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

poster: Jaws
subject: Animal husbandry
date: Thu May  1 01:31:35 2003

Subject: closed bug
---------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Report Number: 4971
Original bug report by Jaws on Wed Apr 30 01:17:57 2003

Bug reported from /domains/emerald/execution/emerald_island/x10y24--

hmm animal husbandry doesnt appear to be working beyond the first
familiar you summon

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

Daneel wrote on Wed Apr 30 06:03:20 2003
intentional

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

Daneel wrote on Wed Apr 30 06:03:20 2003

Closed

Ok its intentional - umm why?

The desc of the skill is that your greater knowledge of animals
allows you to find and befriend stronger specimens

How would this limit you to one?

Jaws 


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

poster: Jaws
subject: repeat since we reset right after I posted
date: Thu May  1 01:56:15 2003

mastery to improve natural abilities
 - eagle transport can go anywhere, no island restrict
 - bear/wolf - hunting brings larger food items
 - falcon - can scout more than one room in a direction

skill carry items to others - default - same isle restrict - 
link to one of the masteries to gain trans-island (both people have
to be outdoors)
 - maybe only have this eagle/falcon

mastery for other skills that req usage outdoors - 
if not outdoors pets go away where they can get the item

mastery - animal loyalty - if u r about to die, they take the fatal
blow for you
 - has to have been taught bravery before it will

have animal loyalty work as a mastery for animal empathy 

natural weapon building - train pet in this and it helps you gather
materials for
the items, and when you weave shield/staff/blade, the item gains
better stat bonuses

teach hide tracks and track (for bear and wolf only)

Jaws

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

poster: Fox
subject: Spell : Forget
date: Thu May  1 10:44:04 2003

This spell is nothing but like a suck. All that's to be come of it
is just idling. Sure, it's fine and all. But, for it to last any
where from 3 to 8 minutes is kind of rediculus. I would like to see
some sort of resistance to this spell. A skill, a spell, or of some
sort on a piece of eq. I believe that would atleast give a better
chance to get rid of the complaints and whines about this that I
hear of "Forget" doing to players and their parties.


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

poster: Litho
subject: >Spell : Forget
date: Thu May  1 10:45:07 2003

On Thu May  1 10:44:04 2003 Fox wrote post #3:
> This spell is nothing but like a suck. All that's to be come of it
> is just idling. Sure, it's fine and all. But, for it to last any
> where from 3 to 8 minutes is kind of rediculus. I would like to see
> some sort of resistance to this spell. A skill, a spell, or of some
> sort on a piece of eq. I believe that would atleast give a better
> chance to get rid of the complaints and whines about this that I
> hear of "Forget" doing to players and their parties.
> 
I agree, or atleast some variable, like depending on str/int/wis
whatever..that it not last as long as possible.

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

poster: Rythion
subject: >>Spell : Forget
date: Fri May  2 03:23:53 2003

On Thu May  1 10:45:07 2003 Litho wrote post #4:
> > This spell is nothing but like a suck. All that's to be come of it
> > is just idling. Sure, it's fine and all. But, for it to last any
> > where from 3 to 8 minutes is kind of rediculus. I would like to see
> > some sort of resistance to this spell. A skill, a spell, or of some
> > sort on a piece of eq. I believe that would atleast give a better
> > chance to get rid of the complaints and whines about this that I
> > hear of "Forget" doing to players and their parties.
> > 
> I agree, or atleast some variable, like depending on str/int/wis
> whatever..that it not last as long as possible.

Umm, there is alrady some form of check to it, because otherwise I
wouldn't pervail over it and launch a dashing attack back at the
caster who tried to forget...
-Rythion

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

poster: Litho
subject: >>>Spell : Forget
date: Fri May  2 03:24:44 2003

On Fri May  2 03:23:53 2003 Rythion wrote post #5:
> > > chance to get rid of the complaints and whines about this that I
> > > hear of "Forget" doing to players and their parties.
> > > 
> > I agree, or atleast some variable, like depending on str/int/wis
> > whatever..that it not last as long as possible.
> 
> Umm, there is alrady some form of check to it, because otherwise I
> wouldn't pervail over it and launch a dashing attack back at the
> caster who tried to forget...
> -Rythion
I didnt mean to avoid the forgot, while forgotten, it would be neat
if some stat lowered the duration is what i'm saying.

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

poster: Chrono
subject: re: forget
date: Fri May  2 03:28:48 2003

it already doesn't last that long, and isn't really that effective.,
gotta have some negative effects on the mud, and this is one of
those that isn't even that bad:P

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

poster: Fox
subject: >re: forget
date: Fri May  2 04:58:12 2003

On Fri May  2 03:28:48 2003 Chrono wrote post #7:
> it already doesn't last that long, and isn't really that effective.,
> gotta have some negative effects on the mud, and this is one of
> those that isn't even that bad:P
miners and bronze dragons attempted to forget me about 5 times... 2
of which failed. the other 3 made it through and forgot me. i can
see eq monsters doing that. but, i dont even see that much of eq
monsters doing that. XP monsters need to be tuned on how they cast
this spell. it is rather annoying to have this happen when i xp...
even my healer gets forgotten and that is just obsurd. 

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

poster: Zifnab
subject: >>re: forget
date: Fri May  2 04:59:21 2003

On Fri May  2 04:58:12 2003 Fox wrote post #8:
> On Fri May  2 03:28:48 2003 Chrono wrote post #7:
> > it already doesn't last that long, and isn't really that effective.,
> > gotta have some negative effects on the mud, and this is one of
> > those that isn't even that bad:P
> miners and bronze dragons attempted to forget me about 5 times... 2
> of which failed. the other 3 made it through and forgot me. i can
> see eq monsters doing that. but, i dont even see that much of eq
> monsters doing that. XP monsters need to be tuned on how they cast
> this spell. it is rather annoying to have this happen when i xp...
> even my healer gets forgotten and that is just obsurd. 
part of the issue is that there seems to be some monster that do nt 
have many other spells at their disposal.

We are addressing monsters as a whole, and should be introducing some
new features shortly.

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

poster: Kaos
subject: >>>re: forget
date: Fri May  2 07:53:21 2003

On Fri May  2 04:59:21 2003 Zifnab wrote post #9:
> On Fri May  2 04:58:12 2003 Fox wrote post #8:
> > On Fri May  2 03:28:48 2003 Chrono wrote post #7:
> > > it already doesn't last that long, and isn't really that effective.,
> > > gotta have some negative effects on the mud, and this is one of
> > > those that isn't even that bad:P
> > miners and bronze dragons attempted to forget me about 5 times... 2
> > of which failed. the other 3 made it through and forgot me. i can
> > see eq monsters doing that. but, i dont even see that much of eq
> > monsters doing that. XP monsters need to be tuned on how they cast
> > this spell. it is rather annoying to have this happen when i xp...
> > even my healer gets forgotten and that is just obsurd. 
> part of the issue is that there seems to be some monster that do nt 
> have many other spells at their disposal.
> 
> We are addressing monsters as a whole, and should be introducing some
> new features shortly.
When will the Xetrov special become available to all monsters?

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

poster: Lu
subject: >>re: forget
date: Fri May  2 08:37:25 2003

how is your healer getting forgotted obsurd? would you rather the
mobs cast buttnaked 10x a minute? i mean seriously, i agree with
chrono on this one.

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

poster: Litho
subject: >>>re: forget
date: Fri May  2 10:51:44 2003

On Fri May  2 08:37:25 2003 Lu wrote post #11:
> how is your healer getting forgotted obsurd? would you rather the
> mobs cast buttnaked 10x a minute? i mean seriously, i agree with
> chrono on this one.
I've been casted buttnaked on 13x in 7 mins at miners..so?

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

poster: Chrono
subject: mystifying levitation
date: Fri May  2 14:40:22 2003

would we make something able to remove this, maybe remove
enchantments, or something...?
could rather than would... i just think if you can enchant weapons
and armor.. you should be able to remove the enchantments:)

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

poster: Chrono
subject: >mystifying levitation
date: Fri May  2 14:42:43 2003

or since this affects all items on the ground, and is an area
casting spell, maybe make another spell that is area, that removes
specifically this enchantment...

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

poster: Chrono
subject: shrink vs. enlarge
date: Fri May  2 15:46:35 2003

i dunno if it's the way it is entended to be, but when compairing
these two, they are about equal in the scale of length and size,
meaning that shrink, makes a weapon smaller is size and length
compairable to enlarge on the oppossing scale (bigger), they are
about equal as far as that goes.
also in the compairison, i've noticed that enlarge only raises wc
by, ~5 wc for me, while shrink lowers wc by a whopping ~15.
like i said i'm totally unsure if thats how it is supposed to be, if
so, i think it would be more fair to make, either enlarge better
(make it give more wc for enlarged weapons), or lower loss of wc
when shrunk. so maybe +~10 wc for enlarged weapons and -~10 for
shrunk... or something of the sort..

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

poster: Darc
subject: familars
date: Sat May  3 22:11:47 2003

just a little idea about familars:
maybe there could be some different type of familars worked into
some guilds, like dragons
demons, or greater planar allies. i know that sort of sounds D&Dish
but i think it would be cool.

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

poster: Midnight
subject: sexdance
date: Sun May  4 22:22:32 2003

sexdance should have a target possibility, like you do the dance of
premature sexual awareness in front of LIV

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

poster: Kiliana
subject: martial artist, new skill
date: Mon May  5 01:29:40 2003

I'd like to see a skill in the martial artist guild called
"transcindental meditation".. i saw something like it on tv. it
would be a teleportation skill. a long one.. like 20 rounds.. and it
would allow the martial artist to warp to the dojo on gossamer. Not
really a vital skill.. but being able to warp with a skill would be
neat for a fighter, and it just seems kind of in theme for a martial
artist.

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

poster: Illusions
subject: Kills on Mudpage
date: Tue May  6 07:41:59 2003

The # of kills in the mud currently to be found on mud page would be nice
so we don't have to go all the way back to cs to find this out.
unless there's a command for it

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

poster: Zifnab
subject: >Kills on Mudpage
date: Tue May  6 12:50:49 2003

On Tue May  6 07:41:59 2003 Illusions wrote post #19:
> The # of kills in the mud currently to be found on mud page would be nice
> so we don't have to go all the way back to cs to find this out.
> unless there's a command for it
there is, its look at window in the fountain.

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

poster: Illusions
subject: Reply to Kills on webage
date: Tue May  6 12:56:01 2003

since i can't do anything right
my idea was just for it to be on the page
or the information in the fountain to be found other places
but i understand that's more work for you :)
But that would be greedy of us players to want something :)
,

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

poster: Ant
subject: >Reply to Kills on webage
date: Tue May  6 14:17:07 2003

On Tue May  6 12:56:01 2003 Illusions wrote post #21:
> since i can't do anything right
> my idea was just for it to be on the page
> or the information in the fountain to be found other places
> but i understand that's more work for you :)
> But that would be greedy of us players to want something :)
> ,
Sarcasm hardly makes it more likely for your request to be fulfilled.

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

poster: Draco
subject: >>Kills on Mudpage
date: Wed May  7 03:23:24 2003

On Tue May  6 12:50:49 2003 Zifnab wrote post #20:
> On Tue May  6 07:41:59 2003 Illusions wrote post #19:
> > The # of kills in the mud currently to be found on mud page would be nice
> > so we don't have to go all the way back to cs to find this out.
> > unless there's a command for it
> there is, its look at window in the fountain.
uhh zif, i think that is what illusions is refering to, he says it
would be nice to NOT have to go look at the windows to find out


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

poster: Zifnab
subject: >>>Kills on Mudpage
date: Wed May  7 04:49:42 2003

On Wed May  7 03:23:24 2003 Draco wrote post #23:
> On Tue May  6 12:50:49 2003 Zifnab wrote post #20:
> > On Tue May  6 07:41:59 2003 Illusions wrote post #19:
> > > The # of kills in the mud currently to be found on mud page would be
nice
> > > so we don't have to go all the way back to cs to find this out.
> > > unless there's a command for it
> > there is, its look at window in the fountain.
> uhh zif, i think that is what illusions is refering to, he says it
> would be nice to NOT have to go look at the windows to find out
> 
I completely understood that. I dont feel you should be given every piece 
of information possible and not have to move from your present location

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

poster: Darc
subject: race specials
date: Wed May  7 06:55:44 2003

'Hps Restored!
there should be a tally of the # of race special you get just like
stuns and everything else
i know i would like to know and it would be sorta cool

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

poster: Litho
subject: >race specials
date: Wed May  7 09:05:04 2003

On Wed May  7 06:55:44 2003 Darc wrote post #25:
> 'Hps Restored!
> there should be a tally of the # of race special you get just like
> stuns and everything else
> i know i would like to know and it would be sorta cool
Just because you'd like to know does not mean there should be a
tally, why does it matter how many specials you get? As far as i
know its random, and isn't like some need to know stat.

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

poster: Afkaserious
subject: >>race specials
date: Wed May  7 16:04:59 2003

On Wed May  7 09:05:04 2003 Litho wrote post #26:
> On Wed May  7 06:55:44 2003 Darc wrote post #25:
> > 'Hps Restored!
> > there should be a tally of the # of race special you get just like
> > stuns and everything else
> > i know i would like to know and it would be sorta cool
> Just because you'd like to know does not mean there should be a
> tally, why does it matter how many specials you get? As far as i
> know its random, and isn't like some need to know stat.
You could just collect it in a log with some sort of trigger, I
wouldnt know exactly how, but someone could help you.

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

poster: Zephyrus
subject: secondary beta guild item
date: Thu May  8 01:04:09 2003

Well this is just a thought, and i really have no idea how difficult
it would be to code something like this or if it is possible but
here goes...I was just thinking that since the mud is growing much
more on the highbe end of things lately and that there will likely
be over 200 people over gig in 6months that there should be some
sort of secondary guild item.
Something that could be attached to your primary beta guild item
like a buckle on a warrior belt or a patch on a woodsman cloak, that
you could look at when you check your guild item.  Maybe have the
item gain stats half as fast as a primary beta guilds stats, and max
out with half the stats a primary one would have when maxxed.
But atleast this way high level players who have 20-40+ levels in a
secondary guild will be gaining something (however minor) when they
are frequently making use of thier secondary's skills/spells.
Maybe the secondary guild stats could carry over from a reincarnate
from say abjurer/healer to evoker/healer or they could be reset at
each reincarnation.  This might encourage players to stay one body
for a longer time or not to split, I don't know, it's just a
thought; but i think it would be cool to have a little rank in
another guild and gain a small amount to my stats and secondary
masteries.

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

poster: Chewba
subject: downtime
date: Thu May  8 18:24:16 2003

Logged on this morning and mud was locked ... just thought it would
be nice to include the link to yahoo groups thing in the wizlock
message.


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

poster: Wix
subject: Who
date: Fri May  9 08:35:11 2003

A command that would allow guild members to be changed a slightly
different color that regular text, similar to the way the friends
command works or like clanmates.

-WixLix

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

poster: Switchblade
subject: Prayer for the crusader
date: Fri May  9 08:56:36 2003

Would be nice if this identified to the target what confessor cast
it on him/her.
As it stands its an anonymous spell.  Just a bit ago I got a tithe for
another healer's pftc.  Just a thought.
-switcharoo

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

poster: Litho
subject: >Prayer for the crusader
date: Fri May  9 10:41:40 2003

On Fri May  9 08:56:36 2003 Switchblade wrote post #32:
> Would be nice if this identified to the target what confessor cast
> it on him/her.
> As it stands its an anonymous spell.  Just a bit ago I got a tithe for
> another healer's pftc.  Just a thought.
> -switcharoo
I've tested it mr.switch, its +crits (for sure), and quite sure its
+dmg as well

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

poster: Ca
subject: >>Prayer for the crusader
date: Fri May  9 17:37:34 2003

On Fri May  9 10:41:40 2003 Litho wrote post #33:
> On Fri May  9 08:56:36 2003 Switchblade wrote post #32:
> > Would be nice if this identified to the target what confessor cast
> > it on him/her.
> > As it stands its an anonymous spell.  Just a bit ago I got a tithe for
> > another healer's pftc.  Just a thought.
> > -switcharoo
> I've tested it mr.switch, its +crits (for sure), and quite sure its
> +dmg as well
I don't think that's what he meant... He meant that if you are on
the receiving end of a pftc spell, you have no idea who cast it on
you (dheal/dref/etc all tell you who the caster was).

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

poster: Switchblade
subject: >>>Prayer for the crusader
date: Fri May  9 21:03:36 2003

On Fri May  9 17:37:34 2003 Ca wrote post #34:
> On Fri May  9 10:41:40 2003 Litho wrote post #33:
> > On Fri May  9 08:56:36 2003 Switchblade wrote post #32:
> > > Would be nice if this identified to the target what confessor cast
> > > it on him/her.
> > > As it stands its an anonymous spell.  Just a bit ago I got a tithe for
> > > another healer's pftc.  Just a thought.
> > > -switcharoo
> > I've tested it mr.switch, its +crits (for sure), and quite sure its
> > +dmg as well
> I don't think that's what he meant... He meant that if you are on
> the receiving end of a pftc spell, you have no idea who cast it on
> you (dheal/dref/etc all tell you who the caster was).

Just to clarify, Ca is right.  That is what I meant.  

But I'd like to thank litho for sharing his experience with us.  I've always
thought that it was a valuable spell, but it is hard to say to what degree.  
I also think there are others who didn't know what it did, so
thanks. (It's a nice spell for fighter types).

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

poster: Wagro
subject: purifying drizzle
date: Sat May 10 02:52:31 2003

How about making this NOT remove shape shift. when this costs a
dragon 75k in gold and 10 garnets, which are rather rare to get, its
a pain in the ass to put up with immature players who have nothing
better to do than mess with other players. If player v player
conflict was removed, this should be fixed, thanks a lot bremen.

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

poster: Goat
subject: a mirror room
date: Sun May 11 04:45:15 2003

one of the dificulties of making tells and trigs and things is that
one does not necesarily appear to other players, which colors are
being trasmitted by the client, which instances of "you" are "him"
or "(playername)", several things.  It doesnt sound particularly
dificult (though in fact it might be, in which case this is not
owrth it) to make a "mirror" which presents as a "reflection of foo"
or some such that presents you as other players see you

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

poster: Lu
subject: ga
date: Mon May 12 00:11:47 2003

HELLOOO im lu ehehe, lol. ok, i have the nerve to re-hash an old idea
plop
Currently i cannot fit 4 weapons into 1 safe, there is a reason why
this is like this, if i remember correctly, weight or something,
however, there was an idea, about making a safe(weapons rack) that
had a MUCH larger capacity, but could only hold weapons.  i think
this would be a swell idea, hence why im posting it here, plz
respond, flames welcome.

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

poster: Pedron
subject: >ga
date: Mon May 12 03:22:51 2003

On Mon May 12 00:11:47 2003 Lu wrote post #38:
> HELLOOO im lu ehehe, lol. ok, i have the nerve to re-hash an old idea
> plop
> Currently i cannot fit 4 weapons into 1 safe, there is a reason why
> this is like this, if i remember correctly, weight or something,
> however, there was an idea, about making a safe(weapons rack) that
> had a MUCH larger capacity, but could only hold weapons.  i think
> this would be a swell idea, hence why im posting it here, plz
> respond, flames welcome.
That'd be neat.  Could also have it work like a never closed safe
except it won't show contents unless you look at it.  That way you
could just grab the weapons you want from it, or put some on it
without mucking with combo and 1st 2nd 3rd safe junk.  If you want
to secure it, just toss an invincible guard on the door to the room
and call it an armory or something.  In a crisis situation(that'll
never happen on a mud like this ;), everyone on the guard's list
could run in and grab weapons in a hurry.

-Pedron has crab for a weapons rack, but likes the idea anyway. :)

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

poster: Pedron
subject: armor rack
date: Mon May 12 03:29:18 2003

Work the same as weapon's rack except the armor rack holds only 1 of
each slot type.  So it'd be like a never closed safe that only shows
contents when you look at it too.  But it holds, 1 torso, 1 head, 1
amulet, 1 lfoot, 1rfoot, 1larm, 1rarm, 1lleg, 1rleg, 1lhand, 1rhand,
1belt, 1neck, 1amulet, 1eyes, 1lfinger, 1rfinger, 1cloak, and maybe
1shield, 1weapon to look cool.  Player could have a rack for their
top fig set, one for their top mag set, 1 for their top woodsman
set, whatever. :)  This one I could use sooner than weapon rack to
be sure.  1 rack per room, or maybe 'equip armor 1, equip armor 2'
to have the character get and equip everything from one of the armor
racks.

=pedron foo mutters about blackmon platemail takes more than half a
safe by itself. :)

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

poster: Kelyr
subject: Abjurer idea
date: Mon May 12 23:04:22 2003

In my recent reinc I tried to incorporate using reflects into my
general exp or eq party. But due to the shortness of duration and
because it doesn't seem to protect much (if any?) against damage.

I propose two suggestions for improvement on this.

Suggestion 1: I'd really like to see the closing of the irrifleeta
guild and instead have mastery skills that can make our general
protects reflect damage in general. Obviously it should be a omicron
skill, but make reflectings be incorporated into regular
lesser/greater shields I would think would be a great idea. On top
of that, it would make an available guild slot for abjurers that we
could put in something else really neat in place of it.

Suggestion 2: I don't know about other abjurers, but I don't find
reflects to be worth the time/sps to cast. I propose we just take
out the irifleeta guild in general and let us replace it with
something that abjurers could use! Personally I'd love to have a
guild that would let us have distant protects, or maybe a combat
enhancement guild. Just something instead of these reflects, I'm
sure we could all come up with a decent guild to replace it with.

Anyways those are just my suggestions, I'll personally stay abjurer
regardless if Irifleeta is changed or not. Also note that I am NOT
asking for abjurer to be powered up. I think it has plenty of power
now! I'd just love to have a guild that can let me have fun just
sitting around town waiting for parties. Also, for those of you that
want to comment, please think twice before you post. I hate seeing
people flame ideas when the person who is flaming has never been in
that guild themself!

However, if anyone has any useful ideas with reflects and supportive
suggestions, I think everyone would rather enjoy reading that

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

poster: Chrono
subject: >Abjurer Idea
date: Mon May 12 23:52:45 2003

reflects are very useful, not saying needed, but they are very
useful, if your short on blasters in an eq party, reflects make a
big difference, (esp if it's a nice gaze like, nosferatu least res
to fire, and you only have two blasters.. makes a big difference
there, etc..) i think they aren't really meant to protect as they
are to help damage dealt to what you are killing., probably not very
useful in xp, but it is very good in eq.

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

poster: Rancor
subject: >>Abjurer Idea
date: Tue May 13 04:30:32 2003

only thin I would have to say about reflects is well there are not
alot of exp mobs that do a single type of dmg and it is very hard to
find useful things for reflects in anything other than eq or very
specific instances outside of eq.  if there was a bit more general
reflect such as elemental dmg types(I actually don't know if this
exsists)  I think the guild would be a ton more useful to all
abjurers out there in alot of instances.  Dunno it is just another
guild that has its specific uses but not general one.
Rancor

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

poster: Jaws
subject: Abj - reflect spells
date: Tue May 13 15:41:10 2003

I know from my perspective the reflect tree is pretty much
a level cost thing.  Usually the only people who study the spells are your
high end abj's looking todo eq.

Having eq only spells is fine, but as rancor suggested, may add to the tree
WBAG
an equvalet to chameleon blast that adjusts to what ever type it gets
since this would be a good thing, make it at lvl 10 of the tree
and have it be an expensive thing, and with the approach to using
for exp - have the master abjurer, masteries enhance 
durations and effects

Jaws


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

poster: Afkaserious
subject: >Abj - reflect spells
date: Tue May 13 16:47:56 2003

On Tue May 13 15:41:10 2003 Jaws wrote post #44:
> I know from my perspective the reflect tree is pretty much
> a level cost thing.  Usually the only people who study the spells are your
> high end abj's looking todo eq.
> 
> Having eq only spells is fine, but as rancor suggested, may add to the tree
> WBAG
> an equvalet to chameleon blast that adjusts to what ever type it gets
> since this would be a good thing, make it at lvl 10 of the tree
> and have it be an expensive thing, and with the approach to using
> for exp - have the master abjurer, masteries enhance 
> durations and effects
> 
> Jaws
> 
Another good idea for this would be a reflect type that adjusts it
to the weakest dtype of the tank, ie: minotaurs and psionic dmg
Not ALL that useful, but still better then some silly reflect doing nothing

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

poster: Draco
subject: >>Abj - reflect spells
date: Tue May 13 23:35:08 2003

On Tue May 13 16:47:56 2003 Afkaserious wrote post #45:
> On Tue May 13 15:41:10 2003 Jaws wrote post #44:
> > I know from my perspective the reflect tree is pretty much
> > a level cost thing.  Usually the only people who study the spells are your
> > high end abj's looking todo eq.
> > 
> > Having eq only spells is fine, but as rancor suggested, may add to the
tree
> > WBAG
> > an equvalet to chameleon blast that adjusts to what ever type it gets
> > since this would be a good thing, make it at lvl 10 of the tree
> > and have it be an expensive thing, and with the approach to using
> > for exp - have the master abjurer, masteries enhance 
> > durations and effects
> > 
> > Jaws
> > 
> Another good idea for this would be a reflect type that adjusts it
> to the weakest dtype of the tank, ie: minotaurs and psionic dmg
> Not ALL that useful, but still better then some silly reflect doing nothing
i actually think it would be cool to have the reflect spell an
omicron spell, and have skills to strengthen them similar to
enchanter guild, having reflects have differant choices for
elemental, mystical, and add a choice of something for holy/unholy
like religious or something of that nature.

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

poster: Heavenly
subject: announcing newly born gigbies
date: Wed May 14 08:16:10 2003

we should have announce message for when someone reaches their first gig.
its sooooooo hard to get there, we should acknowledge this accomplishment.
it could be like a msg on myth or inform that says something like in
a flash of 
light a new gigbie is born: foo!
i think that would be sooo cool!
heavenly

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

poster: Chrono
subject: hmm
date: Wed May 14 08:18:10 2003

thought ppl already posted a bunch of praises when they hit 1g??

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

poster: Chewba
subject: master mist
date: Wed May 14 12:47:19 2003

i think yellow mist spell in mist mage tree should be replaced with
some sort of mist mastery.

In short yellow mist is a fairly useless spell for a mage to have.
A mastery spell could perhaps avoid the effects of mists in the room.

Thats all 

Thanks

Chewba 
Bye

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

poster: Chewba
subject: Sloat 'n' Eje
date: Wed May 14 12:50:13 2003

I may have this wrong but theres no way of showing a piece of eq to
eje or sloat to see IF it sacs (and possibly to what gain). In RL
when i sell something or give something I generally know what the
return would be. It would be nice to be able to see this.

Cheers

Chewba

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

poster: Afkaserious
subject: >announcing newly born gigbies
date: Wed May 14 14:53:35 2003

On Wed May 14 08:16:10 2003 Heavenly wrote post #47:
> we should have announce message for when someone reaches their first gig.
> its sooooooo hard to get there, we should acknowledge this accomplishment.
> it could be like a msg on myth or inform that says something like in
> a flash of 
> light a new gigbie is born: foo!
> i think that would be sooo cool!
> heavenly
I'd have to reinc under a gig, I want a message too =(

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

poster: Daneel
subject: >master mist
date: Wed May 14 16:17:39 2003

On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> i think yellow mist spell in mist mage tree should be replaced with
> some sort of mist mastery.
> 
> In short yellow mist is a fairly useless spell for a mage to have.
> A mastery spell could perhaps avoid the effects of mists in the room.

Yellow mist is useless, perhaps, to the mist mage himself... but 
it can be very useful to others for the mist mage to have it.

And I don't particularly want to remove something that helps 
cooperative player interactions.

So, the short of it is, collect and trade with your friends!
Experiment a little!  Do stuff just for fun, not just for utility.

               -Daneel

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

poster: Afkaserious
subject: >>master mist
date: Wed May 14 16:18:34 2003

On Wed May 14 16:17:39 2003 Daneel wrote post #52:
> On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> > i think yellow mist spell in mist mage tree should be replaced with
> > some sort of mist mastery.
> > 
> > In short yellow mist is a fairly useless spell for a mage to have.
> > A mastery spell could perhaps avoid the effects of mists in the room.
> 
> Yellow mist is useless, perhaps, to the mist mage himself... but 
> it can be very useful to others for the mist mage to have it.
> 
> And I don't particularly want to remove something that helps 
> cooperative player interactions.
> 
> So, the short of it is, collect and trade with your friends!
> Experiment a little!  Do stuff just for fun, not just for utility.
> 
>                -Daneel
Mist mages should maybe have a sort of mist negation spell, or maybe
a mastery so they themselves could cast through it?

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

poster: Chrono
subject: >master mist
date: Wed May 14 16:19:36 2003

this could be fun, but i think they should have to be in mist form
for the mastery to kick in:)

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

poster: Litho
subject: >master mist
date: Wed May 14 19:43:05 2003

On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> 
> In short yellow mist is a fairly useless spell for a mage to have.
> A mastery spell could perhaps avoid the effects of mists in the room.
> 
> Thats all 
> 
> Thanks
> 
> Chewba 
> Bye
If i'm mistaken, mist mage has mist lore. Perhaps a another mastery
that allows you to cast through your own yellow mist?

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

poster: Mixer
subject: >Abj - reflect spells
date: Thu May 15 01:49:50 2003

I just want to see ONE SINGLE SOLITARY POST from Jaws without
WBAG in it.

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

poster: Jaws
subject: me
date: Thu May 15 01:53:41 2003

Ok

Jaws

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

poster: Litho
subject: >>Abj - reflect spells
date: Thu May 15 02:13:56 2003

On Thu May 15 01:49:50 2003 Mixer wrote post #56:
> I just want to see ONE SINGLE SOLITARY POST from Jaws without
> WBAG in it.
Whats WBAG?

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

poster: Wildchild
subject: >>master mist
date: Thu May 15 02:42:30 2003

On Wed May 14 19:43:05 2003 Litho wrote post #55:
> On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> > 
> > In short yellow mist is a fairly useless spell for a mage to have.
> > A mastery spell could perhaps avoid the effects of mists in the room.
> > 
> > Thats all 
> > 
> > Thanks
> > 
> > Chewba 
> > Bye
> If i'm mistaken, mist mage has mist lore. Perhaps a another mastery
> that allows you to cast through your own yellow mist?

Well, I don't know about the rest of you, but I would think the idea
would be inherant: You control mists, casting thru yellow mist
should be an advantage to the guild, something nobody else gets
inhertantly (more of this would be good in general).

-WildChild

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

poster: Evan
subject: armor
date: Thu May 15 02:50:18 2003

it would be cool to have a shrink and enlarge for armor ::enlarges
his armor and has a party in in :) :: 

Just my ideas not yours have a good day ya'll

EVAN **

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

poster: Evan
subject: newbie portals in eewbie areas
date: Thu May 15 02:53:18 2003

it would be nice if you were above the level to use them i mean what
is the use if  your a newbie you dont need them because ya got
warp... 

these are my ideas not yours have good day y'a'll

EVAN


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

poster: Goroharahad
subject: >master mist
date: Thu May 15 17:00:20 2003

On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> i think yellow mist spell in mist mage tree should be replaced with
> some sort of mist mastery.
> 
> In short yellow mist is a fairly useless spell for a mage to have.
> A mastery spell could perhaps avoid the effects of mists in the room.
> 
> Thats all 
> 
> Thanks
> 
> Chewba 
> Bye
I second that idea, if yellow mist is removed from mobs as well :)

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

poster: Zifnab
subject: >>master mist
date: Thu May 15 17:43:48 2003

On Thu May 15 17:00:20 2003 Goroharahad wrote post #62:
> On Wed May 14 12:47:19 2003 Chewba wrote post #49:
> > i think yellow mist spell in mist mage tree should be replaced with
> > some sort of mist mastery.
> > 
> > In short yellow mist is a fairly useless spell for a mage to have.
> > A mastery spell could perhaps avoid the effects of mists in the room.
> > 
> > Thats all 
> > 
> > Thanks
> > 
> > Chewba 
> > Bye
> I second that idea, if yellow mist is removed from mobs as well :)

We are working on a rewrite for monsters that will allow the removal
of yellow mist. Or at least removal of where it doesnt make a lot 
of sense.

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

poster: Lu
subject: >>>Spell : Forget
date: Fri May 16 19:38:39 2003

how many times are you guys gonna post this in news? we all know
forget sucks, but there has to be bad with the good.

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

poster: Tahnval
subject: >>>>Spell : Forget
date: Fri May 16 23:56:38 2003

On Fri May 16 19:38:39 2003 Lu wrote post #65:
> how many times are you guys gonna post this in news? we all know
> forget sucks, but there has to be bad with the good.
I'd forgotten about it already 8-)

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

poster: Monkey
subject: >>>>>Spell : Forget
date: Fri May 16 23:58:35 2003

On Fri May 16 23:56:38 2003 Tahnval wrote post #66:
> On Fri May 16 19:38:39 2003 Lu wrote post #65:
> > how many times are you guys gonna post this in news? we all know
> > forget sucks, but there has to be bad with the good.
> I'd forgotten about it already 8-)
BAHAHAHAHAHA! TAHNVAL IS HILARIOUS! GO GO TAHNVAL!
Monkey who forgot why it made this post in the first place

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

poster: Xerious
subject: New Spell : Recharge Lodestone
date: Sat May 17 00:42:53 2003

What about the idea of giving Navagators the ability to "recharge
lodestone"?  This would allow navs to restore the usability of a
lodie, particularly rare ones like randoms, etc.  They could charge
for the service and it should prolly only be trainable up to 50-60%
of skill max at level 10 to give it a fair chance of failure.  The
person wanting a lode recharged, would have to pay for the service
regardless of failure, depending of course on the Nav him/herself. 
Perhaps have a slight (and I do mean slight) chance of the spell
desting the lode for balance?

Just an idea from a Fig who has little means of consistent transport
other than the *@$&^ ferries.  Flame away.

Xerious-ly Good Ideas, Inc.

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

poster: Jaws
subject: Healer omicron spell
date: Sat May 17 00:44:14 2003

How about equipment bless spell, lotsa sps, lotsa casting time
but while in effect eq damage stops

Jaws

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

poster: Rancor
subject: >Healer omicron spell
date: Sat May 17 06:42:34 2003

Uhhh there was a reason eqdecay was put into the game,  it is a
negative effect to constant play.  I see no reason to change that. 
Golding is soooooo easy to do as it is now that anyone and everyone
should be able to pay for thier eq repair.  as it is I get enough
gold in my solo to more than pay for my eq repair I see no reason to
add a spell to negate the effect.  I would support a guild to repair
the eq etc etc etc but that has been suggested a ton of times
already.
Rancor

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

poster: Jaws
subject: Healer spell
date: Sat May 17 15:05:35 2003

Rancor, how would this and a guild that can repair be all that
functionally different
both would accomplish the same effect, by using sp/ep eq
does not degrade.

Just different approaches, and there is plenty of background for the concept
of blessed items not taking damage when used

Jaws

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

poster: Baer
subject: >Healer spell
date: Sat May 17 18:22:27 2003

On Sat May 17 15:05:35 2003 Jaws wrote post #71:
> Rancor, how would this and a guild that can repair be all that
> functionally different
> both would accomplish the same effect, by using sp/ep eq
> does not degrade.
> 
> Just different approaches, and there is plenty of background for the concept
> of blessed items not taking damage when used
> 
> Jaws
Sure it would be functionally (and thematically) different.
protecting armor from future damage is not the same as repairing
armor after damage.
Also why would it be a healer spell? If it was to fit into any guild
we already have, it is enchanters who are the ones that cast spells
on armors. Healers primarily give you some hps back.

WBAG

Baer

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

poster: Lu
subject: >Healer spell
date: Sat May 17 20:20:21 2003

I like the idea of a bless spell, however i dont think it should be
used to negate eq dmg, but it would be a general prot that boosts a
players stats, like the bard song of all bard songs, except its not
a bard song. hmm, or maybe not. pee

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

poster: Skitzo
subject: Woodsman 
date: Sun May 18 12:15:29 2003

I think it would be cool if Woodsman could make shields out of 
different types of woods and have each wood do something special.
Like one type does heal special one does ref special.  Just dependant
on wood type.  Yes I do understand how it currently works. I just think it
would be cool since we are woodsman that we have to choose special
wood to make
the type of shields or blades we want.
Skitzo McFrenia

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

poster: Illusions
subject: Spell - Remember
date: Sun May 18 12:37:14 2003

If you get hit by forget you can get hit by remember
be really nice omni guild :)

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

poster: Slayn
subject: >Woodsman 
date: Sun May 18 12:37:44 2003

yeah this would be quite a cool idea. maybe the type of blade
could depend on what island you made your blades on
,id love to of had 2 blue leaf blades made on odd.
 

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

poster: Chrono
subject: >Spell - Remember
date: Sun May 18 12:41:15 2003

why should there be a spell or skill to counter/remove any negative
effects on players?
as it is, this isn't really the worst of the negative effects done
to players, and it fails quite often

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

poster: Rancor
subject: Herbalist,animal trainer,woodsman
date: Sun May 18 20:56:28 2003

How about woodsman getting a choice between the two guilds(animal
trainer,herbalist) in order to get the omicron.  Right now woodsman
can join animal tamer and I see a few woodsman out there with it. 
It fits into our guild structure and theme so I don't see why we can
not have a choice between herbalist and animal trainer before we
join the omicron as that required guild goes.
Rancor

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

poster: Midnight
subject: note help file
date: Wed May 21 19:06:27 2003

perhaps add the following line to help file
note 0    = will remove all entries from notebook.

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

poster: Zifnab
subject: >note help file
date: Wed May 21 19:10:53 2003

On Wed May 21 19:06:27 2003 Midnight wrote post #79:
> perhaps add the following line to help file
> note 0    = will remove all entries from notebook.
done.

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

poster: Roxer
subject: Bank
date: Wed May 21 21:05:09 2003

We have deposit all, why not withdraw all ?

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

poster: Draco
subject: abjurer party spells
date: Thu May 22 01:52:42 2003

plz put the xyntax for doing this in the party greater and party
lesser spell help, took me 4 hrs to finally catch an unidle person
that knew how and would tell me, thanks.

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

poster: Zifnab
subject: >abjurer party spells
date: Thu May 22 02:35:32 2003

On Thu May 22 01:52:42 2003 Draco wrote post #82:
> plz put the xyntax for doing this in the party greater and party
> lesser spell help, took me 4 hrs to finally catch an unidle person
> that knew how and would tell me, thanks.

how about you tell us the syntax since we all don't know either.

