> right when something worth 100-400 xp is getting 16-18 crits and
> stunning you alot. I also was a warrior round same lvl and it took
> for ever to kill them just doing phys damage. I'm not saying that
> casters need to take less damage, what im trying to say is monsters
> under 10k are a bit too strong, I used to solo monks same lvl as i
> am now as dotd and i did ok,
> loot
> dig grave
> now to solo a monk i need a tank and weaver and that is not soloing.
> And I rarely get gold in a party so thats kinda of cheap to have to
> drag and split with people just to kill some of the smallest
> monsters on the mud.
If they have plenty of gold then its totally justified../.

------------------------------

poster: Tektor
subject: >>new proposal
date: Wed Sep 13 14:43:23 2000

Just a thought, but you should maybe be above 500m worth also in
order to be a judge, I don't see some with BBall's worth for
instance, being mature or have enough knowledge of the mud to aid in
ruling on people. (WHile this would exlucde me, I would rather be
excluded than have low worth clan leaders aid in passing judement.)

------------------------------

poster: Wildchild
subject: >>>new proposal
date: Wed Sep 13 14:45:47 2000

On Wed Sep 13 14:43:23 2000 Tektor wrote post #1653:
> Just a thought, but you should maybe be above 500m worth also in
> order to be a judge, I don't see some with BBall's worth for
> instance, being mature or have enough knowledge of the mud to aid in
> ruling on people. (WHile this would exlucde me, I would rather be
> excluded than have low worth clan leaders aid in passing judement.)

Sorry, but I'd hate to be excluded by my 250megs worth even though
I've got 3 years of playing here. Compared to some players that have
been here a year and are well over 1gig.

-WildChild

------------------------------

poster: Erec
subject: >>>new proposal
date: Wed Sep 13 16:21:40 2000

On Wed Sep 13 14:43:23 2000 Tektor wrote post #1653:
> Just a thought, but you should maybe be above 500m worth also in
> order to be a judge, I don't see some with BBall's worth for
> instance, being mature or have enough knowledge of the mud to aid in
> ruling on people. (WHile this would exlucde me, I would rather be
> excluded than have low worth clan leaders aid in passing judement.)
Besides WC's argument, which is a good one, I will note to you:
 (1) BBall will have that worth some day, if it's a priority to him.
 (2) He probably won't be, in your eyes, mature enough at that point
     to judge people.
Such maturity has nothing to do with worth - that is more a function 
of playing time.

Actually, having 4 other people willing to put someone forth as a 
judge is about the most impartial indication of fareness you can probably get.


Good idea, Zifnab.  Go for it.

			-Erec.

------------------------------

poster: Jaws
subject: gauntlet
date: Wed Sep 13 16:42:05 2000

I know there is a best plaque butr how about
make it so it lists everyone like the exp plaque does
Jaws

------------------------------

poster: Nightfall
subject: court/punishments
date: Thu Sep 14 00:57:22 2000


     I like the ideas put forth by Zifnab.  Anything that ads to the
flavor or theme of the mud and doesn't have much to do with hack and
slash is 'a good thing'.
     I would like to suggest two things.  First, a clan position, judge
or whatnot.  Members in a clan could vote or the leader could set a
person as judge.  So not neccessarily the leader, but some one to be
determined by each clan.  Some clans could be democratic and vote, others
could set a person, and still others might set thier own requirements in
addition to any set by the admin to qualify.
     Second, I would llike, actually LOVE to see something along the lines
of 'clan points' added in or at least planned for in the future.  Perhaps
only the top ranking 12 clans (by clan points) could appoint judges, keeping
the court a fixed size.  (perhaps an odd number would be better for ties)
Clan points could be gained in MANY ways.  Clan battles, clan events, maybe
clan pks, stronghold size/status, etc.  I feel that this would only add to
the mud and would be a truely great addition.

  -NF


------------------------------

poster: Tranquil
subject: >>>new proposal
date: Thu Sep 14 02:46:43 2000

On Wed Sep 13 14:43:23 2000 Tektor wrote post #1653:
> Just a thought, but you should maybe be above 500m worth also in
> order to be a judge, I don't see some with BBall's worth for
> instance, being mature or have enough knowledge of the mud to aid in
> ruling on people. (WHile this would exlucde me, I would rather be
> excluded than have low worth clan leaders aid in passing judement.)
IMHO this is a good idea, one that I thought of suggesting before
now but decided to wait till teh spam was over to see if it was
already suggested. One thing I disagree on is the figure given here,
as there are competent players who are clan leaders and below 500m
worth. I think 200m worth would be more than sufficient, and a
minimum character age of 1 year real time, since 200m probably isnt
really all that difficult to get. Also, I think that not only should
the clan have a minimum number of members, but there should also be
a minimum worth and/or character age on those particular members,
say about 100m and 6 months. Also, they must have been in the clan
for 3 months minimum. This would preclude some higher midbie players
from inviting # newbies to join thier clan for the express purpose
of being able to vote on such matters as character nuking/freezing.

- Tranquil, the occasionally opinionated newbie


------------------------------

poster: Zuperb
subject: >>>>new proposal
date: Thu Sep 14 04:05:26 2000

Wouldnt normal rules that help the admins from getting to much to
do? I find the rules easy to understand, and I'm very aware of what
punisment I migth find for breaking them. 
if !nice then nuke


------------------------------

poster: Rambo
subject: New Proposal
date: Thu Sep 14 04:07:48 2000

I think this is a good idea and I think it would lift alot of the
burden from the shoulders of the Admins sins they allready got alot
of things to take care of.

RamBo

------------------------------

poster: Basketball
subject: >>>>>new proposal
date: Thu Sep 14 05:09:57 2000

Ok, Tranquil and Tektor both posted how they thought everyone who
has a clan that is under the worth of 500-200mil is incopetent. That
is not true.
Character age DOES makes sense, but I think the maximum age should
be 6 months, otherwise, the smartest people (the ones who get Tek's
worth) will leave the clan and what not.
For the clan time thing, maybe drop it to 2 months, because making a
clan is already painful, much less keeping it going and such.
As for Nightfall's ideas......
Those are excellent. Clan Wars sound good to me.

Basketball, the Clan Leader of the ZSenshi

------------------------------

poster: Baldric
subject: >New Proposal
date: Thu Sep 14 09:53:12 2000

On Thu Sep 14 04:07:48 2000 Rambo wrote post #1660:
> I think this is a good idea and I think it would lift alot of the
> burden from the shoulders of the Admins sins they allready got alot
> of things to take care of.
> 
> RamBo

Which is easier, hitting the nuke button or gathering a dozen people,
watching them give their opinions and bicker and bawl, and then hear
just as many complaints when people get punished (people love to
complain, there is just not stopping them.)  Now if you said that
it might be more _fair_ that might be something, but it certainly
isn't easier.

------------------------------

poster: Tektor
subject: >New Proposal
date: Thu Sep 14 13:07:49 2000

After talking to Wildchild I decided that the worth thing wan't a good thing.
And alot of people had told me it was stupid, but didn't really sink
in till i looked at it from WC's point of vierw.

------------------------------

poster: Fuge
subject: cauldrons
date: Thu Sep 14 18:28:14 2000

i filled up my cauldron with mixture and it dsappears right after.
can it be made so that it disappears after a certain time, and if it
is still has mixtures in it, that is disappears after it is emptied?
thanks =)

------------------------------

poster: Basketball
subject: Big Present
date: Thu Sep 14 19:14:41 2000

Ok, an idea. For Christmas and Birthdays(RL), you get all skills (of
your upcoming possible guilds), all spells (like skills), and stats
at 500, and 5000 HP, but only for 10 minutes. You would log on and
it would have a message saying you have so many minutes and stuff.

