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

poster: Indomitus
subject: Ocean
date: Fri May  9 23:39:59 2003

This has probably been mentioned in news before..  I know i've chatted with 
a few players about it.  but is there any chance that something could be added
to shifter so they could kill in the ocean?  It's a great area and
it's too bad
that shifters miss out on this. sure you can kill in it up to level 10 or so,
but iirc it has a level limit of 20, and it is worthwhile to kill
there at least until then (if not even past that)..  ok, just a
thought..  maybe just have 
ahab give you a blessing if you cannot wear a ring so that you can
enter the ocean

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

poster: Wildfire (Web) 
subject: >Ocean
date: Fri May 30 22:11:09 2003

On Fri May  9 23:39:59 2003 Indomitus wrote post #1 in animist.general:

> This has probably been mentioned in news before..  I know i've chatted with 

> a few players about it.  but is there any chance that something could be added

> to shifter so they could kill in the ocean?  It's a great area and

> it's too bad

> that shifters miss out on this. sure you can kill in it up to level 10 or so,

> but iirc it has a level limit of 20, and it is worthwhile to kill

> there at least until then (if not even past that)..  ok, just a

> thought..  maybe just have 

> ahab give you a blessing if you cannot wear a ring so that you can

> enter the ocean

As a little newbie shifter, i've gone into the ocean, you just dont shift is all, you can still kill in there, most the stuff is pretty easy to kill in there.

wildfire

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

poster: Aurik
subject: >>Ocean
date: Fri May 30 22:58:01 2003

Along with some of the other coming changes, there will likely be
some adjustments/standardization for underwater areas regarding
access and travel.

I am considering (without knowledge of this thought-stream) possibly
adjusting the ocean area slightly to have Ahab cast a spell on
newbies requesting entrance that allows for water-breathing and
free-action under the ocean as opposed to the wearing of the ring
for entrance.

So ... it may become very much like what was suggested without being
intended :P

Aurik

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

poster: Daneel
subject: form quests
date: Tue Jun 24 07:26:21 2003

For the last time...

The answer to "Where does X quest start?" For _all_ shapeshifter
quests is "At morpheus".  Anything he doesn't tell you, you 
have to find out for yourself, so don't bother asking people.

FYI, I'm going to start treating the people _asking_ for quest 
info just as harshly as those giving it away.

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

poster: Rancor
subject: >form quests
date: Tue Jun 24 08:56:16 2003

ok,  I mean honestly some people think out there that shifter quests
are like a multitude of other quests where the onfo on starting
location can be given out.  So really I mean in all honesty you can
not harp on them for asking that. as for other specific info twords
any quest yes it is stupid to ask.  but then you get along the lines
of you can sell quest objects but you can not say what they are for?
 is not selling the object defeting the purpose of the quest in the
first place?  I would name specifics as to what gets posted on sales
but most know and hell I may get yelled at if I listed it saying it
is even quest.  So shrug alot goes on that may lead people to
believe and quests are a bit of a grey area.

Rancor

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

poster: Zifnab
subject: >>form quests
date: Tue Jun 24 15:09:40 2003

On Tue Jun 24 08:56:16 2003 Rancor wrote post #5:
> ok,  I mean honestly some people think out there that shifter quests
> are like a multitude of other quests where the onfo on starting
> location can be given out.  So really I mean in all honesty you can
> not harp on them for asking that. as for other specific info twords
> any quest yes it is stupid to ask.  but then you get along the lines
> of you can sell quest objects but you can not say what they are for?
>  is not selling the object defeting the purpose of the quest in the
> first place?  I would name specifics as to what gets posted on sales
> but most know and hell I may get yelled at if I listed it saying it
> is even quest.  So shrug alot goes on that may lead people to
> believe and quests are a bit of a grey area.
> 
> Rancor
feel free to mail the details. not all of us watch sales and 'know'
as you put it what 
is happening.