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

poster: Afkaserious
subject: Abjurer thing
date: Thu May 22 03:13:08 2003

afktrig Enreg down on Ca
gah
I think he may have meant the 'tune shield to blah' thing, that you
need to do to cast party abjurations

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

poster: Lu
subject: >abjurer party spells
date: Thu May 22 06:34:32 2003

there once was an abj that couldnt look to others for help, cuase
none existed, i think if you look at your shield, or something, it
says something or maybe not
12

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

poster: Draco
subject: >>abjurer party spells
date: Thu May 22 06:36:41 2003

On Thu May 22 02:35:32 2003 Zifnab wrote post #83:
> On Thu May 22 01:52:42 2003 Draco wrote post #82:
> > plz put the xyntax for doing this in the party greater and party
> > lesser spell help, took me 4 hrs to finally catch an unidle person
> > that knew how and would tell me, thanks.
> 
> how about you tell us the syntax since we all don't know either.
tune shield to  such as tune shield to fire

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

poster: Shroom
subject: mist mage (yellow mist)
date: Thu May 22 15:14:31 2003

What if it was possible for a mist mage to have a spell/skill that
would allow them to absorb a mist that was cast by a monster?  The
spell/skill would only work while the mage was in mist form and
maybe not allow them to cast for a few rounds after....but would
allow everyone else.
Just a thought
Shroom

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

poster: Tranquil
subject: >>abjurer party spells
date: Thu May 22 15:41:01 2003

On Thu May 22 06:34:32 2003 Lu wrote post #85:
> there once was an abj that couldnt look to others for help, cuase
> none existed, i think if you look at your shield, or something, it
> says something or maybe not
> 12

I think Zifnab said it best, so i shall merely quote him:

"noooooo..... dont ask them to think"


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

poster: Draco
subject: >>>abjurer party spells
date: Thu May 22 19:44:38 2003

On Thu May 22 15:41:01 2003 Tranquil wrote post #88:
> On Thu May 22 06:34:32 2003 Lu wrote post #85:
> > there once was an abj that couldnt look to others for help, cuase
> > none existed, i think if you look at your shield, or something, it
> > says something or maybe not
> > 12
> 
> I think Zifnab said it best, so i shall merely quote him:
> 
> "noooooo..... dont ask them to think"
> 
by the way, it doesnt say on the shield how to do it

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

poster: Draco
subject: >mist mage (yellow mist)
date: Thu May 22 19:47:11 2003

On Thu May 22 15:14:31 2003 Shroom wrote post #87:
> What if it was possible for a mist mage to have a spell/skill that
> would allow them to absorb a mist that was cast by a monster?  The
> spell/skill would only work while the mage was in mist form and
> maybe not allow them to cast for a few rounds after....but would
> allow everyone else.
> Just a thought
> Shroom
it has been said before on myth, so i will reiderate it here. There
are very few negative effects for spells, ie forget and yellow mist,
that will stop you from doing much for a minnute or two. It really
isnt that big of a deal and you should learn to deal with it.
Seriously, if you can blue mist mobs to keep them from skilling on
you when you solo, why shouldnt they be able to yellow mist you?

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

poster: Zifnab
subject: >>>>abjurer party spells
date: Thu May 22 19:49:20 2003

On Thu May 22 19:44:38 2003 Draco wrote post #89:
> On Thu May 22 15:41:01 2003 Tranquil wrote post #88:
> > On Thu May 22 06:34:32 2003 Lu wrote post #85:
> > > there once was an abj that couldnt look to others for help, cuase
> > > none existed, i think if you look at your shield, or something, it
> > > says something or maybe not
> > > 12
> > 
> > I think Zifnab said it best, so i shall merely quote him:
> > 
> > "noooooo..... dont ask them to think"
> > 
> by the way, it doesnt say on the shield how to do it
In exact words now, but it does tell you to tune your shield to them.

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

poster: Chewba
subject: newer emote
date: Fri May 23 19:00:13 2003

emote idea
chewbiedoo STR
You shake your fist defiantly and mutter "If it wasn't for that
pesky  I'd have gotten away with it!"
OR Thingy shakes its fist defiantly and mutters "If it wasn't for
that pesky  I'd have gotten away with it!"

thankyou Chewbiedooby doo

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

poster: Baer
subject: eq books
date: Mon May 26 15:04:48 2003

The books that list the equipment and stats for each of a particular
slot and stat combination don't show any information for multi-slot
items.

This could maybe be done by either adding head-neck items to both
the head and neck books, or adding a new category 'mutli-slot'.

As it is now, multi slot equipment is so unloved, few people bother
to collect or distribute any information about it.

Baer

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

poster: Wagro
subject: Junk
date: Wed May 28 15:41:52 2003

how about just having an entire junk news, so people can go post
crap in any section they want, and people can just ignore that
entire paper

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

poster: Zifnab
subject: >Junk
date: Wed May 28 15:47:22 2003

On Wed May 28 15:41:52 2003 Wagro wrote post #95:
> how about just having an entire junk news, so people can go post
> crap in any section they want, and people can just ignore that
> entire paper

type 'news junk' post away.

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

poster: Monkey
subject: >Junk
date: Wed May 28 17:31:11 2003

On Wed May 28 15:41:52 2003 Wagro wrote post #95:
> how about just having an entire junk news, so people can go post
> crap in any section they want, and people can just ignore that
> entire paper
Mmmmmm sarcasm.....

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

poster: Darc
subject: mist mages
date: Wed May 28 21:19:21 2003

'Hps Restored!
i dont understand why mist mages cant wield an ice pick or an air
shield, both of these items are magical, and as long as they can
wear the ring it makes sense they should be able to wield the pick
and the shield. these items couldnt have that of a dramatic effect
on the mist mages that it helps them that much. or maybe if the mage
wields these some sort of penalty could be implemented.
just a thought.

thanks, 
darc

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

poster: Chrono
subject: >mist mages
date: Wed May 28 21:20:15 2003

there once was a time when mist mages had no eq, wheeeeeeee, :)

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

poster: Tahnval
subject: Sloatinok, rift, etc
date: Wed May 28 22:45:20 2003

If someone else moves out of Sloatinok's room while you 
are mapping the rift looking for him, your mapping is going
to be useless and you won't know.  Perhaps a message
like "you feel a ripple in the rift as Sloatinok moves
through it"?

Or am I talking crap because I haven't understood the
situation?

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

poster: Wildchild
subject: >mist mages
date: Thu May 29 05:07:48 2003

On Wed May 28 21:19:21 2003 Darc wrote post #98:
> 'Hps Restored!
> i dont understand why mist mages cant wield an ice pick or an air
> shield, both of these items are magical, and as long as they can
> wear the ring it makes sense they should be able to wield the pick
> and the shield. these items couldnt have that of a dramatic effect
> on the mist mages that it helps them that much. or maybe if the mage
> wields these some sort of penalty could be implemented.
> just a thought.
> 
> thanks, 
> darc

While this has been argued in the past that mist shouldn't be
allowed these pieces of eq, I think Darc is right.
Right now, the guilds are so whacked that mist & lava barely work
together; indeed, it might actually make lava eq useful if they
could actually be worn by mist mages, same with the gamma eq that
can be created.
It's not much, but it's something, and it's within the existing
guilds, it's just a shame that the guilds work so poorly with one
another atm. :)

-WildChild

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

poster: Kiliana
subject: Yellow Mist
date: Thu May 29 05:47:48 2003

I was reading old posts.. and Chewba posted that yellow mist is a
useless spell, and should be replaced with a mastery. I was
thinking.. and i kind of had an idea regarding that.
Mists mages are supposed to be masters of mists. Wouldnt it make
sense that they could destroy mists as well as create them? I would
propose that yellow mist be replaced, or a new spell could be added,
called "rainbow mist." This mist would be all colors, and when cast,
it would float into the room. It would absorb all mists in the room,
taking on their properties, but it would only last for 2 rounds. For
example.. the mist mage casts blue mist. No skills can be used. The
monster casts yellow mist.. no spells can be cast. Rainbow mist
would not check yellow mist.. it would be a spell that could be cast
regardless of whether or not yellow mist is in the room. Once cast,
it checks the room for other mists. If there are none, it does
nothing. However, in that case, there was a blue, and yellow mist.
So it absorbs them both, and for 2 rounds, no skills or spells could
be used. But then the cloud disappates, leaving the room clear. In
effect, It would be an air purifying spell. Instead of waiting
indefinately for yellow mist to dissapate, the mist mage casts a
spell to shorten the length to two rounds.
the reasoning im using for this is that, perhaps mist mages cant
banish mists. but it would make sense for them to be able to use a
mist that is heavier than others, thereby absorbing it, and
disappating it quickly. Any comments are welcome! 
-kili

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

poster: Lu
subject: >Sloatinok, rift, etc
date: Thu May 29 06:37:25 2003

thats a very good idea, tahnval, i agree 100%
specially when 2 people leave at different times, 1 when your 21
rooms into mapping it

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

poster: Rockman
subject: >mist mages
date: Thu May 29 11:29:23 2003

On Wed May 28 21:19:21 2003 Darc wrote post #98:
> i dont understand why mist mages cant wield an ice pick or an air
> shield, both of these items are magical, and as long as they can
> wear the ring it makes sense they should be able to wield the pick
> and the shield. these items couldnt have that of a dramatic effect
> on the mist mages that it helps them that much. or maybe if the mage
> wields these some sort of penalty could be implemented.
> just a thought.
> 
> thanks, 
> darc
Just would like to put my thought here, whether magical or not, the
ice pick is something physical and hence someone made of mist should
not be able to wield it, same with lava eq, however the ring is
special since one might be able to aurgue that it holds our solid
body in it maybe, and the air shield is air, so maybe the air shield
should be wielded, and when in mist form maybe make it have some
interesting effects?  But anyhow whining about how misties should be
able to wield a  large amount of eq that we can summon would take
away the whole negative part of being misty.  My two cents.
-Rocky

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

poster: Draco
subject: harmer's vessel
date: Thu May 29 18:48:58 2003

maybe when you are offering blood to fill up the vessel it could
give you a message that says your vessel is full like the healer's
holy bottle does.

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

poster: Wildchild
subject: >>mist mages
date: Fri May 30 00:57:37 2003

On Thu May 29 11:29:23 2003 Rockman wrote post #104:
> On Wed May 28 21:19:21 2003 Darc wrote post #98:
> > i dont understand why mist mages cant wield an ice pick or an air
> > shield, both of these items are magical, and as long as they can
> > wear the ring it makes sense they should be able to wield the pick
> > and the shield. these items couldnt have that of a dramatic effect
> > on the mist mages that it helps them that much. or maybe if the mage
> > wields these some sort of penalty could be implemented.
> > just a thought.
> > 
> > thanks, 
> > darc
> Just would like to put my thought here, whether magical or not, the
> ice pick is something physical and hence someone made of mist should
> not be able to wield it, same with lava eq, however the ring is
> special since one might be able to aurgue that it holds our solid
> body in it maybe, and the air shield is air, so maybe the air shield
> should be wielded, and when in mist form maybe make it have some
> interesting effects?  But anyhow whining about how misties should be
> able to wield a  large amount of eq that we can summon would take
> away the whole negative part of being misty.  My two cents.
> -Rocky

To that end, Rockman, the sps spent to create the eq are a negative already.
As it stands, that eq is never used, thus, that set of skills/spells
are never used. This would atleast give mist a little bit more
advantage, particularly since mist seems to be a rather underpowered
guild atm (much less lava) compared to other solo guilds.

-WildCHild

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

poster: Chrono
subject: >mist mage
date: Fri May 30 02:17:36 2003

i used ice pick and air shield when i was nether:), and i had fun
with lava eq, which has nice stats, but it seems to give more fig eq
than caster, which is pretty useless for the whole guild

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

poster: Kiliana
subject: Random Prots
date: Fri May 30 04:29:39 2003

I had an idea. It was kind of based on the whole random equipment
thing. How about like.. random item drops by monsters! Like.. items
that drop very rarely, and can be used to increase a stat until the
boot. Like.. they would be "magic orbs".. a different color for each
stat. Based on worth. like.. a 1k mosnter.. IF it dropped one..
would give maybe 1 or 2 to the stat that the orb represents. But a
200k monster would give +10 to +15 for the stat it dropped. It would
be almost like gems.. but would kind of give the mud more of a
treasure hunting feel to it when you went out hunting! I would
suggest that the orbs save over boot.. but dont last past a boot.
This could be really useful... but not really out of tune, if they
were rare enough.
I would think that there would be maybe a .5 percent chance of a
drop. if you kill 200 monsters.. you'll probably get 1 orb. This
would be really fun in my opinion.. and it would add a bit of fun to
the tedium of xping. I think it would keep my attention captured..
and kind of prod me to kill monsters if there was a chance of
getting a little orb that could up a random stat. Also, it would be
fun to trade! It would be pretty fun gathering up orbs.. trading
with your friends for the colors you need. You could stash them away
for awhile.. until you have a nice collection.. then use them all
for a large power boost for a boot!
I know and understand that this sounds kind of overpowered.. but if
its rare enough, you wouldnt really see people running around with
insane stats. i suppose that if someone dedicated 2 or 3 months of
mudding to gathing orbs, then they could possibly become
overpowered.. but even if they did, they would basically be working
their butts off just to have one "nosuck" or sorts. The main reason
i even suggested orbs was because i feel that more randomly dropped
things would add to the fun of the mud. Currently.. you know what
your going to get. If you kill monks, you KNOW your going to get x
amount of gold, and x items. and possibly an extra 1-500 gold for a
gem. It would be funner imho if you had the chance of a neat, semi
powerful reward after each kill. Anyway, please flame away! i'd like
some input.. possibly someone to argue with. I didnt really flesh
this idea out exactly how i wanted to, so i'd appreciate some
feedback.. and maybe refine this prospect a bit until it becomes
something that sounds feisable and fun to the rest of the mud. Thank
you all!

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

poster: Illusions
subject: Guild[Shapeshifter
date: Sun Jun  1 14:21:56 2003

It would be really nice to have also feline familiars
Don't know really what to specify on.. but it'd just be nice.

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

poster: Owain
subject: >>mist mage
date: Wed Jun  4 04:40:22 2003

What about replacing/adding a spell to create mist armor that can
only be worn while in mist form? If not, I like that idea about a
rainbow mist spell, or something to replace yellow mist.
Alternatively, you could change the lava eq to something generic
like "elemental armor", which is crafted using pure elemental energy
stored in the Elementalist's ring, and then let mist mages wear
that. It would have to give bonuses to the magic stats, though, or
the regen stats.

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

poster: Bahgtru
subject: >>>mist mage
date: Wed Jun  4 04:41:10 2003

On Wed Jun  4 04:40:22 2003 Owain wrote post #112:
> What about replacing/adding a spell to create mist armor that can
> only be worn while in mist form? If not, I like that idea about a
> rainbow mist spell, or something to replace yellow mist.
> Alternatively, you could change the lava eq to something generic
> like "elemental armor", which is crafted using pure elemental energy
> stored in the Elementalist's ring, and then let mist mages wear
> that. It would have to give bonuses to the magic stats, though, or
> the regen stats.
Isn't one of the points of mist form not to be able to wear eq at all?

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

poster: Wildchild
subject: >>>>mist mage
date: Wed Jun  4 04:43:16 2003

On Wed Jun  4 04:41:10 2003 Bahgtru wrote post #113:
> On Wed Jun  4 04:40:22 2003 Owain wrote post #112:
> > What about replacing/adding a spell to create mist armor that can
> > only be worn while in mist form? If not, I like that idea about a
> > rainbow mist spell, or something to replace yellow mist.
> > Alternatively, you could change the lava eq to something generic
> > like "elemental armor", which is crafted using pure elemental energy
> > stored in the Elementalist's ring, and then let mist mages wear
> > that. It would have to give bonuses to the magic stats, though, or
> > the regen stats.
> Isn't one of the points of mist form not to be able to wear eq at all?

The point some of us are tryign to argue is that, at the time, the
lack of eq was for the fact that mist was a very powerful solo
guild.
It's really not the case any more, as doesn't seem to be nearly as
good now as some of the other guilds.

Giving us some elemental eq to use, which is in theme atleast (why
the smeg can't I use an AIR shield anyways!?) would help a little,
but not a ton... better than nothing.

-WildChild

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

poster: Owain
subject: >>>>>mist mage
date: Wed Jun  4 04:45:34 2003

On Wed Jun  4 04:43:16 2003 Wildchild wrote post #114:
> On Wed Jun  4 04:41:10 2003 Bahgtru wrote post #113:
> > On Wed Jun  4 04:40:22 2003 Owain wrote post #112:
> > > What about replacing/adding a spell to create mist armor that can
> > > only be worn while in mist form? If not, I like that idea about a
> > > rainbow mist spell, or something to replace yellow mist.
> > > Alternatively, you could change the lava eq to something generic
> > > like "elemental armor", which is crafted using pure elemental energy
> > > stored in the Elementalist's ring, and then let mist mages wear
> > > that. It would have to give bonuses to the magic stats, though, or
> > > the regen stats.
> > Isn't one of the points of mist form not to be able to wear eq at all?
> 
> The point some of us are tryign to argue is that, at the time, the
> lack of eq was for the fact that mist was a very powerful solo
> guild.
> It's really not the case any more, as doesn't seem to be nearly as
> good now as some of the other guilds.
> 
> Giving us some elemental eq to use, which is in theme atleast (why
> the smeg can't I use an AIR shield anyways!?) would help a little,
> but not a ton... better than nothing.
> 
> -WildChild
I think it makes sense that mist mages should be able to wear some
mage-summoned air or mist armor..

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

poster: Chewba
subject: >>>>>>mist mage
date: Wed Jun  4 09:44:50 2003

On Wed Jun  4 04:45:34 2003 Owain wrote post #115:
> On Wed Jun  4 04:43:16 2003 Wildchild wrote post #114:
> > On Wed Jun  4 04:41:10 2003 Bahgtru wrote post #113:
> > > On Wed Jun  4 04:40:22 2003 Owain wrote post #112:
> > > > What about replacing/adding a spell to create mist armor that can
> > > > only be worn while in mist form? If not, I like that idea about a
> > > > rainbow mist spell, or something to replace yellow mist.
> > > > Alternatively, you could change the lava eq to something generic
> > > > like "elemental armor", which is crafted using pure elemental energy
> > > > stored in the Elementalist's ring, and then let mist mages wear
> > > > that. It would have to give bonuses to the magic stats, though, or
> > > > the regen stats.
> > > Isn't one of the points of mist form not to be able to wear eq at all?
> > 
> > The point some of us are tryign to argue is that, at the time, the
> > lack of eq was for the fact that mist was a very powerful solo
> > guild.
> > It's really not the case any more, as doesn't seem to be nearly as
> > good now as some of the other guilds.
> > 
> > Giving us some elemental eq to use, which is in theme atleast (why
> > the smeg can't I use an AIR shield anyways!?) would help a little,
> > but not a ton... better than nothing.
> > 
> > -WildChild
> I think it makes sense that mist mages should be able to wear some
> mage-summoned air or mist armor..
Dunno wether its intentional but you can use armor of flame with mist form.
Thats some ac and some fire res.
Oh and Armor of faith

just FYI

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

poster: Wildchild
subject: >>>>>>>mist mage
date: Wed Jun  4 23:47:17 2003

On Wed Jun  4 09:44:50 2003 Chewba wrote post #117:
> On Wed Jun  4 04:45:34 2003 Owain wrote post #115:
> > On Wed Jun  4 04:43:16 2003 Wildchild wrote post #114:
> > > On Wed Jun  4 04:41:10 2003 Bahgtru wrote post #113:
> > > > On Wed Jun  4 04:40:22 2003 Owain wrote post #112:
> > > > > What about replacing/adding a spell to create mist armor that can
> > > > > only be worn while in mist form? If not, I like that idea about a
> > > > > rainbow mist spell, or something to replace yellow mist.
> > > > > Alternatively, you could change the lava eq to something generic
> > > > > like "elemental armor", which is crafted using pure elemental energy
> > > > > stored in the Elementalist's ring, and then let mist mages wear
> > > > > that. It would have to give bonuses to the magic stats, though, or
> > > > > the regen stats.
> > > > Isn't one of the points of mist form not to be able to wear eq at all?
> > > 
> > > The point some of us are tryign to argue is that, at the time, the
> > > lack of eq was for the fact that mist was a very powerful solo
> > > guild.
> > > It's really not the case any more, as doesn't seem to be nearly as
> > > good now as some of the other guilds.
> > > 
> > > Giving us some elemental eq to use, which is in theme atleast (why
> > > the smeg can't I use an AIR shield anyways!?) would help a little,
> > > but not a ton... better than nothing.
> > > 
> > > -WildChild
> > I think it makes sense that mist mages should be able to wear some
> > mage-summoned air or mist armor..
> Dunno wether its intentional but you can use armor of flame with mist form.
> Thats some ac and some fire res.
> Oh and Armor of faith
> 
> just FYI

Those are lesser prots (mist form being a greater prot), not equipment.

-WildChild

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

poster: Roirraw
subject: quest rules
date: Thu Jun  5 00:18:20 2003

quest rules don't seem to say anything about party quests so someone
might do something that could break 1 of the rules confused on how
the rules are for party quests

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

poster: Draco
subject: >quest rules
date: Thu Jun  5 00:48:03 2003

On Thu Jun  5 00:18:20 2003 Roirraw wrote post #119:
> quest rules don't seem to say anything about party quests so someone
> might do something that could break 1 of the rules confused on how
> the rules are for party quests
umm i could probably help you with this, but you need to clarify
what it is your talking about, you aren't being very clear.

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

poster: Draco
subject: prayer to kali
date: Fri Jun  6 22:31:30 2003

im not sure if this will even be changed since iirc daneel is
currently asking for ideas to totally revamp the harmer guild, but
this skill seems to be totally off. it takes about 1/4-1/3 of the
whole vessel's collected blood, costs about 30m xp, if not more, to
max it to 100%. while this would be fine if it did quite alot, it
doesnt. from what ive seen, i get about 15-20 wis and MAYBE +1
sp_regen/heartbeat.
for being an omicron skill, i think it should give more wis and/or
spr, or skill bonus' like prayer to morgoth/grithmal/mordulak/ect.
do.

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

poster: Rythion
subject: Altar Room
date: Mon Jun  9 21:56:21 2003

I think it would be nice if Altar Room had some lights in it, such a
nice place deserves to let any and all races who come be able to see
:)
-Ry

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

poster: Trigon
subject: Thief
date: Wed Jun 11 08:31:36 2003

I have been talking to other mudders on here, and there is one thing
in common between us:
We miss thief.
Now i Know lurker is being worked on, but I don't see why thief
can't stay open until then, so I have some ideas on what to do to
open up thief, and then some.
Obviously we are not a pk mud anymore, so take away the player vs
player skills.  Remove the blinding dust skills.  Remove create
poison food. Remove pickpocket OR (I like this better) change it to
take less like the bard public performance skill and place it much
much higher in the thief guild tree so newbies do not have access to
it.  Also, take the awareness skill in traveler and move it to level
1 so people can easily max it and catch pickpocketers in the act.
I really do think with those minor changes thief could be reopened
and played until lurkers is coded.
Now, this part isn't really that important, but just a few minor
changes that would help the guild for the time being.
Up the damage on stab, up the potion brewer guild to make the
potions last a whole lot longer and up the effects of them a lot,
and give a boost to the chances of the fatal strike skill to go
off.
I really do miss playing as a thief and would gladly take the
opportunity to reinc into it once more.
Trigon

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

poster: Litho
subject: >Thief
date: Wed Jun 11 21:54:23 2003

On Wed Jun 11 08:31:36 2003 Trigon wrote post #123:
> and played until lurkers is coded.
> Now, this part isn't really that important, but just a few minor
> changes that would help the guild for the time being.
> Up the damage on stab, up the potion brewer guild to make the
> potions last a whole lot longer and up the effects of them a lot,
> and give a boost to the chances of the fatal strike skill to go
> off.
> I really do miss playing as a thief and would gladly take the
> opportunity to reinc into it once more.
> Trigon
I like this idea as well, ad maybe like increase hits/dmg based on dex a lot..

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

poster: Quillz
subject: Rogue
date: Wed Jun 11 22:23:00 2003

I would definately have to agree with Trigon on the idea to re-open
this guild tree.
It has been quite some time since we've had this guild as an option. 
And as much as I love pk and would love to see it returned - it
would be a good idea to either disable or entirely remove the player
vs player based skills.

As far as adjusting it to fit in - I would definately agree with
adjusting poison brewer up in time/effectiveness, and/or lowering
the round/ep usage, or all of the above. 
I'm not sure how much adjustments would be needed as far as stats
are concerned - because if I remember correctly, getting 700+ dex
back in the day of theif was rather hard to do, so I'm not really
sure how it would work in general. 

But, being an old fan of my old-time favorite guild - I would
definately love to see it re-opened. 
Q on Percocet

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

poster: Dram
subject: >Rogue
date: Thu Jun 12 08:32:02 2003

Thief is closed right now. Lurkers is in the idea stage and to be
honest, there is no reason to re-open thief. It would be removed
again anyways and frankly I don't want to have to deal with players
whining about this being buggy or this being out of tune for a guild
that is most likely going to see some major changes. In my opinion,
suck it up, there are plenty of other guilds, play one of them in
the meantime.

Dram

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

poster: Draco
subject: >clans
date: Fri Jun 13 04:48:55 2003

On Fri Jun 13 04:48:19 2003 Chrono wrote post #127:
> how about making it so that even if someone is clan level 10, they
> still can't kick leader?
> it seems weird that it is possible
you cant, leader is not considered a member, therefor unable to be kicked

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

poster: Chrono
subject: clans
date: Fri Jun 13 04:49:19 2003

how about making it so that even if someone is clan level (whatever
you have clan kick set to), they still can't kick leader, it seems
weird that it is possible

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

poster: Switchblade
subject: trader NPC
date: Fri Jun 13 23:29:43 2003

Would be nice maybe if eq trader was moved to inside the bank
because its inconvenient to have to withdraw money from bank, then
run to trader
shrugs, if i was an eq trader i would move my business to where teh action is
which is all at the bank
I'm reposting this because someone thought i meant Rufrin, i don't -
I mean the 
guy whom you could use if you are selling/trading with another player.

Just in light of some recent unhappy sales.. shrugs i trust most
peeps but just a thought

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

poster: Querulo
subject: SUMMARY
date: Sat Jun 14 13:05:34 2003

Would it be possible to add switch "reset" to command "summary"?
It doesn't show correct values when client disconnects. 

Just an idea.
Que

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

poster: Gabriel
subject: new race
date: Sat Jun 14 16:49:23 2003

we should have a mermaid race that has a race special of being able
to swim across the seas so they didn't have to take ferries.
they could also have the option of carrying their party across
water too if they had a certain piece of eq (maybe a giant seashell).
since they would have no feet, they could have maybe a finslot or
just a slot no one else has and skip out on a foot slot--but they should
have some random piece of eq that could give them the ablity to walk on land.
maybe even a skill called land walking or something like that. hee hee a torso
slot that's a fishtank. :) grin . . . i don't know it occured to
foshiznit and i
a few months ago and i just got the time to post about it.
thanks and lemme know what you think.
gabby

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

poster: Bahgtru
subject: >new race
date: Sat Jun 14 16:53:26 2003

On Sat Jun 14 16:49:23 2003 Gabriel wrote post #133:
> we should have a mermaid race that has a race special of being able
> to swim across the seas so they didn't have to take ferries.
> they could also have the option of carrying their party across
> water too if they had a certain piece of eq (maybe a giant seashell).
> since they would have no feet, they could have maybe a finslot or
> just a slot no one else has and skip out on a foot slot--but they should
> have some random piece of eq that could give them the ablity to walk on
land.
> maybe even a skill called land walking or something like that. hee hee a
torso
> slot that's a fishtank. :) grin . . . i don't know it occured to
> foshiznit and i
> a few months ago and i just got the time to post about it.
> thanks and lemme know what you think.
> gabby
How would a mermaid be able to move across the land, short of a
wheelchair or something?

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

poster: Switchblade
subject: >>new race
date: Sat Jun 14 17:29:17 2003

Well there was a movie with i think darryl hannah and tom hanks called splash
where the mermaid had option of having legs or a fishtail
that is, unless she touched water and then she was forced to return
to mermaid form.
she also had a name that when pronounced could shatter TVs!

certainly there is room for the expansion of racial abilities like flying, and
sure swimming.  I don't think a mermaid could carry maybe more than one person
at a time tho, dontcha think?  i suppose she could summon packs of dolphins to
help her tho.  I have to say this might be kinda fun to mess with :) 

Definitely tho for all the advantages a race has there has to be
some disadvantages
the ability to move across isles without much delay(which is what i
assume you mean)
would be a powerful one.  maybe the piece of eq that would enable
this would have
to be extremely rare.  ?
I am not sure what would balance this, you might want to develop the idea more
completely (what kind of stats you would want for it), so possibly you could 
?   Mermaids are fun magical creatures of MYTH tho, so I could see
them populating
our little realm.
-switcharoo

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

poster: Tranquil
subject: estimate command
date: Sat Jun 14 18:33:16 2003

I was estimating a skill at my guild the other day, and noticed
something funky: The estimate command shows the cost of training
that ability, but only in the range from 5% to 100%.

While this is not exactly a wholly theme based mud, it occurred to
me that it may make more sense from a theme point of view to have it
show your training costs from 5% to the maximum you can train that
ability to - inclusive of racial max, wishes, and the progressive
training limits of your guild level.

The down side would be that you could not see the costs past your
racial max or guild level max restrictions, however if you can't
train a skill past 90%, it would make little difference what it
costs, as you cannot attain it anyway.

The upside is that one who does have a high (above 100%) skill/spell
max would have some way of estimating what a skill or spell would
cost to train it to their own maximum of, for example, 110%, without
having to train it to 105% to find out via the 'list skills'
command.

Anyone else have any thoughts on this?


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

poster: Sleet
subject: >>Thief
date: Sat Jun 14 20:13:10 2003

i saw dont screw with pickpocket and put it in the way it used to
be, it only toook a percentage anyways. Worst case sceniro people
would have to use the bank again

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

poster: Sleet
subject: >>new race
date: Sat Jun 14 20:15:07 2003

On Sat Jun 14 16:53:26 2003 Bahgtru wrote post #134:
> On Sat Jun 14 16:49:23 2003 Gabriel wrote post #133:
> > we should have a mermaid race that has a race special of being able
> > to swim across the seas so they didn't have to take ferries.
> > they could also have the option of carrying their party across
> > water too if they had a certain piece of eq (maybe a giant seashell).
> > since they would have no feet, they could have maybe a finslot or
> > just a slot no one else has and skip out on a foot slot--but they should
> > have some random piece of eq that could give them the ablity to walk on
> land.
> > maybe even a skill called land walking or something like that. hee hee a
> torso
> > slot that's a fishtank. :) grin . . . i don't know it occured to
> > foshiznit and i
> > a few months ago and i just got the time to post about it.
> > thanks and lemme know what you think.
> > gabby
> How would a mermaid be able to move across the land, short of a
> wheelchair or something?
i liek the wheel chair idea, mermaids would need a giant seashell
and a wheel chair top be used, itd be like one of those infra rings

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

poster: Lu
subject: >>>new race
date: Sat Jun 14 20:31:22 2003

OMG
i so did see that movie on tv the other night
ehehhee
the shattering tv part and the bathtub part lol omg
titter

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

poster: Bows
subject: Tithing
date: Sat Jun 14 20:46:19 2003

   There is a last emote, last say, last channel command. Maybe
there could be a last tithe command to see who you have tithed and
who has tithed you. This would stop arguments between clerics
accusing other people of not tithing when they did. Often times i
miss who tithed me and want to thank them,

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

poster: Switchblade
subject: >Tithing
date: Sat Jun 14 21:18:52 2003

  Well if you have any experience with triggers it is very easy to 
create a channel and use that as a means of tracking tithes.  With a
good client
(zMUD, portal, etc.) there are many other options as well.  

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

poster: Quillz
subject: >>new race
date: Sat Jun 14 23:19:11 2003

On Sat Jun 14 16:53:26 2003 Bahgtru wrote post #134:
> On Sat Jun 14 16:49:23 2003 Gabriel wrote post #133:
> > we should have a mermaid race that has a race special of being able
> > to swim across the seas so they didn't have to take ferries.
> > they could also have the option of carrying their party across
> > water too if they had a certain piece of eq (maybe a giant seashell).
> > since they would have no feet, they could have maybe a finslot or
> > just a slot no one else has and skip out on a foot slot--but they should
> > have some random piece of eq that could give them the ablity to walk on
> land.
> > maybe even a skill called land walking or something like that. hee hee a
> torso
> > slot that's a fishtank. :) grin . . . i don't know it occured to
> > foshiznit and i
> > a few months ago and i just got the time to post about it.
> > thanks and lemme know what you think.
> > gabby
> How would a mermaid be able to move across the land, short of a
> wheelchair or something?
How does a gargoyle evoke fire or ice from chanting something?
It's a game.
I think it sounds like a cool idea. 
Q

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

poster: Quillz
subject: >>>Thief
date: Sat Jun 14 23:20:29 2003

On Sat Jun 14 20:13:10 2003 Sleet wrote post #137:
> i saw dont screw with pickpocket and put it in the way it used to
> be, it only toook a percentage anyways. Worst case sceniro people
> would have to use the bank again
Amen, brotha.
But - people would bitch endlessly, like always.
Q - rogue at heart.

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

poster: Celine
subject: >>Tithing
date: Sun Jun 15 01:57:41 2003

On Sat Jun 14 21:18:52 2003 Switchblade wrote post #141:
>   Well if you have any experience with triggers it is very easy to 
> create a channel and use that as a means of tracking tithes.  With a
> good client
> (zMUD, portal, etc.) there are many other options as well.  
And those of us that are stuck for whatever reason using telnbet?

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

poster: Apathy
subject: >>>Tithing
date: Sun Jun 15 02:56:37 2003

On Sun Jun 15 01:57:41 2003 Celine wrote post #144:
> On Sat Jun 14 21:18:52 2003 Switchblade wrote post #141:
> >   Well if you have any experience with triggers it is very easy to 
> > create a channel and use that as a means of tracking tithes.  With a
> > good client
> > (zMUD, portal, etc.) there are many other options as well.  
> And those of us that are stuck for whatever reason using telnbet?

You can't even use the java client?

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

poster: Celine
subject: >>>>Tithing
date: Sun Jun 15 02:57:07 2003

On Sun Jun 15 02:56:37 2003 Apathy wrote post #145:
> On Sun Jun 15 01:57:41 2003 Celine wrote post #144:
> > On Sat Jun 14 21:18:52 2003 Switchblade wrote post #141:
> > >   Well if you have any experience with triggers it is very easy to 
> > > create a channel and use that as a means of tracking tithes.  With a
> > > good client
> > > (zMUD, portal, etc.) there are many other options as well.  
> > And those of us that are stuck for whatever reason using telnbet?
> 
> You can't even use the java client?
No, at a internet cafe.. and javaclient tingy wont work.

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

poster: Xerious
subject: >>new race
date: Tue Jun 17 00:34:55 2003

On Sat Jun 14 16:53:26 2003 Bahgtru wrote post #134:
> land.
> > maybe even a skill called land walking or something like that. hee hee a
> torso
> > slot that's a fishtank. :) grin . . . i don't know it occured to
> > foshiznit and i
> > a few months ago and i just got the time to post about it.
> > thanks and lemme know what you think.
> > gabby
> How would a mermaid be able to move across the land, short of a
> wheelchair or something?
Mermaids (and Mermen) have legs as long as their bodies are not wet,
but their legs revert into their natural fins when they get wet. 
Since this is only a benefit when moving from Island to Island and
not something that give a definable benefit in combat situations, I
don't see how making (read coding here... which takes a lot of
effort *points to Lurker as example*) a new race just for the
benefit of not having to wait for a ferry would benefit the overall
Mud.  It would be easier to just recode the ferries into
transporters for instant access...

Xerious, who likes the idea of some Mud Members walking around in
just a couple of seashells...

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

poster: Xerious
subject: Colorful  info
date: Tue Jun 17 03:13:17 2003

I don't know how hard this would be, but it wold sure help in
putting together parties.

How about coding the player's guild into the color in which he/she
appears in the who list.  Red for one guild tree, blue for another,
etc.  We could still have bold for friends/clannies.  Don't know how
difficult it would be to code all the gammas and up, but at least
have the betas showing.

Just a thought... Flame away.

Xer-spam.

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

poster: Chrono
subject: re: who
date: Tue Jun 17 03:14:44 2003

who open guild ?

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

poster: Jaws
subject: enchanter spells
date: Tue Jun 17 03:50:27 2003

be nice if casting same spell at same item
like say srengthen, if its already up u refresh the spell

Jaws

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

poster: Tranquil
subject: >Colorful  info
date: Tue Jun 17 05:43:21 2003

On Tue Jun 17 03:13:17 2003 Xerious wrote post #148:
> I don't know how hard this would be, but it wold sure help in
> putting together parties.
> 
> How about coding the player's guild into the color in which he/she
> appears in the who list.  Red for one guild tree, blue for another,
> etc.  We could still have bold for friends/clannies.  Don't know how
> difficult it would be to code all the gammas and up, but at least
> have the betas showing.
> 
> Just a thought... Flame away.
> 
> Xer-spam.

We do not have enough colours for all beta guilds. Bold is taken for
friends, and cyan for clannies. Black is not an option as most
clients use a black background. Which leaves only red, blue, green,
yellow, magenta, and, for some clients, orange; For the 12 open beta
guilds.

That being said, doing this would make the who command almost as
unreadable as many muds are today. A little ansi is nice, sure. But
prolific use of it is overkill, and bad for one's eyes. If you want
insane amounts of ansi, feel free to ask on zombie for suggestions
on some other muds that use ansi overkill, no doubt most players
will know of at least one such mud.


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

poster: Litho
subject: >>Colorful  info
date: Tue Jun 17 05:44:12 2003

On Tue Jun 17 05:43:21 2003 Tranquil wrote post #151:
> yellow, magenta, and, for some clients, orange; For the 12 open beta
> guilds.
> 
> That being said, doing this would make the who command almost as
> unreadable as many muds are today. A little ansi is nice, sure. But
> prolific use of it is overkill, and bad for one's eyes. If you want
> insane amounts of ansi, feel free to ask on zombie for suggestions
> on some other muds that use ansi overkill, no doubt most players
> will know of at least one such mud.
> 
Well, there is also the BOLD colors as well, bold black shows on my
client..i think it'd be possible, but horribly messy.

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

poster: Tranquil
subject: >>>Colorful  info
date: Tue Jun 17 05:45:05 2003

On Tue Jun 17 05:44:12 2003 Litho wrote post #152:
> On Tue Jun 17 05:43:21 2003 Tranquil wrote post #151:
> > yellow, magenta, and, for some clients, orange; For the 12 open beta
> > guilds.
> > 
> > That being said, doing this would make the who command almost as
> > unreadable as many muds are today. A little ansi is nice, sure. But
> > prolific use of it is overkill, and bad for one's eyes. If you want
> > insane amounts of ansi, feel free to ask on zombie for suggestions
> > on some other muds that use ansi overkill, no doubt most players
> > will know of at least one such mud.
> > 
> Well, there is also the BOLD colors as well, bold black shows on my
> client..i think it'd be possible, but horribly messy.