Just a thought

Basketball

------------------------------

poster: Jaws
subject: random lodestones
date: Thu Sep 14 20:19:20 2000

make one of the possible random locations hell

:p

Jaws

------------------------------

poster: Atrus
subject: random lodestones
date: Thu Sep 14 20:25:24 2000

Not sure if ya saw that Jaws, but your post was number 1666.
:)

------------------------------

poster: Tranquil
subject: >>>>>>new proposal
date: Fri Sep 15 00:48:54 2000

On Thu Sep 14 05:09:57 2000 Basketball wrote post #1661:
> Ok, Tranquil and Tektor both posted how they thought everyone who
> has a clan that is under the worth of 500-200mil is incopetent. That
> is not true.
> Character age DOES makes sense, but I think the maximum age should
> be 6 months, otherwise, the smartest people (the ones who get Tek's
> worth) will leave the clan and what not.
> For the clan time thing, maybe drop it to 2 months, because making a
> clan is already painful, much less keeping it going and such.
> As for Nightfall's ideas......
> Those are excellent. Clan Wars sound good to me.
> 
> Basketball, the Clan Leader of the ZSenshi
I neither stated nor implied that you or anyone else that has a clan
and is under 200m worth was incompetent. If that is so, then I guess
I am incompetent, due to the fact I lead my clan atm. The main
reason I believe that characters should have a certain worth and
character age is because generally the smaller worthed/newer players
dont have enough mud knowledge, and often dont have a standing
reputation on the mud either. If you were in a position where your
characters fate was at stake, wouldn't you prefer that the decision
was in the hands of the more distinguished players with much more
_active_ RDmud experience? I know I wouldn't like some 3 month old
dragbie player to decide my or a friends fate if for some reason I
found myself in a position like that.
While I remember, I also think that for someone to be on the judges
commitee, There should be a general mud vote on each nominee, with
everyone who is above 50m worth and 1 month mudlife elligible to
vote. The nominee must recieve a minimum of around 2/3 of the
eligible active voter base, with anyone that doesn't vote after X
days being inelligible to vote.
I think secondaries should also be banned from votes of any kind,
and also be excluded from the criteria for the minimum clan member
limit, which has already been suggested..
I realise that these suggestions would, if implemented, cut out a
large population of the players elligible to vote/be counted; but
for someone's opinion to really count, I believe they should work to
prove themselves worthy of inclusion; and that cant be done in a few
short months of xp'ing.

- Tranquil swallows his opinion and shuts the f*ck up


------------------------------

poster: Chemosh
subject: >>>>>>>new proposal
date: Fri Sep 15 00:53:30 2000

just another idea to this topic how about making it once a player
has discovered 4000 (as an example) room of the mud, they have the
clue factor to explore, need some worth to get past a few aggros,
and the patience to stick at RD long enough to reach such a
milestone

sure you can make a party and drag newbies around and they have 4k
rooms in no time, but maybe the room factor can also be incorporated
into the formua of what makes a player 'worthwhile' in deciding
unbiasedly (is that a word?) another players fate


chemosh

------------------------------

poster: Wildchild
subject: >>>>>>>new proposal
date: Fri Sep 15 09:35:13 2000

On Fri Sep 15 00:48:54 2000 Tranquil wrote post #1668:
> On Thu Sep 14 05:09:57 2000 Basketball wrote post #1661:
> > Ok, Tranquil and Tektor both posted how they thought everyone who
> > has a clan that is under the worth of 500-200mil is incopetent. That
> > is not true.
> > Character age DOES makes sense, but I think the maximum age should
> > be 6 months, otherwise, the smartest people (the ones who get Tek's
> > worth) will leave the clan and what not.
> > For the clan time thing, maybe drop it to 2 months, because making a
> > clan is already painful, much less keeping it going and such.
> > As for Nightfall's ideas......
> > Those are excellent. Clan Wars sound good to me.
> > 
> > Basketball, the Clan Leader of the ZSenshi
> I neither stated nor implied that you or anyone else that has a clan
> and is under 200m worth was incompetent. If that is so, then I guess
> I am incompetent, due to the fact I lead my clan atm. The main
> reason I believe that characters should have a certain worth and
> character age is because generally the smaller worthed/newer players
> dont have enough mud knowledge, and often dont have a standing
> reputation on the mud either. If you were in a position where your
> characters fate was at stake, wouldn't you prefer that the decision
> was in the hands of the more distinguished players with much more
> _active_ RDmud experience? I know I wouldn't like some 3 month old
> dragbie player to decide my or a friends fate if for some reason I
> found myself in a position like that.
> While I remember, I also think that for someone to be on the judges
> commitee, There should be a general mud vote on each nominee, with
> everyone who is above 50m worth and 1 month mudlife elligible to
> vote. The nominee must recieve a minimum of around 2/3 of the
> eligible active voter base, with anyone that doesn't vote after X
> days being inelligible to vote.
> I think secondaries should also be banned from votes of any kind,
> and also be excluded from the criteria for the minimum clan member
> limit, which has already been suggested..
> I realise that these suggestions would, if implemented, cut out a
> large population of the players elligible to vote/be counted; but
> for someone's opinion to really count, I believe they should work to
> prove themselves worthy of inclusion; and that cant be done in a few
> short months of xp'ing.
> 
> - Tranquil swallows his opinion and shuts the f*ck up
> 

A general mud vote on each nominee!?!? We'd be voting for weeks. And
the last thing we need is a popularity contest to decide the
judges... we've all see how that's gone down with the last couple of
second player reps.

------------------------------

poster: Krellen
subject: >>>>>>>>new proposal
date: Fri Sep 15 09:43:06 2000

The more things you add to determine someone's worth, the more
complicated you make a simple system.  Don't complicate it.  One
judge isn't going to be able to convict anyone anyways.  That's why
there's a panel.

------------------------------

poster: Sigwald
subject: >Dmg Amounts
date: Fri Sep 15 11:04:26 2000

On Sat Sep  9 08:55:25 2000 Jaws wrote post #1599:
> Ok I recently went evoker to check out how it was after the $
> big change$
> lvl 30 - evoking/casting maxxed at 85%$
> vacuum bolt at 80%$
> why is it that a buddy who is an animist$
> with thorn cloud at 70% is on avg$
> dishing out more damage then an evoker$
> Sinc
> Since animist can do all sorts of other cool things that assist$
> almost like a lowbi healer and blaster in one$
> shoouldnt they bedoing less damge than an evoker which$
> is dedicated to blasting?$
> $
> Im not saying lower animist, Im saying evoker was lowered 
> 
> please disregard the $ generate but cutting and pasting
> 
> Jaws

Might consider the fact that thorn cloud is 4 rounds
and that vacuum bolt is 3 round btw.

------------------------------

poster: Sigwald
subject: >>>>Shamen of soil
date: Fri Sep 15 11:08:24 2000

On Sat Sep  9 10:44:36 2000 Trigon wrote post #1608:
> Ok, so since you require adept and shamen before omicron, then can't
> it be changed so you have your choice of gamma?

Not really because then people would choose only 2 gammas
to get the 2 bravos which would lower the joining
of the omicron (check clerics bypassing one of the
gamma and getting two bravos at a quite low level).

------------------------------

poster: Sigwald
subject: Evoker stuff
date: Fri Sep 15 11:27:24 2000

You guys sure spam news like hell. Anyway, just to make a few
comments about all that was said about evokers. Yes they might
be slightly underpowered at gamma levels. No they are not
as much as you seem to imply (btw thorn cloud does physical
damage which is usually quite less good than most magical
damage).
I might consider to change a few of the evoker specific
skills like trance and amulet charging. But blasting spells
are fine as they are. If you feel that the guild is not
worth it, play another. It is tough enough to balance
all guilds once complete that I am not going to make 
comparisons on a per level basis (as in make all alpha
equal, then all alpha+beta equal etc).
That would be just 1) time consuming 2) not really possible
to achieve 3) all guilds shouldnt be the same anyway.

Sigwald

------------------------------

poster: Warchief
subject: >Evoker stuff
date: Fri Sep 15 14:52:53 2000

I'd like to say that the evoker spells are quite nice in that they
can add a variety of "status" effects, and I usually ended up using
some of the gamma spells rather than some bravos spells because the
gamma spells stunned quite often for me.  If someone is thinking of
reincing to an evoker, it would be wise to ask around and find out
what effects the different spells can inflict upon monsters and
choose their guilds based on that information.  Also, the amulet
seems to nearly if not triple the damage done by a single bravo
level spell, which is very nice, though it is taxing on spell points
to charge and such.  Once again, I think the evoker blasting spells
are quite nice, though they are not a "solo guild."

-Chief

------------------------------

poster: Wagro
subject: explore plaque
date: Fri Sep 15 16:56:38 2000

how about having explore plaque update on plaque channel as well?