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

poster: Baer
subject: >form quests
date: Tue Jun 24 15:13:32 2003

On Tue Jun 24 07:26:21 2003 Daneel wrote post #4:
> For the last time...
> 
> The answer to "Where does X quest start?" For _all_ shapeshifter
> quests is "At morpheus".  Anything he doesn't tell you, you 
> have to find out for yourself, so don't bother asking people.
> 
> FYI, I'm going to start treating the people _asking_ for quest 
> info just as harshly as those giving it away.
I think the clearest way to do this would be to have all the
information like starting location listed in the quest
help/description, and then dont let players give any assistance on
any quests, besides pointing players to the documentation. Makes it
fair for everyone.

Posts in animist.general (or ideas, or stated on myth channel) are
not a good place to define the rules of the game.

-Baer

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

poster: Idler
subject: Quests
date: Tue Jun 24 17:54:39 2003

I think that Baer makes a good point.  This seems to be consistent
with the push to put island-area descriptions in the library as
well.  It should also make enforcing these rules easier.

In the case of Morpheus, if he doesn't already he should
say "Do not ask anyone about this quest. The changing
of one's form is spiritual journey and must be travelled
alone."

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

poster: Bremen
subject: Quests
date: Tue Jun 24 20:36:59 2003

I totally agree with what Baer said, a complete helpfile/desc would
be very nice.
Bre

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

poster: Korthrun
subject: Observe/Prepare
date: Mon Jul  7 02:17:08 2003

I noticed that weapon preperations that are meant for a specific
type of opponent working on others.
After observing a troll, and slaying them for a bit we moved to
patients, but I still got benifits of 
being prepared for trolls
whats up with that?

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

poster: Tranquil
subject: >Observe/Prepare
date: Mon Jul  7 03:25:33 2003

On Mon Jul  7 02:17:08 2003 Korthrun wrote post #10:
> I noticed that weapon preperations that are meant for a specific
> type of opponent working on others.
> After observing a troll, and slaying them for a bit we moved to
> patients, but I still got benifits of 
> being prepared for trolls
> whats up with that?

I suspect that preperations work on a particular mob type; ie: if
you prepare against humanoids, your preps will work well against
humanoids. The small amount of testing I have done has suggested
that when prepping against one mob type, then killing another mob
type, the preps either have a lower effectiveness, or do not work at
all.

As it stands, and of course this is just an opinion of mine, this is
probably the most effective way for preps to work. To have them work
against one single mob, and no others, would make them next-to
useless. They may perhaps add damage for that one mob, but unless
you are doing eq, it is not effective. And we all know that woodsmen
are not desired for eq parties.

To use such a skill in xp would be, like many skills currently in
the woodsman tree, quite redundant. The amount of time required to
raise preps (I have 115% motion control and to observe+raise only 1
prep takes me 12 rounds at a minimum) would be prohibitive to an
efficient xp party, and while preps do work well enough, they would
not be very effective for soloing large mobs either. Even with 115%
skills and masteries, their effect is just not great enough to
combat all of the problems associated with killing mobs of a worth
high enough to justify spending 12-28 rounds raising preps
beforehand.

As for what is shown in skill help and via the enchantment messages
of preps, perhaps the intention is for them to work only against one
single mob. However, a troll is a troll is a troll. Each troll is
going to have the same resistances, the same vulnerabilities, and is
likely to do the same type of damage, therefore I do not see a
reason why a prep for one troll should be any less effective for a
troll of the same size, with the same eq (or lack thereof), and the
same abilities, that happens to be standing right next to first
one.

All in all, I believe this is thematically correct as it stands.
Perhaps what should be changed is the wording in the help file and
the messages given to weapons for each preparation?

- Tranquil


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

poster: Daneel
subject: >>Observe/Prepare
date: Mon Jul  7 03:56:18 2003

I thought it worked very specifically (like by file name, or even
by individual object).  I'll check into it.

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

poster: Aurik
subject: >>>Observe/Prepare
date: Mon Jul  7 07:50:33 2003

On Mon Jul  7 03:56:18 2003 Daneel wrote post #12:
> I thought it worked very specifically (like by file name, or even
> by individual object).  I'll check into it.

There was a bug report submitted regarding this a while ago.  If I
am not mistaken, it is still open.