What part of 'Bold is taken for friends,' did you not understand, Litho?


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

poster: Litho
subject: >>>>Colorful  info
date: Tue Jun 17 05:45:59 2003

On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > prolific use of it is overkill, and bad for one's eyes. If you want
> > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > on some other muds that use ansi overkill, no doubt most players
> > > will know of at least one such mud.
> > > 
> > Well, there is also the BOLD colors as well, bold black shows on my
> > client..i think it'd be possible, but horribly messy.
> 
> What part of 'Bold is taken for friends,' did you not understand, Litho?
> 
oops, i guess i should not just skim posts ;), my bad homie.

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

poster: Draco
subject: >>>>>Colorful  info
date: Tue Jun 17 05:53:57 2003

On Tue Jun 17 05:45:59 2003 Litho wrote post #154:
> On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > > prolific use of it is overkill, and bad for one's eyes. If you want
> > > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > > on some other muds that use ansi overkill, no doubt most players
> > > > will know of at least one such mud.
> > > > 
> > > Well, there is also the BOLD colors as well, bold black shows on my
> > > client..i think it'd be possible, but horribly messy.
> > 
> > What part of 'Bold is taken for friends,' did you not understand, Litho?
> > 
> oops, i guess i should not just skim posts ;), my bad homie.
actually tranq your missing what i believe litho is trying to say.
bold,white is used for friends, bold,cyan is friends that are also
clanmates, but there are a distinct differance between bold,red and
just plain red

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

poster: Energystar
subject: >>>>>>Colorful  info
date: Tue Jun 17 05:56:10 2003

On Tue Jun 17 05:53:57 2003 Draco wrote post #155:
> On Tue Jun 17 05:45:59 2003 Litho wrote post #154:
> > On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > > > prolific use of it is overkill, and bad for one's eyes. If you want
> > > > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > > > on some other muds that use ansi overkill, no doubt most players
> > > > > will know of at least one such mud.
> > > > > 
> > > > Well, there is also the BOLD colors as well, bold black shows on my
> > > > client..i think it'd be possible, but horribly messy.
> > > 
> > > What part of 'Bold is taken for friends,' did you not understand, Litho?
> > > 
> > oops, i guess i should not just skim posts ;), my bad homie.
> actually tranq your missing what i believe litho is trying to say.
> bold,white is used for friends, bold,cyan is friends that are also
> clanmates, but there are a distinct differance between bold,red and
> just plain red
But if red was used for saw woodsman guild, then bold red would show
woodsman friends.
Get it?

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

poster: Draco
subject: >>>>>>>Colorful  info
date: Tue Jun 17 05:57:04 2003

On Tue Jun 17 05:56:10 2003 Energystar wrote post #156:
> On Tue Jun 17 05:53:57 2003 Draco wrote post #155:
> > On Tue Jun 17 05:45:59 2003 Litho wrote post #154:
> > > On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > > > > prolific use of it is overkill, and bad for one's eyes. If you
want
> > > > > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > > > > on some other muds that use ansi overkill, no doubt most players
> > > > > > will know of at least one such mud.
> > > > > > 
> > > > > Well, there is also the BOLD colors as well, bold black shows on my
> > > > > client..i think it'd be possible, but horribly messy.
> > > > 
> > > > What part of 'Bold is taken for friends,' did you not understand,
Litho?
> > > > 
> > > oops, i guess i should not just skim posts ;), my bad homie.
> > actually tranq your missing what i believe litho is trying to say.
> > bold,white is used for friends, bold,cyan is friends that are also
> > clanmates, but there are a distinct differance between bold,red and
> > just plain red
> But if red was used for saw woodsman guild, then bold red would show
> woodsman friends.
> Get it?
puuh, change friends to a symbol or regular white then :)

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

poster: Tranquil
subject: >>>>>>Colorful  info
date: Tue Jun 17 05:57:19 2003

On Tue Jun 17 05:53:57 2003 Draco wrote post #155:
> On Tue Jun 17 05:45:59 2003 Litho wrote post #154:
> > On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > > > prolific use of it is overkill, and bad for one's eyes. If you want
> > > > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > > > on some other muds that use ansi overkill, no doubt most players
> > > > > will know of at least one such mud.
> > > > > 
> > > > Well, there is also the BOLD colors as well, bold black shows on my
> > > > client..i think it'd be possible, but horribly messy.
> > > 
> > > What part of 'Bold is taken for friends,' did you not understand, Litho?
> > > 
> > oops, i guess i should not just skim posts ;), my bad homie.
> actually tranq your missing what i believe litho is trying to say.
> bold,white is used for friends, bold,cyan is friends that are also
> clanmates, but there are a distinct differance between bold,red and
> just plain red

I will repeat here what I said to Chrono when he asked the same question:

For example: if red was the colour of warrior, and bold,red was the
colour of MA, all of your friends who are warriors, would look like
ma's via the who command, as your 'friends' ansi tag would add the
bold to the red of warrior.

Please, think for a little longer before you ask a silly question people! =)


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

poster: Lu
subject: >>>new race
date: Tue Jun 17 06:41:08 2003

i would think ferries are faster then mermaids, so your swim from
island to island woul dbe about 20x as long as the ferrie

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

poster: Wildchild
subject: >>>>>>Colorful  info
date: Tue Jun 17 17:27:46 2003

On Tue Jun 17 05:53:57 2003 Draco wrote post #155:
> On Tue Jun 17 05:45:59 2003 Litho wrote post #154:
> > On Tue Jun 17 05:45:05 2003 Tranquil wrote post #153:
> > > > > prolific use of it is overkill, and bad for one's eyes. If you want
> > > > > insane amounts of ansi, feel free to ask on zombie for suggestions
> > > > > on some other muds that use ansi overkill, no doubt most players
> > > > > will know of at least one such mud.
> > > > > 
> > > > Well, there is also the BOLD colors as well, bold black shows on my
> > > > client..i think it'd be possible, but horribly messy.
> > > 
> > > What part of 'Bold is taken for friends,' did you not understand, Litho?
> > > 
> > oops, i guess i should not just skim posts ;), my bad homie.
> actually tranq your missing what i believe litho is trying to say.
> bold,white is used for friends, bold,cyan is friends that are also
> clanmates, but there are a distinct differance between bold,red and
> just plain red

Yet, that doesn't do alot of good either for some people. Default
color for java client is white, zmud is green. So you have different
color schemes as well.
It's fine the way it is.

-WildChild

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

poster: Gabriel
subject: emote
date: Wed Jun 18 01:43:05 2003

we need a lovle emote. nuff said

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

poster: Uno
subject: >emote
date: Wed Jun 18 07:50:34 2003

On Wed Jun 18 01:43:05 2003 Gabriel wrote post #161:
> we need a lovle emote. nuff said
eheh I will LOVLE YUOR BOXORZ yah
(stubble?)
a fartly challenge

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

poster: Litho
subject: Parry
date: Thu Jun 19 06:18:32 2003

Was just wondering why you can't set parry over 115, says maximum
setting for it is 115, i have 121 attack..is there a cap or
parry/attack, or am i just missing something?

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

poster: Chrono
subject: >Parry
date: Thu Jun 19 06:27:59 2003

parry command is a %, so if you have attack trained to 110%, and
parry set to 100%, you'd parry at 110%, since 100% of 110% is 110%
:), and if you set parry to 50%, you'd parry at 55% cuz 50% of 110%
is 55%:), heh, that's how i understand it

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

poster: Litho
subject: >>Parry
date: Thu Jun 19 06:33:23 2003

On Thu Jun 19 06:27:59 2003 Chrono wrote post #164:
> parry command is a %, so if you have attack trained to 110%, and
> parry set to 100%, you'd parry at 110%, since 100% of 110% is 110%
> :), and if you set parry to 50%, you'd parry at 55% cuz 50% of 110%
> is 55%:), heh, that's how i understand it
Yeah, but when i parry my attack % it does not parry at all. says
sorry maximum parry set is 115..

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

poster: Rockman
subject: clan bank account
date: Thu Jun 19 12:01:33 2003

Just an idea, why can't we have a record of transactions made on a
clan bank account like the player bank accounts.

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

poster: Oxolotl
subject: >clan bank account
date: Thu Jun 19 13:13:32 2003

Clan info deals with this somewhat. Since clan info takes into
account your balance, ie if you donate 500k then take out 600k clan
info shows up as -100k. And also you can see how much other people
have donated/withdrawn. I dont think it deals with it completely
though. For instance if you have donated 500k and withdrawn 400k.
YOur balance is still positive and unless the total gold is checked
this cannot be identified as being taken.

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

poster: Tahnval
subject: >Parry
date: Fri Jun 20 00:10:00 2003

On Thu Jun 19 06:18:32 2003 Litho wrote post #163:
> Was just wondering why you can't set parry over 115, says maximum
> setting for it is 115, i have 121 attack..is there a cap or
> parry/attack, or am i just missing something?

Odd...when I do it, it says the maximum setting is 100%.
Yes, I do have attack and parry (and advanced parry) over 100%.

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

poster: Tranquil
subject: >>Parry
date: Fri Jun 20 00:16:30 2003

On Fri Jun 20 00:10:00 2003 Tahnval wrote post #169:
> On Thu Jun 19 06:18:32 2003 Litho wrote post #163:
> > Was just wondering why you can't set parry over 115, says maximum
> > setting for it is 115, i have 121 attack..is there a cap or
> > parry/attack, or am i just missing something?
> 
> Odd...when I do it, it says the maximum setting is 100%.
> Yes, I do have attack and parry (and advanced parry) over 100%.

Just to throw a spanner in the works...

I have attack maxxed at 115%, shield parry maxxed at 80%, and 'parry
115' returns this:

You can not set your parry % greater than your attack.
    Maximum setting is 112%
You place yourself in a total defensive posture.
Your parry is now set to 100% defensive 0% offensive.

hope this makes things even more fun for you to figure out =)


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

poster: Rockman
subject: >>clan bank account
date: Fri Jun 20 05:14:25 2003

On Thu Jun 19 13:13:32 2003 Oxolotl wrote post #168:
> Clan info deals with this somewhat. Since clan info takes into
> account your balance, ie if you donate 500k then take out 600k clan
> info shows up as -100k. And also you can see how much other people
> have donated/withdrawn. I dont think it deals with it completely
> though. For instance if you have donated 500k and withdrawn 400k.
> YOur balance is still positive and unless the total gold is checked
> this cannot be identified as being taken.
Umm, I was more reffering to in the case that a clan member just
left the clan, it would be nice to know for sure if it was that
person who cleaned out the clan account before you attack them for
it.  Also as some proof that it was that person.

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

poster: Monkey
subject: >>>>>>>Colorful  info
date: Sat Jun 21 00:57:43 2003

Also, some people (Well, at least myself) change their colors of
their friends/clanbies.
My friends are bold,cyan and my clanbies are bold,magenta.
You can change many things color wise. Check 
'colors' to see what you can change.

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

poster: Chrono
subject: race items
date: Sat Jun 21 06:18:27 2003

i think it would be sweet if everyone got racial items, that could
keep track of how many days you've been a race also has LITTLE
stats, sorta say umm vamp is 1 or 2 spr, 1 or 2 int, and maybe 1 or
2 wis, only leader has the good racial item, or we could make the
lesser race items have no stats at all, they just add to your
description and can be checked to show how many days you've been the
same race, and if you reinc outta race, (enter the mud as a
different race, not into the room where you have option of entering
portal or mirror), you're days in race would reset to 0, or we could
make this as an added incentive for using mccp, but i think it would
be cooler to use days and or xp as race for race lead status, but
give everyone a lesser item or item with no stats, but can be
checked for days and add to desc, sorta similiar to guilds.
i dunno, maybe it just sounds cool in my head, but i know ppl's
always wanted a new way of race leading, i like how it is now, but i
think this would be neat to try out at least

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

poster: Jaws
subject: abj reflects
date: Sat Jun 21 20:35:29 2003

add in party reflect spell

work same as other party stuff

Jaws

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

poster: Jaws
subject: reflects
date: Sat Jun 21 21:01:45 2003

can we make them renew if u recast same one at same target
rather than saying that person already has a reflect upo

Jaws

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

poster: Gabriel
subject: lodes
date: Sat Jun 21 22:07:30 2003

we should be able to name our lodes. having isle lodes,
adv lodes, and choice lodes all together gets confusing as
you don't know which is which if you have some of muliple colors.
i think it would be cool to have a castle lode, adv lode, and
hyboria lode ect,
instead of just having random confusing colors. i don't know--just a thought.
thanks
gabby

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

poster: Draco
subject: >lodes
date: Sun Jun 22 02:20:17 2003

On Sat Jun 21 22:07:30 2003 Gabriel wrote post #176:
> we should be able to name our lodes. having isle lodes,
> adv lodes, and choice lodes all together gets confusing as
> you don't know which is which if you have some of muliple colors.
> i think it would be cool to have a castle lode, adv lode, and
> hyboria lode ect,
> instead of just having random confusing colors. i don't know--just a
thought.
> thanks
> gabby
well i dont know if this will help much, but lodestones can also be
rubbed by its name, IE rub choice lodestone, run adventurer guild
entrance lodestone, rub hyboria lodestone, etc. (im assuming the
island lodes work like this, as specific room lodes and adv/choice
lodes work this way)

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

poster: Kasma
subject: new emote!
date: Sun Jun 22 05:26:22 2003

the paw emote:
paw - you paw feebily
paw LIV - you paw at (blah) feebily
work your magic wizzies!

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

poster: Tranquil
subject: >new emote!
date: Sun Jun 22 08:47:03 2003

On Sun Jun 22 05:26:22 2003 Kasma wrote post #178:
> the paw emote:
> paw - you paw feebily
> paw LIV - you paw at (blah) feebily
> work your magic wizzies!

If this emote is added, I would like to put a request to the coding
wizard to spell it correctly when it is made. Thanks.


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

poster: Justus
subject: lodestone machine
date: Mon Jun 23 20:13:49 2003

lodestone machine would be great. put gold and gems on it and it gives you
lodestone!
lodestone!
thank you now someone go and make it

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

poster: Draco
subject: >lodestone machine
date: Mon Jun 23 20:17:37 2003

On Mon Jun 23 20:13:49 2003 Justus wrote post #180:
> lodestone machine would be great. put gold and gems on it and it gives you
> lodestone!
> lodestone!
> thank you now someone go and make it
i got a better idea....either get two lvl/glvls and get create
navigation stone and train it, or get a third and study guild
portal, or get a wand of guild portal, or, as crazy as it may seem,
type who open guild navigator and offer them something like 50-200k
to make a adv lode for you, im sure most that are open would be more
than happy to make a quick sum of gold


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

poster: Justus (Web) 
subject: >>lodestone machine
date: Mon Jun 23 20:33:49 2003

On Mon Jun 23 20:17:37 2003 Draco wrote post #181 in ideas:

> On Mon Jun 23 20:13:49 2003 Justus wrote post #180:

> > lodestone machine would be great. put gold and gems on it and it gives you

> > lodestone!

> > lodestone!

> > thank you now someone go and make it

> i got a better idea....either get two lvl/glvls and get create

> navigation stone and train it, or get a third and study guild

> portal, or get a wand of guild portal, or, as crazy as it may seem,

> type who open guild navigator and offer them something like 50-200k

> to make a adv lode for you, im sure most that are open would be more

> than happy to make a quick sum of gold

> 



lvls start cost at this point a lot, wands would be even harder to get that lodes, if start paying that much they just start wait people do so (what is prolly happened allready). make the machine live would be much easier.

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

poster: Zifnab
subject: >>>lodestone machine
date: Mon Jun 23 20:34:37 2003

> lvls start cost at this point a lot, wands would be even harder to get
that lodes, if start paying that much they just start wait people do so
(what is prolly happened allready). make the machine live would be much
easier.

Gasp walk......

Going to have to shoot myself now for suggesting that.

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

poster: Justus (Web) 
subject: >>>>lodestone machine
date: Mon Jun 23 20:36:58 2003

On Mon Jun 23 20:34:37 2003 Zifnab wrote post #183 in ideas:

> > lvls start cost at this point a lot, wands would be even harder to get

> that lodes, if start paying that much they just start wait people do so

> (what is prolly happened allready). make the machine live would be much

> easier.

> 

> Gasp walk......

> 

> Going to have to shoot myself now for suggesting that.



yea well why i ever ask lode if i want to do that how about horses then so we could walk faster :/

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

poster: Daran
subject: >>>>lodestone machine
date: Mon Jun 23 21:32:14 2003

On Mon Jun 23 20:34:37 2003 Zifnab wrote post #183:
> > lvls start cost at this point a lot, wands would be even harder to get
> that lodes, if start paying that much they just start wait people do so
> (what is prolly happened allready). make the machine live would be much
> easier.
> 
> Gasp walk......
> 
> Going to have to shoot myself now for suggesting that.
*bows to zifnab*
What I wouldn't do to see half the players trying to play back when
most of these luxuries weren't around and all the ferries actually
had to be used *gasp*
And I thought I was lazy

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

poster: Celine
subject: >>>lodestone machine
date: Mon Jun 23 22:56:11 2003

On Mon Jun 23 20:33:49 2003 Justus (Web)  wrote post #182:
> On Mon Jun 23 20:17:37 2003 Draco wrote post #181 in ideas:

> > On Mon Jun 23 20:13:49 2003 Justus wrote post #180:

> > > lodestone machine would be great. put gold and gems on it and it gives
you

> > > lodestone!

> > > lodestone!

> > > thank you now someone go and make it

> > i got a better idea....either get two lvl/glvls and get create

> > navigation stone and train it, or get a third and study guild

> > portal, or get a wand of guild portal, or, as crazy as it may seem,

> > type who open guild navigator and offer them something like 50-200k

> > to make a adv lode for you, im sure most that are open would be more

> > than happy to make a quick sum of gold

> > 

> 

> lvls start cost at this point a lot, wands would be even harder to get
that lodes, if start paying that much they just start wait people do so
(what is prolly happened allready). make the machine live would be much
easier.
The point of this game isnt to be easy as I understand it. Be 
happyuou have the lodes at all and arent required to know your areas
in and outs much better. Yes it would be a cool machine, as well
would an exp button. Leave it alone.

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

poster: Xerious
subject: >>>>>>>>Colorful  info
date: Mon Jun 23 23:30:49 2003

On Sat Jun 21 00:57:43 2003 Monkey wrote post #172:
> Also, some people (Well, at least myself) change their colors of
> their friends/clanbies.
> My friends are bold,cyan and my clanbies are bold,magenta.
> You can change many things color wise. Check 
> 'colors' to see what you can change.
Then why not add the various guilds to the colors commands?  This
way those that wanted to assign certain guilds a color, could, and
the rest of you peeps that don't own a pair of sunglasses could go
on existing in your black & white / black & green worlds with little
regard to the fact.
Xerious, who opened this can of worms...


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

poster: Litho
subject: >>>>>lodestone machine
date: Tue Jun 24 00:13:35 2003

On Mon Jun 23 21:32:14 2003 Daran wrote post #185:
> > easier.
> > 
> > Gasp walk......
> > 
> > Going to have to shoot myself now for suggesting that.
> *bows to zifnab*
> What I wouldn't do to see half the players trying to play back when
> most of these luxuries weren't around and all the ferries actually
> had to be used *gasp*
> And I thought I was lazy
Yeah, word to that. Back when you took the ferry and had to fight
pkers on the way over muaha!.

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

poster: Korthrun
subject: >>>>lodestone machine
date: Tue Jun 24 07:57:55 2003

On Mon Jun 23 20:34:37 2003 Zifnab wrote post #183:
> > lvls start cost at this point a lot, wands would be even harder to get
> that lodes, if start paying that much they just start wait people do so
> (what is prolly happened allready). make the machine live would be much
> easier.
> 
> Gasp walk......
> 
> Going to have to shoot myself now for suggesting that.
my legs hurt

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

poster: Korthrun
subject: >>>>>lodestone machine
date: Tue Jun 24 07:58:16 2003

On Mon Jun 23 21:32:14 2003 Daran wrote post #185:
> On Mon Jun 23 20:34:37 2003 Zifnab wrote post #183:
> > > lvls start cost at this point a lot, wands would be even harder to get
> > that lodes, if start paying that much they just start wait people do so
> > (what is prolly happened allready). make the machine live would be much
> > easier.
> > 
> > Gasp walk......
> > 
> > Going to have to shoot myself now for suggesting that.
> *bows to zifnab*
> What I wouldn't do to see half the players trying to play back when
> most of these luxuries weren't around and all the ferries actually
> had to be used *gasp*
> And I thought I was lazy
eheheheh
no triangle
muahahahahahahahah love it

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

poster: Fegler
subject: >>>>>lodestone machine
date: Tue Jun 24 14:55:40 2003

On Tue Jun 24 07:57:55 2003 Korthrun wrote post #189:
> On Mon Jun 23 20:34:37 2003 Zifnab wrote post #183:
> > > lvls start cost at this point a lot, wands would be even harder to get
> > that lodes, if start paying that much they just start wait people do so
> > (what is prolly happened allready). make the machine live would be much
> > easier.
> > 
> > Gasp walk......
> > 
> > Going to have to shoot myself now for suggesting that.
> my legs hurt
sigh, ferries is fun to use :) learn to run a little.. and if you
think it take times to run to another island.. reinc rogue :p
stop whining about lodes... some navigators even do lodes for free
*Fegler flips you all*

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

poster: Angryhobo
subject: New Class
date: Wed Jun 25 03:13:13 2003

I think Homeless man would be a great new class.
You could beg for money similiar to the bard song
not wear any armor(guild item would be filthy rags) but have
substatially raised stats and armor factor
using defecation in various  offensive and food creating skills
speech would be permanently impared, unless drunk at which stats are
increaed and speech returns to normal
poor melee but high damage through skills (because homeless people
are frail and would not be very good wielding a weapon and fighting,
malnutrition)

Ideas, thoughts

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

poster: Litho
subject: Fists of legend
date: Wed Jun 25 04:15:36 2003

I think MA's should have the ability to tune fire or cold on fists
of legend.  Fig races don't see much of eq, excluding thanks..it
might be interesting, no?

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

poster: Litho
subject: >Fists of legend
date: Wed Jun 25 04:16:18 2003

On Wed Jun 25 04:15:36 2003 Litho wrote post #193:
> I think MA's should have the ability to tune fire or cold on fists
> of legend.  Fig races don't see much of eq, excluding thanks..it
> might be interesting, no?
thanks = tanks..sry

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

poster: Chrono
subject: >Fists of legend
date: Wed Jun 25 04:22:06 2003

i agree with fol being able to be tuned cold or fire, but "becuz
figs hardly see eq" isn't a very good reason why ma's should be able
to pick cold or fire with fol:), if anything, if an ma knows how to
do fiery or freezing hits with his fists, he should know well enuff
how to have a greater chance of using which he perfers:)
how about adding two skills, meditation to "blah" for cold (i forget
what the messages are for fire/cold with fists of legend), and
another meditation of "blah" for fire, and make fists of legend a
master for these to skills and remove it as being a useable skill,
and make the meditations useables

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

poster: Draco
subject: >>Fists of legend
date: Wed Jun 25 06:06:58 2003

On Wed Jun 25 04:22:06 2003 Chrono wrote post #195:
> i agree with fol being able to be tuned cold or fire, but "becuz
> figs hardly see eq" isn't a very good reason why ma's should be able
> to pick cold or fire with fol:), if anything, if an ma knows how to
> do fiery or freezing hits with his fists, he should know well enuff
> how to have a greater chance of using which he perfers:)
> how about adding two skills, meditation to "blah" for cold (i forget
> what the messages are for fire/cold with fists of legend), and
> another meditation of "blah" for fire, and make fists of legend a
> master for these to skills and remove it as being a useable skill,
> and make the meditations useables
iirc snoop is still workin on another guild for MA that allows you
to tune your gloves to a few differant damage types...or something



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

poster: Lu
subject: >New Class
date: Wed Jun 25 09:17:04 2003

ideas like this belong in junk, no?

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

poster: Litho
subject: >>>Fists of legend
date: Wed Jun 25 23:59:31 2003

On Wed Jun 25 06:06:58 2003 Draco wrote post #196:
> > how to have a greater chance of using which he perfers:)
> > how about adding two skills, meditation to "blah" for cold (i forget
> > what the messages are for fire/cold with fists of legend), and
> > another meditation of "blah" for fire, and make fists of legend a
> > master for these to skills and remove it as being a useable skill,
> > and make the meditations useables
> iirc snoop is still workin on another guild for MA that allows you
> to tune your gloves to a few differant damage types...or something
> 
> 
Aha..

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

poster: Quillz
subject: >>Rogue
date: Thu Jun 26 05:28:50 2003

On Thu Jun 12 08:32:02 2003 Dram wrote post #126:
> Thief is closed right now. Lurkers is in the idea stage and to be
> honest, there is no reason to re-open thief. It would be removed
> again anyways and frankly I don't want to have to deal with players
> whining about this being buggy or this being out of tune for a guild
> that is most likely going to see some major changes. In my opinion,
> suck it up, there are plenty of other guilds, play one of them in
> the meantime.
> 
> Dram
I love seeing how you value our opinions, then throw yours out and
expect us to go by it.  
We've been playing the other guilds, the 'meantime' has been a long
f*cking time. 
It's an old-school favorite, if we didn't want to play it, we'd
never bring it up, or try to fire ideas your way on how to help the
guild overall. 

Q - who's sick of the 'you don't like it, go somewhere else' response. 

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

poster: Uno
subject: >>>Rogue
date: Thu Jun 26 06:50:26 2003

On Thu Jun 26 05:28:50 2003 Quillz wrote post #199:
> > Dram
> I love seeing how you value our opinions, then throw yours out and
> expect us to go by it.  
> We've been playing the other guilds, the 'meantime' has been a long
> f*cking time. 
> It's an old-school favorite, if we didn't want to play it, we'd
> never bring it up, or try to fire ideas your way on how to help the
> guild overall. 
> 
> Q - who's sick of the 'you don't like it, go somewhere else' response. 
don't be so mean, you're in your rights to bring it up
but wizzes are just as much in their rights to say 'be patient,
we're working on it...'

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

poster: Rancor
subject: >>>>Rogue
date: Thu Jun 26 06:52:17 2003

heh uno there is a long long history on many many levels between a
few peeps and wiz's and I know news is not the place but sometime
both players and wizes can be impatient.  I have a feeling quillz
just had a moment don't read to much into anyone cause we all have
them.  
Rancor

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

poster: Chrono
subject: hello
date: Thu Jun 26 06:56:30 2003

i know it's been brought up b4, but i think it's a nice idea, and
adds some more wish choices to take, can we plz have lesser stat:
blah, wishes, ie. lesser stat: int, lesser stat: wis, etc.. they'd
be +20 to whatever stat you choose?:) plz plz plz, thanks for
reading, good-day

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

poster: Dram
subject: Rogue
date: Thu Jun 26 08:21:09 2003

Just FYI, we all have lives, real jobs, family, etc, we became
wizards to help the mud evolve. I know that sigwald and myself
personally, other than being extremely busy right now, spend a good
time looking at other people's ideas. While you may not feel it is
nessicary for us to do something, we may happen to feel the opposite
opinion. I believe it was either trigon or tranquil that I had a
long conversation with about opening rogues back up, although i
didnt change my standpoint, i listened thoroughly.

About being patient, I and none of the other wizs get paid to do our
work here. If something is taking longer then you would like, I
understand where you are coming from, but do not bash us for our
inability to meet your patience. We try our best to provide you with
a great place to have fun.

Dram
-- Lurker, oh who feels like working on something like that when
there are mortals to defend yourself against

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

poster: Lu
subject: >>>>>Rogue
date: Thu Jun 26 09:53:54 2003

AHAHAHA i Am dRUNKKK
ahaha
okwell, this is rogue and dram and quiillz conversation it hink
rogue is currently closed because lurkers was started, apparently
lurkers is currently delayed(im happily awaiting its arrivel tho,
evenif it takes years! yaay(

we all know that lurkers conflicts with theif, and being a theif
while skills are beign changed to reflect the new guild is a ba
idea
ok, now i forget why i hit f
and plus nez is talking to me, and thats more impornat
and plUS!! ok, thief won't be re-openmed, all your thieving lovars,
plz plz, just wait for lurkers, it will totally be worht the wait,
reinc evokar, like me, and i'll partay wif u cause chroin
suxors*ehehe jk chrono i luv u) ehhe lol ok, bye

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

poster: Kaos
subject: >>>>>>Rogue
date: Thu Jun 26 09:54:09 2003

On Thu Jun 26 09:53:54 2003 Lu wrote post #204:
> AHAHAHA i Am dRUNKKK
> ahaha
> okwell, this is rogue and dram and quiillz conversation it hink
> rogue is currently closed because lurkers was started, apparently
> lurkers is currently delayed(im happily awaiting its arrivel tho,
> evenif it takes years! yaay(
> 
> we all know that lurkers conflicts with theif, and being a theif
> while skills are beign changed to reflect the new guild is a ba
> idea
> ok, now i forget why i hit f
> and plus nez is talking to me, and thats more impornat
> and plUS!! ok, thief won't be re-openmed, all your thieving lovars,
> plz plz, just wait for lurkers, it will totally be worht the wait,
> reinc evokar, like me, and i'll partay wif u cause chroin
> suxors*ehehe jk chrono i luv u) ehhe lol ok, bye
banned for posting while drunk

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

poster: Chewba
subject: naughty people
date: Thu Jun 26 09:57:30 2003

1) It would be cool .. if naughty people that were frozen or warned
for bring assholes had to spend sometime in the stocks in cs
2) we had some stocks in cs


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

poster: Phire
subject: >Rogue
date: Thu Jun 26 14:42:56 2003

On Thu Jun 26 08:21:09 2003 Dram wrote post #203:
> Just FYI, we all have lives, real jobs, family, etc, we became
> wizards to help the mud evolve. I know that sigwald and myself
> personally, other than being extremely busy right now, spend a good
> time looking at other people's ideas. While you may not feel it is
> nessicary for us to do something, we may happen to feel the opposite
> opinion. I believe it was either trigon or tranquil that I had a
> long conversation with about opening rogues back up, although i
> didnt change my standpoint, i listened thoroughly.
> 
> About being patient, I and none of the other wizs get paid to do our
> work here. If something is taking longer then you would like, I
> understand where you are coming from, but do not bash us for our
> inability to meet your patience. We try our best to provide you with
> a great place to have fun.
> 
> Dram
> -- Lurker, oh who feels like working on something like that when
> there are mortals to defend yourself against
This is a problem. We all need to chip in $$ so that Zifnab, Khosan,
Dram et al can work on the mud full time and keep their bills paid and
families fed. On the other hand, we will need the wizards to create many
more bugs in order to keep Zifnab busy full time. :) :)

So the wizards should write up some contracts, and then we will
figure out a subscription rate for players.

Note: this is obviously a joke. I would not want to pay wizards to work
on IoM until they have formed a union in order to make sure they will get
decent health care and retirement packages.


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

poster: Tahnval
subject: >>>>Rogue
date: Fri Jun 27 01:01:42 2003

On Thu Jun 26 06:50:26 2003 Uno wrote post #200:
> On Thu Jun 26 05:28:50 2003 Quillz wrote post #199:
> > > Dram
> > I love seeing how you value our opinions, then throw yours out and
> > expect us to go by it.  
> > We've been playing the other guilds, the 'meantime' has been a long
> > f*cking time. 
> > It's an old-school favorite, if we didn't want to play it, we'd
> > never bring it up, or try to fire ideas your way on how to help the
> > guild overall. 
> > 
> > Q - who's sick of the 'you don't like it, go somewhere else' response. 
> don't be so mean, you're in your rights to bring it up
> but wizzes are just as much in their rights to say 'be patient,
> we're working on it...'
Which wasn't what was said, so your reply, while true, is
irrelevant.

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

poster: Jaws
subject: naughty people
date: Fri Jun 27 02:42:31 2003

How about a plaque listing things people have been nuked for
maybe omit names to prevent perverted glory from it

Jaws

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

poster: Nokomis
subject: Euchre
date: Fri Jun 27 07:03:52 2003

I was thinking, it would be cool if us mid-western people
had some euchre tables to play at.
A lot would play i think and it would be cool.
Danke, Gracias
Nokonuts

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

poster: Litho
subject: >Euchre
date: Fri Jun 27 07:04:04 2003

On Fri Jun 27 07:03:52 2003 Nokomis wrote post #210:
> I was thinking, it would be cool if us mid-western people
> had some euchre tables to play at.
> A lot would play i think and it would be cool.
> Danke, Gracias
> Nokonuts
I like that card game

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

poster: Tranquil
subject: >Rogue
date: Fri Jun 27 09:35:05 2003

>opinion. I believe it was either trigon or tranquil that I had a
>long conversation with about opening rogues back up, although i
>didnt change my standpoint, i listened thoroughly.

Eww, rogues! Icky!

Now, if we were talking recoding harmer, or laying out the healer
guild more intelligently, or perhaps recoding abjurer to not be so
out of tune (beta guilds should not have two omicrons imho), sure. I
have hundreds of ideas for these and more guilds. But I feel thief
is perfect the way it is right now - closed.

Flame away.

- Tranquil


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

poster: Rancor
subject: >>Rogue
date: Fri Jun 27 16:10:25 2003

On Fri Jun 27 09:35:05 2003 Tranquil wrote post #212:
> >opinion. I believe it was either trigon or tranquil that I had a
> >long conversation with about opening rogues back up, although i
> >didnt change my standpoint, i listened thoroughly.
> 
> Eww, rogues! Icky!
> 
> Now, if we were talking recoding harmer, or laying out the healer
> guild more intelligently, or perhaps recoding abjurer to not be so
> out of tune (beta guilds should not have two omicrons imho), sure. I
> have hundreds of ideas for these and more guilds. But I feel thief
> is perfect the way it is right now - closed.
> 
> Flame away.
> 
> - Tranquil
> 
yep and that is what makes your opinion retarded and invalid. 
Abjurer is a perfectly good working guild, healer is a perfectly
good and working guild,  Rogue is broken.  Personally I think they
are going to fix the broken things first, harmer is broken as well, 
Harmer needs just about a total overhaul.  Personally I think they
are going to fix the broken things before they sit and waste time on
2 perfectly fine working guilds like healer and abjurer.  And if
they are going to overhaul harmer I doubt they are going to overhaul
it while it is open.  Harmer and rogue are on back burners waiting
to be fixed(when time is found to do it).  PErsonally I am going to
laugh my ass off one day when you join the rogue tree for anything
tranquil. ohh wait you are bard. Bard=Rogue alpha so now why are you
bashing rogue?  hell you don't even know what the new guild is gonna
look like and yer already bashing it. 
Rancor

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

poster: Daneel
subject: >>>Rogue
date: Fri Jun 27 16:20:34 2003

Actually, harmer is on the side burner, not the back burner,
while I do some basic lib work that (among other things) 
supports the changes planned for it.  It will get a total 
overhaul, but I doubt I'll close it until the overhaul is very
nearly complete.

I'm not going to do lurker simply because (a) without thief-like
stuff, it's just another fighter guild; I've done one of those,
I'm not convinced we need another, and I don't see anything 
unique enough about it to warrant trying it; (b) with thief-like
stuff, it requires player vs. player stuff - to my mind, a thief
that can't steal from other players is just lame, and I'm not 
going to bother with it.

This is, however, just my own reasons; other wizards probably
disagree in whole or in part.

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

poster: Tranquil
subject: >>>Rogue
date: Fri Jun 27 18:29:05 2003

On Fri Jun 27 16:10:25 2003 Rancor wrote post #213:
> On Fri Jun 27 09:35:05 2003 Tranquil wrote post #212:
> > >opinion. I believe it was either trigon or tranquil that I had a
> > >long conversation with about opening rogues back up, although i
> > >didnt change my standpoint, i listened thoroughly.
> > 
> > Eww, rogues! Icky!
> > 
> > Now, if we were talking recoding harmer, or laying out the healer
> > guild more intelligently, or perhaps recoding abjurer to not be so
> > out of tune (beta guilds should not have two omicrons imho), sure. I
> > have hundreds of ideas for these and more guilds. But I feel thief
> > is perfect the way it is right now - closed.
> > 
> > Flame away.
> > 
> > - Tranquil
> > 
> yep and that is what makes your opinion retarded and invalid. 
> Abjurer is a perfectly good working guild, healer is a perfectly
> good and working guild,  Rogue is broken.  Personally I think they
> are going to fix the broken things first, harmer is broken as well, 
> Harmer needs just about a total overhaul.  Personally I think they
> are going to fix the broken things before they sit and waste time on
> 2 perfectly fine working guilds like healer and abjurer.  And if
> they are going to overhaul harmer I doubt they are going to overhaul
> it while it is open.  Harmer and rogue are on back burners waiting
> to be fixed(when time is found to do it).  PErsonally I am going to
> laugh my ass off one day when you join the rogue tree for anything
> tranquil. ohh wait you are bard. Bard=Rogue alpha so now why are you
> bashing rogue?  hell you don't even know what the new guild is gonna
> look like and yer already bashing it. 
> Rancor

Well looking here who can't read guilds in finger info. I am not a
rogue, and remember while I was a rogue, I was a bard, and not a
thief. A player's beta guilds define what their character can do,
not their alphas.

That being said, perhaps you missed my pedantic humor in this post.
Of course, I would not expect you or most other people to understand
it, it takes a fairly warped perspective to even come close.

As for what you know: Harmer is being rewritten as we speak, Healer
has five healing spells which are almost identical, and Abjurer is
indeed too powerful, as evidenced by the fact players cannot choose
it as a secondary tree - and that is beside the fact that they,
unlike any other guildtree, have two omicrons for the one beta.

As for 'bashing' Lurker, I did not say a thing about Lurker. In
fact, I did not even think of the guild at all. It is non-existant
at the present time, therefore to say anything on it would be mere
speculation, and as such completely baseless.

Thief on the other hand, does suck. it had many pk abilities, which
are now disabled due to the fact that pk does not exist anymore.
Even the damage dealt, while good way back when, is now not really
comparable to many other guilds. Apart from that, it had 1 thing
going for it - instakill. If you want instakill, you can join
barbarian, so all in all, thief is outdated - my entire reason for
supporting the fact that it is closed at the present time.

If you wish to play the part of Opposition, feel free. But please do
so with valid arguments, instead of your typical 'you suck because
you have a brain of your own' attitude. It does not aid your
argument all that much.