------------------------------

poster: Pedron
subject: >>>>>>>new proposal
date: Fri Sep 15 20:26:19 2000

Worse-case scenario would be player joe 
ending up on trial where half the jury is comprised 
of idiots and the other half of people who hate 
player joe.  If player joe is put on trial for 
spammy/inflamatory posts or something in the 
grey like that(not outright super bug abuse or insanely 
ruthless harassment), and the idiots 
vote to nuke player joe after player joe's enemies 
propose he be nuked.. my sentence got too 
long there.  Anyway that's your worse-case scenario 
and I imagine admins would step in and save the day 
for player joe.  Maybe channel ban player joe 
instead of nuke him.

All the court stuff sounds intriguing, but I thnik admins will 
have a hand in anything like a trial on this mud.  Only value 
of the court thing might be role-play value where 
they agree not to party with player joe ever again or sell 
stuff to him because he sucks or whatever- the kinds 
of punishments admin can't just do at the snap of its own finger.

If the distinguished players and clan leaders who would be 
a part of an organization to impact the mud, maybe it 
could be something closer to a minor government?
One of those folks above 15m worth could start coding up bits 
of equipment from the eq_wishes board to be added to the 
stock of event prizes maybe.  If the other leader-types 
agree the newly made object would be a desirable prize 
in an event, it could appear instead of one of the other 
event prizes at random intervals.

Or, the clan leaders of worth to be builders could code up their 
own stronghold things to be placed in the game after they're clan 
hits 5 or 10 players and the stronghold is qc'd.  I was never 
here if /when you all had stronghold, but I imagine it 
as something like a castle but with multple owners above 
a given clan level within the clan that owns the stonghold.
Maybe have armories and banks and foodshops, guards, doors, hidden 
exits, decorative objects and so on.

I think my post is long enough. :)  Main argument was punishments will 
ultimately be set or vetod by admin, so court not quite as effective 
or necessary as it might seem.  All those distinguished 
players could do stuff like code up actual bits of equipment 
or strongholds to supplement and augment events and clans and 
the like.  Distinguished pk'ers who see alot wrong with the way 
things work now could code up items and device to 
counter fish net stuns and lodestone retreats and 
the untouchable unsummonable prey.  Maybe 
instakill or 2nd-chance items that 
work only in pk'ing or being pk'd by other players.

All sorts of cool things for distinguished players to do, 

------------------------------

poster: Wagro
subject: new event
date: Fri Sep 15 22:31:17 2000

how about a blizzard event that deposits snowmounds all across the
mud and can be made into snowballs which can be thrown at each
other?

------------------------------

poster: Kalma
subject: Re: New Proposal
date: Sat Sep 16 07:32:12 2000

I think the player council is an interesting idea, and could probably work 
very well.

-Rather than using the clan leader, use a representative from the clan. 
Some leaders (Cloud immediately comes to mind) are inactive and would 
prevent the clan from having representation. (Most clans that have an 
inactive 'main' leader have a secondary leader that could be used.) 
Also leaders might be on a temporary vacation, and miss the council. 

-I really like the idea of a maximum (odd) number of council members. 
However I think the idea of clan points based on clan activities will put 
too much burden on the wizards code-wise and maintainence-wise. The idea 
behind the council was to make things easier on the wizards, not give them 
twice as much to do.

-Creating specific rules to keep a specific player from being allowed to 
participate is fairly rude. Their vote would be only one vote against 
many. Unless the rulings need to be unanimous, there's no need for it. 

-As for poor player Joe, whom everyone hates, 1) That's the price for 
being stupid. 2) I would like to believe that the council will be fair and 
just. They aren't going to immediately nuke someone for being a pain in 
the *ss. There are plenty of other options available. (channel ban, news 
ban, frozen, etc) I seriously doubt, when it actually comes down to it, 
that you would be able to get a majority of people to really want to nuke 
poor player Joe. If he did, then so be it. 

-I think the player rep should be the 'tie-breaker' irregarless if they 
have already had a vote. We (hopefully) voted for the player rep because 
of their fairness, unbiased-ness, and knowledge of the mud and it's rules. 
If the player rep is a leader of a clan, then so be it. There should be an 
odd number of representitives anyway, and would rarely come into play. The 
player rep should also either be, or appoint, the council foreman. 

Anyway, just my 2 cents after reading a buncha suggestions on it. ;)

-K 

------------------------------

poster: Basketball
subject: The New Proposal
date: Sat Sep 16 07:48:41 2000

Alright. Clan leaders should not be made the Judges of fate, their
place high or low in the matter. How would this benefit the other
clan members?
By no way at all.
I would suggest in a situation like Joe's for example, that not only
the clan leaders have a say, but their entire clan would. It makes
more sense, and is a lot like a voting system. Communicate with your
clan members through MUD Mail or E-Mail, tell them the situation,
get the results and tell an Admin.
I HOPE we can rely on Clan Honesty to be a nice support for a new
court system, but, alas, it may not be.

------------------------------

poster: Sleet
subject: >The New Proposal
date: Sat Sep 16 12:38:44 2000

On Sat Sep 16 07:48:41 2000 Basketball wrote post #1680:
> Alright. Clan leaders should not be made the Judges of fate, their
> place high or low in the matter. How would this benefit the other
> clan members?
> By no way at all.
> I would suggest in a situation like Joe's for example, that not only
> the clan leaders have a say, but their entire clan would. It makes
> more sense, and is a lot like a voting system. Communicate with your
> clan members through MUD Mail or E-Mail, tell them the situation,
> get the results and tell an Admin.
> I HOPE we can rely on Clan Honesty to be a nice support for a new
> court system, but, alas, it may not be.
if you want your whole clan too they should tell the clan leaders in
counsil and then have the leaders go back to there clans and tell
there members whats up and then they can vote on it and the clan
leader would tell the board of clan leaders what the clan said. Kind
like how we vote for the president in the us
Sleet

------------------------------

poster: Lu
subject: re:new proposal
date: Sat Sep 16 22:48:26 2000

whose joe?
-LU

------------------------------

poster: Basketball
subject: >re:new proposal
date: Sat Sep 16 22:53:00 2000

I haven't the faintest idea.
*whistle*

------------------------------

poster: Pedron
subject: >re:new proposal
date: Sun Sep 17 00:36:57 2000

On Sat Sep 16 22:48:26 2000 Lu wrote post #1682:
> whose joe?
> -LU
player joe was a figment of my imagination. :)  Part of a scenario that 
I thought summed up everyone's biggest concern about having 
players judge one another.  Bottom line was that if all the judges 
sucked, admins could still save the day for player joe(who was on 
trial for whatever).

-pedron

------------------------------

poster: Jordali
subject: >Harmers
date: Sun Sep 17 02:59:27 2000

On Sun Sep  3 15:23:52 2000 Trigon wrote post #1559:
> Was just looking through harmer guilds and I noticed there isn't an
> area spell way up until evil priest.  This seems kinda odd to me,
> seeing as how lower in mage guild(exluding abjurer) each guild has
> an area spell.
> Maybe the area spell in evil priest could be moved down into dark
> worshipper and tuned a little or something.
> Trigon
Not to me...harmer is a very much 1 to 1 damage type of guild...
atleast the way I think of it...for now.  I think it is an offset
for the advantages a (careful) harmer (can) have over (most)
other casters (for doing experience).  Nothing says guilds have
to have the same focus, even those (considered) of similar type.

-J, the (over)qualified (for being a couch potato, and qualifying
statements)

------------------------------

poster: Jordali
subject: >The New Proposal
date: Sun Sep 17 03:31:32 2000

On Sat Sep 16 07:48:41 2000 Basketball wrote post #1680:
> Alright. Clan leaders should not be made the Judges of fate, their
> place high or low in the matter. How would this benefit the other
> clan members?
> By no way at all.
> I would suggest in a situation like Joe's for example, that not only
> the clan leaders have a say, but their entire clan would. It makes
> more sense, and is a lot like a voting system. Communicate with your
> clan members through MUD Mail or E-Mail, tell them the situation,
> get the results and tell an Admin.
> I HOPE we can rely on Clan Honesty to be a nice support for a new
> court system, but, alas, it may not be.