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

poster: Korthrun
subject: >>Observe/Prepare
date: Mon Jul  7 09:07:03 2003

On Mon Jul  7 03:25:33 2003 Tranquil wrote post #11:
> On Mon Jul  7 02:17:08 2003 Korthrun wrote post #10:
> > I noticed that weapon preperations that are meant for a specific
> > type of opponent working on others.
> > After observing a troll, and slaying them for a bit we moved to
> > patients, but I still got benifits of 
> > being prepared for trolls
> > whats up with that?
> 
> I suspect that preperations work on a particular mob type; ie: if
> you prepare against humanoids, your preps will work well against
> humanoids. The small amount of testing I have done has suggested
> that when prepping against one mob type, then killing another mob
> type, the preps either have a lower effectiveness, or do not work at
> all.
> 
> As it stands, and of course this is just an opinion of mine, this is
> probably the most effective way for preps to work. To have them work
> against one single mob, and no others, would make them next-to
> useless. They may perhaps add damage for that one mob, but unless
> you are doing eq, it is not effective. And we all know that woodsmen
> are not desired for eq parties.
> 
> To use such a skill in xp would be, like many skills currently in
> the woodsman tree, quite redundant. The amount of time required to
> raise preps (I have 115% motion control and to observe+raise only 1
> prep takes me 12 rounds at a minimum) would be prohibitive to an
> efficient xp party, and while preps do work well enough, they would
> not be very effective for soloing large mobs either. Even with 115%
> skills and masteries, their effect is just not great enough to
> combat all of the problems associated with killing mobs of a worth
> high enough to justify spending 12-28 rounds raising preps
> beforehand.
> 
> As for what is shown in skill help and via the enchantment messages
> of preps, perhaps the intention is for them to work only against one
> single mob. However, a troll is a troll is a troll. Each troll is
> going to have the same resistances, the same vulnerabilities, and is
> likely to do the same type of damage, therefore I do not see a
> reason why a prep for one troll should be any less effective for a
> troll of the same size, with the same eq (or lack thereof), and the
> same abilities, that happens to be standing right next to first
> one.
> 
> All in all, I believe this is thematically correct as it stands.
> Perhaps what should be changed is the wording in the help file and
> the messages given to weapons for each preparation?
> 
> - Tranquil
> 
the troll is a troll isa troll part i get, a troll is a troll is a
patient I dont.
maybe the descriptive wording needs changed.

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

poster: Jaws
subject: >>>>Observe/Prepare
date: Mon Jul  7 23:35:45 2003

On Mon Jul  7 07:50:33 2003 Aurik wrote post #13:
> On Mon Jul  7 03:56:18 2003 Daneel wrote post #12:
> > I thought it worked very specifically (like by file name, or even
> > by individual object).  I'll check into it.
> 
> There was a bug report submitted regarding this a while ago.  If I
> am not mistaken, it is still open.
cough cough, bug reported, and no closed by wizland
havent heard any official if its supposed to do this or not

Jaws

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

poster: Soulleech
subject: lost
date: Fri Aug 29 18:27:06 2003

Yesterday I lost my dragon cloak and a gloak amulet of the demon, I
may have accidentally sold it. If anyone bought either from the
store, please mail me and I'll buy it from you. Thanks.

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

poster: Pikkon
subject: Wanted
date: Fri Oct 17 04:24:34 2003

Mithril Battlesuit

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

poster: Pikkon
subject: woops
date: Fri Oct 17 04:25:28 2003

well...disregard that

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

poster: Energystar
subject: >woops
date: Fri Oct 17 04:26:10 2003

the command D, deletes the owner's post.

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

poster: Chrono
subject: shifter descs
date: Fri Oct 24 00:19:26 2003

how about an option to turn off form descs and just leave your own?
pretty pleeeeeeease?

nothing against the descs, just would be cool if it didn't force us
to use them:)
rather not force us to use them, but force us to change them back to
how we want after each shift
:P

not a whine, just a request:)
kbyethx

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

poster: Daneel
subject: >shifter descs
date: Fri Oct 24 05:49:38 2003

It doesn't.
You can set your own, and you can set different ones for each form.
Well, you do have to set them individually per form, but that's
not too hard.