Hoping that I have not totally confounded you with big words,

- Tranquil


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

poster: Trigon
subject: >>>>Rogue
date: Fri Jun 27 18:45:43 2003

On Fri Jun 27 16:20:34 2003 Daneel wrote post #214:
> Actually, harmer is on the side burner, not the back burner,
> while I do some basic lib work that (among other things) 
> supports the changes planned for it.  It will get a total 
> overhaul, but I doubt I'll close it until the overhaul is very
> nearly complete.
> 
> I'm not going to do lurker simply because (a) without thief-like
> stuff, it's just another fighter guild; I've done one of those,
> I'm not convinced we need another, and I don't see anything 
> unique enough about it to warrant trying it; (b) with thief-like
> stuff, it requires player vs. player stuff - to my mind, a thief
> that can't steal from other players is just lame, and I'm not 
> going to bother with it.
> 
> This is, however, just my own reasons; other wizards probably
> disagree in whole or in part.
My thoughts on what lurker could/should be, is that the potion
brewers guild should allow the thief/lurker or maybe we need to
rename it again, to attack using a specified damage type.  I think
this is the way to make it stand out.  As of now, fighters can do
different dtypes with a weapon, and MA can do 2 but can't choose
which one, so a fighter type guild that could do eq would be a very
interesting change.
Now, as I said maybe the guild should be renamed, I don't know, but
you could use the potion brewer guild to "infuse" or "coat" (or some
other verb) your piercing weapon, so when you stab instead of doing
phys your weapon "bleeds" or "injects" etc that damage type into the
mob.
Now that is my main idea of what the guild should become, I for one
don't know how much more skills/spells you would need, but I sure
could rack my brain with more ideas if someone would willingly say
"Yes, I am working on lurker/newguildname so give me your ideas.
Trigon

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

poster: Tranquil
subject: >>>>>Rogue
date: Fri Jun 27 18:50:53 2003


Actually trigon, there is 1 fighter guild that can do specific
dtypes - and does immense amounts of damage for little cost. That
guild is woodsman. Sure, we cannot dmg like an evoker, nor do we
have as many dtypes at our disposal. However we can certainly hold
our own. We do get 4 main dtypes, besides phys damage, and can stun
quite well with maxxed skills - and that says nothing of our
preparations.

All in all, when it comes to fighter types doing eq, the options are
there. It's just a case of those options being quite misunderstood
at the present time.


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

poster: Smee
subject: >>> blah blah blah
date: Fri Jun 27 19:26:48 2003

ahahaahh

you guys are stupid

smee

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

poster: Draco
subject: >>>>Rogue
date: Fri Jun 27 22:48:06 2003

On Fri Jun 27 16:20:34 2003 Daneel wrote post #214:
> Actually, harmer is on the side burner, not the back burner,
> while I do some basic lib work that (among other things) 
> supports the changes planned for it.  It will get a total 
> overhaul, but I doubt I'll close it until the overhaul is very
> nearly complete.
> 
> I'm not going to do lurker simply because (a) without thief-like
> stuff, it's just another fighter guild; I've done one of those,
> I'm not convinced we need another, and I don't see anything 
> unique enough about it to warrant trying it; (b) with thief-like
> stuff, it requires player vs. player stuff - to my mind, a thief
> that can't steal from other players is just lame, and I'm not 
> going to bother with it.
> 
> This is, however, just my own reasons; other wizards probably
> disagree in whole or in part.
i can see not bringing back anything like thief or lurkers, but i
think 2 things should be done to counteract that then:
(1) add a stabber guild to the fig gamma level, and have it include
stab and double stab and a few other skills, then have impalers have
triple stab, psychotic stabbing, etc.

or

(2) take all the eqs that have thief skills, like 80% of the daggers
do, and change them so that they either have; A - more stats, B -
thruster skills (when i said impaler guild up above, i meant
thruster...eheh, im dehydrated, dont mind me, im turning psychotic)

if you were to do option 1, you would just change champion of the
crown to say that it needs only 3 gamma's and 3 bravo's, or
something like that

anyway, just a few things to think about, flamZor away if desired

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

poster: Bob
subject: Rogue
date: Fri Jun 27 22:51:33 2003

Unfortunately, if we add all the thief skills to thruster,
thruster will become way too powerful. They do huge amounts of damage 
as it is and adding masteries to improve impale will just make them 
even better and force a tune on them.

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

poster: Draco
subject: >Rogue
date: Fri Jun 27 22:57:01 2003

On Fri Jun 27 22:51:33 2003 Bob wrote post #220:
> Unfortunately, if we add all the thief skills to thruster,
> thruster will become way too powerful. They do huge amounts of damage 
> as it is and adding masteries to improve impale will just make them 
> even better and force a tune on them.
not really, i could probably do more damage with lacerate and my
demons whip than basically every single dagger thats out there,
considering most topslot ones that were WC 60 changed to a WC of
about 35 with the new wielding system.

also, since slashing weapons now have items such as the tetsusaiga
and that red sword that lostego has, barb and blade dancers are more
powerful than thruster, always have, imho, if it is gonna be damage,
it should have a badass damage skill like that

oh and one more thing, if they do that, they could always remove
say, defender of the crown and shield master from being accessed by
people in those guilds to counteract that effect too. just a
thought

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

poster: Kasma
subject: hump
date: Fri Jun 27 23:37:01 2003

ok - i dont know if this idea has been vocalized before, but here it is:
buttnaked for players!
those mob prots get damn annyoing sometimes, and it would be nice to
see em take a buttnaked like us
thanks!

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

poster: Tahnval
subject: >>>>>Rogue
date: Sat Jun 28 00:19:19 2003

Maybe I'm weird, but in my mind the main purpose of theiving is
to obtain money.  So why not add skills related to golding?
Enhanced looting - a chance of gaining extra loot from
a corpse.
A fence in the guild who gives you a better price.

Intimidate Shopkeeper - get more gold for items.

Stuff like that.

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

poster: Celine
subject: >>>>>>Rogue
date: Sat Jun 28 00:56:56 2003

On Sat Jun 28 00:19:19 2003 Tahnval wrote post #223:
> Maybe I'm weird, but in my mind the main purpose of theiving is
> to obtain money.  So why not add skills related to golding?
> Enhanced looting - a chance of gaining extra loot from
> a corpse.
> A fence in the guild who gives you a better price.
> 
> Intimidate Shopkeeper - get more gold for items.
> 
> Stuff like that.
Also, trap doors and the like? detecting hidden exits and sneaking
partiesinto places for fun exploring.. **shrug**


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

poster: Quillz
subject: >>>>>Rogue
date: Sat Jun 28 06:52:39 2003

That's a helluva idea, Trigon.  I know I'm not the only one that
would like to see a fig in eq parties from time to time (other than
the tank) and adding different types of damages might actually make
that a possibility. 

Also, I would love to try to help out with ideas and what not - if needed. 

Q

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

poster: Wagro
subject: news threads
date: Sat Jun 28 07:35:22 2003

Would it be possible to assign each subject and its replies to a
thread, so when there is a really long thread about something, you
can just mark all of those posts and move on to other things?

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

poster: Zifnab
subject: >news threads
date: Sat Jun 28 14:21:29 2003

On Sat Jun 28 07:35:22 2003 Wagro wrote post #226:
> Would it be possible to assign each subject and its replies to a
> thread, so when there is a really long thread about something, you
> can just mark all of those posts and move on to other things?
it has been talked about a lot. Lima's current news reader is threaded, and
but I find it extremely difficuilt to use.

My personal opinion is that if we ever did this we would just use a premade
package and move the news to the web site.

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

poster: Pedron
subject: >>>new race
date: Sun Jun 29 14:58:01 2003

On Sat Jun 14 23:19:11 2003 Quillz wrote post #142:
> On Sat Jun 14 16:53:26 2003 Bahgtru wrote post #134:
> > On Sat Jun 14 16:49:23 2003 Gabriel wrote post #133:
> > > we should have a mermaid race that has a race special of being able
> > > to swim across the seas so they didn't have to take ferries.
> > > they could also have the option of carrying their party across
> > > water too if they had a certain piece of eq (maybe a giant seashell).
> > > since they would have no feet, they could have maybe a finslot or
> > > just a slot no one else has and skip out on a foot slot--but they should
> > > have some random piece of eq that could give them the ablity to walk on
> > land.
> > > maybe even a skill called land walking or something like that. hee hee a
> > torso
> > > slot that's a fishtank. :) grin . . . i don't know it occured to
> > > foshiznit and i
> > > a few months ago and i just got the time to post about it.
> > > thanks and lemme know what you think.
> > > gabby
> > How would a mermaid be able to move across the land, short of a
> > wheelchair or something?
> How does a gargoyle evoke fire or ice from chanting something?
> It's a game.
> I think it sounds like a cool idea. 
> Q
Put mermaid in shapeshifter foo. Or make ring of waterwalking do
something. Or let very strong people carry their own rafts and
skiffs around, like in ultima6 where you get segallion to carry the
skiff around the dungeons so you don't have to walk five miles
around every trickle of water. :)

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

poster: Jaws
subject: party names
date: Sun Jun 29 21:41:47 2003


Can we please please please get the ansi filter working so
colors dont count towards party name length

Jaws

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

poster: Tahnval
subject: >party names
date: Sun Jun 29 22:05:36 2003

On Sun Jun 29 21:41:47 2003 Jaws wrote post #229:
> Can we please please please get the ansi filter working so
> colors dont count towards party name length
> 
> Jaws
I just had to call my party 'B' because someone wanted it in colour.
 Even with the shortest colour, red, you can only use 3 chars for
the name.

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

poster: Daran
subject: Oneiromancers spells
date: Sun Jun 29 23:18:38 2003

If it's not too hard to code, I suggest the following:
     Since these spells are dreams, maybe only echo the dream
messages to only the person receiving the dream.
     It seems silly to see 4 to 5 lines of spam for something we
shouldn't be seeing to begin with.
     I think the only thing we should see is Blah causes Blah to
fall asleep. Blah falls into a deep sleep.

Thank you for letting me waste your time.
/DM

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

poster: Trigon
subject: Dragon Possession
date: Mon Jun 30 05:53:01 2003

I knew this skill could backfire and hurt you, but I didn't know it
had the chance of instakilling you.  I am fine with that, I wish I
would have found it out without lots of exp onhand, but I want to
point out I had it at 87%, and I could understand failing it or
partially failing it, but I don't think a skill that highly trained
should flat out KILL you.  I could understand at 70 or 60% and
below.  Perhaps it could be looked at or something, or rather than
have all the decorative stuff in the help for it, just flat out put
it can kill you.
Dead Trigon

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

poster: Quillz
subject: >Dragon Possession
date: Mon Jun 30 06:02:22 2003

On Mon Jun 30 05:53:01 2003 Trigon wrote post #232:
> I knew this skill could backfire and hurt you, but I didn't know it
> had the chance of instakilling you.  I am fine with that, I wish I
> would have found it out without lots of exp onhand, but I want to
> point out I had it at 87%, and I could understand failing it or
> partially failing it, but I don't think a skill that highly trained
> should flat out KILL you.  I could understand at 70 or 60% and
> below.  Perhaps it could be looked at or something, or rather than
> have all the decorative stuff in the help for it, just flat out put
> it can kill you.
> Dead Trigon
I couldn't agree more.  I'm not sure if the chance of insta-kill was
intentional on this skill or not, but if it were, it should have
been in the help files. 
I can understand, based off the skill, that it could have a chance
to kill you - I mean, a fk'n dragon is taking over your body, ect. 

However - the fact that it can kill you, even when so highly trained
(upper 80's/90's) is a bit sketchy.

Q

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

poster: Switchblade
subject: >>Dragon Possession
date: Mon Jun 30 09:42:42 2003

"This is an extremely difficult ability to safely use, and many
practicioners have died attempting to call upon this ancient power.
Most of the
grandmasters have chosen to let this knowledge die than to risk the life of a
Seems pretty clear to me.  I think it's a pretty nice way of saying it,
very much in the style of the guild (ancient kung fu masters, etc etc)
shrugs would lose its poetry if it just says "Watch out! This can kill you!"

As far as higher %s allowing for removal of the instakill chance -
Well it's not a great example, but even tiger woods can flub his shots
michael jordan can airball
the crocodile hunter could one day slip up and get eaten
even the masters can screw up.  If this were totally realistic 
and someone COULD summon a dragon into their body..  there would 
always be a chance it could kill you , and only under the direst 
circumstances would a master martial artist use this ability
like if he was cornered by 100 guys or if his family was in danger
or pick the plot to your favorite kung fu movie :)  
anyway i think its fine the way it is, makes it that much cooler
to have mastered the art of the dragon
-switch

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

poster: Kaos
subject: >>party names
date: Mon Jun 30 10:35:47 2003

On Sun Jun 29 22:05:36 2003 Tahnval wrote post #230:
> On Sun Jun 29 21:41:47 2003 Jaws wrote post #229:
> > Can we please please please get the ansi filter working so
> > colors dont count towards party name length
> > 
> > Jaws
> I just had to call my party 'B' because someone wanted it in colour.
>  Even with the shortest colour, red, you can only use 3 chars for
> the name.
Check out this brand new command I just made for all of you:
colors

You can also use it with advanced arguments, such as 
colors chan_party red

amazing!

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

poster: Litho
subject: >Dragon Possession
date: Mon Jun 30 12:30:07 2003

On Mon Jun 30 05:53:01 2003 Trigon wrote post #232:
> I knew this skill could backfire and hurt you, but I didn't know it
> had the chance of instakilling you.  I am fine with that, I wish I
> would have found it out without lots of exp onhand, but I want to
> point out I had it at 87%, and I could understand failing it or
> partially failing it, but I don't think a skill that highly trained
> should flat out KILL you.  I could understand at 70 or 60% and
> below.  Perhaps it could be looked at or something, or rather than
> have all the decorative stuff in the help for it, just flat out put
> it can kill you.
> Dead Trigon
Afaik, it does a set amount of dmg, i've failed (way back when
skills were below 100). and took like 400-600 dmg,. sometimes 1k..

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

poster: Trigon
subject: >>Dragon Possession
date: Mon Jun 30 18:11:24 2003

There are different messages pertaining to how much you fail it.  It
does do set amounts of damage, and I've gotten a partial rejection
and it takes about 400-600 hps, and I got another where the dragon
and I fought and it hurt me about 1k hps, and then I got another
where the dragon supposedly didn't see me as worthy, and it
instakilled me.
The point is, I find it to be very very stupid that there is a skill
in the game that is unusable until it is maxxed.  That just strikes
me as retarded, and that's what I wanted to say.
wobble
As for it saying all the hoopla, there is lots of junk like that in
other guilds, like nether, where it says "Failure for this could be
quite lethal" or some stuff like that, when in fact failing a summon
of elemental energy or something hurts like 100 hps.  So, I didn't
take all the stuff seriously.  But I doubt it will be changed
anyway, just wanted to voice my opinion that the skill is retarded.
Trigon

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

poster: Litho
subject: >>>Dragon Possession
date: Mon Jun 30 22:37:36 2003

On Mon Jun 30 18:11:24 2003 Trigon wrote post #237:
> in the game that is unusable until it is maxxed.  That just strikes
> me as retarded, and that's what I wanted to say.
> wobble
> As for it saying all the hoopla, there is lots of junk like that in
> other guilds, like nether, where it says "Failure for this could be
> quite lethal" or some stuff like that, when in fact failing a summon
> of elemental energy or something hurts like 100 hps.  So, I didn't
> take all the stuff seriously.  But I doubt it will be changed
> anyway, just wanted to voice my opinion that the skill is retarded.
> Trigon
hrm, well i've had a partial rejection with 115% skills, so nfc how
that works..

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

poster: Nevyn
subject: Lava eqs
date: Mon Jun 30 23:10:58 2003

say Body Of Lava [DOWN]
Imo you should be able to pick what kind of eq you want to mold,
like maybe you pick primary stat or what beta level guild it should
be suited for. then when you succed with the molding it should first
ask what slot you want to mold it into, then what guild or primary
stat it should have. Just like a time saving little function so you
don't have to stand for about 1h to make 1-2 decent eq pieces. would
make the lava molding much more worth it.


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

poster: Draco
subject: >>>>Dragon Possession
date: Tue Jul  1 02:32:29 2003

On Mon Jun 30 22:37:36 2003 Litho wrote post #238:
> On Mon Jun 30 18:11:24 2003 Trigon wrote post #237:
> > in the game that is unusable until it is maxxed.  That just strikes
> > me as retarded, and that's what I wanted to say.
> > wobble
> > As for it saying all the hoopla, there is lots of junk like that in
> > other guilds, like nether, where it says "Failure for this could be
> > quite lethal" or some stuff like that, when in fact failing a summon
> > of elemental energy or something hurts like 100 hps.  So, I didn't
> > take all the stuff seriously.  But I doubt it will be changed
> > anyway, just wanted to voice my opinion that the skill is retarded.
> > Trigon
> hrm, well i've had a partial rejection with 115% skills, so nfc how
> that works..
easy, like it was said, even masters can slip up. i do believe
however if instakills can happen when you have it at 100% or more
trained that would be just plain dumb. anyway, its kinda like what
most of this MUD is: play/use at your own risk.

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

poster: Aurik
subject: >>Dragon Possession
date: Tue Jul  1 02:48:38 2003

On Mon Jun 30 06:02:22 2003 Quillz wrote post #233:
> On Mon Jun 30 05:53:01 2003 Trigon wrote post #232:
> > I knew this skill could backfire and hurt you, but I didn't know it
> > had the chance of instakilling you.  I am fine with that, I wish I
> > would have found it out without lots of exp onhand, but I want to
> > point out I had it at 87%, and I could understand failing it or
> > partially failing it, but I don't think a skill that highly trained
> > should flat out KILL you.  I could understand at 70 or 60% and
> > below.  Perhaps it could be looked at or something, or rather than
> > have all the decorative stuff in the help for it, just flat out put
> > it can kill you.
> > Dead Trigon
> I couldn't agree more.  I'm not sure if the chance of insta-kill was
> intentional on this skill or not, but if it were, it should have
> been in the help files. 
> I can understand, based off the skill, that it could have a chance
> to kill you - I mean, a fk'n dragon is taking over your body, ect. 
> 
> However - the fact that it can kill you, even when so highly trained
> (upper 80's/90's) is a bit sketchy.
> 
> Q


help skill dragon possession

"This is an extremely difficult ability to safely use, and many
practicioners have died attempting to call upon this ancient
power."

That being said, this is the only case I've heard of where someone
died (and yes it is a potentiality).  Some key areas to consider
are:

current hps when you attempted the skill
other skills BESIDES dragon possession that affect it's ability or
protect you from consequences of being possessed
your stats

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

poster: Trigon
subject: >>>Dragon Possession
date: Tue Jul  1 03:33:09 2003

Again, I am not contending the fact the help file said all the stuff
about It's hard to master, pupils have died, blah blah blah.  But I
didn't take it seriously, as I doubt most people would have.  And I
have never ever heard of it flat out killing someone, but I can tell
you I went into combat with a Dryad, and I had maybe 20 hps knocked
off of my almost 2k hps, so unless all the dryads decided to run in
and deathwish me, I can tell you it was an instakill.
On the other stuff, the skill was at 87%.  Affecting skills are soul
of the dragon which I had at 107, and affecting stats are str and
con, which mine are roughly 500 str with the prots I had up, and 232
con.
And draco, saying most of this MUD is play/use at your own risk is
silly.  Not many guilds have the main skill/spell of their guild a
deathwish if they use it when it's not maxxed.  We all know deaths
in xp are rare and flukes, so don't say this situation is just like
playing as normal.  Dragon possession is dumb.

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

poster: Draco
subject: >>>>Dragon Possession
date: Tue Jul  1 04:01:52 2003

On Tue Jul  1 03:33:09 2003 Trigon wrote post #244:
> Again, I am not contending the fact the help file said all the stuff
> about It's hard to master, pupils have died, blah blah blah.  But I
> didn't take it seriously, as I doubt most people would have.  And I
> have never ever heard of it flat out killing someone, but I can tell
> you I went into combat with a Dryad, and I had maybe 20 hps knocked
> off of my almost 2k hps, so unless all the dryads decided to run in
> and deathwish me, I can tell you it was an instakill.
> On the other stuff, the skill was at 87%.  Affecting skills are soul
> of the dragon which I had at 107, and affecting stats are str and
> con, which mine are roughly 500 str with the prots I had up, and 232
> con.
> And draco, saying most of this MUD is play/use at your own risk is
> silly.  Not many guilds have the main skill/spell of their guild a
> deathwish if they use it when it's not maxxed.  We all know deaths
> in xp are rare and flukes, so don't say this situation is just like
> playing as normal.  Dragon possession is dumb.
well, if you dont want to max it, and want to take the chance of
death, do it, if you dont want to max it, and dont want to take that
chance, dont use it, its not really a main skill, it just helps you
a bit, the main skill would be tiger claw :). its just the same as
unholy sacrifice in terms of chance to die, not really _necessary_
to use the guild. and just fyi, it is a play at your own risk.
remember when we had that crash and lost 24 hrs worth of
eqing/xping? 
it wasnt reimbursed, so yes, it is a play at your own risk all the
time. (you CAN always reinc out and choose a diff warrior type guild
if you want the same type of stuff without a sometimes very costly
skill)
-draco

p.s. deaths in xp are _rare_? what are you talking about?.

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

poster: Litho
subject: >>>>Dragon Possession
date: Tue Jul  1 04:03:22 2003

On Tue Jul  1 03:33:09 2003 Trigon wrote post #244:
> and deathwish me, I can tell you it was an instakill.
> On the other stuff, the skill was at 87%.  Affecting skills are soul
> of the dragon which I had at 107, and affecting stats are str and
> con, which mine are roughly 500 str with the prots I had up, and 232
> con.
> And draco, saying most of this MUD is play/use at your own risk is
> silly.  Not many guilds have the main skill/spell of their guild a
> deathwish if they use it when it's not maxxed.  We all know deaths
> in xp are rare and flukes, so don't say this situation is just like
> playing as normal.  Dragon possession is dumb.
Hmm, well, maybe the dragon possession does every type of elemental
damage, and grorrarks, being extremly vuln to fire, may have taken
more dmg then other races?

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

poster: Pedron
subject: >>>>>Dragon Possession
date: Tue Jul  1 13:47:07 2003

People saying this the first time they saw someone die of the
possession. I don't know anything about the skill myself, but I
figure if one guy dies once out of some dozen+ people using it
hundreds of times over months.  Consider yourself randomsucked
without warning and move on. ;)

-Pedron foo

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

poster: Goroharahad
subject: >>Dragon Possession
date: Tue Jul  1 15:56:36 2003

On Mon Jun 30 06:02:22 2003 Quillz wrote post #233:
> On Mon Jun 30 05:53:01 2003 Trigon wrote post #232:
> > I knew this skill could backfire and hurt you, but I didn't know it
> > had the chance of instakilling you.  I am fine with that, I wish I
> > would have found it out without lots of exp onhand, but I want to
> > point out I had it at 87%, and I could understand failing it or
> > partially failing it, but I don't think a skill that highly trained
> > should flat out KILL you.  I could understand at 70 or 60% and
> > below.  Perhaps it could be looked at or something, or rather than
> > have all the decorative stuff in the help for it, just flat out put
> > it can kill you.
> > Dead Trigon
> I couldn't agree more.  I'm not sure if the chance of insta-kill was
> intentional on this skill or not, but if it were, it should have
> been in the help files. 
> I can understand, based off the skill, that it could have a chance
> to kill you - I mean, a fk'n dragon is taking over your body, ect. 
> 
> However - the fact that it can kill you, even when so highly trained
> (upper 80's/90's) is a bit sketchy.
> 
> Q
The help file seems very explicit .. what else should it say ? The
chances of dying relatively to the skill% and the age of your
grandmother ?

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

poster: Switchblade
subject: wizzing
date: Tue Jul  1 23:47:47 2003

ok b4 you flame me entirely
know that i know the process of wizzing has been very 
carefully considered by the admins, and the requirements
for wizzing reflect serious and considered thought.  And
it is almost 100% certain that they have at one time or
another considered this idea..  with that in mind, I
am still wondering the following so here it is.

Possibly, if a person has coding experience,
but they are not good at writing long descriptions
or even concieving of ideas for areas or what not,
but they could really rock at say, coding guilds (cough cough)
or altering existing spells skills, or doing other cool
l33t h4ckz0r stuff..  maybe there could be an alternate
path to being a wiz, by special permission maybe, 
1st become a "coder" as opposed to a "builder"..  I 
am not talking about myself, btw (I haven't programmed anything much)
But there is at least 1 person i know who could code excellent things
just maybe is not as good at the "literary" stuff?  

perhaps such a path to wizdom (or forget wizzing, just wanting
to contribute to the mud in some fashion) is possible? 
I would like to know if this is possible.. thanks for listening
-switcharoo

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

poster: Zifnab
subject: >wizzing
date: Wed Jul  2 00:01:34 2003

On Tue Jul  1 23:47:47 2003 Switchblade wrote post #249:
> ok b4 you flame me entirely
> know that i know the process of wizzing has been very 
> carefully considered by the admins, and the requirements
> for wizzing reflect serious and considered thought.  And
> it is almost 100% certain that they have at one time or
> another considered this idea..  with that in mind, I
> am still wondering the following so here it is.
> 
> Possibly, if a person has coding experience,
> but they are not good at writing long descriptions
> or even concieving of ideas for areas or what not,
> but they could really rock at say, coding guilds (cough cough)
> or altering existing spells skills, or doing other cool
> l33t h4ckz0r stuff..  maybe there could be an alternate
> path to being a wiz, by special permission maybe, 
> 1st become a "coder" as opposed to a "builder"..  I 
> am not talking about myself, btw (I haven't programmed anything much)
> But there is at least 1 person i know who could code excellent things
> just maybe is not as good at the "literary" stuff?  
> 
> perhaps such a path to wizdom (or forget wizzing, just wanting
> to contribute to the mud in some fashion) is possible? 
> I would like to know if this is possible.. thanks for listening
> -switcharoo
We have made exceptions for people that we think know what they are
doing. The problem is getting to that point.

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

poster: Uno
subject: >>wizzing
date: Wed Jul  2 06:40:28 2003

On Wed Jul  2 00:01:34 2003 Zifnab wrote post #250:
> > am not talking about myself, btw (I haven't programmed anything much)
> > But there is at least 1 person i know who could code excellent things
> > just maybe is not as good at the "literary" stuff?  
> > 
> > perhaps such a path to wizdom (or forget wizzing, just wanting
> > to contribute to the mud in some fashion) is possible? 
> > I would like to know if this is possible.. thanks for listening
> > -switcharoo
> We have made exceptions for people that we think know what they are
> doing. The problem is getting to that point.
The other problem is that what the mud needs more than clever 'coders'
is the 'literary' people...
If you don't know JACK about coding but like to write descriptions,
Let a wizard know... I guarantee they'll put you to work pronto.

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

poster: Mixer
subject: >wizzing
date: Sat Jul  5 07:00:05 2003

A reply to switchblade: coding an area really aint that hard a
coimmitment to make to learn our mud.  nobody is going to just start
coding skills and guilds without first learning the ropes and doing
an area allows you do learn all sorts of things about the mud.

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

poster: Draco
subject: >wizzing
date: Sat Jul  5 07:09:56 2003

while what you ask is cool, the current path is pretty good.
conceiving an area isnt really that hard, think back to books,
games, or whatever, and find something that really caught your eye,
be it a type of creature, a labyrinth, or something like that, and
you can get help from other builders to shape it the way you want
to.

I think however the main part of this process is that it is very
involved, yet not to technical. it shows you the basic guidelines of
how to code something, and as you want to add more advanced
features, you learn how to do more advanced stuff. it also makes a
person realize if it isreally the thing for them, i myself, after
running out of ideas for an area, simply gave up on it, deciding
that coding, for the time being wasn't something for me.
(fortunately, a clanmate of mine agreed to finish the area for me,
adding possibly a few more twists :D )

but in plain i suppose it is just like any college program you go
through: you have to start at the beginning and learn the basics,
before you can move on to do more involved stuff

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

poster: Litho
subject: >>wizzing
date: Sat Jul  5 07:10:53 2003

On Sat Jul  5 07:09:56 2003 Draco wrote post #253:
> features, you learn how to do more advanced stuff. it also makes a
> person realize if it isreally the thing for them, i myself, after
> running out of ideas for an area, simply gave up on it, deciding
> that coding, for the time being wasn't something for me.
> (fortunately, a clanmate of mine agreed to finish the area for me,
> adding possibly a few more twists :D )
> 
> but in plain i suppose it is just like any college program you go
> through: you have to start at the beginning and learn the basics,
> before you can move on to do more involved stuff
GASP, or create something original!

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

poster: Draco
subject: >>>wizzing
date: Sat Jul  5 07:12:43 2003

On Sat Jul  5 07:10:53 2003 Litho wrote post #254:
> > person realize if it isreally the thing for them, i myself, after
> > running out of ideas for an area, simply gave up on it, deciding
> > that coding, for the time being wasn't something for me.
> > (fortunately, a clanmate of mine agreed to finish the area for me,
> > adding possibly a few more twists :D )
> > 
> > but in plain i suppose it is just like any college program you go
> > through: you have to start at the beginning and learn the basics,
> > before you can move on to do more involved stuff
> GASP, or create something original!
my idea was original, i just suggested that, if they have a hard
time deciding how to create one, to mearly take ELEMENTS from
something else they liked, then mold it together with a few
suggestions

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

poster: Panza
subject: one more reason to stay in the bar
date: Sat Jul  5 17:55:46 2003

we should have a plaque in the bar that tells you how many xps you'd
lost to deaths, so you could sit around and drink and talk about
'thant ooine tiinme wharen ii diied toi dat iiggro wiit 25m xpps
oin'. Then people could brag about how they'd be bigger than graxon
if they hadn't died 16000 times, and it could just be lots of fun in
general. Flame away.
-Panza

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

poster: Chewba
subject: >one more reason to stay in the bar
date: Sat Jul  5 18:56:12 2003

On Sat Jul  5 17:55:46 2003 Panza wrote post #256:
> we should have a plaque in the bar that tells you how many xps you'd
> lost to deaths, so you could sit around and drink and talk about
> 'thant ooine tiinme wharen ii diied toi dat iiggro wiit 25m xpps
> oin'. Then people could brag about how they'd be bigger than graxon
> if they hadn't died 16000 times, and it could just be lots of fun in
> general. Flame away.
> -Panza
I for one love this idea

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

poster: Sleet
subject: >>>wizzing
date: Sat Jul  5 23:00:01 2003

On Wed Jul  2 06:40:28 2003 Uno wrote post #251:
> On Wed Jul  2 00:01:34 2003 Zifnab wrote post #250:
> > > am not talking about myself, btw (I haven't programmed anything much)
> > > But there is at least 1 person i know who could code excellent things
> > > just maybe is not as good at the "literary" stuff?  
> > > 
> > > perhaps such a path to wizdom (or forget wizzing, just wanting
> > > to contribute to the mud in some fashion) is possible? 
> > > I would like to know if this is possible.. thanks for listening
> > > -switcharoo
> > We have made exceptions for people that we think know what they are
> > doing. The problem is getting to that point.
> The other problem is that what the mud needs more than clever 'coders'
> is the 'literary' people...
> If you don't know JACK about coding but like to write descriptions,
> Let a wizard know... I guarantee they'll put you to work pronto.
speakign of coding for literacy, if you submit an aplication and you
dont get picked to write anything, whens a good time to resubmit
should you wait 6 months a year.....?

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

poster: Draco
subject: >>one more reason to stay in the bar
date: Sun Jul  6 00:19:20 2003

On Sat Jul  5 18:56:12 2003 Chewba wrote post #257:
> On Sat Jul  5 17:55:46 2003 Panza wrote post #256:
> > we should have a plaque in the bar that tells you how many xps you'd
> > lost to deaths, so you could sit around and drink and talk about
> > 'thant ooine tiinme wharen ii diied toi dat iiggro wiit 25m xpps
> > oin'. Then people could brag about how they'd be bigger than graxon
> > if they hadn't died 16000 times, and it could just be lots of fun in
> > general. Flame away.
> > -Panza
> I for one love this idea
i want a plaque for xps lost to reincs too, i could then prove that
i would be worth like 3gigs if i wasnt a reinc bunny
:)

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

poster: Roirraw
subject: poison knives
date: Sun Jul  6 02:12:25 2003

would be kinda cool if there were poisoned throwing knifes or u
could dip regular knives in poison and maybe there'd be a change u
could hick yourself and poison yourself

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

poster: Chrono
subject: guild items
date: Sun Jul  6 10:22:46 2003

it's unessicary, but.. can we have our guild items personalized
again, ie: Chrono's prismatic amulet?, it's just fun, i dunno what
reasons they were removed, but if there is a true spacific reason,
why is shapeshifter's personalized!?!!:), anyway i just think it's
fun to see someone's name on a nice piece of equipment:)

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

poster: Draco
subject: clones event
date: Sun Jul  6 23:06:15 2003

i noticed at the end of the event, erec and ranja were tied with the
same number of clones killed. now i think that erec should have won
since he took the time to kill the mobs that were of higher worth.
just think that someone killing 5 small clones, shouldnt beat
someone who killed 5 100-500k clones.

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

poster: Nefardec
subject: Iliad area
date: Mon Jul  7 06:41:00 2003

Picture the city of Troy in mid-siege- xp mobs - trojan and achaean
spearmen in their lines and trojans on the wall, big eq mobs -
Agamemnon,Menelaus, Odysseus, Diomedes, Achilles, Paris, Hector... 
Lots of larger-than-life characters of this mythology I have not
seen here yet, so perhaps this would be a good way to include them? 
(and then to get into the city the player would have to use the
trojan horse :))

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

poster: Switchblade
subject: splitting credit seperately
date: Tue Jul  8 06:59:12 2003

I think litho (and possibly others) have mentioned this before.
But shrugs i'll say it again anyway....

Would be great if credit could be split at a different ratio than xp.
or if credit was drawn (like taskpoints are) from a common pool of credit
shared between bodies..  atm my 1 gig healer has 200m in credit that i don't
ever plan to use really..  or more accurately, I'd MUCH prefer it if that
credit was on my evoker body, as that body has run completely out of credit.

I understand that one could view this as just the "cost of splitting"
but there are already other negatives that make it costly .. having to
sac gold to lower switch time, getting lower shares in xp, being "stuck" 
waiting for time to pass to become eligible to switch again..  maybe
it is too hard to code, but at the moment i think it's a bit too high
of a "cost" of splitting..  just my two cents, i'd say that if this
was changed others might be more willing to explore this wonderful option..
then again, maybe not....  It just irks a bit when everyone looks down
on splitting but in fact I feel i've made good use of my two bodies 
thus far..  i wish that more people might give it a try, perhaps
this particular cost is preventing some people from doing so.. 
ok spam done
-switcharoo

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

poster: Switchblade
subject: >splitting credit seperately
date: Tue Jul  8 07:27:53 2003

Oh, since I like to repeat others apparently,

I recall someone mentioning also that harmer / healer split was
impossible due to align being shared between bodies...

that sucks :)  Shrugs, even for my piddly self it makes golding in my 
evoker a little less appealing..  please please please see
if this could be changed  :P
love,
your spammer
the switcharoo

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

poster: Trigon
subject: >>>>>>Dragon Possession
date: Tue Jul  8 08:07:16 2003

On Tue Jul  1 13:47:07 2003 Pedron wrote post #247:
> People saying this the first time they saw someone die of the
> possession. I don't know anything about the skill myself, but I
> figure if one guy dies once out of some dozen+ people using it
> hundreds of times over months.  Consider yourself randomsucked
> without warning and move on. ;)
> 
> -Pedron foo
That whole line, I don't know anything about the skill myself,
translates to "Do not post" to me.  Why did you borhter posting
anything?
It didn't help, dragon possession is silly that it can kill you, not
that it randomly did.
Hush and go away Pedron

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

poster: Grasfer
subject: Tuner
date: Tue Jul  8 19:42:27 2003

When will we see individual tuner? It would so make solo funnier :).
And maybe worth to not idle then.

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

poster: Phire
subject: >Tuner
date: Tue Jul  8 19:43:27 2003

On Tue Jul  8 19:42:27 2003 Grasfer wrote post #268:
> When will we see individual tuner? It would so make solo funnier :).
> And maybe worth to not idle then.

Worth to not idle, ARE YOU ARE CRACK????

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

poster: Grasfer
subject: >>Tuner
date: Tue Jul  8 19:44:12 2003

On Tue Jul  8 19:43:27 2003 Phire wrote post #269:
> On Tue Jul  8 19:42:27 2003 Grasfer wrote post #268:
> > When will we see individual tuner? It would so make solo funnier :).
> > And maybe worth to not idle then.
> 
> Worth to not idle, ARE YOU ARE CRACK????
Sure i will idle, but i might kill something then ;). It's not fun
to see sides at 50k-60k or whatever they are tuned to now..

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

poster: Chewba
subject: >>>Tuner
date: Tue Jul  8 19:51:16 2003

On Tue Jul  8 19:44:12 2003 Grasfer wrote post #270:
> On Tue Jul  8 19:43:27 2003 Phire wrote post #269:
> > On Tue Jul  8 19:42:27 2003 Grasfer wrote post #268:
> > > When will we see individual tuner? It would so make solo funnier :).
> > > And maybe worth to not idle then.
> > 
> > Worth to not idle, ARE YOU ARE CRACK????
> Sure i will idle, but i might kill something then ;). It's not fun
> to see sides at 50k-60k or whatever they are tuned to now..
I hate saying this but i have found that going to areas that are
untuned and soloing there gets around this one. 
It really does pay to explore the mud.

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

poster: Zifnab
subject: >>>Tuner
date: Tue Jul  8 20:01:29 2003

On Tue Jul  8 19:44:12 2003 Grasfer wrote post #270:
> On Tue Jul  8 19:43:27 2003 Phire wrote post #269:
> > On Tue Jul  8 19:42:27 2003 Grasfer wrote post #268:
> > > When will we see individual tuner? It would so make solo funnier :).
> > > And maybe worth to not idle then.
> > 
> > Worth to not idle, ARE YOU ARE CRACK????
> Sure i will idle, but i might kill something then ;). It's not fun
> to see sides at 50k-60k or whatever they are tuned to now..

It has been discussed.. no time frame or plans for it to happen yet

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

poster: Draco
subject: epic of aurvex
date: Wed Jul  9 06:23:13 2003

since this skill increases weapon skills, and doesnt help
shapeshifters, since it was inserted after the skill, maybe modify
it so it affects some shapeshifter weapon skills.
that is all, have a nice day
save

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

poster: Tektor
subject: Snafu Wizard
date: Wed Jul  9 07:59:45 2003

would be cool if there was option to give him everything all at once.

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

poster: Zifnab
subject: >Snafu Wizard
date: Wed Jul  9 14:29:21 2003

On Wed Jul  9 07:59:45 2003 Tektor wrote post #274:
> would be cool if there was option to give him everything all at once.
There is, give all to X

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

poster: Mixer
subject: >>Tuner
date: Fri Jul 11 07:45:34 2003

On Tue Jul  8 19:43:27 2003 Phire wrote post #269:
> On Tue Jul  8 19:42:27 2003 Grasfer wrote post #268:
> > When will we see individual tuner? It would so make solo funnier :).
> > And maybe worth to not idle then.
> 
> Worth to not idle, ARE YOU ARE CRACK????
This is Phire, who was warned for botting idleness on Zombie.,..
true story!!!!