Short comment...no reason at all to give the panel full latitude in
"sentencing".  The admin can set the max punishment level, or
it can be specified for the offense (it pretty much is in rules,
just something definite stated for each case).  Just add this
to Kalma's post and you pretty much have my take on this idea
(which I consider to be a terrific one)
-J

------------------------------

poster: Nop
subject: The Heavens.
date: Sun Sep 17 05:21:48 2000

We already have moons, why not planets?  They'd be rising, setting,
high or low, and might affect specific damage types, or groups of damage
types (like the spell protect armor).  Maybe it wouldn't add significantly
to game play, but the moons themselves don't either, and they're still cool.
Besides, messing with the heavens is fun!

On another note, why is the evil moon only visible to evil aligned, but the
good moon visible to all?  Weis and Hickman's portrayal *reeks* of retcon,
and given the choice, I think we should do it right the first time.
Normally, a moon is either reflecting light and therefore visible,
or not reflecting light and therefore not visible.  If you want to
claim "magic," then why can a simple fighter see a moon that a
spiritual weaver can't?  Or any good aligned mage, for that matter.

------------------------------

poster: Jaws
subject: gires
date: Sun Sep 17 11:54:31 2000

fires even
:)

make some kind of status when u look at them
so u can tell how much longer they will burn

like blazing strongly
TI
burning steadily
Petering out
Just coals left

something

Jaws

------------------------------

poster: Magneto
subject: >The Heavens.
date: Sun Sep 17 12:26:41 2000

On Sun Sep 17 05:21:48 2000 Nop wrote post #1687:
> We already have moons, why not planets?  They'd be rising, setting,
> high or low, and might affect specific damage types, or groups of damage
> types (like the spell protect armor).  Maybe it wouldn't add significantly
> to game play, but the moons themselves don't either, and they're still cool.
> Besides, messing with the heavens is fun!
> 
> On another note, why is the evil moon only visible to evil aligned, but the
> good moon visible to all?  Weis and Hickman's portrayal *reeks* of retcon,
> and given the choice, I think we should do it right the first time.
> Normally, a moon is either reflecting light and therefore visible,
> or not reflecting light and therefore not visible.  If you want to
> claim "magic," then why can a simple fighter see a moon that a
> spiritual weaver can't?  Or any good aligned mage, for that matter.
Just two cents about the evil seeing the moon thing...
"it's magic"  please dont try to make sense of something that doesn't exist
have a nice day

------------------------------

poster: Phire
subject: >>The Heavens.
date: Sun Sep 17 13:27:32 2000

On Sun Sep 17 12:26:41 2000 Magneto wrote post #1689:
> On Sun Sep 17 05:21:48 2000 Nop wrote post #1687:
> > We already have moons, why not planets?  They'd be rising, setting,
> > high or low, and might affect specific damage types, or groups of damage
> > types (like the spell protect armor).  Maybe it wouldn't add significantly
> > to game play, but the moons themselves don't either, and they're still
cool.
> > Besides, messing with the heavens is fun!
> > 
> > On another note, why is the evil moon only visible to evil aligned, but
the
> > good moon visible to all?  Weis and Hickman's portrayal *reeks* of retcon,
> > and given the choice, I think we should do it right the first time.
> > Normally, a moon is either reflecting light and therefore visible,
> > or not reflecting light and therefore not visible.  If you want to
> > claim "magic," then why can a simple fighter see a moon that a
> > spiritual weaver can't?  Or any good aligned mage, for that matter.
> Just two cents about the evil seeing the moon thing...
> "it's magic"  please dont try to make sense of something that doesn't exist
> have a nice day

Its not about making sense in the real world, its about internal consistency
within the mud.

------------------------------

poster: Nop
subject: >>The Heavens.
date: Sun Sep 17 13:33:57 2000

On Sun Sep 17 12:26:41 2000 Magneto wrote post #1689:
> On Sun Sep 17 05:21:48 2000 Nop wrote post #1687:
> > On another note, why is the evil moon only visible to evil aligned, but
the
> > good moon visible to all?  Weis and Hickman's portrayal *reeks* of retcon,
> > and given the choice, I think we should do it right the first time.
> > Normally, a moon is either reflecting light and therefore visible,
> > or not reflecting light and therefore not visible.  If you want to
> > claim "magic," then why can a simple fighter see a moon that a
> > spiritual weaver can't?  Or any good aligned mage, for that matter.
> Just two cents about the evil seeing the moon thing...
> "it's magic"  please dont try to make sense of something that doesn't exist
> have a nice day
If it doesn't have to make sense, then I can just complain about not seeing
both moons without giving an explanation.

It sucks that satanic fighters can see the black moon but a godlike
evoker (it could happen) can't!

Thank you.  Have a nice day.

------------------------------

poster: Nyx
subject: The Proposal
date: Sun Sep 17 13:48:43 2000

Just my few thoughts. I feel that to be on the panel you should meet
a few qualifications. First being you are over 200M worth. Second,
you have indded exploded some content of the mud. I like 4000 rooms
idea. Third, be a clan leader of clan elder. Meaning you are either
leader of level 9 or 8 in the clan. Make the clan levels worth
something. I personally think with those three requirements being
needed we would at least be able to round up a more or less
respectable and more mud familiar panel. Just my thoughts.
Nyx
Who apologizes for any large typos, she has a headache.

------------------------------

poster: Nyx
subject: News
date: Sun Sep 17 13:50:17 2000

I wish we had a E coomand in news. We have a D command so we can
delete news post, wish we had an editor command to. 

------------------------------

poster: Zifnab
subject: >>>The Heavens.
date: Sun Sep 17 15:31:08 2000

On Sun Sep 17 13:33:57 2000 Nop wrote post #1691:
> On Sun Sep 17 12:26:41 2000 Magneto wrote post #1689:
> > On Sun Sep 17 05:21:48 2000 Nop wrote post #1687:
> > > On another note, why is the evil moon only visible to evil aligned, but
> the
> > > good moon visible to all?  Weis and Hickman's portrayal *reeks* of
retcon,
> > > and given the choice, I think we should do it right the first time.
> > > Normally, a moon is either reflecting light and therefore visible,
> > > or not reflecting light and therefore not visible.  If you want to
> > > claim "magic," then why can a simple fighter see a moon that a
> > > spiritual weaver can't?  Or any good aligned mage, for that matter.
> > Just two cents about the evil seeing the moon thing...
> > "it's magic"  please dont try to make sense of something that doesn't
exist
> > have a nice day
> If it doesn't have to make sense, then I can just complain about not seeing
> both moons without giving an explanation.
> 
> It sucks that satanic fighters can see the black moon but a godlike
> evoker (it could happen) can't!
> 
> Thank you.  Have a nice day.
the whole point of the moons is that they exist, they give a bonus
to
your spells, seeing them is a minor issue, the evil/good moon wil
not give a bonus to others, as that is the way RD choose to do it.

------------------------------

poster: Zifnab
subject: >News
date: Sun Sep 17 15:31:52 2000

On Sun Sep 17 13:50:17 2000 Nyx wrote post #1693:
> I wish we had a E coomand in news. We have a D command so we can
> delete news post, wish we had an editor command to. 
f or F for followup, then ~e to edit it, same editor
as mail/news/'ed' for wizards.

------------------------------

poster: Apathy
subject: >The Proposal
date: Sun Sep 17 17:14:00 2000

I don't feel that there's any need whatsoever for people on the
panel to have certain qualifications. It can't do any harm to have a
couple newbies on the panel when the admins have the final say,
anyway, and it adds representation for the newbies. If the whole
point of this thing is to keep mortals from deciding that the admins
are biased in punishing or not punishing certain people, why set the
system up so that people will have the opportunity to reach the same
conclusions about the highbies' attitudes toward the newbies?

-Apathy's 2 cents

------------------------------

poster: Krellen
subject: >The Heavens.
date: Sun Sep 17 19:20:56 2000

Evil, for obvious reasons, has every justification to hide itself
from all but its own ilk; thus why only evil people see the evil
moon.
Good, on the other hand, has never been one to hide in shadows or to
hold only its own company.  By its very nature, good is open and
visible.  Thus why anyone can see the good moon.