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

poster: Chrono
subject: diagnose animal
date: Tue Oct 28 11:17:47 2003

i haven't really seen any reason why diagnose animal could be
useful, tho not all skills should be useful, this skill in
particular isn't very appealing

how about changing it to something of the effect of: sense animal
wellbeing, don't really have to name it that but; you could use it
on fams or any other shifter and it would show you health of
selected target(s), every round or every 5 rounds or whatever..

anyway just a general idea to make the skill a bit more appealing or useful
if anyone has found a way that it could be useful, plz post:)

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

poster: Palmascay
subject: Gem Blaster
date: Sat Nov  8 02:54:35 2003

asked on newbie and no one answered, but just wondering once the
focus crystal is at its maximum size, will it's size ever go back
down?

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

poster: Palmascay
subject: Follow Up
date: Sat Nov  8 03:02:45 2003

also when your crystal is at it's maximum size and u still merge the
crystal, do the energy drain from the power crystal start to charge
the focus crystal?
* *

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

poster: Baer
subject: >Follow Up
date: Sat Nov  8 03:10:18 2003

On Sat Nov  8 03:02:45 2003 Palmascay wrote post #24:
> also when your crystal is at it's maximum size and u still merge the
> crystal, do the energy drain from the power crystal start to charge
> the focus crystal?
> * *
You don't need to know this unless your crystal is at the maximum size.

If your crystal is at the maximum size, you could find the answer to
this by casting just one spell.

So how about you find out for yourself, and then tell us :)

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

poster: Jomo
subject: Focus crystal etc.
date: Sat Nov  8 03:27:33 2003

I believe that this question is due to the fact that the 
crystal will say something like: This crystal is 
quite close to it's maximum size.. Then you'll merge and
it will say maximum size.. but a few weeks later
it might say quite close again.  I've always taken this
to mean that my maximum has been increasing, since the data
that's given us is a relational comparison.

Not sure if this answer helps, but that's the way I've seen it.

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

poster: Waz
subject: shapeshifter
date: Mon Dec  1 05:30:04 2003

Wondering if anyone has information about weapon skills and
whether they help shapeshifted forms hit better.
same applies for unarmed combat (MA tree) as well.

Thanks


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

poster: Snoop
subject: shapeshifter
date: Tue Jan 27 20:41:56 2004

Would be nice if you were told if/when a quest is timed. I was under
the impression wolf was _not_ timed so i failed it just before i
would've succeeded at it. (i think)
*/Snoop

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

poster: Rockman
subject: >shapeshifter
date: Wed Jan 28 19:13:56 2004

its timed???

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

poster: soulleech
subject: shifting specs
date: Wed Mar 31 00:48:26 2004

have somewhere a list of minimums needed for all the forms as well as their attributes (leopard could hunt, who could carry stuff in inv, etc), they're the sorta stuff that every new shifter would want to know...

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

poster: Zifnab
subject: >shifting specs
date: Wed Mar 31 04:07:48 2004

On Wed Mar 31 00:48:26 2004 soulleech wrote post #30:
> have somewhere a list of minimums needed for all the forms as well as
their attributes (leopard could hunt, who could carry stuff in inv, etc),
they're the sorta stuff that every new shifter would want to know...

no the builder of the guild wants it left vague.

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

poster: Areu
subject: Calling all Wolves
date: Wed Mar 31 10:38:53 2004

I'm officially going to start wolf packs when I am on.  I'm going
to give wolf-packs first priority to general xp parties so do the
quests if you haven't.  Timber wolf is nice but wolf is enough.

Let's try some new ways to get xp.

Areu

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

poster: Soulleech (Web) 
subject: >>shifting specs
date: Thu Apr  1 23:37:44 2004

On Wed Mar 31 04:07:48 2004 Zifnab wrote post #31 in animist.general:

> On Wed Mar 31 00:48:26 2004 soulleech wrote post #30:

> > have somewhere a list of minimums needed for all the forms as well as

> their attributes (leopard could hunt, who could carry stuff in inv, etc),

> they're the sorta stuff that every new shifter would want to know...

> 

> no the builder of the guild wants it left vague.