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

poster: Jomo
subject: Druids
date: Sat Jul 12 16:19:01 2003

I posted on this when I was a woodsman, but I'll post on it again
here. Having been a druid for nearly 2 full years, I am familiar
with the guild and want to say that the change to familiars
where you gayly jump in front of area attack has:

Ruined the guild.

Again, as I've said before, this is an INSTAKILL, situation
for the mobs.  There is NO WAY to avoid it for druids.

Please revert back to the way it was 2 years ago...
As if having to pay for gems isn't bad enough to make it
the laughing stock of guilds.

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

poster: Jaws
subject: >Druids
date: Sat Jul 12 17:52:53 2003

On Sat Jul 12 16:19:01 2003 Jomo wrote post #277:
> I posted on this when I was a woodsman, but I'll post on it again
> here. Having been a druid for nearly 2 full years, I am familiar
> with the guild and want to say that the change to familiars
> where you gayly jump in front of area attack has:
> 
> Ruined the guild.
> 
> Again, as I've said before, this is an INSTAKILL, situation
> for the mobs.  There is NO WAY to avoid it for druids.
> 
> Please revert back to the way it was 2 years ago...
> As if having to pay for gems isn't bad enough to make it
> the laughing stock of guilds.
Or at least allow druid tree to take animal trainer
whereby they can avoid the problem

Jaws

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

poster: Litho
subject: >>Druids
date: Sat Jul 12 17:54:08 2003

On Sat Jul 12 17:52:53 2003 Jaws wrote post #278:
> > Again, as I've said before, this is an INSTAKILL, situation
> > for the mobs.  There is NO WAY to avoid it for druids.
> > 
> > Please revert back to the way it was 2 years ago...
> > As if having to pay for gems isn't bad enough to make it
> > the laughing stock of guilds.
> Or at least allow druid tree to take animal trainer
> whereby they can avoid the problem
> 
> Jaws
How does that avoid the problem? If anything it makes you take more
damage because of the mastery of animals? Or what?

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

poster: Jomo (Web) 
subject: >>>Druids
date: Sat Jul 12 18:05:02 2003

You can take "teach bravery" which at least gives one a fighting chance.





On Sat Jul 12 17:54:08 2003 Litho wrote post #279 in ideas:

> On Sat Jul 12 17:52:53 2003 Jaws wrote post #278:

> > > Again, as I've said before, this is an INSTAKILL, situation

> > > for the mobs.  There is NO WAY to avoid it for druids.

> > > 

> > > Please revert back to the way it was 2 years ago...

> > > As if having to pay for gems isn't bad enough to make it

> > > the laughing stock of guilds.

> > Or at least allow druid tree to take animal trainer

> > whereby they can avoid the problem

> > 

> > Jaws

> How does that avoid the problem? If anything it makes you take more

> damage because of the mastery of animals? Or what?

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

poster: Jomo (Web) 
subject: >>>Druids
date: Sat Jul 12 18:05:11 2003

You can take "teach bravery" which at least gives one a fighting chance.





On Sat Jul 12 17:54:08 2003 Litho wrote post #279 in ideas:

> On Sat Jul 12 17:52:53 2003 Jaws wrote post #278:

> > > Again, as I've said before, this is an INSTAKILL, situation

> > > for the mobs.  There is NO WAY to avoid it for druids.

> > > 

> > > Please revert back to the way it was 2 years ago...

> > > As if having to pay for gems isn't bad enough to make it

> > > the laughing stock of guilds.

> > Or at least allow druid tree to take animal trainer

> > whereby they can avoid the problem

> > 

> > Jaws

> How does that avoid the problem? If anything it makes you take more

> damage because of the mastery of animals? Or what?

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

poster: Jaws
subject: >>>Druids
date: Sat Jul 12 18:08:03 2003

On Sat Jul 12 17:54:08 2003 Litho wrote post #279:
> On Sat Jul 12 17:52:53 2003 Jaws wrote post #278:
> > > Again, as I've said before, this is an INSTAKILL, situation
> > > for the mobs.  There is NO WAY to avoid it for druids.
> > > 
> > > Please revert back to the way it was 2 years ago...
> > > As if having to pay for gems isn't bad enough to make it
> > > the laughing stock of guilds.
> > Or at least allow druid tree to take animal trainer
> > whereby they can avoid the problem
> > 
> > Jaws
> How does that avoid the problem? If anything it makes you take more
> damage because of the mastery of animals? Or what?
help skill teach bravery

nuf said

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

poster: Korthrun
subject: >>>>Druids
date: Sat Jul 12 22:24:17 2003

On Sat Jul 12 18:08:03 2003 Jaws wrote post #282:
> On Sat Jul 12 17:54:08 2003 Litho wrote post #279:
> > On Sat Jul 12 17:52:53 2003 Jaws wrote post #278:
> > > > Again, as I've said before, this is an INSTAKILL, situation
> > > > for the mobs.  There is NO WAY to avoid it for druids.
> > > > 
> > > > Please revert back to the way it was 2 years ago...
> > > > As if having to pay for gems isn't bad enough to make it
> > > > the laughing stock of guilds.
> > > Or at least allow druid tree to take animal trainer
> > > whereby they can avoid the problem
> > > 
> > > Jaws
> > How does that avoid the problem? If anything it makes you take more
> > damage because of the mastery of animals? Or what?
> help skill teach bravery
> 
> nuf said
although the teach bravery thing is cool, it is not any less ghey
its 10 more levels.
so you either have to not do full omnicron (ghey) or have enough
worth to go an extra 9 levels to get the skill.
its still ghey
druid as far as I can recall is the only guild I have not tried. I
went harmer before playinjg with druid.
between the gems thing and the animals thing
maybe we can do something where shop keeps have a working with the
society of druids
since they buy gems sooo much, give em a punch card or somthing!
10 gems and your next one is free YAY! or a discount or something

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

poster: Celine
subject: Remove this please?
date: Sun Jul 13 01:48:59 2003

"Skipping Ignored pos from Illusions."
I am intelligent enoujgh to guess that if the news post # jumps a
spot or two it means someone i ginore was in there. Since my point
in ignoring people is to not see/be influenced by reading their name
for whatever my reason, it would be cool if i didnt get a message
telling me something i already knew. Thanks you.

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

poster: Zifnab
subject: >Remove this please?
date: Sun Jul 13 02:40:00 2003

On Sun Jul 13 01:48:59 2003 Celine wrote post #284:
> "Skipping Ignored pos from Illusions."
> I am intelligent enoujgh to guess that if the news post # jumps a
> spot or two it means someone i ginore was in there. Since my point
> in ignoring people is to not see/be influenced by reading their name
> for whatever my reason, it would be cool if i didnt get a message
> telling me something i already knew. Thanks you.

no you didnt know it was him that made the post. so it wasn't something you
already knew. If you dont want to see the name of people you ignore 
use your client.
this feud you have with illusions has bored me. Deal with your
issues dont make the mud
deal with them.

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

poster: Seifer
subject: Parties
date: Mon Jul 14 02:52:54 2003

I think the parties at the top and the parties at the bottom of the
list should get exp bonuses. To encourage and reward.
(=Siefer=)

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

poster: Rancor
subject: >Parties
date: Mon Jul 14 02:55:31 2003

On Mon Jul 14 02:52:54 2003 Seifer wrote post #286:
> I think the parties at the top and the parties at the bottom of the
> list should get exp bonuses. To encourage and reward.
> (=Siefer=)
nope cause uhhh yeah the top and the bottom of the list have really
no idication of how well that party is doing.  cause if you have a
singles party it is the top and the bottom or if you have 3 parties
the middle one being a highbie soloing witha  very good rate he gets
screwed cause he is not in a big rate oulling party with 80 million
people yet prolly getting a better share anyway than your bonus
getting party..  no thanks
Rancor

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

poster: Goat
subject: castle information page suggestion
date: Mon Jul 14 17:27:02 2003

it was suggested that I write up a page of simple castel
instructions.  I present it here as a rough draft.  Do wioth it what
you will.  Yes, I write poorly and my spelling is horrible.


Castles and the rules about castle building have a slightly 
different interface style from the rest of the mud.  This is 
because they are one of the oldest areas on the mud, and have gone 
thru signifigant player induced evolution.  castles have their won 
help menu (castle help) which can only be accessed inside the 
castle. 

The castles area is just to the west of gossamer city, and is 
viewable via the castle area map on the web site.  Streets are not 
marked on the map, which results in a bit of floundering about, but 
you can sometimes figure your location by looking at the castles 
around you.  empty spaces on the map are areas where a castle may 
be placed.. usually.  To build a castle you need to visit Slint, 
who sells chests, safes and various castle parts.  there are other 
charecters int the area whom you may purchace more advanced items 
such as guards from


Why you need a secure castle and not just a single room to drop 
your stuff in:

Robbing castles is both legal, and if the owning player is not 
careful, quite accomplishable.  Robbing castles used to be a major 
pass time in fact, and the techniques for it are quite advanced.
 
Chests, safes and castles

A chest or safe is what you actually store stuff in.  Leaving stuff 
on the floor of your castle, or even in a chest or safe that is not 
closed, will result in the items being eventually destroyed on 
reboot, which happens every couple days or so real time.  While a 
chest or safe is a secured item in that it has a lock, they are not 
secure items.  The locks are quite easy to pick given a certain 
amount of time, and the only way to keep them really safe is to 
keep annother player from touching them.  Castles are necessary 
because they are areas owned and controlled by the player


there are many ways to set up a castle so that it is secure, and 
many ways in fact to make it deadly to anyone trying to enter it, 
and they are frequently used by the owners of older castles so 
enter annothers castle at your own risk with the understanding that 
any thing you bring in could quite possibly STAY there even after 
you die (see emergency death)


 A simple and secure castle set up

One of the simplest (and least elegant) ways to create a secure 
castle requires a castle one additional room and one door with no 
door lock.  This means that a castle, a door, a room, and a safe to 
actually put your stuff in together cost about 500k.  You want this 
much on hand before you start as the parts are annoyig to carry 
around before the castle is actually together.  put the door 
between the two rooms and put your chest or safe in the second room 
 (not the first).  Because the door has no lock it cannot be opened 
but you (and only you) can still enter the second room using the 
castle goto command (for how to actually do all of this consult 
castle help)


More advanced castles  

There are other ways to make a castle so that others may share it 
with you or simply so others may wander around in it and enjoy what 
you have built, requiring guards locke doors and other things one 
thing to remember in sharing a castle however is that the owner of 
the castle can always go where ever they want to in a castle so 
there is no  complete privacy for tenants.
 


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

poster: Litho
subject: Join hands
date: Tue Jul 15 04:49:19 2003

Maybe have this skill able to link up with more then 1 person at a
time..As is it can only be 2 ppl, if it was increased, harmers would
be a bit better.

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

poster: Daran
subject: party object changes
date: Tue Jul 15 06:51:40 2003

Could there be a message for when you get either kicked from a party
or when the party is disbanded?
Unless I'm just imaginging things, i only get "You are now not
following blah." when i got kicked, and ". .: Daran is now the
leader of the party." when the party got disbanded.
To me that just seems weird, thanks

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

poster: Bluemoon
subject: >party object changes
date: Tue Jul 15 11:00:39 2003

On Tue Jul 15 06:51:40 2003 Daran wrote post #290:
> Could there be a message for when you get either kicked from a party
> or when the party is disbanded?
> Unless I'm just imaginging things, i only get "You are now not
> following blah." when i got kicked, and ". .: Daran is now the
> leader of the party." when the party got disbanded.
> To me that just seems weird, thanks
it is wierd, but thats how it's been since I started, its just kinda
something you learn to look for I guess

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

poster: Zifnab
subject: >>party object changes
date: Tue Jul 15 16:08:22 2003

On Tue Jul 15 11:00:39 2003 Bluemoon wrote post #291:
> On Tue Jul 15 06:51:40 2003 Daran wrote post #290:
> > Could there be a message for when you get either kicked from a party
> > or when the party is disbanded?
> > Unless I'm just imaginging things, i only get "You are now not
> > following blah." when i got kicked, and ". .: Daran is now the
> > leader of the party." when the party got disbanded.
> > To me that just seems weird, thanks
> it is wierd, but thats how it's been since I started, its just kinda
> something you learn to look for I guess
There were other messages displayed to the room. And a few messages displayed
after you left the party so you didnt see them.

Just rearanged those messages for kick, leave and disband.

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

poster: Rythion
subject: Eq Monsters
date: Sat Jul 19 20:50:59 2003

I think should change Nosferatu, Lizardman God and Lord Sear to once per boot.
(from what I hear lord sear is on some 12 hour reset or something)
I can't think of other mobs at this moment...
-Rythion

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

poster: Switchblade
subject: fun
date: Sat Jul 19 21:06:54 2003


Always thought it would be neat in adv guild to have a 
plaque of sorts, or really more of a log .. of eq monsters
that were killed that boot.  In light of the recent changes
to certain mobs, might give eq parties a leg up on what's already
dead.  Shrugs, obviously players have been successfully communicating
this kind of info for awhile, so there is no real NEED.  But
it would be kinda nifty sometime to see.  Or even better,
have a plaque with certain mob names, and when the last time
they were killed.  might give incentive to kill something if 
it hasn't been done for 6 months.  Again, no real need but maybe
fun to see.  
-switch

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

poster: Zifnab
subject: >fun
date: Sat Jul 19 21:20:51 2003

On Sat Jul 19 21:06:54 2003 Switchblade wrote post #294:
> Always thought it would be neat in adv guild to have a 
> plaque of sorts, or really more of a log .. of eq monsters
> that were killed that boot.  In light of the recent changes
> to certain mobs, might give eq parties a leg up on what's already
> dead.  Shrugs, obviously players have been successfully communicating
> this kind of info for awhile, so there is no real NEED.  But
> it would be kinda nifty sometime to see.  Or even better,
> have a plaque with certain mob names, and when the last time
> they were killed.  might give incentive to kill something if 
> it hasn't been done for 6 months.  Again, no real need but maybe
> fun to see.  
> -switch
you can get a pretty good indication of what has been killed by
deaths -m

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

poster: Pedron
subject: >Eq Monsters
date: Sun Jul 20 22:12:47 2003

On Sat Jul 19 20:50:59 2003 Rythion wrote post #293:
> I think should change Nosferatu, Lizardman God and Lord Sear to once per
boot.
> (from what I hear lord sear is on some 12 hour reset or something)
> I can't think of other mobs at this moment...
> -Rythion
Lloth, Tiamat, Schizo is already I think, Smoke Demon, Xetrov? All
the level 5 guys should be once/boot now imho just to restore its
rarity and maybe push folks into less killed EQ level 5 or 4 guys
without actually curbing EQ. Or level 10, it was 5 levels of eq when
I was builder, maybe they put it up to 10 levels now for more
detail. My nickel. A rufrin type shop in the main city of gossamer
isle would be neat too- draw some gold back out of the economy and
increase proliferation middle and lower eqs. :)

-pedron
,

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

poster: Pedron
subject: >fun
date: Sun Jul 20 22:14:15 2003

I like Switchblade's idea for last time killed on certain mobs.
Builders could zip around putting killlogs on the mobs and tie it
into a plaque. Fundamentally an easy thing, but maybe too tedious?
:) Still neat.

-Pedron

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

poster: Ligea
subject: guild items
date: Mon Jul 21 04:46:40 2003

Since it's so very difficult to achieve full rank on a guild item, i
thought it would be neat if they aquired a special active ability
when you max the guild.  Obviously maxing the item is already
powerful in terms of stats and skills.  I was thinking of something
more to improve playability than to increase power.  Here's a few
thoughts for the different guilds...

Elemental: You gain the ability to absorb mists into your ring.
Druid: You can order a dryad to cast gain touch at a target.
Harmer: You can call a skeletal familiar (like spinal staff)
And i'm sure everyone could come up with cool ideas that a master of
their guild should be able to do...Anyway i suspect there's only a
handful of people out there with maxed guild items (i'm still not
one of them) and i just thought it would be neat if they got a
quirky and useful (though not super powerful) treat for their
dedication to that guild. 

Flame away :)
L
..

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

poster: Trigon
subject: >guild items
date: Mon Jul 21 04:52:14 2003

On Mon Jul 21 04:46:40 2003 Ligea wrote post #298:
> Since it's so very difficult to achieve full rank on a guild item, i
> thought it would be neat if they aquired a special active ability
> when you max the guild.  Obviously maxing the item is already
> powerful in terms of stats and skills.  I was thinking of something
> more to improve playability than to increase power.  Here's a few
> thoughts for the different guilds...
> 
> Elemental: You gain the ability to absorb mists into your ring.
> Druid: You can order a dryad to cast gain touch at a target.
> Harmer: You can call a skeletal familiar (like spinal staff)
> And i'm sure everyone could come up with cool ideas that a master of
> their guild should be able to do...Anyway i suspect there's only a
> handful of people out there with maxed guild items (i'm still not
> one of them) and i just thought it would be neat if they got a
> quirky and useful (though not super powerful) treat for their
> dedication to that guild. 
> 
> Flame away :)
> L
> ..
MA's should get to have a little familiar.  Either a tiger, or a
small japanese man dressed like a ninja.
Trigon
P.S. all guilds should have familiars, they are fun.
Hee

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

poster: Litho
subject: >>guild items
date: Mon Jul 21 04:55:05 2003

On Mon Jul 21 04:52:14 2003 Trigon wrote post #299:
> > dedication to that guild. 
> > 
> > Flame away :)
> > L
> > ..
> MA's should get to have a little familiar.  Either a tiger, or a
> small japanese man dressed like a ninja.
> Trigon
> P.S. all guilds should have familiars, they are fun.
> Hee
I like this idea.  Healer could have a prayer book so you could do 1
round haims, thx

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

poster: Tranquil
subject: >>>guild items
date: Mon Jul 21 11:01:32 2003

I'm not so sure that a druid having their dryad cast gaian touch
would be any use. druids already have gt, and likely most aren't
concerned about the 1 heartbeats worth of regen it might cost to
cast this spell themselves. Any new special abilities should be
exactly that - new.

Perhaps something along the lines of allowing a druid to replenish
their sp from a power crystal would be more useful? That being said,
I do like the general idea here.


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

poster: Moridin
subject: >>>>guild items
date: Mon Jul 21 18:29:55 2003

On Mon Jul 21 11:01:32 2003 Tranquil wrote post #301:
> I'm not so sure that a druid having their dryad cast gaian touch
> would be any use. druids already have gt, and likely most aren't
> concerned about the 1 heartbeats worth of regen it might cost to
> cast this spell themselves. Any new special abilities should be
> exactly that - new.
> 
> Perhaps something along the lines of allowing a druid to replenish
> their sp from a power crystal would be more useful? That being said,
> I do like the general idea here.
> 
The idea sounds cool, and as a druid, I can say having it cast gt would
be cool, since that would give you time to cast other stuff, assuming
you could set the thing to either constantly heal, or sort of
a 'heal if hurt' type thing, on a side note, as ligea, I've noticed
the % going up quite slow, and in the cases where it takes a full
day to make it go up 1%, doing like the explored part of score
adding 2 digits behind the decimal point, so it might say
You have achieved 73.56% of the next rank of your guild, so even
if it was moving real slow, it'd at least give you the impression
of continually moving forward

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

poster: Rythion
subject: Split/Recombine
date: Mon Jul 21 20:50:54 2003

Maybe some quick code to allow those who were split before the
recombine disabled that want to recombine, since we didn't get a
chance too. Just a quick solve for those people and can watch them
to make sure no abuse is done or something. I dunno, seems few
others, then myself were wishing they could of recombined before
disabled.
-Rythion

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

poster: Rythion
subject: Race Lead with Split Bodies
date: Mon Jul 21 20:55:04 2003

Seems sorta unfair how people could split into a 500m warrior body
and lead over people with 3G warrior bodies because their total
worth is 5G+ etc
And like how I'm leading elf right now, sorta unfair when this body
is only 1.4G and ca ELF king is like 1.7G, now that jant isn't there
;)

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

poster: Zifnab
subject: >Split/Recombine
date: Tue Jul 22 00:47:38 2003

On Mon Jul 21 20:50:54 2003 Rythion wrote post #303:
> Maybe some quick code to allow those who were split before the
> recombine disabled that want to recombine, since we didn't get a
> chance too. Just a quick solve for those people and can watch them
> to make sure no abuse is done or something. I dunno, seems few
> others, then myself were wishing they could of recombined before
> disabled.
> -Rythion
There is no way currently not to get an advantage unless you are going to let
me reinc all your bodies at their current rates?

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

poster: Tantrum
subject: XP tuner
date: Tue Jul 22 04:47:49 2003

OK, ill admit this first. I dont know how it works.
But what i do know is that i am a fairly small harmer. i am limited
in the things i can solo. and it just seems that the mobs that i can
solo efficiantly are tuned to hell and back.
for example : Mallorn forest area on hyboria. 
when i first started killing here, not many people used this area so
it was ok. boars were 23-25k. elvces 11-13k
now boars are llucky to be 18k. elves lucky to be 11k.
so it seems that because i cant kill in every area in the mud
(without losing my alignment, and the ability to cast my spells) i
am losing approx 600k an hour of xp.
tanstyle  << GOOD IS DUMB!! >>
now to highbies this may not seem like much, but to someone who only
solos about a meg an hour, that is a whole lot of xp. specially when
your a member of a solo guild.

maybe there is a way to lessen the effect of xp tuner on smaller
mobs? i like the idea opf the xo tuner, but this seems to be
disadvantaging the midbie/lowbie players alot. and as i dont have
too much choice in where i solo (because there is a bit of a
shortage of good aligned mobs worth under 100k.{but which i have
heard is being looked at]) i have noticed it maybe more than others
have.
My Two Cents Worth.
-T

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

poster: Sleet
subject: >>guild items
date: Tue Jul 22 06:00:06 2003

On Mon Jul 21 04:52:14 2003 Trigon wrote post #299:
> On Mon Jul 21 04:46:40 2003 Ligea wrote post #298:
> > Since it's so very difficult to achieve full rank on a guild item, i
> > thought it would be neat if they aquired a special active ability
> > when you max the guild.  Obviously maxing the item is already
> > powerful in terms of stats and skills.  I was thinking of something
> > more to improve playability than to increase power.  Here's a few
> > thoughts for the different guilds...
> > 
> > Elemental: You gain the ability to absorb mists into your ring.
> > Druid: You can order a dryad to cast gain touch at a target.
> > Harmer: You can call a skeletal familiar (like spinal staff)
> > And i'm sure everyone could come up with cool ideas that a master of
> > their guild should be able to do...Anyway i suspect there's only a
> > handful of people out there with maxed guild items (i'm still not
> > one of them) and i just thought it would be neat if they got a
> > quirky and useful (though not super powerful) treat for their
> > dedication to that guild. 
> > 
> > Flame away :)
> > L
> > ..
> MA's should get to have a little familiar.  Either a tiger, or a
> small japanese man dressed like a ninja.
> Trigon
> P.S. all guilds should have familiars, they are fun.
> Hee
ya more familars i liek them, there fun, espically when they could talk

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

poster: Trigon (Web) 
subject: >fun
date: Tue Jul 22 23:38:58 2003

I'm hax0ring the mainframe at sears now because I'm bored, and I'm looking through the news via the web site, and just have a suggestion.

Maybe I'm stupid, but I can't see a way to make a post, just reply to one.

Also, there is no link to the junk newsgroup, which would serve the purpose of allowing me to post about hax0ring the mainframe at sears, and such.

Omg I'm posting news and getting paid for it.

Trigon, receiving associate #802 at sears store #2910

Eheh

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

poster: Korthrun
subject: >>fun
date: Tue Jul 22 23:56:53 2003

i think i saw zif say earlier that there is no function to do so and
that they may oput one in later

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

poster: Sleet
subject: builder application
date: Thu Jul 24 07:50:01 2003

Im sure im not the only one on this mud that has issuses with
getting on webpages for no reason other then their computers are
pathetic.
I would love to contribute to the mud as a builder and feel i have a
number of great ideas, I would do so through zmud not the web page,
but i can not do so since i get errors everytime i attempt anything
on the form.
is there any possible way to tie this application into the mud directly.
Its kinda rough that ya got to get off of the mud to get permision
to do somthing on it.

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

poster: Griffy
subject: new emote idea
date: Fri Jul 25 04:06:35 2003

hang liv
You hang onto "liv's" leg, forcing "liv" to drag your lazy ass

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

poster: Palmascay
subject: gem blast
date: Fri Jul 25 09:37:39 2003

wonding if gem blast is gonna change, or gonna have to continue to
pay to have a good blasting spells

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

poster: Rythion
subject: >gem blast
date: Fri Jul 25 09:38:27 2003

On Fri Jul 25 09:37:39 2003 Palmascay wrote post #312:
> wonding if gem blast is gonna change, or gonna have to continue to
> pay to have a good blasting spells
If you don't want to pay for the highest damage spell(I believe),
then join another blasting guild and shush

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

poster: Rythion
subject: Ideas
date: Fri Jul 25 09:40:15 2003

I think we should remove sloatinok and tps all together. If we do
this so called feat tonight, then tomorrow I would have a nice novel
to read when I log on which would keep me occupied for rest of this
year! :)
-Rythion

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

poster: Palmascay
subject: gem blast
date: Fri Jul 25 09:40:33 2003

i was told that gem blast was not the highest blasting spell in the
mud, evoker spells are. and they don't have to pay
i was told that gem blast was not the highest blasting spell in the
mud, evoker spells are. and they don't have to pay
p.s. shhh ryth!!!

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

poster: Switchblade
subject: >gem blast
date: Fri Jul 25 10:10:17 2003

let's see....  most times if you give something to a guild
you have to take something away..  hmm
ok if they take away the costs of gem blasting
guess they will add 10 glevels so you need 95 levels to max the
guild just like others do...  oh wait, you still have the 
ability to solo..  ok we'll take away two of your dtypes
wait we have a guild liek that its called nether mage, nm
ok we'll let you keep your dtypes, but take away your 
ability to solo..  oh wait, we have a guild like that 
it's called sorceror.  fuckit, let's just remove
gem blasters from teh game altogether, no one likes 
playing them anyway :P
hee hee

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

poster: Rancor
subject: >>gem blast
date: Fri Jul 25 10:15:29 2003

On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> let's see....  most times if you give something to a guild
> you have to take something away..  hmm
> ok if they take away the costs of gem blasting
> guess they will add 10 glevels so you need 95 levels to max the
> guild just like others do...  oh wait, you still have the 
> ability to solo..  ok we'll take away two of your dtypes
> wait we have a guild liek that its called nether mage, nm
> ok we'll let you keep your dtypes, but take away your 
> ability to solo..  oh wait, we have a guild like that 
> it's called sorceror.  fuckit, let's just remove
> gem blasters from teh game altogether, no one likes 
> playing them anyway :P
> hee hee
yeah and when we remove gem blaster from the game cause noone likes
it we can rename it thief.  
Rancor

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

poster: Palmascay
subject: gem blast
date: Fri Jul 25 10:16:56 2003

no need to remove the spell/guild. it is pretty cool and fun, just costy

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

poster: Rythion
subject: >>>gem blast
date: Fri Jul 25 10:16:59 2003

On Fri Jul 25 10:15:29 2003 Rancor wrote post #317:
> On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> > let's see....  most times if you give something to a guild
> > you have to take something away..  hmm
> > ok if they take away the costs of gem blasting
> > guess they will add 10 glevels so you need 95 levels to max the
> > guild just like others do...  oh wait, you still have the 
> > ability to solo..  ok we'll take away two of your dtypes
> > wait we have a guild liek that its called nether mage, nm
> > ok we'll let you keep your dtypes, but take away your 
> > ability to solo..  oh wait, we have a guild like that 
> > it's called sorceror.  fuckit, let's just remove
> > gem blasters from teh game altogether, no one likes 
> > playing them anyway :P
> > hee hee
> yeah and when we remove gem blaster from the game cause noone likes
> it we can rename it thief.  
> Rancor
Well after we remove gem blasters, we'll have to remove evoker since
they don't have ability to solo so no one will play them, and
nethers for lack of dtypes, and take out all other guilds as well
just to make it so we don't fight over guilds, and remove all races
and all areas, eqs, tps, players, if there is nothing here we can't
complain about it!

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

poster: Litho
subject: >>>>gem blast
date: Fri Jul 25 10:17:53 2003

On Fri Jul 25 10:16:59 2003 Rythion wrote post #319:
> > > hee hee
> > yeah and when we remove gem blaster from the game cause noone likes
> > it we can rename it thief.  
> > Rancor
> Well after we remove gem blasters, we'll have to remove evoker since
> they don't have ability to solo so no one will play them, and
> nethers for lack of dtypes, and take out all other guilds as well
> just to make it so we don't fight over guilds, and remove all races
> and all areas, eqs, tps, players, if there is nothing here we can't
> complain about it!
Can we all just start from scratch?
p.s. bring back progressors

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

poster: Rancor
subject: >>>>gem blast
date: Fri Jul 25 10:18:17 2003

On Fri Jul 25 10:16:59 2003 Rythion wrote post #319:
> On Fri Jul 25 10:15:29 2003 Rancor wrote post #317:
> > On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> > > let's see....  most times if you give something to a guild
> > > you have to take something away..  hmm
> > > ok if they take away the costs of gem blasting
> > > guess they will add 10 glevels so you need 95 levels to max the
> > > guild just like others do...  oh wait, you still have the 
> > > ability to solo..  ok we'll take away two of your dtypes
> > > wait we have a guild liek that its called nether mage, nm
> > > ok we'll let you keep your dtypes, but take away your 
> > > ability to solo..  oh wait, we have a guild like that 
> > > it's called sorceror.  fuckit, let's just remove
> > > gem blasters from teh game altogether, no one likes 
> > > playing them anyway :P
> > > hee hee
> > yeah and when we remove gem blaster from the game cause noone likes
> > it we can rename it thief.  
> > Rancor
> Well after we remove gem blasters, we'll have to remove evoker since
> they don't have ability to solo so no one will play them, and
> nethers for lack of dtypes, and take out all other guilds as well
> just to make it so we don't fight over guilds, and remove all races
> and all areas, eqs, tps, players, if there is nothing here we can't
> complain about it!
So basicly we will just be the ultimate downtune
Rancor

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

poster: Palmascay
subject: gem blast
date: Fri Jul 25 10:18:26 2003

rythion has a great idea

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

poster: Quillz
subject: >>>>gem blast
date: Fri Jul 25 10:18:26 2003

On Fri Jul 25 10:16:59 2003 Rythion wrote post #319:
> On Fri Jul 25 10:15:29 2003 Rancor wrote post #317:
> > On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> > > let's see....  most times if you give something to a guild
> > > you have to take something away..  hmm
> > > ok if they take away the costs of gem blasting
> > > guess they will add 10 glevels so you need 95 levels to max the
> > > guild just like others do...  oh wait, you still have the 
> > > ability to solo..  ok we'll take away two of your dtypes
> > > wait we have a guild liek that its called nether mage, nm
> > > ok we'll let you keep your dtypes, but take away your 
> > > ability to solo..  oh wait, we have a guild like that 
> > > it's called sorceror.  fuckit, let's just remove
> > > gem blasters from teh game altogether, no one likes 
> > > playing them anyway :P
> > > hee hee
> > yeah and when we remove gem blaster from the game cause noone likes
> > it we can rename it thief.  
> > Rancor
> Well after we remove gem blasters, we'll have to remove evoker since
> they don't have ability to solo so no one will play them, and
> nethers for lack of dtypes, and take out all other guilds as well
> just to make it so we don't fight over guilds, and remove all races
> and all areas, eqs, tps, players, if there is nothing here we can't
> complain about it!
That last part of the last sentence....
Nothing to complain about? 

......


Take another look at the player base, and try again ;-)


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

poster: Rythion
subject: >>>>>gem blast
date: Fri Jul 25 10:18:47 2003

On Fri Jul 25 10:18:17 2003 Rancor wrote post #321:
> On Fri Jul 25 10:16:59 2003 Rythion wrote post #319:
> > On Fri Jul 25 10:15:29 2003 Rancor wrote post #317:
> > > On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> > > > let's see....  most times if you give something to a guild
> > > > you have to take something away..  hmm
> > > > ok if they take away the costs of gem blasting
> > > > guess they will add 10 glevels so you need 95 levels to max the
> > > > guild just like others do...  oh wait, you still have the 
> > > > ability to solo..  ok we'll take away two of your dtypes
> > > > wait we have a guild liek that its called nether mage, nm
> > > > ok we'll let you keep your dtypes, but take away your 
> > > > ability to solo..  oh wait, we have a guild like that 
> > > > it's called sorceror.  fuckit, let's just remove
> > > > gem blasters from teh game altogether, no one likes 
> > > > playing them anyway :P
> > > > hee hee
> > > yeah and when we remove gem blaster from the game cause noone likes
> > > it we can rename it thief.  
> > > Rancor
> > Well after we remove gem blasters, we'll have to remove evoker since
> > they don't have ability to solo so no one will play them, and
> > nethers for lack of dtypes, and take out all other guilds as well
> > just to make it so we don't fight over guilds, and remove all races
> > and all areas, eqs, tps, players, if there is nothing here we can't
> > complain about it!
> So basicly we will just be the ultimate downtune
> Rancor

Well, no reason to tune everything up when you could tune everything down 

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

poster: Sleet
subject: >>>>gem blast
date: Fri Jul 25 10:19:35 2003

On Fri Jul 25 10:16:59 2003 Rythion wrote post #319:
> On Fri Jul 25 10:15:29 2003 Rancor wrote post #317:
> > On Fri Jul 25 10:10:17 2003 Switchblade wrote post #316:
> > > let's see....  most times if you give something to a guild
> > > you have to take something away..  hmm
> > > ok if they take away the costs of gem blasting
> > > guess they will add 10 glevels so you need 95 levels to max the
> > > guild just like others do...  oh wait, you still have the 
> > > ability to solo..  ok we'll take away two of your dtypes
> > > wait we have a guild liek that its called nether mage, nm
> > > ok we'll let you keep your dtypes, but take away your 
> > > ability to solo..  oh wait, we have a guild like that 
> > > it's called sorceror.  fuckit, let's just remove
> > > gem blasters from teh game altogether, no one likes 
> > > playing them anyway :P
> > > hee hee
> > yeah and when we remove gem blaster from the game cause noone likes
> > it we can rename it thief.  
> > Rancor
> Well after we remove gem blasters, we'll have to remove evoker since
> they don't have ability to solo so no one will play them, and
> nethers for lack of dtypes, and take out all other guilds as well
> just to make it so we don't fight over guilds, and remove all races
> and all areas, eqs, tps, players, if there is nothing here we can't
> complain about it!
after my last solo, i say remove um all and everyone go misty
this things sick

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

poster: Rythion
subject: New Idea
date: Fri Jul 25 10:27:32 2003

This has been mentioned MANY MANY MANY times before but not really
new idea, but it would OWN if we could buy some kind of weapons rack
or holder of weapons that doesn't account the size of weapons to how
much it can hold!
Because the fact that you can only put one dragonslayer or one
hammer of crushing in a safe, is getting ridiculous :P
I have to have like 20 safes just to hold different pref weapons ;)
I would pay like 1m for a weapon rack that holds 20 weapons, instead
of buying 2m worth of safes or something like that 500k for 10
weapons maybe good price too
Even 1m for 10 weapons might be feasible just for the fact I don't
have to open 10 different safes just to grab a weapon ;)
-Rythion (master of teh suck, leader of worthless ideas, grand
wizard of the idiots, president of nothing good to say society,
general of the dork army, admiral of the idiotic fleet U S S LIMP
NOODLE, Inductee of the MORONS hall of fame, Graduate of Retard
Academy for the Mentally Handicap..... (look up my resume for
rest))

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

poster: Litho
subject: >New Idea
date: Fri Jul 25 10:28:02 2003

On Fri Jul 25 10:27:32 2003 Rythion wrote post #326:
> of buying 2m worth of safes or something like that 500k for 10
> weapons maybe good price too
> Even 1m for 10 weapons might be feasible just for the fact I don't
> have to open 10 different safes just to grab a weapon ;)
> -Rythion (master of teh suck, leader of worthless ideas, grand
> wizard of the idiots, president of nothing good to say society,
> general of the dork army, admiral of the idiotic fleet U S S LIMP
> NOODLE, Inductee of the MORONS hall of fame, Graduate of Retard
> Academy for the Mentally Handicap..... (look up my resume for
> rest))
I know a magic trick, ask me about it in tells.

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

poster: Belgarion
subject: >gem blast
date: Sun Jul 27 10:09:14 2003

as far as i know Unholy sacrifice does most dmg.. and that is a
harmer spell. ALL GO HARMER!!!!

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

poster: Litho
subject: >>gem blast
date: Sun Jul 27 22:58:35 2003

On Sun Jul 27 10:09:14 2003 Belgarion wrote post #328:
> as far as i know Unholy sacrifice does most dmg.. and that is a
> harmer spell. ALL GO HARMER!!!!
It also takes at least 3-5 mins prep time and about 1.8k sps.  You
need to summon a vessel (1500 sps), fill it with blood, and then
cast unholy sac (roughly 300 sps).  Clearly its not worth it to use
this spell on the regular.

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

poster: Apathy
subject: >>>gem blast
date: Sun Jul 27 23:04:21 2003

On Sun Jul 27 22:58:35 2003 Litho wrote post #329:
> On Sun Jul 27 10:09:14 2003 Belgarion wrote post #328:
> > as far as i know Unholy sacrifice does most dmg.. and that is a
> > harmer spell. ALL GO HARMER!!!!
> It also takes at least 3-5 mins prep time and about 1.8k sps.  You
> need to summon a vessel (1500 sps), fill it with blood, and then
> cast unholy sac (roughly 300 sps).  Clearly its not worth it to use
> this spell on the regular.

Not to mention that it can potentially kill the caster...

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

poster: Belgarion
subject: >>>gem blast
date: Mon Jul 28 05:32:25 2003

OMG did you realy think I was serius? I just stated that most dmg
doesn't mean that the guild is the best.

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

poster: Kasma
subject: just a thought...
date: Thu Jul 31 04:26:43 2003

eat a corpse
woodsies should be able to join enchanter, after all, all they do is
enchant their weaps and such :)
flame away!

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

poster: Shadowmage
subject: balanced races
date: Thu Jul 31 06:11:58 2003

I think that the races aren't balanced. You know something's wrong
when kobold is NEVER used :P
-shadow

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

poster: Apathy
subject: >balanced races
date: Thu Jul 31 06:59:40 2003

On Thu Jul 31 06:11:58 2003 Shadowmage wrote post #333:
> I think that the races aren't balanced. You know something's wrong
> when kobold is NEVER used :P
> -shadow

So where's the idea in this post?