There's your justification. Hush now.  ;)

------------------------------

poster: Trigon
subject: Trance
date: Sun Sep 17 19:24:09 2000

The skill drain soil energy puts you into a trance similar to the
regen trance, but the command breaktrance doesn't work.  Was
wondering if that could be implemented, since there is no way to
break the trance before it gets over with.
Trigon the soil shaman

------------------------------

poster: Nop
subject: >>The Heavens.
date: Sun Sep 17 19:41:11 2000

On Sun Sep 17 19:20:56 2000 Krellen wrote post #1697:
> Evil, for obvious reasons, has every justification to hide itself
> from all but its own ilk; thus why only evil people see the evil
> moon.
> Good, on the other hand, has never been one to hide in shadows or to
> hold only its own company.  By its very nature, good is open and
> visible.  Thus why anyone can see the good moon.
> 
> There's your justification. Hush now.  ;)
Well, then, can we have a skill that helps good folk see the dark
moon?  I know
I'd train it.
The Obsessed,
Nop.

------------------------------

poster: Baer
subject: >Trance
date: Sun Sep 17 20:16:03 2000

On Sun Sep 17 19:24:09 2000 Trigon wrote post #1698:
> The skill drain soil energy puts you into a trance similar to the
> regen trance, but the command breaktrance doesn't work.  Was
> wondering if that could be implemented, since there is no way to
> break the trance before it gets over with.
> Trigon the soil shaman
You break the trance if you move.

------------------------------

poster: Nyx
subject: >>The Heavens.
date: Sun Sep 17 21:46:32 2000

On Sun Sep 17 19:20:56 2000 Krellen wrote post #1697:
> Evil, for obvious reasons, has every justification to hide itself
> from all but its own ilk; thus why only evil people see the evil
> moon.
> Good, on the other hand, has never been one to hide in shadows or to
> hold only its own company.  By its very nature, good is open and
> visible.  Thus why anyone can see the good moon.
> 
> There's your justification. Hush now.  ;)
Here Here. :)
Nyx

------------------------------

poster: Nyx
subject: Familiars
date: Mon Sep 18 01:33:39 2000

Cats. We need some kind of cat. :)
Nyx

------------------------------

poster: Baer
subject: >Familiars
date: Mon Sep 18 01:36:51 2000

On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> Cats. We need some kind of cat. :)
> Nyx
1) Code a giant cat
2) Code a Necromancer guild
3) Kill the cat
4) Animate the corpse
5) Repeat from step 3 until you have enough cats.
6) Code strongholds (ie, Nyx can never have too many cats)

------------------------------

poster: Nyx
subject: >>Familiars
date: Mon Sep 18 01:40:27 2000

On Mon Sep 18 01:36:51 2000 Baer wrote post #1704:
> On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> > Cats. We need some kind of cat. :)
> > Nyx
> 1) Code a giant cat
> 2) Code a Necromancer guild
> 3) Kill the cat
> 4) Animate the corpse
> 5) Repeat from step 3 until you have enough cats.
> 6) Code strongholds (ie, Nyx can never have too many cats)
Yer a freak. How do you get code strongholds and necromancers from a
freaking cat familiar. Are you on crack? And besides, we have gone
over this, do we really want me to code strongholds and or a guild?
Sure they would have some great descs, but that would be damn near
it. Strongholds would crash down on players, would be mass deaths.
Necromancers would liek die everytime they cast a spell or
something, or we would end up with like a maim all in mud where
everytime a necro did something the whole mud would die. It would be
mass hysteria. And then all the zombie cats would run around eating
brains.
So I ask you once more, do we really want me to code such important
things? Yeah, I didn't think so.
Nyx
Filling her 50 word quota

------------------------------

poster: Golte
subject: >Familiars
date: Mon Sep 18 04:38:03 2000

On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> Cats. We need some kind of cat. :)
> Nyx
Nod, but you got to give it 9 lifes and a 95% chance 
to ignore orders given. 

------------------------------

poster: Zifnab
subject: >>>The Heavens.
date: Mon Sep 18 06:43:39 2000

On Sun Sep 17 19:41:11 2000 Nop wrote post #1699:
> On Sun Sep 17 19:20:56 2000 Krellen wrote post #1697:
> > Evil, for obvious reasons, has every justification to hide itself
> > from all but its own ilk; thus why only evil people see the evil
> > moon.
> > Good, on the other hand, has never been one to hide in shadows or to
> > hold only its own company.  By its very nature, good is open and
> > visible.  Thus why anyone can see the good moon.
> > 
> > There's your justification. Hush now.  ;)
> Well, then, can we have a skill that helps good folk see the dark
> moon?  I know
> I'd train it.
> The Obsessed,
> Nop.
what good is it going to do you?

------------------------------

poster: Baldric
subject: Wouldn't it be easier...
date: Mon Sep 18 11:35:50 2000

Instead of the court system, which frankly has little chance of
working, why not just adopt a system of written rules that everyone must
follow, along with appropriate punishments. These rules could be
decided on by both admins and players beforehand and should always be
followed to the letter.

For instance,

  Rule #1: Respect Thy Newbie.
           No player should deliberatly deceive a newbie (under level 15)
           in a serious attempt to obtain information in such a way that
           would deminish their enjoyment of the game.
  Procedure: Comformation from the newbie in question must be received
             that a rule infraction did occur. There must be at least one
             unattached witness to the incident.
  Punishment:
    First infraction: Severe warning and freeze for 2 days.
    Second/Severe infraction: Freeze for two weeks.
    Repeat offender: Loss of character.

All character removals should require three admins' approval, except
in emergency situations (crasher/spammer) or where otherwise noted
in the General Rules of Conduct.

In addition, there should be laws for inappropriate Admin conduct, such
as nuking without following the proper procedure, etc etc. with appropriate
punishments.

(BTW, I am not trying to pick on anyone for any previous incidents,
just used an example that came to mind)

IMO, this is a far more sensable and doable solution to the current problem.

------------------------------

poster: Javier
subject: >Wouldn't it be easier...
date: Mon Sep 18 11:41:59 2000

We've had methods like this in the past, and I think the point is,
is that they don't always work because not every case is as cut and
dry as the one you're suggestion...in fact most aren't. The mud may
not be "real life," but many of the social constructs within the
mudding atmosphere are still very true to the way a real society
would work...if everything was as straightforward as you're
suggesting, alot of people would get screwed over. I like the idea
of the courtroom setting, I think it would be more fair, and
actually more fun. :)
Javi

------------------------------

poster: Golte
subject: small eq stuff
date: Mon Sep 18 12:40:23 2000

Ok, now the level 3+ eq can be sacrificed and the level 1 eq sold in shop for
a resonable price. What about all the level 2 eq in the game? (Must
be tons of 
it by now, i got a couple of spare safes containing it, for example.)
We should get rid of it to encourage some lowbies to actually go and kill 
Amano and company. 
Maybe the lowest unit for sac bonus already is at level 3 eq.  

Idea: Level 2 eq sacable but an 80% (or appropriate) chance that it gives 
no bonus when saced. 


------------------------------

poster: Khosan
subject: >small eq stuff
date: Mon Sep 18 12:44:39 2000

On Mon Sep 18 12:40:23 2000 Golte wrote post #1710:
> Ok, now the level 3+ eq can be sacrificed and the level 1 eq sold in shop
for
> a resonable price. What about all the level 2 eq in the game? (Must
> be tons of 
> it by now, i got a couple of spare safes containing it, for example.)
> We should get rid of it to encourage some lowbies to actually go and kill 
> Amano and company. 
> Maybe the lowest unit for sac bonus already is at level 3 eq.  
> 
> Idea: Level 2 eq sacable but an 80% (or appropriate) chance that it gives 
> no bonus when saced. 
> 

We want to avoid the situation where people kept killing easy eq monsters
to sac the eq. Monsters like trex and the beast where killed over and
over by highbies. The only way to prevent that is to make sure the eq
you get from those monsters are not worth it to sac.

Khosan

------------------------------

poster: Golte
subject: >>small eq stuff
date: Mon Sep 18 12:55:14 2000

On Mon Sep 18 12:44:39 2000 Khosan wrote post #1711:
> We want to avoid the situation where people kept killing easy eq monsters
> to sac the eq. Monsters like trex and the beast where killed over and
> over by highbies. The only way to prevent that is to make sure the eq
> you get from those monsters are not worth it to sac.

Raise nobonus percent higher then, until it aint abusable :)

I whould certainly not bother killing the easy eqs for a very small chance 
to get sac-bonus for it, BUT i whould throw my old safeloads to Eje for a 
small gain. 
Now, i could instead just sell it cheap to a bounch of newbies but i dont 
because i want them to gather it by themselves, beacause it's _fun_ to do. 