Shifters just ask for it anyway... it's not illegal to tell ppl that stuff

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

poster: Zifnab
subject: >>>shifting specs
date: Thu Apr  1 23:41:59 2004

On Thu Apr  1 23:37:44 2004 Soulleech (Web)  wrote post #33:
> On Wed Mar 31 04:07:48 2004 Zifnab wrote post #31 in animist.general:

> > On Wed Mar 31 00:48:26 2004 soulleech wrote post #30:

> > > have somewhere a list of minimums needed for all the forms as well as

> > their attributes (leopard could hunt, who could carry stuff in inv, etc),

> > they're the sorta stuff that every new shifter would want to know...

> > 

> > no the builder of the guild wants it left vague.

> 

> Shifters just ask for it anyway... it's not illegal to tell ppl that stuff
just because it isnt strictly against the rules doesnt mean
its not frowned upon..

I think as players rather than having 1 person figure out that 
information on his own than sharing it with everyone, you would
rather figure stuff out on your own.

Of course that is just silly since everyone wants the easiest way possible.

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

poster: Daneel
subject: >>>shifting specs
date: Sat Apr  3 23:51:38 2004

> Shifters just ask for it anyway... it's not illegal to tell ppl that stuff
And are told things that are patently false, by people who sincerely 
believe them.

Trust other people's oppinions on such matters at your own risk.  There is
a lot of misinformation on shifters wandering around.

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

poster: Tahnval
subject: >>>>shifting specs
date: Sat Apr  3 23:55:32 2004

On Sat Apr  3 23:51:38 2004 Daneel wrote post #35:
> > Shifters just ask for it anyway... it's not illegal to tell ppl that stuff
> And are told things that are patently false, by people who sincerely 
> believe them.
> 
> Trust other people's oppinions on such matters at your own risk.  There is
> a lot of misinformation on shifters wandering around.
That is almost certainly due to the fact that, in general, people aren't
allowed official information.  Obviously, all shifters have to guess
eat a corpse
gg
pretty much everything.  That's a large part of the ethos of the guildtree.
Quite often, people will be wrong.

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

poster: Daneel
subject: >>>>>shifting specs
date: Sun Apr  4 01:43:31 2004

Tahnval says...
> Quite often, people will be wrong.
Yep.  That's why I advise people to try to figure stuff out 
themselves.  And, frankly, is _why_ I don't give out information -
if I did, people wouldn't have any reason to figure it out themselves.

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

poster: Tahnval
subject: >>>>>>shifting specs
date: Sun Apr  4 22:25:48 2004

On Sun Apr  4 01:43:31 2004 Daneel wrote post #37:
> Tahnval says...
> > Quite often, people will be wrong.
> Yep.  That's why I advise people to try to figure stuff out 
> themselves.  And, frankly, is _why_ I don't give out information -
> if I did, people wouldn't have any reason to figure it out themselves.
Shifters tend to help other shifters.  Unless you outright ban
all co-operation, they (including myself) will share what they
know, other than quest-related stuff.  Or share what they
think they know, to be more accurate.  Guilds tend to have
some sort of co-operative values here.

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

poster: Palmascay
subject: Woodsman
date: Wed Jul  7 23:04:13 2004

i think woodsman should get maxxed weaponmaster
dunno if this has ever been brought up

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

poster: nevyn
subject: Call to fangs!
date: Sat Jul 10 23:58:58 2004

Arise adept assassins of the night! The time for our prey to fear is drawing near! 



...



...



Nah... but how 'bout a twolf pack party this Friday next weekend, around 6 am mudtime. Please reply to the post so I/we can get a decent overview of the interest.

/Nev

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

poster: Nevyn
subject: >Call to fangs!
date: Sun Jul 11 00:01:47 2004

On Sat Jul 10 23:58:58 2004 nevyn wrote post #44 in animist.general:

> Arise adept assassins of the night! The time for our prey to fear is drawing near! 



> 



> ...



> 



> ...



> 



> Nah... but how 'bout a twolf pack party this Friday next weekend, around 6 am mudtime. Please reply to the post so I/we can get a decent overview of the interest.



> /Nev

** Note: 6 pm ofc!

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

poster: nevyn
subject: Reminder...
date: Thu Jul 15 07:54:01 2004

Twolf pack tomorrow evening!!! 18.00 mudtime or earlier if we are enough. Think we need an abj and healer too. Abj will need pshields and so on so mail me if you're avail. Anyway, hope to see you tomorrow /Nevyn