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

poster: Gartogg
subject: SecondaryAlpha/Beta Guilds
date: Thu Jul 31 11:30:17 2003

I was wondering, and maybe this has been beaten to death here
before, but could the system be changed to allow a beta in your
original Alpha? Maybe to offset the problems with not having to
train through the first ten levels, you could make people train
through the alpha again anyways, as a sort of penalty.  Or, If this
has been overdiscussed, maybe not... 

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

poster: Belgarion
subject: >balanced races
date: Thu Jul 31 17:24:24 2003

On Thu Jul 31 06:11:58 2003 Shadowmage wrote post #333:
> I think that the races aren't balanced. You know something's wrong
> when kobold is NEVER used :P
> -shadow
They are! my secondary is Kobold and they rule! also i know that
Pinky is a damn good Kobold Shapeshifter (as my secondary) nothing
wrong with Kobolds, allthough i think there special should been
better.. 

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

poster: Indomitus
subject: slow down
date: Thu Jul 31 21:55:05 2003


HI MY FELLOW MUDDERS AND WIZARDS AND WIZARDESSES!

   I keep getting slow down messages.  As often all I do here is chat
It gets quite frustrating.  I "believe" that slow down continues until you
go past level 15, but I am loathe to do that as I don't feel that I have
the XP tp make it work well.  I -think- it works that way, not really sure,
but if it does, consider making slow down stop affecting chars who are
greater than say, 14?  or 10?  It's SUPER annoying, thanks :P  
-indomitus

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

poster: Grasfer
subject: withdraw
date: Thu Jul 31 23:29:10 2003

Why not remove gold thing from withdraw..
withdraw 100000 gold - now
withdraw 100000 - then
since we dont have other currency then gold, remove the gold from
withdraw command! :)

GUG!
// Grasfer

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

poster: Kaos
subject: >slow down
date: Thu Jul 31 23:56:47 2003

On Thu Jul 31 21:55:05 2003 Indomitus wrote post #337:
> HI MY FELLOW MUDDERS AND WIZARDS AND WIZARDESSES!
> 
>    I keep getting slow down messages.  As often all I do here is chat
> It gets quite frustrating.  I "believe" that slow down continues until you
> go past level 15, but I am loathe to do that as I don't feel that I have
> the XP tp make it work well.  I -think- it works that way, not really sure,
> but if it does, consider making slow down stop affecting chars who are
> greater than say, 14?  or 10?  It's SUPER annoying, thanks :P  
> -indomitus
Just have to say i totally agree with this, whenever I am reincing
and stay a few minutes on level 1 I get this all the time.
Sure it's good for 1 out of 100 newbies that log on and spam, but I do think
it does more harm than good to be honest.

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

poster: Ztaffan
subject: >>slow down
date: Fri Aug  1 00:00:09 2003

On Thu Jul 31 23:56:47 2003 Kaos wrote post #339:
> On Thu Jul 31 21:55:05 2003 Indomitus wrote post #337:
> > HI MY FELLOW MUDDERS AND WIZARDS AND WIZARDESSES!
> > 
> >    I keep getting slow down messages.  As often all I do here is chat
> > It gets quite frustrating.  I "believe" that slow down continues until you
> > go past level 15, but I am loathe to do that as I don't feel that I have
> > the XP tp make it work well.  I -think- it works that way, not really
sure,
> > but if it does, consider making slow down stop affecting chars who are
> > greater than say, 14?  or 10?  It's SUPER annoying, thanks :P  
> > -indomitus
> Just have to say i totally agree with this, whenever I am reincing
> and stay a few minutes on level 1 I get this all the time.
> Sure it's good for 1 out of 100 newbies that log on and spam, but I do think
> it does more harm than good to be honest.
Atleast make it check worth... VERY annoying thing...

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

poster: Afkaserious
subject: >>slow down
date: Fri Aug  1 02:47:16 2003

On Thu Jul 31 23:56:47 2003 Kaos wrote post #339:
> On Thu Jul 31 21:55:05 2003 Indomitus wrote post #337:
> > HI MY FELLOW MUDDERS AND WIZARDS AND WIZARDESSES!
> > 
> >    I keep getting slow down messages.  As often all I do here is chat
> > It gets quite frustrating.  I "believe" that slow down continues until you
> > go past level 15, but I am loathe to do that as I don't feel that I have
> > the XP tp make it work well.  I -think- it works that way, not really
sure,
> > but if it does, consider making slow down stop affecting chars who are
> > greater than say, 14?  or 10?  It's SUPER annoying, thanks :P  
> > -indomitus
> Just have to say i totally agree with this, whenever I am reincing
> and stay a few minutes on level 1 I get this all the time.
> Sure it's good for 1 out of 100 newbies that log on and spam, but I do think
> it does more harm than good to be honest.
Hi, it should calculate itself with worth, and not level. Its just
silly to be counted as a level thing.
Turn slow down off after 2m worth or something.

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

poster: Sleet
subject: Cerebrus
date: Fri Aug  1 06:03:18 2003

I motion that cerebrus be changed from the 3 headed dog to the 3 legged dog.
Its more believable

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

poster: Switchblade
subject: arena and head !
date: Sat Aug  2 23:21:43 2003

it would be neat if when you died in the arena you left a corpse
so that someone with a widowmaker *cough cough*
could TAKE THEIR HEAD AND STICK IT ON A PIKE!
or at least in a trophy case :P
BAAHAHHAHAHAHAHAHAHAHHA
HAHAHHAHAHAHAH
MUAHAHAHHAHAHAHAHA
AHAHAHAHAHAHAHAH
EHEHEHEHEHEHHEEHHE
OMGLOLOLOLOLOL

actually it would be pretty cool :P
-switch

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

poster: Jaws
subject: Clan info
date: Sun Aug  3 17:45:10 2003

Can we make a new clan command that is similar to clan info
but only has part of the data, so it can display on one line per member

Like

WBAG
name, clan level, gold deposited or some such

Jaws

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

poster: Zifnab
subject: >Clan info
date: Sun Aug  3 17:57:38 2003

On Sun Aug  3 17:45:10 2003 Jaws wrote post #344:
> Can we make a new clan command that is similar to clan info
> but only has part of the data, so it can display on one line per member
> 
> Like
> 
> WBAG
> name, clan level, gold deposited or some such
> 
> Jaws
is the WBAG part of the command? (hint use !)

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

poster: Belgarion (Web) 
subject: >fun
date: Mon Aug  4 12:25:55 2003

1: this is not a reply to switchblades post.

2: (here comes the idee) I just read the history of "The fall of RDC" and i think it looks like a real fun event, caotic and panic making yes, but still a damn fun event! a great praise for it wizards, must have putted alot of effort into it! allthough, im not realy happy.. because i wasn't there! and i would ahve loved to be! Now only those that know wizards that had told them and players that was just lucky to be online got a chanse to enjoye this fun event that will never again reappear. Offcourse i understand that wizards cant make a inform post "Hi, we gonna destroy the RDC, be ready for it guys!" BUT ->I<- think that it should have been a post saying "something odd is happening, it looks like something will happend **/** 200*" so those are willing to be with in special things, ppl who realy love this mud and wants to be a part of very part of it can be that. also this would allow those who are to damn afraid of there asses to not have to be involved, and ppl will know not to have autologin on during that time.. just silly me.. flame away



//Belgarion

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

poster: Zifnab
subject: >>fun
date: Mon Aug  4 15:02:56 2003

On Mon Aug  4 12:25:55 2003 Belgarion (Web)  wrote post #346:
> 1: this is not a reply to switchblades post.

> 2: (here comes the idee) I just read the history of "The fall of RDC" and
i think it looks like a real fun event, caotic and panic making yes, but
still a damn fun event! a great praise for it wizards, must have putted alot
of effort into it! allthough, im not realy happy.. because i wasn't there!
and i would ahve loved to be! Now only those that know wizards that had told
them and players that was just lucky to be online got a chanse to enjoye
this fun event that will never again reappear. Offcourse i understand that
wizards cant make a inform post "Hi, we gonna destroy the RDC, be ready for
it guys!" BUT ->I<- think that it should have been a post saying "something
odd is happening, it looks like something will happend **/** 200*" so those
are willing to be with in special things, ppl who realy love this mud and
wants to be a part of very part of it can be that. also this would allow
those who are to damn afraid of there asses to not have to be involved, and
ppl will know not to have autologin on during that time.. just silly me..
flame away

> 

> //Belgarion

there were hints for 2 weeks prior to the event. Including lucifer
the last few
days counting down the time.

There was a mini event for the stealing of the Tiamat keys every 3-4
days leading up 
to the event as well.  Players that paid attention to things had
plenty of notice ahead of time
that something was up.

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

poster: Belgarion
subject: >>>fun
date: Mon Aug  4 15:42:25 2003

oki, my bad then, i wasn't very active, just watched news and stuff..
My bad sorry

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

poster: Lu
subject: >>>fun
date: Mon Aug  4 19:03:19 2003

ehhe yaaaay, zif is totally right i knew something huge was
happening, and i also knew i'd be at work for it ;)

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

poster: Arkangyle
subject: >Clan info
date: Mon Aug  4 21:46:37 2003

On Sun Aug  3 17:45:10 2003 Jaws wrote post #344:
> Can we make a new clan command that is similar to clan info
> but only has part of the data, so it can display on one line per member
> 
> Like
> 
> WBAG
> name, clan level, gold deposited or some such
> 
> Jaws

I'll add something for this later in the week ... it is pretty long
and spammy.

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

poster: Debacle
subject: Rift
date: Tue Aug  5 08:20:51 2003

Okay, this is just ridiculous, how the rift resets so often.
I normally do rift in 5 minutes or so and today it took over 30 +
because there was more than one person entering and the dir kept
changing to where i was going
when ur solving, its so stupid to have it change while you are doing
it. the point of it is like a quest, and once you do it, why keep
wasting ur time like that?
i'm not saying not to have a rift, i like the idea, just that can it
reset whenever an individual enters or exits the rift.. like go into
the white rift to sloat etc... every entry and exit?
having it reset so many times WHILE you are solving it has made it
so much more frustrating and just so much longer to do.

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

poster: Debacle
subject: rift
date: Tue Aug  5 08:29:30 2003

okay, what i am suggesting is that directions/ rooms in rift change
not every minute but every couple of minutes
it takes almost a minute to figure out what room has changed and
what its changed to, then another room has already changed and so
on... 
one wrong move and you are already 4 rooms behind what you are
already at, and you don't even know where you might be starting
again...
i think it needs some testing to see what might be a reasonable
amount of time.

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

poster: Khosan
subject: >rift
date: Tue Aug  5 10:28:42 2003

On Tue Aug  5 08:29:30 2003 Debacle wrote post #352:
> okay, what i am suggesting is that directions/ rooms in rift change
> not every minute but every couple of minutes
> it takes almost a minute to figure out what room has changed and
> what its changed to, then another room has already changed and so
> on... 
> one wrong move and you are already 4 rooms behind what you are
> already at, and you don't even know where you might be starting
> again...
> i think it needs some testing to see what might be a reasonable
> amount of time.

It is not that hard to solve if you just check each room as you go
through it. And your previous post was pure nonsense - the maze
does not reset when people enter or leave it. The number of people
solving the maze at the same time does not affect it at all.

Khosan

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

poster: Litho
subject: >>rift
date: Tue Aug  5 11:40:21 2003

On Tue Aug  5 10:28:42 2003 Khosan wrote post #353:
> > again...
> > i think it needs some testing to see what might be a reasonable
> > amount of time.
> 
> It is not that hard to solve if you just check each room as you go
> through it. And your previous post was pure nonsense - the maze
> does not reset when people enter or leave it. The number of people
> solving the maze at the same time does not affect it at all.
> 
> Khosan
Also, if you are absolutely hopeless, get a clairvoyance book.

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

poster: Zifnab
subject: >Rift
date: Tue Aug  5 13:38:19 2003

On Tue Aug  5 08:20:51 2003 Debacle wrote post #351:
> Okay, this is just ridiculous, how the rift resets so often.
> I normally do rift in 5 minutes or so and today it took over 30 +
> because there was more than one person entering and the dir kept
> changing to where i was going
> when ur solving, its so stupid to have it change while you are doing
> it. the point of it is like a quest, and once you do it, why keep
> wasting ur time like that?
> i'm not saying not to have a rift, i like the idea, just that can it
> reset whenever an individual enters or exits the rift.. like go into
> the white rift to sloat etc... every entry and exit?
> having it reset so many times WHILE you are solving it has made it
> so much more frustrating and just so much longer to do.

if it was like a quest you would only get task points once. That is easily
fixed.

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

poster: Lu
subject: >>rift
date: Tue Aug  5 18:53:27 2003

One question about the rift, does it still reset when people leave sloatinok?
-lu

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

poster: Khosan
subject: >>>rift
date: Wed Aug  6 00:26:08 2003

On Tue Aug  5 18:53:27 2003 Lu wrote post #356:
> One question about the rift, does it still reset when people leave
sloatinok?
> -lu
no.

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

poster: Belgarion
subject: heels
date: Wed Aug  6 07:36:10 2003

maybe make it so females dont wobble as they should be more used to
it.. then te male ones..

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

poster: Tranquil
subject: >heels
date: Wed Aug  6 08:56:27 2003

On Wed Aug  6 07:36:10 2003 Belgarion wrote post #358:
> maybe make it so females dont wobble as they should be more used to
> it.. then te male ones..

What if the female is butch, and the male is a crossdresser?


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

poster: Celine
subject: >>heels
date: Wed Aug  6 09:19:23 2003

Can we please have a shop opened in the city for a similiar option?

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

poster: Korthrun
subject: >heels
date: Wed Aug  6 20:55:01 2003

On Wed Aug  6 07:36:10 2003 Belgarion wrote post #358:
> maybe make it so females dont wobble as they should be more used to
> it.. then te male ones..
SEXIST!

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

poster: Tahnval
subject: >heels
date: Thu Aug  7 00:12:23 2003

On Wed Aug  6 07:36:10 2003 Belgarion wrote post #358:
> maybe make it so females dont wobble as they should be more used to
> it.. then te male ones..
I'm male and I don't wobble in high heels.  Unless I'm drunk, but
then I wobble whatever I'm wearing.

And come to think of it, most of the women I know *don't* wear
high heels.

So your idea is a little flawed.

Hmm....how about making the wobbling dependent on your dex?  High
enough dex and you don't wobble.

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

poster: Chrono
subject: >heels
date: Thu Aug  7 00:13:23 2003

it's just a friggin messages afaik, it doesn't do anything:P
how about gagging it with your client:P

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

poster: Justus
subject: >>heels
date: Thu Aug  7 05:30:44 2003

more like fagg0rt i have notice this mud has that effect

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

poster: Belgarion
subject: >>heels
date: Thu Aug  7 09:10:10 2003

On Thu Aug  7 00:12:23 2003 Tahnval wrote post #362:
> On Wed Aug  6 07:36:10 2003 Belgarion wrote post #358:
> > maybe make it so females dont wobble as they should be more used to
> > it.. then te male ones..
> I'm male and I don't wobble in high heels.  Unless I'm drunk, but
> then I wobble whatever I'm wearing.
> 
> And come to think of it, most of the women I know *don't* wear
> high heels.
> 
> So your idea is a little flawed.
> 
> Hmm....how about making the wobbling dependent on your dex?  High
> enough dex and you don't wobble.
good point!

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

poster: Koma
subject: >>heels
date: Thu Aug  7 14:48:08 2003

On Thu Aug  7 00:12:23 2003 Tahnval wrote post #362:
> On Wed Aug  6 07:36:10 2003 Belgarion wrote post #358:
> > maybe make it so females dont wobble as they should be more used to
> > it.. then te male ones..
> I'm male and I don't wobble in high heels.  Unless I'm drunk, but
> then I wobble whatever I'm wearing.
> 
> And come to think of it, most of the women I know *don't* wear
> high heels.
> 
> So your idea is a little flawed.
> 
> Hmm....how about making the wobbling dependent on your dex?  High
> enough dex and you don't wobble.

AAAAAAAAAAAH TOO MUCH INFORMATIAN!!!!!!!!!!!! 
VADE RETRO NEVER POST AGAIN

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

poster: Roxer
subject: wishes
date: Fri Aug  8 14:41:40 2003

Maybe lesser and greater spell/skill cost whould be cool?
/// Rox-E-R ///

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

poster: Pedron
subject: >wishes
date: Mon Aug 11 03:47:57 2003

On Fri Aug  8 14:41:40 2003 Roxer wrote post #367:
> Maybe lesser and greater spell/skill cost whould be cool?
> /// Rox-E-R ///
If you mean training cost, you have lesser greater all skills/spells
wish. If you mean sp/ep cost, you have lesser stats, greater stats,
greater  wishes you can use for the affecting stats. Pretty
sure affecting stats to your skills/spells will drop their costs to
some degree. sta doing most for skills in general, int doing most
for mage attack spells, and wis doing most for cleric spells. Put
regen wishes on top of that and maybe diminishing skill cost put you
off the powerscale. :)

-pedron foo

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

poster: Debacle
subject: MA weapons
date: Tue Aug 12 09:34:35 2003

(Originally in mudcon)
Palmascay [newbie]: do MA's ever need weapons 

sorta got me thinking
what if MA's had brass knuckles....
weapon skill.. unarmed?
or atleast if u wield brass knuckles or whater,... they don't change
as if ur wielding some slash,pierce, blunt type weapon
could have +dmg or some magical element/stats to it...

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

poster: Lurch
subject: >MA weapons
date: Tue Aug 12 17:24:50 2003

Well, a person can argue that there could be magical weapons that
wouldn't count as using a weapon when it comes to MA abilities.
Of course, someone could also argue that the weight of something
like brass knuckles would be enough to throw off the abilities.
Then you could say that you could wield something such as
magical gloves, then it gets brought up that the guild item
(though it is armor) is a pair of gloves, and that's why they give
+damage and such, so there is already a covering on the hands that
serves the same sort of purpose as an 'unarmed' type weapon.

I believe someone mentioned the guild item stats took the fact
they didn't use weapons in consideration.

That said, though I do believe MA should get weapons, I don't think
it's gonna happen.

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

poster: Sleet
subject: >>MA weapons
date: Wed Aug 13 02:01:07 2003

On Tue Aug 12 17:24:50 2003 Lurch wrote post #370:
> Well, a person can argue that there could be magical weapons that
> wouldn't count as using a weapon when it comes to MA abilities.
> Of course, someone could also argue that the weight of something
> like brass knuckles would be enough to throw off the abilities.
> Then you could say that you could wield something such as
> magical gloves, then it gets brought up that the guild item
> (though it is armor) is a pair of gloves, and that's why they give
> +damage and such, so there is already a covering on the hands that
> serves the same sort of purpose as an 'unarmed' type weapon.
> 
> I believe someone mentioned the guild item stats took the fact
> they didn't use weapons in consideration.
> 
> That said, though I do believe MA should get weapons, I don't think
> it's gonna happen.
like num chucks
those are cool

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

poster: Afkaserious
subject: Dropping stuffs
date: Wed Aug 13 06:00:41 2003

Could it be made so that if you drop more then one of an identical
item, it says something of the sort of
You drop 17 Barrels of Titan's Stew
Instead of 
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew
You drop a Barrel of Titan's Stew

Sorta spammy when someone decides to pick it all up, then drop it all
So, thats my idea
Thanks, bye
Sorry, I still haet yuo!

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

poster: Sleet
subject: range 
date: Wed Aug 13 06:16:35 2003

I had an idea, ok stop laughing and just listen
If we could see 1 room farther in each direction then which we were,
it would probly make alot mroe sense, since we could see a monster
before it would be attackign us.
and also this would be a way to use ranged weapons
if we can see a room over we could hit them from here,
maybe an archer guild could also have a skill that allowed them to
see one more room farther then normal people

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

poster: Seifer
subject: Plaque
date: Wed Aug 13 18:00:07 2003

I think it'd be nice if the people who haven't been on for a while
(maybe 2-3weeks) would get taken off the plaque until they come back
on.
-Seifer

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

poster: Zifnab
subject: >Plaque
date: Wed Aug 13 18:08:34 2003

On Wed Aug 13 18:00:07 2003 Seifer wrote post #374:
> I think it'd be nice if the people who haven't been on for a while
> (maybe 2-3weeks) would get taken off the plaque until they come back
> on.
> -Seifer

no. If you wish to be on a plaque of the 'top players' become a 
top player. it is not called the 'top players that logged in 
during the last x weeks' plaque.

We have been through this many times. In fact the plaque started
out that way, and all people would do is make sure they logged in
every couple of weeks waited for a plaque update and then leave.
It really didnt solve anything.

Originally the plaque was 300 players as well. we have
since extended it twice, once to 400 players and now 500 players,
I do not forsee it changing anytime soon.
**
--zif

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

poster: Tahnval
subject: >>Plaque
date: Wed Aug 13 22:46:03 2003

What do you think of having two plaques?  One for top players, one
for top active players, with more stringent conditions for "active"?
Somewhat like the old arcade games with "High scores of the day" and
"All-time high scores".
We already have numerous plaques, so maybe 1 more that people
have been asking for wouldn't matter.  I personally don't
care, but I wouldn't because I'm on the plaque anyway.

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

poster: Chrono
subject: >Plaque
date: Wed Aug 13 22:59:13 2003

or lets get complicated for a min here and lets say:

since xp worth != greatness of a player
lets make the plaque only show the top 25 players, and then change
the plaque to not show worth, but the number of votes they get from
other players and admin for being "a great player", and it'll be
sweet

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

poster: Jehran
subject: drunkenness
date: Wed Aug 13 23:23:16 2003

yeah how about when you come down from being really drunk, you get
hungover and being vomiting everywhere (and consequently losing hp).
this should encourage mudders to drink responsibly. :)

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

poster: Roirraw
subject: >drunkenness
date: Thu Aug 14 02:22:36 2003

On Wed Aug 13 23:23:16 2003 Jehran wrote post #378:
> yeah how about when you come down from being really drunk, you get
> hungover and being vomiting everywhere (and consequently losing hp).
> this should encourage mudders to drink responsibly. :)
pukes for 5 days straight

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

poster: Justus (Web) 
subject: >Plaque
date: Thu Aug 14 02:26:03 2003

On Wed Aug 13 18:00:07 2003 Seifer wrote post #374 in ideas:

> I think it'd be nice if the people who haven't been on for a while

> (maybe 2-3weeks) would get taken off the plaque until they come back

> on.

> -Seifer



i think that it would be great that all who hasnt be here atleast

one week would be removed on plaque and also to get leadership

you have to be played atleast 24h a week. I have notice

that some of who carry that just play about 30min a week and idle rest.

Sure they have big worth and they used to play, but anyway that

just feels wrong. It would be great if you could also challenge

current leader to mach what judge who gain the leadership (that not include those idlers).



Also would be uber great that if you read news and put r in respond it wont

send mail that person send that news. It just would wont seem logical news is news and mail is mail.



i also bitched other thing things but i use _r_ to send those so you miss them!!!!


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

poster: Afkaserious
subject: >>Plaque
date: Thu Aug 14 05:24:58 2003

On Thu Aug 14 02:26:03 2003 Justus (Web)  wrote post #380:
> On Wed Aug 13 18:00:07 2003 Seifer wrote post #374 in ideas:

> > I think it'd be nice if the people who haven't been on for a while

> > (maybe 2-3weeks) would get taken off the plaque until they come back

> > on.

> > -Seifer

> 

> i think that it would be great that all who hasnt be here atleast

> one week would be removed on plaque and also to get leadership

> you have to be played atleast 24h a week. I have notice

> that some of who carry that just play about 30min a week and idle rest.

> Sure they have big worth and they used to play, but anyway that

> just feels wrong. It would be great if you could also challenge

> current leader to mach what judge who gain the leadership (that not
include those idlers).

> 

> Also would be uber great that if you read news and put r in respond it wont

> send mail that person send that news. It just would wont seem logical news
is news and mail is mail.

> 

> i also bitched other thing things but i use _r_ to send those so you miss
them!!!!

I think plaque should be only top 50. The top colored.
Since the plaque only makes people skip out on needing ew's to know
their worth, people just check the plaque.
So, yeah.

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

poster: Lu
subject: >>Plaque
date: Thu Aug 14 09:18:52 2003

IDLING ROX, just ask phire..its VERY hard work, have you every TRIED
it?!! HMMP!!?! so i think for idling you should get TWO race lead
items, cause its such hard work,a nd takes much discipline and
determination. OK!? thankyou.
the end
love, lu
i think
right?
will someone please open the crackers i think

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

poster: Mixer
subject: >>Plaque
date: Thu Aug 14 09:41:23 2003

On Wed Aug 13 22:59:13 2003 Chrono wrote post #377:
> or lets get complicated for a min here and lets say:
> 
> since xp worth != greatness of a player
> lets make the plaque only show the top 25 players, and then change
> the plaque to not show worth, but the number of votes they get from
> other players and admin for being "a great player", and it'll be
> sweet
Oh great, the sluttiest, flirtiest female (or male pretending to mbe
male), will be the greatest player. woohoo.

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

poster: Kaos
subject: >>>Plaque
date: Thu Aug 14 09:43:26 2003

On Thu Aug 14 09:41:23 2003 Mixer wrote post #383:
> On Wed Aug 13 22:59:13 2003 Chrono wrote post #377:
> > or lets get complicated for a min here and lets say:
> > 
> > since xp worth != greatness of a player
> > lets make the plaque only show the top 25 players, and then change
> > the plaque to not show worth, but the number of votes they get from
> > other players and admin for being "a great player", and it'll be
> > sweet
> Oh great, the sluttiest, flirtiest female (or male pretending to mbe
> male), will be the greatest player. woohoo.
YES!

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

poster: Lu
subject: >>>Plaque
date: Thu Aug 14 09:45:23 2003

WOO i win, yaaaay

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

poster: Sleet
subject: >>>>Plaque
date: Thu Aug 14 09:56:53 2003

On Thu Aug 14 09:45:23 2003 Lu wrote post #385:
> WOO i win, yaaaay
your still a tranny though

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

poster: Baer
subject: >>Plaque
date: Thu Aug 14 13:06:43 2003

On Thu Aug 14 02:26:03 2003 Justus (Web)  wrote post #380:
> you have to be played atleast 24h a week. I have notice

> that some of who carry that just play about 30min a week and idle rest.

> Sure they have big worth and they used to play, but anyway that

> just feels wrong. It would be great if you could also challenge

> current leader to mach what judge who gain the leadership (that not
include those idlers).

> 

> Also would be uber great that if you read news and put r in respond it wont

> send mail that person send that news. It just would wont seem logical news
is news and mail is mail.

> 

> i also bitched other thing things but i use _r_ to send those so you miss
them!!!!

Here's an idea. Learn to use news by reading help rather then just
blindly punching keys on your keyboard and complaining when it
doesn't work.

PS, to get help, type news then ?

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

poster: Kaos
subject: daydream STR
date: Thu Aug 14 15:15:39 2003

this emote needs a STR rule

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

poster: Belgarion (Web) 
subject: >New Idea
date: Fri Aug 15 09:41:37 2003

Should be good with an option to recieve your password if you forgotten it in start menu.

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

poster: Khosan
subject: >>New Idea
date: Fri Aug 15 10:48:32 2003

On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> Should be good with an option to recieve your password if you forgotten it
in start menu.

We don't know your password. The mud stores the passwords in an
encrypted form that only allows us to check if you entered the
correct password or not.

Khosan

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

poster: Zifnab
subject: >>New Idea
date: Fri Aug 15 13:29:38 2003

On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> Should be good with an option to recieve your password if you forgotten it
in start menu.
what does this mean?

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

poster: Justus
subject: abjurer
date: Fri Aug 15 20:26:48 2003

prolly not new idea, but would be great if there was
remove shields party version.

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

poster: Tranquil
subject: >>>New Idea
date: Sat Aug 16 00:52:17 2003

On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > Should be good with an option to recieve your password if you forgotten it
> in start menu.
> what does this mean?

Hmm, would it actually be possible to code in an option to have your
password sent to your _registered_ email address, through your char?
This would allow people who have silly autoconnect trigs and short
memories to have their password sent to them by logging on via their
client from home, using the 'menu' command to choose the appropriate
option, and then check their email address?

I am aware that a player can email an admin and request their
password to be sent manually, and we have the webpage linked. I know
little about this sort of thing, and while it would be of no use to
anyone who logs in manually, my intuition tells me this is what
belgarion is asking for. Of course, this would also require that he
has a valid email address entered in his menu info, which is
currently the case for the manual password request anyway.


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

poster: Zifnab
subject: >>>>New Idea
date: Sat Aug 16 02:56:37 2003

> 
> I am aware that a player can email an admin and request their
> password to be sent manually, and we have the webpage linked. I know
> little about this sort of thing, and while it would be of no use to
> anyone who logs in manually, my intuition tells me this is what
> belgarion is asking for. Of course, this would also require that he
> has a valid email address entered in his menu info, which is
> currently the case for the manual password request anyway.
> 
No this is not possible. We CAN NOT READ YOUR PASSWORDS.  No one can read
it, not an admin not a wizard nt anyone.  As Khosan said they are
encrypted and all we can do
is encrypt what you enter for your password and compare it to the encrypted
value we store.

To do what you are asking, we would have to force you offline and
change your password. We do
not currnetly have a mechanism to change passwords while a player is
logged in.  although
it could be added.

Sorry the aboce should read force you offline, change the password
and mail it.

Either way we cannot read your current password, all we could do is
change it and email it.

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

poster: Belgarion
subject: >>>New Idea
date: Sat Aug 16 08:52:09 2003

On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > Should be good with an option to recieve your password if you forgotten it
> in start menu.
> what does this mean?
i meant that if you forgotten it, there should be an option on the
start menu to make you recive your password to your mail.

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

poster: Zifnab
subject: >>>>New Idea
date: Sat Aug 16 13:55:04 2003

On Sat Aug 16 08:52:09 2003 Belgarion wrote post #395:
> On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> > On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > > Should be good with an option to recieve your password if you
forgotten it
> > in start menu.
> > what does this mean?
> i meant that if you forgotten it, there should be an option on the
> start menu to make you recive your password to your mail.
We cannot read your passwords they are encrypted.

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

poster: Tahnval
subject: >>>>>New Idea
date: Sun Aug 17 01:11:45 2003

On Sat Aug 16 13:55:04 2003 Zifnab wrote post #396:
> On Sat Aug 16 08:52:09 2003 Belgarion wrote post #395:
> > On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> > > On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > > > Should be good with an option to recieve your password if you
> forgotten it
> > > in start menu.
> > > what does this mean?
> > i meant that if you forgotten it, there should be an option on the
> > start menu to make you recive your password to your mail.
> We cannot read your passwords they are encrypted.
I recall my student days...if you forgot your password, the admins
would change it for you...to the day of the week if they were in
a good mood or something like "idiot" if they weren't 8-)

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

poster: Gartogg
subject: >>>>>New Idea
date: Sun Aug 17 06:59:22 2003

Ummm, I hope you mean hash, not encrypted version. (sorry for being
so picky, but it's a pet peeve of mine)

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

poster: Sleet
subject: mist mage
date: Sun Aug 17 09:15:52 2003

I think it might be a good idea to put a skill or spell in mist mage
that helps them resist beign forgotton.
That spell is anoying in any guild, but when ya soloing and get
chained it, its real viscious to ya rate

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

poster: Gartogg
subject: New EQ
date: Sun Aug 17 11:42:06 2003

Since there has been much discussion recently about how much topslot
EQ has changed, I think that maybe it would be useful to have more
specialized eq, that was only useful for some people, ie. + some
spells, but - others... 
What I mean by this is that If a peice of EQ was For a healer, maybe
it should sap the Strength, or hps, so that It's only useful for a
narrow range of people
If there was eq. that was +25% ice dart, and -15 wis, it would be
cool, but people would have to debate using it (sorry, all the
highbies can replace my lame example with a better one) Or perhaps a
topslot strength eq that couldn't be worn by anyone who is a mage or
cleric as well...
I think that this type of EQ would make the game more interesting,
and would help with all of the problems people have when "topslot"
eq comes out.

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

poster: Litho
subject: >New EQ
date: Sun Aug 17 11:44:36 2003

On Sun Aug 17 11:42:06 2003 Gartogg wrote post #401:
> it should sap the Strength, or hps, so that It's only useful for a
> narrow range of people
> If there was eq. that was +25% ice dart, and -15 wis, it would be
> cool, but people would have to debate using it (sorry, all the
> highbies can replace my lame example with a better one) Or perhaps a
> topslot strength eq that couldn't be worn by anyone who is a mage or
> cleric as well...
> I think that this type of EQ would make the game more interesting,
> and would help with all of the problems people have when "topslot"
> eq comes out.
I liked this way back when it existed. Lots of healer eq was -con,
str lots of fig -wis/int..Not sure exactly why they removed the
-stat items..

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

poster: Athena (Web) 
subject: >>New EQ
date: Sun Aug 17 12:05:02 2003

On Sun Aug 17 11:44:36 2003 Litho wrote post #402 in ideas:

> On Sun Aug 17 11:42:06 2003 Gartogg wrote post #401:

> > it should sap the Strength, or hps, so that It's only useful for a

> > narrow range of people

> > If there was eq. that was +25% ice dart, and -15 wis, it would be

> > cool, but people would have to debate using it (sorry, all the

> > highbies can replace my lame example with a better one) Or perhaps a

> > topslot strength eq that couldn't be worn by anyone who is a mage or

> > cleric as well...

> > I think that this type of EQ would make the game more interesting,

> > and would help with all of the problems people have when "topslot"

> > eq comes out.

> I liked this way back when it existed. Lots of healer eq was -con,

> str lots of fig -wis/int..Not sure exactly why they removed the

> -stat items..

It was blackmon's eq and casters gave up wanting it cause of the -con.

Healers were dying like crazy in exp parties and casters lost to many 

hps to solo anything worth killing. It ruled for other stats but sucked

with the -con and ppl lost interest in the eq. That's what i remember 

of it.

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

poster: Korthrun
subject: >>>New EQ
date: Sun Aug 17 12:07:20 2003

I have played several rpg's with race/class specific eq.
one thing we dont have is alot of people puttin gout alot of stuff.
everyone who codes here is volunteering thier time.
i am all for that sort of system, but enough pieces would have to be
made to that any race/class combination could at least ahve a decent
set.

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

poster: Khosan
subject: >>>>>>New Idea
date: Sun Aug 17 12:28:24 2003

On Sun Aug 17 06:59:22 2003 Gartogg wrote post #398:
> Ummm, I hope you mean hash, not encrypted version. (sorry for being
> so picky, but it's a pet peeve of mine)

It is a one way crypto hash. Just "hash" doesn't describe it, as most
hash functions would be too easy to cheat by finding a random string
, different from the correct password, but which generates the same
hash string.

Imho saying "encrypted" tells the layman more than saying "hash" which
he has zero clue what is.

Besides, from "man crypt":

crypt is the password encryption function.  It is based on the Data
Encryption Standard algorithm with variations intended (among other things)
to discourage use of hardware implementations of a key search.

The man page does not mention the word "hash" at all.

Khosan

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

poster: Gartogg
subject: >>>>New EQ
date: Sun Aug 17 18:51:19 2003

Maybe it would be better, if y'all were gonna put out race/class
specific items (and btw, + specific spell eq is in that genre) to
make certain underused races/classes more attrractive in future for
reincs and newbies. Also, It would be cool to have an engineer class
that got special bonuses and could use all eq, but instead of +
specific spells for eq, they would get a different bonus, and they
could use stat bonuses wherever they want... I'll shut up now, but I
think it's a cool idea!

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

poster: Gartogg
subject: >>>>>>>New Idea
date: Sun Aug 17 18:54:33 2003

q
h
(sorry, I'm not sure how to cancel this, it won't let me send a tilde)

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

poster: Darc
subject: Trade Guilds
date: Tue Aug 19 04:40:11 2003

embark
wouldnt it be fun if there was trade guilds like blacksmith and farmer?

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

poster: Blackthorne
subject: >Trade Guilds
date: Tue Aug 19 04:41:02 2003

On Tue Aug 19 04:40:11 2003 Darc wrote post #409:
> embark
> wouldnt it be fun if there was trade guilds like blacksmith and farmer?
Welcome to EQ only with text.

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

poster: Sleet
subject: >Trade Guilds
date: Tue Aug 19 06:11:42 2003

On Tue Aug 19 04:40:11 2003 Darc wrote post #409:
> embark
> wouldnt it be fun if there was trade guilds like blacksmith and farmer?
or trader

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

poster: Rancor
subject: >>Trade Guilds
date: Tue Aug 19 06:26:21 2003

On Tue Aug 19 06:11:42 2003 Sleet wrote post #411:
> On Tue Aug 19 04:40:11 2003 Darc wrote post #409:
> > embark
> > wouldnt it be fun if there was trade guilds like blacksmith and farmer?
> or trader
uhh eq only with text is such a lie.  it is not like everquest is
original in any way other than it is one of the first to go so
massively multiplayer and having to pay for it.  hell it is not
prolly even the first to do that. So yeah it has been mentioned many
many times about haing things such as that I think farmer would be
damn cool as like a second alpha or something during growing seasons
ya use it then revert to yer first alpha during winter etc etc
Rancor

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

poster: Moridin
subject: inform channel
date: Tue Aug 19 13:03:34 2003

would it be possible to make a new informish like channel for login
reconnect quit
and leave the rest at inform channel (possibly move guild joinings
too, or even another
chan,or something) to more distinguish between the things being
informed about, since a lot of
people might be interested in parts of it and not the rest, and especially
the logins etc are very spammy for those who arnt interested in that
part of it. Or possibly leave
inform channel but make some filtering options like the
wiznet of many muds, where you can decide what sort
of information you'll see

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

poster: Grasfer
subject: >inform channel
date: Tue Aug 19 13:09:49 2003

If you dont like all you see, GAG it, or just turn the channel off..
2 ways to get what you want.

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

poster: Moridin
subject: >> Inform channel
date: Tue Aug 19 14:44:20 2003

Well you could gag people instead of putting them on ignore too, and
do a hell of alot
of other things yourself instead of the mud doing it, doesnt mean
it's a bad thing for them
to implement ignoring etc, if they end up imping what I sugested and
you dont like it, dont use it

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

poster: Apathy
subject: >>inform channel
date: Tue Aug 19 16:19:09 2003

On Tue Aug 19 13:09:49 2003 Grasfer wrote post #414:
> If you dont like all you see, GAG it, or just turn the channel off..
> 2 ways to get what you want.

Neither of those solve the main problem as I see it, which is that
all the interesting events quickly get scrolled out of the channel
history by people logging on and off.

-Apathy

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

poster: Belgarion
subject: >>> Inform channel
date: Tue Aug 19 18:40:07 2003

On Tue Aug 19 14:44:20 2003 Moridin wrote post #415:
> Well you could gag people instead of putting them on ignore too, and
> do a hell of alot
> of other things yourself instead of the mud doing it, doesnt mean
> it's a bad thing for them
> to implement ignoring etc, if they end up imping what I sugested and
> you dont like it, dont use it
Hei Gras have a great point!
if you dont want to see the "has left IoM" line you can simply gag
it away. simple and effective!