/Golte

------------------------------

poster: Basketball
subject: >>Familiars
date: Mon Sep 18 13:23:31 2000

We can have them stay in your castle, and cause typos to jump on the
screen, and mess up your news posts, and almost ALWAYS run out
whenever you open the door.
Sounds great.

------------------------------

poster: Sleet
subject: >>>Familiars
date: Mon Sep 18 14:09:55 2000

On Mon Sep 18 01:40:27 2000 Nyx wrote post #1705:
> On Mon Sep 18 01:36:51 2000 Baer wrote post #1704:
> > On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> > > Cats. We need some kind of cat. :)
> > > Nyx
> > 1) Code a giant cat
> > 2) Code a Necromancer guild
> > 3) Kill the cat
> > 4) Animate the corpse
> > 5) Repeat from step 3 until you have enough cats.
> > 6) Code strongholds (ie, Nyx can never have too many cats)
> Yer a freak. How do you get code strongholds and necromancers from a
> freaking cat familiar. Are you on crack? And besides, we have gone
> over this, do we really want me to code strongholds and or a guild?
> Sure they would have some great descs, but that would be damn near
> it. Strongholds would crash down on players, would be mass deaths.
> Necromancers would liek die everytime they cast a spell or
> something, or we would end up with like a maim all in mud where
> everytime a necro did something the whole mud would die. It would be
> mass hysteria. And then all the zombie cats would run around eating
> brains.
> So I ask you once more, do we really want me to code such important
> things? Yeah, I didn't think so.
> Nyx
> Filling her 50 word quota
should have a cat race though
sleet

------------------------------

poster: Sleet
subject: >>Wouldn't it be easier...
date: Mon Sep 18 14:12:40 2000

On Mon Sep 18 11:41:59 2000 Javier wrote post #1709:
> We've had methods like this in the past, and I think the point is,
> is that they don't always work because not every case is as cut and
> dry as the one you're suggestion...in fact most aren't. The mud may
> not be "real life," but many of the social constructs within the
> mudding atmosphere are still very true to the way a real society
> would work...if everything was as straightforward as you're
> suggesting, alot of people would get screwed over. I like the idea
> of the courtroom setting, I think it would be more fair, and
> actually more fun. :)
> Javi
nods i agree on the bringing more into the mud part, would bring it
away from the whole hack and slash bit.

------------------------------

poster: Baldric
subject: >>Wouldn't it be easier...
date: Mon Sep 18 15:32:23 2000

On Mon Sep 18 11:41:59 2000 Javier wrote post #1709:
> We've had methods like this in the past, and I think the point is,
> is that they don't always work because not every case is as cut and
> dry as the one you're suggestion...in fact most aren't. The mud may
> not be "real life," but many of the social constructs within the
> mudding atmosphere are still very true to the way a real society
> would work...if everything was as straightforward as you're
> suggesting, alot of people would get screwed over. I like the idea
> of the courtroom setting, I think it would be more fair, and
> actually more fun. :)
> Javi

It wont be more fun to have to wait a week for the council to log in to
chatcurse an abusive spammer, or someone on a newbie killing rampage,
or a good friend of many council members who, as an admin sees it, has been
given their last warning, but the council says let him stay. 
Then some admin ignores the council and takes matters into their own
hand, justly or not, and the trouble begins.

I don't think that the rules _have_ to be cut and dried to be useful.
There shouldn't be that many things that you _can_ do that you shouldn't
do anyway.
But I guess I'm not convinced that taking an objective (random) decision
out of the admin's hands and putting it into the player's hands will really
help things at all. At best you will just have less informed people making
the most important decisions on a mud. At worst, well you can imagine.

------------------------------

poster: Jaws
subject: wishes etc
date: Mon Sep 18 15:49:08 2000

Had an idea today....

first how about wishes for resitances to damage types

second how about the opposite of wishes - curses or faults, what have you
same basic system as wishes, but instead u loose stuff and
get tp's

of course to make it balance cut the TP scale in half
so there is sacrifice involved and not just juggling
and with this apply thee first idea to have vulrabilities on this
side

I was thining on this, and I like it, and it is an alternative to
sending in gobs of $$ to get wishes,  and the smart
player can balance his char for how he wants to play

Also looking forward to the day when quests give tp's even if only a few
per quest

Also maybe beating events should give a TP here and there


Jaws

------------------------------

poster: Mixer
subject: >>>>Familiars
date: Mon Sep 18 16:41:19 2000

On Mon Sep 18 14:09:55 2000 Sleet wrote post #1714:
> On Mon Sep 18 01:40:27 2000 Nyx wrote post #1705:
> > On Mon Sep 18 01:36:51 2000 Baer wrote post #1704:
> > > On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> > > > Cats. We need some kind of cat. :)
> > > > Nyx
> > > 1) Code a giant cat
> > > 2) Code a Necromancer guild
> > > 3) Kill the cat
> > > 4) Animate the corpse
> > > 5) Repeat from step 3 until you have enough cats.
> > > 6) Code strongholds (ie, Nyx can never have too many cats)
> > Yer a freak. How do you get code strongholds and necromancers from a
> > freaking cat familiar. Are you on crack? And besides, we have gone
> > over this, do we really want me to code strongholds and or a guild?
> > Sure they would have some great descs, but that would be damn near
> > it. Strongholds would crash down on players, would be mass deaths.
> > Necromancers would liek die everytime they cast a spell or
> > something, or we would end up with like a maim all in mud where
> > everytime a necro did something the whole mud would die. It would be
> > mass hysteria. And then all the zombie cats would run around eating
> > brains.
> > So I ask you once more, do we really want me to code such important
> > things? Yeah, I didn't think so.
> > Nyx
> > Filling her 50 word quota
> should have a cat race though
> sleet
Emm... help race grorrark?

------------------------------

poster: Basketball
subject: >>>>>Familiars
date: Mon Sep 18 16:49:30 2000

Lemme get my Grorrark famaliar. He'll be right here.....

------------------------------

poster: Krellen
subject: >>>Wouldn't it be easier...
date: Mon Sep 18 17:07:20 2000

Great, and next you're going to want us to code a Lawyer guild.  ;)

------------------------------

poster: Krellen
subject: >wishes etc
date: Mon Sep 18 17:09:15 2000

I've seen a system like this before (most of you probably even know
where) and I really don't think it's a very good one.  It's too easy
to start min/maxing, and there would be too many player complaints
over 'I didn't really know what this curse did' and suchnot.
Just my .005$ (Damn inflation!)

------------------------------

poster: Lu
subject: idea
date: Mon Sep 18 17:11:27 2000

i forget where or who posted this but the idea to have curses/faults
for tps is what i think a very good idea, sort of add's another d&d
persective.  A more specific character.  May have alot of str but
your dex sufers, alot of con but wheres that str...stuff like
that...maybe even a fault that makes you smaller..ie 2h races cant
hold 2h weapon in 1 hand

------------------------------

poster: Trigon
subject: >>>>>Familiars
date: Mon Sep 18 18:55:26 2000

On Mon Sep 18 16:41:19 2000 Mixer wrote post #1718:
> On Mon Sep 18 14:09:55 2000 Sleet wrote post #1714:
> > On Mon Sep 18 01:40:27 2000 Nyx wrote post #1705:
> > > On Mon Sep 18 01:36:51 2000 Baer wrote post #1704:
> > > > On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> > > > > Cats. We need some kind of cat. :)
> > > > > Nyx
> > > > 1) Code a giant cat
> > > > 2) Code a Necromancer guild
> > > > 3) Kill the cat
> > > > 4) Animate the corpse
> > > > 5) Repeat from step 3 until you have enough cats.
> > > > 6) Code strongholds (ie, Nyx can never have too many cats)
> > > Yer a freak. How do you get code strongholds and necromancers from a
> > > freaking cat familiar. Are you on crack? And besides, we have gone
> > > over this, do we really want me to code strongholds and or a guild?
> > > Sure they would have some great descs, but that would be damn near
> > > it. Strongholds would crash down on players, would be mass deaths.
> > > Necromancers would liek die everytime they cast a spell or
> > > something, or we would end up with like a maim all in mud where
> > > everytime a necro did something the whole mud would die. It would be
> > > mass hysteria. And then all the zombie cats would run around eating
> > > brains.
> > > So I ask you once more, do we really want me to code such important
> > > things? Yeah, I didn't think so.
> > > Nyx
> > > Filling her 50 word quota
> > should have a cat race though
> > sleet
> Emm... help race grorrark?
Cough cough, wolves are big cats....