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

poster: Tahnval
subject: A cool way to waste gold
date: Tue Aug 19 23:56:01 2003

Have an NPC who could add your name to a piece of EQ, or
remove a name from a piece of EQ, for maybe 100K a time.


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

poster: Moridin
subject: >>> inform thingee
date: Wed Aug 20 10:03:35 2003

that, as Apathy pointed out, would still not in any way help with
last inform holding the
last bleh things I am interested in, since that would be spammed out
by the login etc

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

poster: Chrono
subject: re: inform
date: Wed Aug 20 20:40:08 2003

how about get a client with scroll back and learn how to use it?
then your gags + scroll back will be sweet

(i don't see a need for 100 billion channels)
also, VOTE NO ON THE DESTRUCTION OF ODDWORLD! (yayyyyay)

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

poster: Ant
subject: >re: inform
date: Thu Aug 21 09:26:40 2003

On Wed Aug 20 20:40:08 2003 Chrono wrote post #420:
> how about get a client with scroll back and learn how to use it?
> then your gags + scroll back will be sweet
> 
> (i don't see a need for 100 billion channels)
> also, VOTE NO ON THE DESTRUCTION OF ODDWORLD! (yayyyyay)
I don't see why we shouldn't make a login channel...

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

poster: Korthrun
subject: Channels
date: Thu Aug 21 20:44:35 2003

It would rock if reincarnating didnt force some channels on/off and
you just kept your present settings.

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

poster: Gartogg
subject: >Channels
date: Fri Aug 22 05:02:46 2003

I second

Me Too!

Here Here!

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

poster: Moridin
subject: >>>>>>This Place
date: Fri Aug 22 09:30:36 2003

On Fri Aug 22 09:24:03 2003 Bluemoon wrote post #319 in general:
> Because this mud is more in theme than out.
> 
> Because we didn't have gay fuzzy slippers and such things when I
> first started playing here.
> 
> It's also not hard to change a pink polkadot thong into something
> more sensible and intheme for the mud, either
> 
> -WildChild
>  True, it can be a metallic thong, also called a chastity belt...
> And Im guessing that those of you say the few who dont like go
> elsewhere...are a bit confused...as see...it's more than a few who
> don't like it.

The people who built these areas put in a lot of their times for
no other reason then to enrich this mud, and the people who wear the eq
in question has spent time getting it, or the money for it, I'm not
sure if the wizards are able to make a change in eq desc happen to all the
relevant eq worn all over the place and in safes etc, but it should
be possible
so instead of this talk of nuking odd (which I doubt would ever happen
but still) some builder/wizard who had the time and inclination, assuming

it was decided to get the mud more into theme, could go thru the odd areas
and change the descs, not into something the relevant mobs would never wear
but still something that would fit the theme better (as some said, it wasnt
so much the fact it was a dress, but that it was a 20th century dress
that was the problem)
Of course, that wouldnt change the fact that the macho men would still
be wearing a dress, or feminine clothing in some cases, but I'm sure
that if they cant live with it, there is still good eq that will
still exude their auro of machismos. If not, theres always that guy 
who'll change your gender for you. 

my 2 øre


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

poster: Moridin
subject: rev/reinc/res
date: Fri Aug 22 09:56:13 2003


When you revive, reinc res, automagically, your xp increases and if 
you get revved or ressd you lose. I know from the help files that 
this is as it should be, but maybe it could be altered slightly to 
give both people a message? Maybe something along these lines:
Resurrecter: The gods grant you XXX exp for your help in resurrecting Person.
Resurrectee: The gods tax you XXX exp as you get resurrected.
Reviver: The gods grant you XXX exp for your assistance in reviving Person.
Revivee: The gods tax you XXX exp as you get revived.
Reincer: As you help Person into a new existence the god grant you XXX xp.
Reincee: well, the ew should have made it pretty clear what they'll 
lose but could get:
As you emerge from hell and into a new life, you lose XXX of your exp.
Resurrect companions: should perhaps get just 1 message to cut down on spam? 
Along the lines of:
As you Resurrect your companions the gods grant you XXX exp.
And for revive companions:
As your companions are revived and returned to the living, you
receive XXX exp from the gods.
For the mass spells, this message should come when the last companion is back 
from hell, or when the last globe or whatnot has expired.

or maybe this is all a waste of time, I dont know, I think it's neat

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

poster: Litho
subject: >rev/reinc/res
date: Fri Aug 22 09:58:01 2003

On Fri Aug 22 09:56:13 2003 Moridin wrote post #425:
> Resurrect companions: should perhaps get just 1 message to cut down on
spam? 
> Along the lines of:
> As you Resurrect your companions the gods grant you XXX exp.
> And for revive companions:
> As your companions are revived and returned to the living, you
> receive XXX exp from the gods.
> For the mass spells, this message should come when the last companion is
back 
> from hell, or when the last globe or whatnot has expired.
> 
> or maybe this is all a waste of time, I dont know, I think it's neat
Is it really that important to know how much exp you're getting?  if
anything it should be a % of, not a whole #.  Shrug you know you
lose exp and healer gains it.  Don't really need the perk.

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

poster: Tranquil
subject: >rev/reinc/res
date: Fri Aug 22 10:38:23 2003

On Fri Aug 22 09:56:13 2003 Moridin wrote post #425:
> When you revive, reinc res, automagically, your xp increases and if 
> you get revved or ressd you lose. I know from the help files that 
> this is as it should be, but maybe it could be altered slightly to 
> give both people a message? Maybe something along these lines:
> Resurrecter: The gods grant you XXX exp for your help in resurrecting
Person.
> Resurrectee: The gods tax you XXX exp as you get resurrected.
> Reviver: The gods grant you XXX exp for your assistance in reviving Person.
> Revivee: The gods tax you XXX exp as you get revived.
> Reincer: As you help Person into a new existence the god grant you XXX xp.
> Reincee: well, the ew should have made it pretty clear what they'll 
> lose but could get:
> As you emerge from hell and into a new life, you lose XXX of your exp.
> Resurrect companions: should perhaps get just 1 message to cut down on
spam? 
> Along the lines of:
> As you Resurrect your companions the gods grant you XXX exp.
> And for revive companions:
> As your companions are revived and returned to the living, you
> receive XXX exp from the gods.
> For the mass spells, this message should come when the last companion is
back 
> from hell, or when the last globe or whatnot has expired.
> 
> or maybe this is all a waste of time, I dont know, I think it's neat

Hi n00b. IF the numbers of this game are so important to you, how
about you subtract what exp you have on hand after you are
revived/ressurected from what you had when you were dead? Yes this
means work. But this is a mud, and we have waaaaaay to many number
crunchers here already - not to mention all the numbers that are
shown to players that support such things.

How about, instead of giving people something to aid their botting
scripts, we remove the visible numbers from things such as xp on
hand, stats, skill/spell% etc etc, and replace them by given ranges
(pitifully low->insane or some such) similar to how helpfiles on
skills and spells tell you a range on their duration/dmg output?
This would make this _game_ more like a game, and less like the
electronic abacus it currently is.

- Unofficial Spokesman for The Committee for Realistic Gaming


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

poster: Moridin
subject: >>rev/reinc/res
date: Fri Aug 22 11:05:20 2003

On Fri Aug 22 10:38:23 2003 Tranquil wrote post #427:
> How about, instead of giving people something to aid their botting
> scripts, we remove the visible numbers from things such as xp on
> hand, stats, skill/spell% etc etc, and replace them by given ranges
> (pitifully low->insane or some such) similar to how helpfiles on
> skills and spells tell you a range on their duration/dmg output?
> This would make this _game_ more like a game, and less like the
> electronic abacus it currently is.
> 
> - Unofficial Spokesman for The Committee for Realistic Gaming
> 
Much of the same thing could be said about the party looting, and
know what? tons of ppl praised zif for imping it, even though some 
complained how useless it was before hand. Now, your very first words
'hey n00b' makes me basically disregard the whole note as a 
'hey, this might be a good idea, why didnt I think of it, better bash
the poster' sort of note. And if thats the best you got, then kindlt
stfu, and keep it to yourself, ok? Now, I also happen to have noticed
one or two people mentioning something about theme, and in my
opinion, this would add some more flavour to the game and it's also
in theme. Will anyone, anyone at all, have bots made that are in any way shape
or form dependant on how much xp they get from this stuff? NO, will they
if they got bots, be able to make triggers that calc this for them 
themselves, hell yeah. And another mud I used to play on, removed 
a lot of the # in the game, to some whining and some applauding, didnt
much matter reall (and no, I didnt leave over that, I left over the wizards
who couldnt stop giving their friends tons of topslot). Anyway
you my friend Tranquil, are a funny person, if one choses to read you that way
and I do, ha ha, hear me laugh.

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

poster: Zifnab
subject: >>>rev/reinc/res
date: Fri Aug 22 13:07:00 2003

> 'hey n00b' makes me basically disregard the whole note as a 
> 'hey, this might be a good idea, why didnt I think of it, better bash
> the poster' sort of note. And if thats the best you got, then kindlt
> stfu, and keep it to yourself, ok? Now, I also happen to have noticed
> one or two people mentioning something about theme, and in my
> opinion, this would add some more flavour to the game and it's also
> in theme. Will anyone, anyone at all, have bots made that are in any way
shape
> or form dependant on how much xp they get from this stuff? NO, will they
> if they got bots, be able to make triggers that calc this for them 
> themselves, hell yeah. And another mud I used to play on, removed 
> a lot of the # in the game, to some whining and some applauding, didnt
> much matter reall (and no, I didnt leave over that, I left over the wizards
> who couldnt stop giving their friends tons of topslot). Anyway
> you my friend Tranquil, are a funny person, if one choses to read you that
way
> and I do, ha ha, hear me laugh.

I do not feel the party loot is the same at all. Party loot helped
make life easier for a party, and 
less fighting. While it did give you an exact number that was not
its main purpose.

the help file for death used to have percentages in it. I removed them because
I got tired of player constant complaining because it was off by 1
or 2 %. It would quickly 
fall into a number crunching game again IMO.
**

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

poster: Tahnval
subject: >>>rev/reinc/res
date: Sat Aug 23 03:39:22 2003

1)  Adding a message *for flavour* that does not give you any numbers you
can't find out for yourself with extremely simple arithmetic does not
make this game an "electronic abacus".

2)  Making sure that players know nothing about what is happening
doesn't add to enjoyment, IMNSHO.

If all numbers are to be got rid of, so no-one can compare
anything with anything else, we would at least need some
new skills to allow some sort of assessment.  It's not
realistic that, for example, a skilled warrior would not
be able to learn anything about their equipment, let alone
their weapon.

If we are to move away from having experience points, we should
do so rather than just having experience points but hiding them from
players.  In fact, I'd say that for most of the numbers we get
to see now.  Forget all exps and have skills and spells increase through
use, like guild mastery does now.  Which means a radical change to
the entire MUD.

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

poster: Daneel
subject: >>>>rev/reinc/res
date: Sat Aug 23 05:36:55 2003

I don't think the suggestion was to get rid of information, just 
numbers.

Like, say, in identify, it saying "a lot of int" instead of "25 int"

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

poster: Maduo
subject: inform/login
date: Sat Aug 23 09:52:30 2003

just wondering if you could put login channel in a nice shade of
green =)

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

poster: Ant
subject: >inform/login
date: Sat Aug 23 10:29:34 2003

On Sat Aug 23 09:52:30 2003 Maduo wrote post #432:
> just wondering if you could put login channel in a nice shade of
> green =)
The color will be editable after boot. Didn't you read what I posted?

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

poster: Kaos
subject: >>>>>rev/reinc/res
date: Sat Aug 23 10:39:04 2003

On Sat Aug 23 05:36:55 2003 Daneel wrote post #431:
> I don't think the suggestion was to get rid of information, just 
> numbers.
> 
> Like, say, in identify, it saying "a lot of int" instead of "25 int"
I'm all for that. There might even be some way to use the stat
descriptions for race, and relate it to level, just to make the 
powerplayers happy ("Yeah, I'm only level 60 and I have Excellent int,
I rock!"). All the numbers we really need in score, is xp, hp/sp/ep,
even hp/sp/ep could be replaced with graphs, but that might make
the prompt abit big and slow to display. The main thing is that if you
don't show numbers when id'ing stuff, you shouldn't be able to find
out by other means, like wearing it and checking stats. 

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

poster: Korthrun
subject: >>>>>>rev/reinc/res
date: Sat Aug 23 11:29:56 2003

On Sat Aug 23 10:39:04 2003 Kaos wrote post #434:
> On Sat Aug 23 05:36:55 2003 Daneel wrote post #431:
> > I don't think the suggestion was to get rid of information, just 
> > numbers.
> > 
> > Like, say, in identify, it saying "a lot of int" instead of "25 int"
> I'm all for that. There might even be some way to use the stat
> descriptions for race, and relate it to level, just to make the 
> powerplayers happy ("Yeah, I'm only level 60 and I have Excellent int,
> I rock!"). All the numbers we really need in score, is xp, hp/sp/ep,
> even hp/sp/ep could be replaced with graphs, but that might make
> the prompt abit big and slow to display. The main thing is that if you
> don't show numbers when id'ing stuff, you shouldn't be able to find
> out by other means, like wearing it and checking stats. 
the whole no numbers thing would rock. as long as ALOT of categories
were made.
it would suck if it took 100 points in a stat before a visible change.
 korthprot Etock [Up]
on Dojjan 
mayeb 50 or something?
i want the people who are pure number crunchers to definatly stop
that crap, but at the smae time i do want to be able to have
somewhat of an idea of how much smarter piece X makes me feel over
piece y
ok thats incoherintnessocity im sure
k tx bye

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

poster: Chewba
subject: Themebies
date: Sat Aug 23 11:37:59 2003

I'm feeling left out because I haven't added anything to this theme
thread - and i was considering my options on exactly what to spam so
here goes

It looks to me like people could get pretty fanatical about theme
and every one will have their own ideology about whats right and
wrong.
This seesms to me an ideal set of circumstances for one vocal
extremeist to come up with a doctorine and preach it to all that
will listen.
We need a Themebie religion.
Themists should have a place where they can worship and be forced to
wear blinkers to shut everthing they deem out of theme.
Their could be a comititee of players that choose what is and isn't in theme.
If a Themeist is caught by another Themeist to be not living their
life in Theme they should be punished by a Hige Theme council and
stripped of gold /eq etc... To only Themeist should this hapen.
There should be events where a gang of angry mobs of themeists go to
oddwold and BURN down areas that BLASTHEME
This would allow people to live within their ides of theme,add an
element of rping and give every one who think you are just crazy to
think you are just crazy.


... hrm think thats my spam done. hope it made sense


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

poster: Moridin
subject: >>> numbers and stuff
date: Sat Aug 23 11:55:54 2003

We happen to have a pretty numbers based mud here (not entirely,
align avdam etc have their numbers hidden behind words)
and changing it away from numbers all over are of course possible,
but it does seem somewhat pointless, so, instead of
people saying, 'oh, you only have 300int? HA! I got 350' you'll have
people say 'Oh, you only have very good int? HA! I got
Excelent int' And with all the different eq pieces around, some
recombining should end up divulging pretty accurate stats
on the items anyway, and very little will have been achieved. I've
played on muds with more numbers then this and on
muds with less numbers, and one, with practically no numbers at all.
And really, whats the big deal? There are certain
types of players you can group people in, and virtually no amount of
changing will make them play differently. Unless
you change this to a mush of course. And as thanval said flavour
messages that show those xp msgs for reinc etc are
NOT hidden ones, you hit enter before the spell is finished, look at
your xp, reinc the person, look at it again
and voila, you know. It just seemed like the most sensible thing to
do to include the numbers and names in the msg
and while it'll be more like an extra line of normal spell cast text
if you remove them, they might still be ok for
flavour without the numbers some people seem to dread. You know, I'd
really really not like to meet whomever was some
(I'm lazy, so instead of altering the above line, I didnt finish it,
since it was a pretty lame joke anyway, and would
just sidetrack alot of people, myself included)

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

poster: Tahnval
subject: >>>> numbers and stuff
date: Sun Aug 24 02:18:50 2003

I don't see the purpose in hiding information about a person from
that person.  You end up with a vague collection of ranges that could
mean all sorts of things and there is no sense of progression at all.  You
have Excellent strength, you change something, you still have
Excellent strength
and you have no idea whether you feel stronger or weaker, or unchanged.  Apart
from being pointless, it's unrealistic.  You change, but cannot know if you
have changed.

As things stand, people have a choice of paying attention to stats or not, as
they wish.  Some of those who don't wish to remove the choice from
everyone.  I
don't think that's reasonable.

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

poster: Apathy
subject: >>>>> numbers and stuff
date: Sun Aug 24 02:20:17 2003

On Sun Aug 24 02:18:50 2003 Tahnval wrote post #438:
> I don't see the purpose in hiding information about a person from
> that person.  You end up with a vague collection of ranges that could
> mean all sorts of things and there is no sense of progression at all.  You
> have Excellent strength, you change something, you still have
> Excellent strength
> and you have no idea whether you feel stronger or weaker, or unchanged. 
Apart
> from being pointless, it's unrealistic.  You change, but cannot know if you
> have changed.
> 
> As things stand, people have a choice of paying attention to stats or not,
as
> they wish.  Some of those who don't wish to remove the choice from
> everyone.  I
> don't think that's reasonable.

Suppose I exercise for one hour for one day.  Maybe my str goes up
by 1, but the difference is not really noticeable to me.

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

poster: Wagro
subject: >>>>> numbers and stuff
date: Sun Aug 24 04:20:03 2003

On Sun Aug 24 02:18:50 2003 Tahnval wrote post #438:
> I don't see the purpose in hiding information about a person from
> that person.  You end up with a vague collection of ranges that could
> mean all sorts of things and there is no sense of progression at all.  You
> have Excellent strength, you change something, you still have
> Excellent strength
> and you have no idea whether you feel stronger or weaker, or unchanged. 
Apart
> from being pointless, it's unrealistic.  You change, but cannot know if you
> have changed.
> 
> As things stand, people have a choice of paying attention to stats or not,
as
> they wish.  Some of those who don't wish to remove the choice from
> everyone.  I
> don't think that's reasonable.
This is exactly why I think that numbers should be removed. There
are more things to be worried about that, "Is my strength 1 point
higher than it was before?" I think we all know that a few points
more or less does not make much of a difference. If numbers were
removed, we wouldn't be so anal about certain parties, because we
would be paying more attention to how much fun we are having then
how much exp we are getting. As I see it, this mud is basicly just
one giant math problem and everyone is concerned about maximum
rates/power/etc. And I admit, I do that just as much, but I would
like to remove those numbers so I could enjoy the game rather than
crunch numbers.

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

poster: Rizzly
subject: >>>>>> numbers and stuff
date: Sun Aug 24 04:51:23 2003

I don't think removing numbers would solve any problems.  I can't
even remember how this suggestion came about, but frankly, I don't
see it making the game any more fun.  As Tahnval said, what we would
end up with is a vague collection of ranges, and with no way to tell
if you're improving or degrading (I can't think of a better word
right now) I think the game would be far more frustrating than fun. 
Part of the fun of the game IS all this maximizing of everything:
seeing how high you can get your xprate, your stats, your
skills/spells, your gold, etc etc etc.  I know I feel accomplished
when my party's rate goes up by 10k/min.  This game is so based on
numbers that it'd be impossible to simply remove them.  The
skill/spell system would have to be changed, as well as the training
system, leveling system, exping, etc etc etc.  I just can't see any
reasonable rationale for this suggestion, at all.

Rizzly

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

poster: Tahnval
subject: >>>>>> numbers and stuff
date: Sun Aug 24 05:24:00 2003

On Sun Aug 24 04:20:03 2003 Wagro wrote post #440:
> On Sun Aug 24 02:18:50 2003 Tahnval wrote post #438:
> > I don't see the purpose in hiding information about a person from
> > that person.  You end up with a vague collection of ranges that could
> > mean all sorts of things and there is no sense of progression at all.  You
> > have Excellent strength, you change something, you still have
> > Excellent strength
> > and you have no idea whether you feel stronger or weaker, or unchanged. 
> Apart
> > from being pointless, it's unrealistic.  You change, but cannot know if
you
> > have changed.
> > 
> > As things stand, people have a choice of paying attention to stats or not,
> as
> > they wish.  Some of those who don't wish to remove the choice from
> > everyone.  I
> > don't think that's reasonable.
> This is exactly why I think that numbers should be removed. There
> are more things to be worried about that, "Is my strength 1 point
> higher than it was before?" I think we all know that a few points
> more or less does not make much of a difference. If numbers were
> removed, we wouldn't be so anal about certain parties, because we
> would be paying more attention to how much fun we are having then
> how much exp we are getting. As I see it, this mud is basicly just
> one giant math problem and everyone is concerned about maximum
> rates/power/etc. And I admit, I do that just as much, but I would
> like to remove those numbers so I could enjoy the game rather than
> crunch numbers.
Then don't look at the numbers.

The main problem I have with this issue is people saying "I don't
want to do it, so no-one should be able to."  If you don't care about
your stats, your exp or whatever, then don't care.  You don't have to
stop everyone else knowing about their stats, etc.

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

poster: Daneel
subject: >>>>>>> numbers and stuff
date: Sun Aug 24 05:29:51 2003

On Sun Aug 24 05:24:00 2003 Tahnval wrote post #442:
> Then don't look at the numbers.
> 
> The main problem I have with this issue is people saying "I don't
> want to do it, so no-one should be able to."  If you don't care about
> your stats, your exp or whatever, then don't care.  You don't have to
> stop everyone else knowing about their stats, etc.

Sure, try getting into a party when you refuse to give numerical info
about your capabilities.

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

poster: Tahnval
subject: >>>>>>>> numbers and stuff
date: Sun Aug 24 06:05:28 2003

On Sun Aug 24 05:29:51 2003 Daneel wrote post #443:
> On Sun Aug 24 05:24:00 2003 Tahnval wrote post #442:
> > Then don't look at the numbers.
> > 
> > The main problem I have with this issue is people saying "I don't
> > want to do it, so no-one should be able to."  If you don't care about
> > your stats, your exp or whatever, then don't care.  You don't have to
> > stop everyone else knowing about their stats, etc.
> 
> Sure, try getting into a party when you refuse to give numerical info
> about your capabilities.
I haven't done so, or been asked to do so, for almost 3 years, since I
was a newbie tank proud of having 1000hps.

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

poster: Jomo
subject: Numbers and stuff
date: Sun Aug 24 06:35:57 2003


This numbers/words argument has been around muds for as long
as I can remember and as far as I know there
has never been a system using words hat works on a mud
that lasted more than a month.

I remember reading quite a bit of lima documentation
and alot of the stuff on the now
defunt web magazine imaginary realities about
how words were going to be the next big
thing, but in all cases I know of all it did was
frustrate the players that played.

That being said, if any of you ambitious types still
think it's a good idea and will fix 
thousand of problems or something.. 
go ahead and do it, but it's a proven loser.

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

poster: Moridin
subject: >>>>>> numbers and stuff
date: Sun Aug 24 09:27:06 2003

On Sun Aug 24 04:20:03 2003 Wagro wrote post #440:
> are more things to be worried about that, "Is my strength 1 point
> higher than it was before?" I think we all know that a few points
> more or less does not make much of a difference. If numbers were
> removed, we wouldn't be so anal about certain parties, because we
> would be paying more attention to how much fun we are having then
> how much exp we are getting. As I see it, this mud is basicly just
> one giant math problem and everyone is concerned about maximum
> rates/power/etc. And I admit, I do that just as much, but I would
> like to remove those numbers so I could enjoy the game rather than
> crunch numbers.
I dont really buy that, the amount of anal 'this might not be the
most fun I could ever have, but I'm improving faster' people, that 
you seem to dislike, have been equal in the muds I've played without
numbers. You cant really change human nature by hiding a few details
that will still be there under the hood. It's like trying to make
car crazy people care less about engine power, just by not telling
them how powerfull it is, something tells me they'll still race and
all that stuff.

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

poster: Moridin
subject: >>>>>>>> numbers and stuff
date: Sun Aug 24 09:28:33 2003

On Sun Aug 24 05:29:51 2003 Daneel wrote post #443:
> On Sun Aug 24 05:24:00 2003 Tahnval wrote post #442:
> > Then don't look at the numbers.
> > 
> > The main problem I have with this issue is people saying "I don't
> > want to do it, so no-one should be able to."  If you don't care about
> > your stats, your exp or whatever, then don't care.  You don't have to
> > stop everyone else knowing about their stats, etc.
> 
> Sure, try getting into a party when you refuse to give numerical info
> about your capabilities.
I've had to give numerical info about my capabilities only once to get
into a party.

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

poster: Jaws
subject: >>>New Idea
date: Sun Aug 24 15:24:51 2003

On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > Should be good with an option to recieve your password if you forgotten it
> in start menu.
> what does this mean?
it means send assword to the email account set in the player

Jaws

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

poster: Tranquil
subject: >>>>>> numbers and stuff
date: Sun Aug 24 16:23:21 2003

> Suppose I exercise for one hour for one day.  Maybe my str goes up
> by 1, but the difference is not really noticeable to me.

Careful Apathy, that would seem fairly close to 'realism', and it
appears quite clear to me that the majority of the loudest players
of late do not agree with realism...


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

poster: Phire
subject: >>>>>>> numbers and stuff
date: Sun Aug 24 18:13:30 2003

I would like to keep all the numbers in the game (and probably would
like more).
As far as I can see from the answer I get from questions I ask - MOST people 
don't make use of the numbers currently given to them or look at the
wrong numbers.
Alot of information can be gleamed (especially in combat) but only if one uses
large quantities of info (easy to get) and takes the inherit randomness that
is in the system.

Phire,  the stat-geek

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

poster: Tahnval
subject: >>>>>>> numbers and stuff
date: Sun Aug 24 21:25:42 2003

On Sun Aug 24 16:23:21 2003 Tranquil wrote post #449:
> > Suppose I exercise for one hour for one day.  Maybe my str goes up
> > by 1, but the difference is not really noticeable to me.
> 
> Careful Apathy, that would seem fairly close to 'realism', and it
> appears quite clear to me that the majority of the loudest players
> of late do not agree with realism...
> 
If you genuinely equate strength gained over time by exercising with
strength gained immediately by wearing something, you are missing
a great deal.

Putting realism in here would require rewriting the whole MUD, as
I have already said.  I'd certainly have no objection to dumping
exp, etc, and having progression based on usage, as Apathy 
refers to, but no-one could seriously claim that IoM is like
that.  The rewrite required would be so comprehensive that it
would probably be easier to start from scratch.  It is about
numbers, that's how the MUD is written.  It is about increasing
those numbers, that why we have skills trained and spells studied, using
exp gained in a wholly artificial manner.  No-one is forcing you
to "crunch the numbers", or even pay any attention to them
at all.  The only number I pay much attention to is my hps, and
only in the context of making sure the number isn't zero 8-).
What I don't advocate, unlike some other people, is that
everyone on the MUD must play it the way I do and be
prevented from playing it differently by being kept
in ignorance.

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

poster: Uno
subject: >>>>New Idea
date: Mon Aug 25 17:10:15 2003

On Sun Aug 24 15:24:51 2003 Jaws wrote post #448:
> On Fri Aug 15 13:29:38 2003 Zifnab wrote post #391:
> > On Fri Aug 15 09:41:37 2003 Belgarion (Web)  wrote post #389:
> > > Should be good with an option to recieve your password if you
forgotten it
> > in start menu.
> > what does this mean?
> it means send assword to the email account set in the player
> 
> Jaws
eheh, you said assword

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

poster: Oruk
subject: stab
date: Mon Aug 25 19:55:01 2003

stab
Artat stabs.
stab obj
Artat stabs Tatra.
stab obj str
Artat stabs Tatra 100x.
want stab emote pls

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

poster: Kasma
subject: Harmer/Healer
date: Mon Aug 25 22:37:31 2003

just an idea - healers have exorcist, they turn and destroy undead
n' evil stuffs
why cant harmers have a guild like creating/controlling undead?
just make necromancer a harmer gamma/bravo or something, it would make sence

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

poster: Draco
subject: >Harmer/Healer
date: Tue Aug 26 01:39:10 2003

On Mon Aug 25 22:37:31 2003 Kasma wrote post #454:
> just an idea - healers have exorcist, they turn and destroy undead
> n' evil stuffs
> why cant harmers have a guild like creating/controlling undead?
> just make necromancer a harmer gamma/bravo or something, it would make sence
Kasma, as it has been said before, quite a few times actually, the
harmer guild is on the back burner until Daneel and whoever else is
gonna work on it have the changes they are gonna make to the guild
all written and planned out. Be patient, the guild will eventually
be redone.


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

poster: Korthrun
subject: race lead
date: Tue Aug 26 07:16:03 2003

What do we think about having race lead be based on time spent
playing the race?

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

poster: Gartogg
subject: >race lead
date: Tue Aug 26 07:28:16 2003

Actually, I really like the new system, as it gives lowbies a chance
to race lead sometimes, and also help stop massive 5 gig players
from keeping it all the time, even though all they do is idle...

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

poster: Chrono
subject: >race lead
date: Tue Aug 26 08:04:02 2003

i like the new way race lead is, but my opinion is it gives no sense
of achievement as (imo) it should, but it's all good

i mentioned a couple times or mumbled about it just out of the blue
that *I* think it would be a nice idea if race lead was the same as
guild lead, have to gain points (dunno how that could be worked
out), and by time as race

actually i remember saying something in a post about everyone have a
-race item- with little stats or none at all, but just one person
can attain greater stats or normal stats (the way stats on race lead
items are)
still dunno how any mastery points could be obtained for it tho

but as i said, i like the new way:P

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

poster: Fox
subject: Race Leadership
date: Tue Aug 26 09:04:33 2003

I believe this is a good change on the way of letting players, other
than ones whom obtain this leadership just idle most of the time or
obtain it and then leave for a few days. Yet, I noticed earlier when
I had logged on that no one was leading my race(dwarf), I attempted
to "race lead" and I was unable, yet there was no one leading the
race but, there was another 'dwarf' online...which was idle, for
quite some time. Would it be possible for any one player logged on
of a certain race be able to take the leadership, even though that
there are players of higher worth logged on, but not taking
advantage of leading the race?
-Fox

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

poster: Korthrun
subject: >Race Leadership
date: Tue Aug 26 09:33:15 2003

On Tue Aug 26 09:04:33 2003 Fox wrote post #459:
> I believe this is a good change on the way of letting players, other
> than ones whom obtain this leadership just idle most of the time or
> obtain it and then leave for a few days. Yet, I noticed earlier when
> I had logged on that no one was leading my race(dwarf), I attempted
> to "race lead" and I was unable, yet there was no one leading the
> race but, there was another 'dwarf' online...which was idle, for
> quite some time. Would it be possible for any one player logged on
> of a certain race be able to take the leadership, even though that
> there are players of higher worth logged on, but not taking
> advantage of leading the race?
> -Fox
I don't see the deal with "other people having it". A few people
have mentioned this. It is a leadership. The eq you get is a symbol
of your power as a member of that race. What sort of whacked out
race would switch leaders 5 times a day? There are some cool stories
associated with race items. And most all say something to the effect
of "handed down from the strongest (insert race) to the next for
generations". I don't think its something that should be juggled
around. No one mentions that a newbie or 'many people' can't partake
in guild leadership. In my opinion it would be harder to rule a race
of people than to practice your skills/spells. Same deal to me. It's
a sign that your the most badass X around.

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

poster: Belgarion
subject: >Race Leadership
date: Tue Aug 26 09:41:54 2003

I like the new way Race Leadership is done. But i think, that if
there is noone online from your race you should be able to Lead the
race.

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

poster: Zifnab
subject: >Race Leadership
date: Tue Aug 26 14:28:12 2003

On Tue Aug 26 09:04:33 2003 Fox wrote post #459:
> I believe this is a good change on the way of letting players, other
> than ones whom obtain this leadership just idle most of the time or
> obtain it and then leave for a few days. Yet, I noticed earlier when
> I had logged on that no one was leading my race(dwarf), I attempted
> to "race lead" and I was unable, yet there was no one leading the
> race but, there was another 'dwarf' online...which was idle, for
> quite some time. Would it be possible for any one player logged on
> of a certain race be able to take the leadership, even though that
> there are players of higher worth logged on, but not taking
> advantage of leading the race?
> -Fox
no this is intentionally done this way. Its not too difficult to meet the
requirement for leading.

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

poster: Tahnval
subject: >race lead
date: Tue Aug 26 23:08:18 2003

On Tue Aug 26 07:16:03 2003 Korthrun wrote post #456:
> What do we think about having race lead be based on time spent
> playing the race?
A factor, perhaps?  Some combination of worth, time in guild and
activity?  Er, time in race, rather.

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

poster: Tahnval
subject: >>race lead
date: Tue Aug 26 23:15:40 2003

Another idea...put more flavour into the race lead.  Have an
NPC of each race, in a location of special importance to the
race.  A central temple, the first settlement of that race
on the world, whatever.  For example, the dwarves could have
The Cave of the Seven Fathers as their sacred place.  That
ties in with the ValaQuenta, which is where Aule come from.
May as well use more of the beautiful creation myth Tolkien
made.
In order to get race leadership, a player must journey to
the special place and be presented with it, along with
suitable ceremony (would vary from race to race) from
the NPC.

And yes, I would volunteer to write the location descs, the
NPC descs and the ceremonies.  Not all of them, but if the
admins like the idea, maybe some other people would
volunteer too.

In short, make race leadership more than it is now.

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

poster: Korthrun
subject: >>race lead
date: Tue Aug 26 23:49:35 2003

On Tue Aug 26 23:08:18 2003 Tahnval wrote post #463:
> On Tue Aug 26 07:16:03 2003 Korthrun wrote post #456:
> > What do we think about having race lead be based on time spent
> > playing the race?
> A factor, perhaps?  Some combination of worth, time in guild and
> activity?  Er, time in race, rather.
nods, I like the concept of having to be on the weekly plaque, maybe
make it 1M instead of 50k..... + time in race

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

poster: Lu
subject: >>>race lead
date: Wed Aug 27 07:27:26 2003

1m is a poopload of xpz for your average idler, and i don't think
just because i'm not currently uber active shouldnt mean my time
spent here is for naught, if you want the spiffy item, do the xp
required to EARN the item
err
p.s. sunburn SUX
p.p.s. plz pass the aloe

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

poster: Tranquil
subject: >>>>race lead
date: Wed Aug 27 08:31:06 2003

While I am unaware of exactly how race lead works at the moment, it
still makes more sense to me for the player with the highest
_weekly_ exp gain of all players in their race, to have the race
lead for that race.

My logic behind this, is because Joe the level 40 Giant earned
himself 50m last week, in an attempt to advance not only his
character but also his race's standing in the world, whereas Pete
the level 180 Giant just sits on his big fat retired 50g ass and
whines about how he actually has to make an effort to prove he is
worthy of leading the race.


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

poster: Kaos
subject: >>>>>race lead
date: Wed Aug 27 08:58:39 2003

On Wed Aug 27 08:31:06 2003 Tranquil wrote post #467:
> While I am unaware of exactly how race lead works at the moment, it
> still makes more sense to me for the player with the highest
> _weekly_ exp gain of all players in their race, to have the race
> lead for that race.
> 
> My logic behind this, is because Joe the level 40 Giant earned
> himself 50m last week, in an attempt to advance not only his
> character but also his race's standing in the world, whereas Pete
> the level 180 Giant just sits on his big fat retired 50g ass and
> whines about how he actually has to make an effort to prove he is
> worthy of leading the race.
> 
When all comes to all, Pete has done more for the race than just
one week of hardcore xp and deserves the race leader title,
I mean how often does a leader of the world willingly step down
just because some promising brat has been showing skills the last
week...

That being said, the only fair way of having a race leadership,
is to have a variable for each race and put the xp you earn as
your race into that variable.

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

poster: Lu
subject: >>>>>race lead
date: Wed Aug 27 09:38:02 2003

so all the old wise shamans that are too old and blind to move, are
to be forced into retirement by some young upstart?? i think not.

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

poster: Kaos
subject: >>>>>>race lead
date: Wed Aug 27 09:47:05 2003

On Wed Aug 27 09:38:02 2003 Lu wrote post #469:
> so all the old wise shamans that are too old and blind to move, are
> to be forced into retirement by some young upstart?? i think not.
exacly, those old wise men have worked hard to gain their experience
and deserve the race lead much more than some new kid from the
block, it's like andrew w.k. is just a normal man, he just likes
to party hard, and that's what makes him so cool cause he parties
hard but he is just a normal guy making music and partying hard.

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

poster: Moridin
subject: re re re race lead
date: Wed Aug 27 11:26:20 2003

I agree with kaos, if it's not to work, having some var to keep
track of xp gained as that spesific race instead of xp in total
would make a lot of sense

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

poster: Krankok
subject: Race Lead
date: Wed Aug 27 16:51:15 2003

maybe,just maybe, race lead shouldnt work like it would in real
life! i mean, perhaps it should be something that would be actually
useful to someone, rather than always in the hands of someone who is
going to log on and idle for 2 hrs then leave and not use the item
at all. 
the only way having the biggest person in the race, over all, to
always have it would work is this: Whenever the race leader is on,
all others of his race get a small bonus since their leader is
around, seeing as they could never get his leadership title. just a
thought, since i doubt the immortals put race leadership in so no
one would gain anything from it.

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

poster: Rancor
subject: >Race Lead
date: Wed Aug 27 19:23:47 2003

On Wed Aug 27 16:51:15 2003 Krankok wrote post #472:
> maybe,just maybe, race lead shouldnt work like it would in real
> life! i mean, perhaps it should be something that would be actually
> useful to someone, rather than always in the hands of someone who is
> going to log on and idle for 2 hrs then leave and not use the item
> at all. 
> the only way having the biggest person in the race, over all, to
> always have it would work is this: Whenever the race leader is on,
> all others of his race get a small bonus since their leader is
> around, seeing as they could never get his leadership title. just a
> thought, since i doubt the immortals put race leadership in so no
> one would gain anything from it.
ya know as long as we have this entire discussion about theme and
the mud still fresh in our minds. how about we put race leadership
into the time period and theme of the mud.   Well typically the race
leader of a given area or group of people could most easily be tied
to a king for arguements sake we will use the king.  Now kings did
not honestly do a hell of alot back in the day.  they sat on thier
asses lived the life of luxury and taxxed the hell out of the peons.
 Everyone once and a while they got off thier lazy asses and went on
a crusade or well were busy defending thier leadership as in a
assult on a castle or etc etc.   

the above is a perfect example as the way the old race leadership
went and the highbie having it.  I think it was far more in theme
than this.  