------------------------------

poster: Phire
subject: >>>>>>Familiars
date: Mon Sep 18 18:57:09 2000

On Mon Sep 18 18:55:26 2000 Trigon wrote post #1723:
> On Mon Sep 18 16:41:19 2000 Mixer wrote post #1718:
> > On Mon Sep 18 14:09:55 2000 Sleet wrote post #1714:
> > > On Mon Sep 18 01:40:27 2000 Nyx wrote post #1705:
> > > > On Mon Sep 18 01:36:51 2000 Baer wrote post #1704:
> > > > > On Mon Sep 18 01:33:39 2000 Nyx wrote post #1703:
> > > > > > Cats. We need some kind of cat. :)
> > > > > > Nyx
> > > > > 1) Code a giant cat
> > > > > 2) Code a Necromancer guild
> > > > > 3) Kill the cat
> > > > > 4) Animate the corpse
> > > > > 5) Repeat from step 3 until you have enough cats.
> > > > > 6) Code strongholds (ie, Nyx can never have too many cats)
> > > > Yer a freak. How do you get code strongholds and necromancers from a
> > > > freaking cat familiar. Are you on crack? And besides, we have gone
> > > > over this, do we really want me to code strongholds and or a guild?
> > > > Sure they would have some great descs, but that would be damn near
> > > > it. Strongholds would crash down on players, would be mass deaths.
> > > > Necromancers would liek die everytime they cast a spell or
> > > > something, or we would end up with like a maim all in mud where
> > > > everytime a necro did something the whole mud would die. It would be
> > > > mass hysteria. And then all the zombie cats would run around eating
> > > > brains.
> > > > So I ask you once more, do we really want me to code such important
> > > > things? Yeah, I didn't think so.
> > > > Nyx
> > > > Filling her 50 word quota
> > > should have a cat race though
> > > sleet
> > Emm... help race grorrark?
> Cough cough, wolves are big cats....
Wolves are cats, better call up the Discovery Channel since they got
it all wrong

------------------------------

poster: Locke
subject: familiars
date: Mon Sep 18 19:39:41 2000

Ok, one thing really really pisses me off is familiars of ld people
whoose names are the same are those in the room.  IE-Give a stew to
locke gives it to the farking animal instead of me because the
farking animal is named Locke also by a person who went ld.  The
solution to this problem would probably be either (1) make it so you
can't name animals or (2) making it so that the person whoose name
is copied by the familiar able to kill the named familiar.
-Just a thought
-L

------------------------------

poster: Zifnab
subject: >familiars
date: Mon Sep 18 19:54:48 2000

On Mon Sep 18 19:39:41 2000 Locke wrote post #1725:
> Ok, one thing really really pisses me off is familiars of ld people
> whoose names are the same are those in the room.  IE-Give a stew to
> locke gives it to the farking animal instead of me because the
> farking animal is named Locke also by a person who went ld.  The
> solution to this problem would probably be either (1) make it so you
> can't name animals or (2) making it so that the person whoose name
> is copied by the familiar able to kill the named familiar.
> -Just a thought
> -L
or if there are 2 of the same in a room, look at foo first, easy
solution


if there truely are 2 of them in the room, you should get the
wich foo do you mean message. 

note this would mean that the 'default to first' change would
botch this up as well.. the more I see of this i like that
defaulting to first less and less

------------------------------

poster: Basketball
subject: >>>>Wouldn't it be easier...
date: Mon Sep 18 20:47:08 2000

I wanna join the Lawyer guild! It sounds fun.

------------------------------

poster: Pedron
subject: >small eq stuff
date: Mon Sep 18 22:40:05 2000

On Mon Sep 18 12:40:23 2000 Golte wrote post #1710:
> Ok, now the level 3+ eq can be sacrificed and the level 1 eq sold in shop
for
> a resonable price. What about all the level 2 eq in the game? (Must
> be tons of 
> it by now, i got a couple of spare safes containing it, for example.)
> We should get rid of it to encourage some lowbies to actually go and kill 
> Amano and company. 
> Maybe the lowest unit for sac bonus already is at level 3 eq.  
> 
> Idea: Level 2 eq sacable but an 80% (or appropriate) chance that it gives 
> no bonus when saced. 
> 
You can throw it in a trash can if you don't want it in the game 
and don't want to sell it...

Pedron, thinks someone just wants more saccable junk. :)

------------------------------

poster: Nightfall
subject: >Wouldn't it be easier...
date: Mon Sep 18 22:44:35 2000


     I really dislike this type of post.  Mostly for two reasons.
First you state, "Instead of the court system, which frankly has little
chance of working...".  Well, let me be the first and not the only
person to not thank you for explaining why you think this.  Not 
explaining this point gives very little to no credibility to your
following statements.  Second, imo, I could care less if you are
an old player returning or whatnot.  But at level 5 you also have 
next to none or less than no credibility in news either.  It doesn't
take much effort on your part to play the game a little to get beyond
that point.  Most people know that you can gain exp pretty fast as 
a newbie even if you have to solo it, and at level 5 it tells us that
you haven;t been around for long or have no interest in playing.  So
looking at that you have, imo, no credibility.
     To anyone that thinks that a court based system, support by players, 
giving clans an actual use in the game, etc, would not work, please
post them, that is why the admins asked.  They are looking for the pros
and cons of that idea.

  -NF


------------------------------

poster: Pedron
subject: >>familiars
date: Mon Sep 18 22:49:56 2000

On Mon Sep 18 19:54:48 2000 Zifnab wrote post #1726:
> On Mon Sep 18 19:39:41 2000 Locke wrote post #1725:
> > Ok, one thing really really pisses me off is familiars of ld people
> > whoose names are the same are those in the room.  IE-Give a stew to
> > locke gives it to the farking animal instead of me because the
> > farking animal is named Locke also by a person who went ld.  The
> > solution to this problem would probably be either (1) make it so you
> > can't name animals or (2) making it so that the person whoose name
> > is copied by the familiar able to kill the named familiar.
> > -Just a thought
> > -L
> or if there are 2 of the same in a room, look at foo first, easy
> solution
> 
> 
> if there truely are 2 of them in the room, you should get the
> wich foo do you mean message. 
> 
> note this would mean that the 'default to first' change would
> botch this up as well.. the more I see of this i like that
> defaulting to first less and less
How abour making familiars id only to 'familiar' and 
'joe's familiar'.
I don't think there are any ugly green slime familiars that might try 
to kill me if someone regged pk in my party attacked monster.
(Urquan's familiar beat the hell out of me when he tried to blast an 
ugly green slime monster once. :P)
Also, there re no players named 'familiar' to confuse anyone's command 
to give something to the player.  Might also set it so the familiar 
ids to it's own long description just in case.

my 2 cents,
pedron

------------------------------

poster: Khi
subject: Witches
date: Tue Sep 19 07:24:30 2000

I dunno if anyone has noticed.. but the population on Witches
suddenly dropped a lot lately.

Master Abjurers recived the possibility to cast a version of the
seer-spell to find out what a monster is least resistant to,
the Magical Torturers (harmers) allready had the possibility to find out
what the monster is least/most resistant to with the thumb screws.

This combined with the new 10-person limit on parties, made most witches
stand more or less "out of a job" - especically when it came to
eq-parties. A seer/witch would be nice to have along, but it ain't
_needed_ anymore in the same way. An abjurer on the other hand, is needed
for protecting the tank, while the harmer can rack & etc

Soloing with both abjurer and witch suck (in my opinion), but before
you at least had a oportunity to get along when there was a big party
going on - now the witches seldom get the chance and there are few active
players back in the guild. Not that abjurers get that much of a chance
either since healers use iron will and lesser physical shield.


So.. what I'm asking for is an upgrade of witches. Maybe a
protection-spell, so we can be of more use? That has so far been the
abjurers role, but when they get seer-spells, perhaps we should get
something in return? Maybe something else that could make us more usefull
and actually needed in big parties?
How about a curse of no-magic to cast on a monster?
Or perhaps something to stop regen on monsters?
and perhaps shorten the time on casting Curse of Mind pain?

..or maybe just a change to healers heal, abjurers shields and witches
gaze? *ducks away quickly* :-)

Greetings from
Khi, who _knows_ she can reinc out of witch/seer like most of the rest,
but likes the guild and want to stay..


------------------------------

poster: Khi
subject: Witches again.
date: Tue Sep 19 07:51:04 2000

I stand corrected. It doesn't suck to play solo as abjurer,
and curse of hemophilia can do a bit of stopping regen on
monsters. Anyway, my opinion stand unchanged : Witches need an 
upgrade :-)

Khi

------------------------------

poster: Zuperb
subject: >Witches again.
date: Tue Sep 19 07:52:25 2000

Totally agree with Khi, nobody wants witches anymore... What about
making the stunning power in witches much better? 

------------------------------

poster: Zyz
subject: re: witches / abjurers
date: Tue Sep 19 09:32:41 2000

From what I can tell as a lowly <500m worth player, most abjurers
and gazers in big eq parties are multiclassed. So a single class
midbie doesn't really have a chance to get into these parties unless
there is some quirk of fate. However, if people did midbie eq, and
they may someday, single class witches and abjurers might find some
work. Regarding the find weakness skill, very few midbies go master
abj rather than for vulns.
I'd like to throw in another request for non-phys damage types in
non-eq monsters. This sorta thing would give gazers and abjurers a
job in exp parties (other than 'try to stun' and 'grap/iw'). -Zyz

------------------------------

poster: Pure
subject: >re: witches / abjurers
date: Tue Sep 19 09:50:44 2000

I agree with Khi too, classes should have unique abilities and
witches should imho be the only ones that could find weaknesses
in a living being.
The more guilds needed in a standard eq setting, the better for
balance too, I guess.

Pure Luck

------------------------------

poster: Baldric
subject: Nightfall
date: Tue Sep 19 10:30:26 2000

Nightfall, please read post 1716 for why I think they council system
will not be practical. I did not post that originally because that
was not the point of the post. The subject of the post was
"Wouldn't it be easier" and gave a method that I thought would be
easier. I don't think that not explaining that one line, which was
off topic, invalidated my whole post.

As far as my level is concerned, its pretty clear that your character's
exp is not related to the intelligence of the person who plays that
character. Getting some loser to drag me will not make my opinions
any more or less valid. And since you assume that I'm an old char who
came back anyway, it further makes your statement ludicrous that my
opinion should not count. If I don't want to kill anything, I don't
want to kill anything. Its none of your business, frankly.

------------------------------

poster: Magneto
subject: >Nightfall
date: Tue Sep 19 10:58:49 2000

Actually having a lot of exp doesn't mean that the player is smart or
even familiar with the mud.  But having very little almost always
means they know little of the mud.  
And activity is important.  Do you want a dr making medical decisions for you
when he hasnt practiced in the last 20 years?  Granted that it is a drastic 
statement on my part.  But activity in the mud makes you a much more solid
player and one more likely to make your decisions for the good of the mud.
So it is our business.

And to the other people who think the players are gonna rule the mud...
you are already extending the powers of the council way beyond the original
purpose.  We (the admins) will bring up cases where there is punishment 
involved.  We are not having you make decision on the lib.  As far as spammers
, they will be nuked on the spot if they are not a real player.  People doing 
other bad stuff will probably be likely to be frozen until we have a hearing.

Mags 

------------------------------

poster: Kazulanth
subject: some lodestone ideas
date: Tue Sep 19 16:06:14 2000

1) No one under level 15 should be able to pick up or use a
lodestone. I can't tell you how many times newbies come into CS and
take all the lodestones there, and don't know how to use them, and
besides which they still have warp and they don't need them, plus
they don't take them anywhere that they can't walk themselves, at
least not the ones that I'd leave in CS. Just as warp is a special
bonus given to newbies, lodestones should be reserved for the
non-newbie players.

2) It would be great if one could choose where the lodestones were
going, picking from a list of islands or even random. The lodestones
could still take all your sps to make but would come out red or
orange, in return for being able to choose their destination.

--kaz


------------------------------

poster: Jaws
subject: omicron
date: Tue Sep 19 17:45:56 2000

when weavers get an omicron how about
party entock spell

Jaws

------------------------------

poster: Lu
subject: new emote
date: Tue Sep 19 18:10:35 2000

i think there should be a duck and cover emote...or maybe a stop
drop and roll. maybe there already are.
-lu the tank that still sucks...but jsut not as bad

------------------------------

poster: Jomo
subject: Events Temple
date: Tue Sep 19 19:25:19 2000

I might have posted this before.. I don't remember...
One way to get players to stop bugging admins for events 
would be to make a temple where players would have to 
sacrafice items/gold/gems etc for the oppurtunity to get an event.

Basically, it would work such that the first event would be for
instance 50,000 pts.
and would increment sharply from that pt. Of course.. all the
players on the mud
would pool resources for this, it would not be an individual effort.

When the sum needed for the event was reached, the wheel of fate 
would be spun and an event would be run (for good or ill... mostly ill we can
hope ;-) )

Just an idea.

------------------------------

poster: Basketball
subject: re:witches
date: Tue Sep 19 21:12:02 2000

Well guys. You know what? There is diversity.
Witches looks to me like the all around Mage guild. It heals
(broom), it blasts (duh), it has effect spells (that anti-regen
thingy) and it has some nice phys stuff (stunning)
As for why it's not as good as before, it's prolly the same reason
it was done for Lava Mage, and Healers (way back when). It was too
poweful
Maybe a little upgrade in this spell here and an extra new spell
here would be nice, but not too large of an upgrade.

------------------------------

poster: Dram
subject: >re:witches
date: Wed Sep 20 05:05:56 2000

l
The problem with witches before was one of their guilds was tuned
way to high and the others werent really tuned since they didnt
matter. That guild showed that there was a need for a new type of
combat. Then that guild became worth much less. Then the find
weakness came out in abjurers, the new party limit, the new
gamma-bravo laws that made you have to take seers(which is mostly
useless because its all toy spells) and witch(which got tuned down
alot with stuns and broom), and even though they changed all these
things there was never a tune revamp(i know there will be when Sig
gets a chance) or anything to balence out witches. Most people have
left to play better blasters or whatever. I want to be witch again
but am waiting til it can be tuned. I made many suggestions about a
month or two back. Oh well. 

Dram

------------------------------

poster: Wildchild
subject: >re:witches
date: Wed Sep 20 09:49:33 2000

On Tue Sep 19 21:12:02 2000 Basketball wrote post #1743:
> Well guys. You know what? There is diversity.
> Witches looks to me like the all around Mage guild. It heals
> (broom), it blasts (duh), it has effect spells (that anti-regen
> thingy) and it has some nice phys stuff (stunning)
> As for why it's not as good as before, it's prolly the same reason
> it was done for Lava Mage, and Healers (way back when). It was too
> poweful
> Maybe a little upgrade in this spell here and an extra new spell
> here would be nice, but not too large of an upgrade.

There is diversity, yes, but you've never been a witch, so you
really don't know where players are coming from, do you?
Cauldron magic was a very nice guild when it came into the mud
(after the initial bugs were worked out). After awhile, free attack
was added so that added dmg taken by potion tossers. Dmg from thrown
back potions was accordingly tuned.
As for witches in general: broom comes from witch, potions come from
cauldron magic, curses come from curse chanter. You gotta join seers
to get into cauldron or curse, and there are players that don't
wanna be gaze-slaves (ie, one of the few useful spells in seer).

Oh, as for broom stunning, man, I'll tell ya first hand that with
the change to monsie stun resistance, it certainly isn't what it
used to be (ie, works very little against eq monsies). Another minus
toward gazers. 10 member party limit, another minus.
Let's see... cauldron was never a guild designed for parties, yet
curses really haven't been considered much either (much like bards)
compared to other blasting guilds. So a psychic really is only seen
for their gazing, and even that isn't being used.
That doesn't leave a whole lot.

Please, play the guild awhile before you judge it so critically.

-WildChild

------------------------------

poster: Kaos
subject: Items
date: Wed Sep 20 11:56:34 2000

When you look at an armour of a weapon, you see "It weighs about x pounds.".
Would it be possible to get the same info from other items? We faeries have
to watch the weight, you know.