I could see things as like a highbie leaving and then the ability to
take that race leadership from him and be kinda a interum leader a
king while the true king is away sort of thing.  But being able to
take the race lead from someone when they leave that is much larger
and been around alot longer and is stronger and then keep it when
that stronger person returns is not quite right.  I mean let a
highbie idle with it all day if he choses to be online.  the leader
is here he is in game.  kings and leaders don't do things everyday
and when they leave someone else is in power for a while but they
get ousted once the leader/king returns.  


Dunno but I think as it is now it is not in theme and as we are
striving so much for theme I think just the simple tweek of letting
a stronger person or longer time in race or more exp person etc etc
take it back when they are online would put us where we need to be

Rancor

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

poster: Chrono
subject: >Race Lead
date: Wed Aug 27 20:22:49 2003

RE:  I could see things as like a highbie leaving and then the
ability to take that race leadership from him and be kinda a interum
leader a king while the true king is away sort of thing.

this is exactly how it is atm, is it not?

RE: But being able to take the race lead from someone when they
leave that is much larger and been around alot longer and is
stronger and then keep it when that stronger person returns is not
quite right.

oh god, don't make me go kill a few things when i log on, and then i
have to wait for an update (oh no) AND i have to type race lead
again (fewt), it's too much work eheh


point is, and i picked that apart cuz it's so hypocritical to your
previous statements, is that THATS how it is now cept you have to do
just a tad more than just log on and type race lead to get it back.
sooooooooooooo in conclusion, ppl don't keep your leadership, they
take it over, and you must re-attain it.

(and for fun ) YOU ARE THE WEAKEST LINK, GOODBYE!
btw for those who don't understand, this post was in reguards to  rancor's

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

poster: Tahnval
subject: >>>>>race lead
date: Wed Aug 27 21:44:09 2003

On Wed Aug 27 08:31:06 2003 Tranquil wrote post #467:
> While I am unaware of exactly how race lead works at the moment, it
> still makes more sense to me for the player with the highest
> _weekly_ exp gain of all players in their race, to have the race
> lead for that race.
> 
> My logic behind this, is because Joe the level 40 Giant earned
> himself 50m last week, in an attempt to advance not only his
> character but also his race's standing in the world, whereas Pete
> the level 180 Giant just sits on his big fat retired 50g ass and
> whines about how he actually has to make an effort to prove he is
> worthy of leading the race.
> 
Hmm....how about this for an idea...
The total exp worth of all players of each race is calculated
weekly.  Yet another plaque - most successful races.  A small
bonus applies for the most successful, least successful
and fastest-growing races, or something.  

If you think the idea sucks, blame Tranquil 8-)  His comment
about advancing a race's standing in the world prompted me.

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

poster: Zifnab
subject: >>Race Lead
date: Wed Aug 27 21:46:06 2003

This is a followup to Chrono's post but I cut most of it out.

He has it right. Lets replay a bit of history here..

1) Race leadership was highest worth person period.

   Players complained that players no longer playing the game
   and just idling would take leadership and not do anything.

2) There was a step in here between 2 and 3 but I
   dont recall.

3) Race leadership is highest worth person + 50k exp on weekly plaque.

   Players complained people would take the leadership log in
once a week earn 50k exp, wait for an update then leave.

4) RAce leadership is highest worth + small amount of exp
   (shown on xpwho). 

   Players complain that they have to kill something before
   they get leadership now. and that it can be taken from them
   when they arent doing anything.

Notice a pattern here? I sure do and think its quite a good point.

If you don't want to earn a little bit of exp, dont expect to 
be the race leader period.  If you log off it can be
taken from you period. If you log back on you have to earn a bit
of exp and type race lead period. If you do not earn enough 
exp over a given time period it can be taken from you period.

Pretty simple.

What have been the biggest comaplaints over the years.

  1) Person idles with it and is taking it only to stop
     others from doing it.  solved.

  2) Person continully picks a race takes leadership and idle
in the room with the mirror so as to then enter the mirror
and take the leadership away from someone else.

   solved.

3)  Makes person stay somewhat active while having the leadership
if they wish to keep it.

 solved.

4) and the new biggest complaint.. race leadership is stupid
   anyway and now I have to type race lead all the time.

   solution: dont type race lead.

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

poster: Korthrun
subject: >>>Race Lead
date: Wed Aug 27 22:08:45 2003

On Wed Aug 27 21:46:06 2003 Zifnab wrote post #476:
> This is a followup to Chrono's post but I cut most of it out.
> 
> He has it right. Lets replay a bit of history here..
> 
> 1) Race leadership was highest worth person period.
> 
>    Players complained that players no longer playing the game
>    and just idling would take leadership and not do anything.
> 
> 2) There was a step in here between 2 and 3 but I
>    dont recall.
> 
> 3) Race leadership is highest worth person + 50k exp on weekly plaque.
> 
>    Players complained people would take the leadership log in
> once a week earn 50k exp, wait for an update then leave.
> 
> 4) RAce leadership is highest worth + small amount of exp
>    (shown on xpwho). 
> 
>    Players complain that they have to kill something before
>    they get leadership now. and that it can be taken from them
>    when they arent doing anything.
> 
> Notice a pattern here? I sure do and think its quite a good point.
> 
> If you don't want to earn a little bit of exp, dont expect to 
> be the race leader period.  If you log off it can be
> taken from you period. If you log back on you have to earn a bit
> of exp and type race lead period. If you do not earn enough 
> exp over a given time period it can be taken from you period.
> 
> Pretty simple.
> 
> What have been the biggest comaplaints over the years.
> 
>   1) Person idles with it and is taking it only to stop
>      others from doing it.  solved.
> 
>   2) Person continully picks a race takes leadership and idle
> in the room with the mirror so as to then enter the mirror
> and take the leadership away from someone else.
> 
>    solved.
> 
> 3)  Makes person stay somewhat active while having the leadership
> if they wish to keep it.
> 
>  solved.
> 
> 4) and the new biggest complaint.. race leadership is stupid
>    anyway and now I have to type race lead all the time.
> 
>    solution: dont type race lead.
I like the things that this has solved.
What I dont like, and the old ways were in no way perfect with this.
But what Idont like is how often race leadership changes hands now.
IMHO a leader should be a leader for a while. A leadership position
changing hands 3-4 ro more times a boot is silly.
That is my only complaint about race lead.

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

poster: Zifnab
subject: >>>>Race Lead
date: Wed Aug 27 22:58:46 2003

> I like the things that this has solved.
> What I dont like, and the old ways were in no way perfect with this.
> But what Idont like is how often race leadership changes hands now.
> IMHO a leader should be a leader for a while. A leadership position
> changing hands 3-4 ro more times a boot is silly.
> That is my only complaint about race lead.

No matter what you do for race leadership its never going to be
a true leadership role. Look at how fast people reinc, leadership
is misleading completely.


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

poster: Korthrun
subject: >>>>>Race Lead
date: Wed Aug 27 23:42:39 2003

On Wed Aug 27 22:58:46 2003 Zifnab wrote post #478:
> > I like the things that this has solved.
> > What I dont like, and the old ways were in no way perfect with this.
> > But what Idont like is how often race leadership changes hands now.
> > IMHO a leader should be a leader for a while. A leadership position
> > changing hands 3-4 ro more times a boot is silly.
> > That is my only complaint about race lead.
> 
> No matter what you do for race leadership its never going to be
> a true leadership role. Look at how fast people reinc, leadership
> is misleading completely.
> 
very true

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

poster: Rancor
subject: >>>>>>Race Lead
date: Thu Aug 28 02:36:22 2003

if it is misleading soo much they why is it still called race
leadership or still in the same form it always has been.  this is
not a complaint it is just an honest question.  is there a plan
bigger than current form of race leadership to do something like
guild items for races or something?   dunno just curious.
Rancor

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

poster: Zifnab
subject: >>>>>>>Race Lead
date: Thu Aug 28 03:32:25 2003

On Thu Aug 28 02:36:22 2003 Rancor wrote post #480:
> if it is misleading soo much they why is it still called race
> leadership or still in the same form it always has been.  this is
> not a complaint it is just an honest question.  is there a plan
> bigger than current form of race leadership to do something like
> guild items for races or something?   dunno just curious.
> Rancor

Don't worry it will be changing again shortly so we can do this all 
over again.

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

poster: Lu
subject: >Race Lead
date: Thu Aug 28 08:02:45 2003

dont bash on idlers, without us you wouldnt have..umm..idling..err..ask phire.

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

poster: Lu
subject: >>>>>Race Lead
date: Thu Aug 28 08:05:21 2003

i been a vampire for like TWO years(not that long, but seriously,
been vampire for like ever)

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

poster: Tranquil
subject: >>Race Lead
date: Thu Aug 28 09:00:20 2003

On Thu Aug 28 08:02:45 2003 Lu wrote post #482:
> dont bash on idlers, without us you wouldnt have..umm..idling..err..ask
phire.
Without idlers, we'd have either lower aves, or even more tunage on
our xp mobs. Praise idlers!

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

poster: Wildchild
subject: >>>>>Race Lead
date: Sat Aug 30 00:44:33 2003

On Wed Aug 27 22:58:46 2003 Zifnab wrote post #478:
> > I like the things that this has solved.
> > What I dont like, and the old ways were in no way perfect with this.
> > But what Idont like is how often race leadership changes hands now.
> > IMHO a leader should be a leader for a while. A leadership position
> > changing hands 3-4 ro more times a boot is silly.
> > That is my only complaint about race lead.
> 
> No matter what you do for race leadership its never going to be
> a true leadership role. Look at how fast people reinc, leadership
> is misleading completely.
> 

Personally, I don't see why we just don't reward it to the person
that stays in the race the longest... mix that with a little bit of
exp maintaining, and you atleast give it to somebody who isn't a
friggin reinc bunny.

You can't very likely be the best in your guild by being a reinc
bunny. We could always do something similar for races.

-WildChild

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

poster: Rizzly
subject: Race Lead suggestion
date: Sat Aug 30 15:25:21 2003

The new race lead thing, I think, is fine the way it is, except for
one thing.  As it stands, it seems that race lead is lost when your
body is destroyed.  Could there perhaps be one change to race lead,
so that instead of losing the leadership when the body is destroyed,
you lose it when someone else takes it.  If you look at "leaders
races" now, at least half of the races have no leaders, which
doesn't really make much sense.  Basically, just keep acquiring it
the way it is now, but change keeping it so that you remain leader
until someone challenges you for it (ie, you're not online and they
take it, or you haven't made enough exp, and they take it, or
whatever).

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

poster: Litho
subject: >Race Lead suggestion
date: Sun Aug 31 00:42:41 2003

On Sat Aug 30 15:25:21 2003 Rizzly wrote post #486:
> one thing.  As it stands, it seems that race lead is lost when your
> body is destroyed.  Could there perhaps be one change to race lead,
> so that instead of losing the leadership when the body is destroyed,
> you lose it when someone else takes it.  If you look at "leaders
> races" now, at least half of the races have no leaders, which
> doesn't really make much sense.  Basically, just keep acquiring it
> the way it is now, but change keeping it so that you remain leader
> until someone challenges you for it (ie, you're not online and they
> take it, or you haven't made enough exp, and they take it, or
> whatever).
Stfu about race lead already, jesus.  I log on, read 10+ stupid
fucking mails about race lead, lets quit bitching for once?

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

poster: Poofy
subject: >>Race Lead suggestion
date: Sun Aug 31 17:01:11 2003

On Sun Aug 31 00:42:41 2003 Litho wrote post #487:
> On Sat Aug 30 15:25:21 2003 Rizzly wrote post #486:
> > one thing.  As it stands, it seems that race lead is lost when your
> > body is destroyed.  Could there perhaps be one change to race lead,
> > so that instead of losing the leadership when the body is destroyed,
> > you lose it when someone else takes it.  If you look at "leaders
> > races" now, at least half of the races have no leaders, which
> > doesn't really make much sense.  Basically, just keep acquiring it
> > the way it is now, but change keeping it so that you remain leader
> > until someone challenges you for it (ie, you're not online and they
> > take it, or you haven't made enough exp, and they take it, or
> > whatever).
> Stfu about race lead already, jesus.  I log on, read 10+ stupid
> fucking mails about race lead, lets quit bitching for once?
yea end this pls
race lead is fine as it is

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

poster: Rancor
subject: >>>Race Lead suggestion
date: Sun Aug 31 20:53:59 2003

On Sun Aug 31 17:01:11 2003 Poofy wrote post #488:
> On Sun Aug 31 00:42:41 2003 Litho wrote post #487:
> > On Sat Aug 30 15:25:21 2003 Rizzly wrote post #486:
> > > one thing.  As it stands, it seems that race lead is lost when your
> > > body is destroyed.  Could there perhaps be one change to race lead,
> > > so that instead of losing the leadership when the body is destroyed,
> > > you lose it when someone else takes it.  If you look at "leaders
> > > races" now, at least half of the races have no leaders, which
> > > doesn't really make much sense.  Basically, just keep acquiring it
> > > the way it is now, but change keeping it so that you remain leader
> > > until someone challenges you for it (ie, you're not online and they
> > > take it, or you haven't made enough exp, and they take it, or
> > > whatever).
> > Stfu about race lead already, jesus.  I log on, read 10+ stupid
> > fucking mails about race lead, lets quit bitching for once?
> yea end this pls
> race lead is fine as it is
there is nothing like 3 people posting useless follow up posts to
other useless posts.   man I like it.   Also whoever posted 

"Stfu about race lead already, jesus.  I log on, read 10+ stupid
> > fucking mails about race lead, lets quit bitching for once?"
need to fucking pony up and put yer name to yer useless banter
That is all


Woot look another useless post
Rancor

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

poster: Tahnval
subject: >>>Race Lead suggestion
date: Sun Aug 31 23:43:27 2003

On Sun Aug 31 17:01:11 2003 Poofy wrote post #488:
> On Sun Aug 31 00:42:41 2003 Litho wrote post #487:
> > On Sat Aug 30 15:25:21 2003 Rizzly wrote post #486:
> > > one thing.  As it stands, it seems that race lead is lost when your
> > > body is destroyed.  Could there perhaps be one change to race lead,
> > > so that instead of losing the leadership when the body is destroyed,
> > > you lose it when someone else takes it.  If you look at "leaders
> > > races" now, at least half of the races have no leaders, which
> > > doesn't really make much sense.  Basically, just keep acquiring it
> > > the way it is now, but change keeping it so that you remain leader
> > > until someone challenges you for it (ie, you're not online and they
> > > take it, or you haven't made enough exp, and they take it, or
> > > whatever).
> > Stfu about race lead already, jesus.  I log on, read 10+ stupid
> > fucking mails about race lead, lets quit bitching for once?
> yea end this pls
> race lead is fine as it is
Nothing like constructive criticism.

Rizzly suggested a very minor change that does not change
how race lead is now.  It would simply remove the common
situation of many or most races having no leader.  A purely
cosmetic change.

I'm wondering if either of you even read his post.

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

poster: Lu
subject: Racelead Channel
date: Tue Sep  2 04:22:59 2003

We should have a channel called 'RACES' which is dedicated to
racelead spam, i think that would be supercalifraglic
usexpidaloc-uhh-super.

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

poster: Justus
subject: >Racelead Channel
date: Tue Sep  2 04:24:44 2003

why not channel whine, where people could whine all days long.

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

poster: Lu
subject: >>Racelead Channel
date: Tue Sep  2 04:25:20 2003

jesus! can't you tell a serious request from a whine by now? growl!

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

poster: Rancor
subject: >>>Racelead Channel
date: Tue Sep  2 04:26:59 2003

On Tue Sep  2 04:25:20 2003 Lu wrote post #493:
> jesus! can't you tell a serious request from a whine by now? growl!
no no no lu justus iks the spokeperson for the new whine channel. 
He is the supreme whiner of all times and wants to scare people away
from his new found channel.
Rancor

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

poster: Roirraw
subject: >>>Racelead Channel
date: Tue Sep  2 04:27:44 2003

no don't make one it will cause people to c that people lower than
them have their item and take it back
the second the highest one in the race sees the essage that he isn't
the leader he'd take it back**

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

poster: Ant
subject: >Racelead Channel
date: Wed Sep  3 07:49:13 2003

On Tue Sep  2 04:22:59 2003 Lu wrote post #491:
> We should have a channel called 'RACES' which is dedicated to
> racelead spam, i think that would be supercalifraglic
> usexpidaloc-uhh-super.
Nahh... ;)

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

poster: Roirraw
subject: the gum emote
date: Thu Sep  4 03:35:55 2003

the gum emote should be able to be used on other people like You say
in your best Duke Nukem voice, "It's time to kick blank's ass and
chew bubblegum... And I'm ALL out of gum!!!"
or somethin

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

poster: Daneel
subject: >Racelead Channel
date: Thu Sep  4 04:49:35 2003

On Tue Sep  2 04:22:59 2003 Lu wrote post #491:
> We should have a channel called 'RACES' which is dedicated to
> racelead spam, i think that would be supercalifraglic
> usexpidaloc-uhh-super.
I think this is the best argument yet for putting login stuff
back in inform :-)

We're not going to split inform into umti-billion little tiny 
channels.

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

poster: Lu
subject: >>Racelead Channel
date: Thu Sep  4 07:57:29 2003

On Thu Sep  4 04:49:35 2003 Daneel wrote post #498:
> On Tue Sep  2 04:22:59 2003 Lu wrote post #491:
> > We should have a channel called 'RACES' which is dedicated to
> > racelead spam, i think that would be supercalifraglic
> > usexpidaloc-uhh-super.
> I think this is the best argument yet for putting login stuff
> back in inform :-)
> 
> We're not going to split inform into umti-billion little tiny 
> channels.
so that means you won't like my suggestion to make a GUILDS channel
for joing guilds and a NEWS channel for when news posts are made??
BAH take all the fun out of my posting!!

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

poster: Maduo
subject: eq/stats/same ol stuff
date: Thu Sep  4 11:59:30 2003

ok well, this is kinda a radical idea and would require tons of work
to make this possible but, would it be possible to make a machine to
transfer stats from one piece of eq to another of the same slot?
just something to think about

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

poster: Zifnab
subject: >eq/stats/same ol stuff
date: Thu Sep  4 13:35:36 2003

On Thu Sep  4 11:59:30 2003 Maduo wrote post #500:
> ok well, this is kinda a radical idea and would require tons of work
> to make this possible but, would it be possible to make a machine to
> transfer stats from one piece of eq to another of the same slot?
> just something to think about
The complexity in this would be insane.

not hard from a coding perspective, but from the perspective of players
asking what stats an item has, or when we reimburse what do we do etc.

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

poster: Rancor
subject: >>eq/stats/same ol stuff
date: Fri Sep  5 05:27:04 2003

On Thu Sep  4 13:35:36 2003 Zifnab wrote post #501:
> On Thu Sep  4 11:59:30 2003 Maduo wrote post #500:
> > ok well, this is kinda a radical idea and would require tons of work
> > to make this possible but, would it be possible to make a machine to
> > transfer stats from one piece of eq to another of the same slot?
> > just something to think about
> The complexity in this would be insane.
> 
> not hard from a coding perspective, but from the perspective of players
> asking what stats an item has, or when we reimburse what do we do etc.
nogs nogs would be kind of tough as far as reinmursement is
concerned,  as far as players knowing stats that would just take
some time and id's to get use to.  that one can be overcome.  I
think it would be fun to do that.  make things far more customazable
by the player. I mean I could come up with a helmet more my size for
dwarf etc etc(ogre helm atm is huge in size)
That would be cool though

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

poster: Moridin
subject: >>>eq/stats/same ol stuff
date: Fri Sep  5 09:05:47 2003

On Fri Sep  5 05:27:04 2003 Rancor wrote post #502:
> On Thu Sep  4 13:35:36 2003 Zifnab wrote post #501:
> > On Thu Sep  4 11:59:30 2003 Maduo wrote post #500:
> > > ok well, this is kinda a radical idea and would require tons of work
> > > to make this possible but, would it be possible to make a machine to
> > > transfer stats from one piece of eq to another of the same slot?
> > > just something to think about
> > The complexity in this would be insane.
> > 
> > not hard from a coding perspective, but from the perspective of players
> > asking what stats an item has, or when we reimburse what do we do etc.
> nogs nogs would be kind of tough as far as reinmursement is
> concerned,  as far as players knowing stats that would just take
> some time and id's to get use to.  that one can be overcome.  I
> think it would be fun to do that.  make things far more customazable
> by the player. I mean I could come up with a helmet more my size for
> dwarf etc etc(ogre helm atm is huge in size)
> That would be cool though
if I understood it correctly though, the biggest problem as far as I can see
would be to keep the balance, if you had a kickass helmet, but it lacked
quick chant, and you had some other helmet with lotsa quick chant, then just
moved the qc over. Of course if misunderstood the idea, this might all be
moot even


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

poster: Maduo
subject: >>>>eq/stats/same ol stuff
date: Fri Sep  5 09:21:41 2003

On Fri Sep  5 09:05:47 2003 Moridin wrote post #503:
> > think it would be fun to do that.  make things far more customazable
> > by the player. I mean I could come up with a helmet more my size for
> > dwarf etc etc(ogre helm atm is huge in size)
> > That would be cool though
> if I understood it correctly though, the biggest problem as far as I can see
> would be to keep the balance, if you had a kickass helmet, but it lacked
> quick chant, and you had some other helmet with lotsa quick chant, then just
> moved the qc over. Of course if misunderstood the idea, this might all be
> moot even
> 
ok apparently some ppl didnt get what i meant, just like to say a
few words. when i said taking stats from one piece and onto another
i meant total conversion, like lets say helmet A had +3qc, 5int and
helmet B had 30spr, 15 int. after using the machine helmet A would
have 30spr, 15int and helmet B would have 3qc, 5int. im not talkign
about adding or takign stats away im just talking about switching
them, ALL OF THEM! 
just had to clear that one lil thing up... 

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

poster: Moridin
subject: ignore
date: Fri Sep  5 09:22:30 2003

Could you put a timer and constraint on ignore? So if someone 
unignores you, they cant ignore you again for a minute say? plus
make it so you can't send tells to people you have on ignore, 
getting questions that you'd actually like to answer sent while
the sender is ignoring you is slightly annoying, and if they dislike
you enough to ignore you, or need their quiet so they ignore you
then they shouldnt keep telling you stuff either, heh

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

poster: Justus
subject: >>>>>eq/stats/same ol stuff
date: Fri Sep  5 09:23:18 2003

so whats the point you still got helmets that have same stats
name just might change?

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

poster: Maduo
subject: >>>>>>eq/stats/same ol stuff
date: Fri Sep  5 09:25:14 2003

On Fri Sep  5 09:23:18 2003 Justus wrote post #506:
> so whats the point you still got helmets that have same stats
> name just might change?
point was to add some variety in the way ppl are looking these days.
i mean do you wanna look like a cross dresser to have top slot eqs
or design your own set and xfer the stats to that?

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

poster: Tranquil
subject: >ignore
date: Fri Sep  5 09:25:33 2003

On Fri Sep  5 09:22:30 2003 Moridin wrote post #505:
> Could you put a timer and constraint on ignore? So if someone 
> unignores you, they cant ignore you again for a minute say? plus
> make it so you can't send tells to people you have on ignore, 
> getting questions that you'd actually like to answer sent while
> the sender is ignoring you is slightly annoying, and if they dislike
> you enough to ignore you, or need their quiet so they ignore you
> then they shouldnt keep telling you stuff either, heh


If someone puts you on ignore and continues to send you tells, they
are notified that they have you ignored. If they keep sending you
tells, despite knowing you are ignored by them, then simply ignore
them, and the problem is solved. Usually in such cases, the other
person will stop at this point, and later you may unignore them if
you desire. If it turns into regular harassment though, it would be
best to speak to an admin about it.


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

poster: Justus
subject: >>>>>>>eq/stats/same ol stuff
date: Fri Sep  5 09:37:21 2003

nothing wrong with crossdressing, if everyones own decision
if they want use womans underwears or like that, but anyway
it would give great change, if could desing/personalise/make
own eq set with certain limits. newbies can do that atm
(animal parts) so why not bigger player to.

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

poster: Ant
subject: >the gum emote
date: Fri Sep  5 10:33:52 2003

On Thu Sep  4 03:35:55 2003 Roirraw wrote post #497:
> the gum emote should be able to be used on other people like You say
> in your best Duke Nukem voice, "It's time to kick blank's ass and
> chew bubblegum... And I'm ALL out of gum!!!"
> or somethin
Done.

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

poster: Goroharahad
subject: >>>>>>eq/stats/same ol stuff
date: Fri Sep  5 15:27:28 2003

On Fri Sep  5 09:23:18 2003 Justus wrote post #506:
> so whats the point you still got helmets that have same stats
> name just might change?
Yes but it no longer looks like a pink ballet cap.

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

poster: Tahnval
subject: >>>>>eq/stats/same ol stuff
date: Sat Sep  6 00:46:26 2003

On Fri Sep  5 09:21:41 2003 Maduo wrote post #504:
> On Fri Sep  5 09:05:47 2003 Moridin wrote post #503:
> > > think it would be fun to do that.  make things far more customazable
> > > by the player. I mean I could come up with a helmet more my size for
> > > dwarf etc etc(ogre helm atm is huge in size)
> > > That would be cool though
> > if I understood it correctly though, the biggest problem as far as I can
see
> > would be to keep the balance, if you had a kickass helmet, but it lacked
> > quick chant, and you had some other helmet with lotsa quick chant, then
just
> > moved the qc over. Of course if misunderstood the idea, this might all be
> > moot even
> > 
> ok apparently some ppl didnt get what i meant, just like to say a
> few words. when i said taking stats from one piece and onto another
> i meant total conversion, like lets say helmet A had +3qc, 5int and
> helmet B had 30spr, 15 int. after using the machine helmet A would
> have 30spr, 15int and helmet B would have 3qc, 5int. im not talkign
> about adding or takign stats away im just talking about switching
> them, ALL OF THEM! 
> just had to clear that one lil thing up... 
OK....so I find a piece with stats I like and any old piece of shop
junk in a slot I want filling, then switch the two.  Voila!

A bit of that and I have a piece for every slot with the
stats of the best possible piece available, including one
for each hand, each arm, each leg and each foot.

In short, it's very abusable.

It would also make it necessary for everyone to ID
every piece they buy, since it will be impossible to know
the stats of anything otherwise.  Anyone who wants to
rip people off will have a field day and the admins
will have a huge pain in the arse.  Scenario:

Player A, a Chardron, have a Olathurl Phlith.  They
get, for example, a hardened fur platemail from one
of the 5K cat guards near Gungor.  They transfer the stats
and then sell the Olathurl Phlith for, say, 8M.  The
Olathurl Phlith that now has the stats of a hardened
fur platemail.  The admins either ignore this
sort of thing or they try to trace every such claimed 
transaction, which could lead to cases in which two players
co-operate.  For example, John and Jane know each other
IRL.  Jane plays here, John doesn't.  So John makes a character, gets
an Olathurl Phlith from Jane and then sells it to her.  She tells thw
admins that she's been ripped off by  in the
manner described above.  Maybe the admins could find out what
actually happened, maybe they couldn't (I don't know what's logged), but
it's more work for them either way and I think they probably have
enough work here already.

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

poster: Rancor
subject: >>>>>>eq/stats/same ol stuff
date: Sat Sep  6 01:15:24 2003

or intead of pointing out some simple flaws and being way off base
which I am about to correct you could propose a way to make it
better.  why be negative about an idea when the idea can be made to
work and solutions found to the problems.


order moles follow
OK first of all the idea is to change the stats from say a left foot
slot only to other left foot slot eq out there.   READ the posts
more clearly.   SO you could not take 10 phliths and have 10
different slots with pliths stats.   Once again this is proposing
that say I could make a silver helm have the stats of an ogre helm. 
NOT a silver hlm have the stats of a phlith. 



As far as players go why could you not just use the trader and have
the trader announce the stats of an item being traded once he
recieves it.  That way the player who is buyingh it knows he is buy.
  This then leaves the wizards out of any claim about buy a phlith
that has crappy stats.  how about the buyer beware for a change just
like in real world or any other timeperiod. 

Auctioneer could also announce the stats of an item when it goes up
for sale.  

It is not that tough really.

the coding is the toughest part.  the thinking up of a solution is
not hard.  but then again it is sooooooo much easier to put down an
idea than to help it develop.


Lord knows this would be a fun and sweet thing for the game,  no
wonder people don't want it here.
\


Rancor

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

poster: Tahnval
subject: >>>>>>>eq/stats/same ol stuff
date: Sat Sep  6 03:36:45 2003

Oh goody, you want an exchange of insults.  I'm game for that.
Let me know if you want a reasoned discussion instead.  Any time.

1)  The initial post said nothing about restricting the exchange
from an item to another of the same slot.  Please learn to
read the posts, paying careful attention to what is being
said in reply to what.

2)  Zifnab has already said, very clearing, that coding is
*not* the toughest part.  Do try to keep up, fool.

Have such a nice day.

Now, would you prefer to have a reasoned discussion?  Your choice.
Lord knows a reasoned discussion would be a fun thing for the game.
Such a shame you don't want it.

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

poster: Goroharahad
subject: >>>>>>>eq/stats/same ol stuff
date: Sat Sep  6 03:49:47 2003

why do ppls keep taking about phlith's stats ?
There are none ...

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

poster: Kasma
subject: TEH EQ STRING THINGY
date: Sat Sep  6 03:50:29 2003

ok i think we have had enough of this, even though its quite a good
idea, lets move on, shall we? :)

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

poster: Maduo
subject: >>>>>>>>eq/stats/same ol stuff
date: Sat Sep  6 04:39:56 2003

On Sat Sep  6 03:36:45 2003 Tahnval wrote post #514:
> Oh goody, you want an exchange of insults.  I'm game for that.
> Let me know if you want a reasoned discussion instead.  Any time.
> 
> 1)  The initial post said nothing about restricting the exchange
> from an item to another of the same slot.  Please learn to
> read the posts, paying careful attention to what is being
> said in reply to what.
> 
> 2)  Zifnab has already said, very clearing, that coding is
> *not* the toughest part.  Do try to keep up, fool.
> 
> Have such a nice day.
> 
> Now, would you prefer to have a reasoned discussion?  Your choice.
> Lord knows a reasoned discussion would be a fun thing for the game.
> Such a shame you don't want it.

umm tahn, i kinda did say it would have to be the same slot in then
next post, not the original ill admit but the idea was to switch
stats of the same slot TO the same slot.
just fyi, if u need an id you could just goto reylan like 10n of cs
at vetrans tower or w/e its called

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

poster: Rancor
subject: >>>>>>>>>eq/stats/same ol stuff
date: Sat Sep  6 07:36:24 2003

ahahahahhahahahahah thank you so much maduo you have made my day.

Rancor

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

poster: Soulleech
subject: Poison Dart
date: Sat Sep  6 14:48:42 2003

pick lump from bag
x
Maybe I'm wrong, but my poison darts seem to be unaffected
for the most part by HEF and Commune with nature.
I have never gotten any messages about commune with nature
when using poison dart and I have only recieved HEF one or two times.
I have commune with nature to 70 and hef to 55, so I don't know
why they would not activate
I dont think it is the case that commune with nature dont show up with
a message but rather just happens either, because
determine effectiveness shows no change in the damage I'm making,
contrary to gaian touch.

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

poster: Belgarion
subject: Castles
date: Sat Sep  6 16:06:43 2003

Maybe make it possible to buy an item from Slint that you drop in a
room in your castle, and make it holy ground permanent, like altar.
Belg

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

poster: Chrono
subject: >Poison Dart
date: Sat Sep  6 20:30:00 2003

hef messages don't really kick in till around 70% or so, anyway it's
still affected, and hef is what make your % for determine
effectiveness go up for the most part on your blast spells

commune with nature is a mastery, it has no message cause it affects
your damage/healing DIRECTLY, not indirectly like hef

hope this helps clear up things for you

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

poster: Tahnval
subject: >>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 01:52:02 2003

"not the original ill [sic] admit"

As I said, you didn't state same slot to same slot in the post I
was replying to.

As for Reylan, I'm fairly sure that everyone who has been
here for more than a couple of months knows about him.

Since the purpose of your machine is to allow players to
change the desc of an item, why not simply go the whole
way and ask for that ability to be given to all players?

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

poster: Maduo
subject: >>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 01:52:56 2003

On Sun Sep  7 01:52:02 2003 Tahnval wrote post #522:
> 
> As I said, you didn't state same slot to same slot in the post I
> was replying to.
> 
> As for Reylan, I'm fairly sure that everyone who has been
> here for more than a couple of months knows about him.
> 
> Since the purpose of your machine is to allow players to
> change the desc of an item, why not simply go the whole
> way and ask for that ability to be given to all players?
why are u replying to an outdated post?

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

poster: Tahnval
subject: >>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 01:54:32 2003

On Sun Sep  7 01:52:56 2003 Maduo wrote post #523:
> On Sun Sep  7 01:52:02 2003 Tahnval wrote post #522:
> > 
> > As I said, you didn't state same slot to same slot in the post I
> > was replying to.
> > 
> > As for Reylan, I'm fairly sure that everyone who has been
> > here for more than a couple of months knows about him.
> > 
> > Since the purpose of your machine is to allow players to
> > change the desc of an item, why not simply go the whole
> > way and ask for that ability to be given to all players?
> why are u replying to an outdated post?
Time: Sat Sep  6 04:39:56 2003 us hardly outdated.

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

poster: Maduo
subject: >>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 01:55:35 2003

On Sun Sep  7 01:54:32 2003 Tahnval wrote post #524:
> > > was replying to.
> > > 
> > > As for Reylan, I'm fairly sure that everyone who has been
> > > here for more than a couple of months knows about him.
> > > 
> > > Since the purpose of your machine is to allow players to
> > > change the desc of an item, why not simply go the whole
> > > way and ask for that ability to be given to all players?
> > why are u replying to an outdated post?
> Time: Sat Sep  6 04:39:56 2003 us hardly outdated.
it is when i already posted something after it that cleared up what
your trying to re-bring up

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

poster: Tahnval
subject: >>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 02:12:42 2003

On Sun Sep  7 01:55:35 2003 Maduo wrote post #525:
> On Sun Sep  7 01:54:32 2003 Tahnval wrote post #524:
> > > > was replying to.
> > > > 
> > > > As for Reylan, I'm fairly sure that everyone who has been
> > > > here for more than a couple of months knows about him.
> > > > 
> > > > Since the purpose of your machine is to allow players to
> > > > change the desc of an item, why not simply go the whole
> > > > way and ask for that ability to be given to all players?
> > > why are u replying to an outdated post?
> > Time: Sat Sep  6 04:39:56 2003 us hardly outdated.
> it is when i already posted something after it that cleared up what
> your trying to re-bring up
I'm correcting something stated that was not correct.  I'm
doing it in reply to the post with the incorrect statement in it.

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

poster: Maduo
subject: >>>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 02:14:06 2003

On Sun Sep  7 02:12:42 2003 Tahnval wrote post #526:
> > > > > 
> > > > > Since the purpose of your machine is to allow players to
> > > > > change the desc of an item, why not simply go the whole
> > > > > way and ask for that ability to be given to all players?
> > > > why are u replying to an outdated post?
> > > Time: Sat Sep  6 04:39:56 2003 us hardly outdated.
> > it is when i already posted something after it that cleared up what
> > your trying to re-bring up
> I'm correcting something stated that was not correct.  I'm
> doing it in reply to the post with the incorrect statement in it.
i did correct myself in my 2nd post in response to moridin
looks like everyone else got what i meant...

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

poster: Rancor
subject: >>>>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 02:52:22 2003

uhh tahnval iirc he was not talking about changing the desc but
switching the stats of the two items.



however we would run into the biggest thing of them all which would
be the crators intent with his or her eq.  afterall alot of the eq
was created for a reason  I mean I doubt the creator of the phlith
would want it to all of a summen have the stats of a bp of darkness.
  


But...... if the machine transfered the stats to say a shop piece or
another like non unique or something and then let you write yer own
desc. that would be cool.  and then dests the other piece of eq that
the stats were transfered from.   so say you wanted uhhh turanian
bandmail to have phlith stats it would transfer over the stats from
the phlith and then dest it.  and you would then need to write a
desc for the bandmail.
Dunno just another way to do things.


Rancor

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

poster: Rythion
subject: Triangle
date: Sun Sep  7 05:45:50 2003

Why don't we just remove triangle and go back to taking ferries?
-Rythion

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

poster: Tranquil
subject: >Poison Dart
date: Sun Sep  7 06:27:04 2003

On Sat Sep  6 14:48:42 2003 Soulleech wrote post #519:
> pick lump from bag
> x
> Maybe I'm wrong, but my poison darts seem to be unaffected
> for the most part by HEF and Commune with nature.
> I have never gotten any messages about commune with nature
> when using poison dart and I have only recieved HEF one or two times.
> I have commune with nature to 70 and hef to 55, so I don't know
> why they would not activate
> I dont think it is the case that commune with nature dont show up with
> a message but rather just happens either, because
> determine effectiveness shows no change in the damage I'm making,
> contrary to gaian touch.

Hef is more or less invisible when it is not trained to at least
80%. Most mastery skills of this type (HEF, qc, etc) 'appear' quite
useless when below 80%, however they do have some lesser effect.

Commune with nature is a specific mastery - ie: as you train it
higher, your damage when you cast this spell increases. You can
check this by doing 'help spell poison dart' when you have commune
at 5%, and take note of how much your damage rating on this spell
rises as you train commune higher. Bear in mind that behind the
scenes, damage rating is actually a number, and while your damage
'rating' for this spell will not increase _every_ time you train
commune, the actual damage done by the spell does increase.

I have tested determine effectiveness only a little, but my
understanding of this skill is that it tells you only how effective
your spell was, considering your current training in your spell and
it's corresponding masteries - ie: if your spell is 100% effective
when you have 100% poison dart and 100% commune with nature, it is
still doing more damage than if your spell was 100% effective with
only 80% poison dart and 50% commune with nature. I may be off the
mark with this though, as I have for the most part ignored determine
effectiveness, as from my perspective is seems to be a fairly
pointless skill to train.


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

poster: Tahnval
subject: >>>>>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 07:48:23 2003

On Sun Sep  7 02:52:22 2003 Rancor wrote post #528:
> uhh tahnval iirc he was not talking about changing the desc but
> switching the stats of the two items.
> 
> 
> 
> however we would run into the biggest thing of them all which would
> be the crators intent with his or her eq.  afterall alot of the eq
> was created for a reason  I mean I doubt the creator of the phlith
> would want it to all of a summen have the stats of a bp of darkness.
>   
> 
> 
> But...... if the machine transfered the stats to say a shop piece or
> another like non unique or something and then let you write yer own
> desc. that would be cool.  and then dests the other piece of eq that
> the stats were transfered from.   so say you wanted uhhh turanian
> bandmail to have phlith stats it would transfer over the stats from
> the phlith and then dest it.  and you would then need to write a
> desc for the bandmail.
> Dunno just another way to do things.
> 
> 
> Rancor
Hmm...yeah, I can see that.  Maybe the creator of the original
piece would still object, though.  Perhaps allow them to
specify whether or not they would allow the stats of their
eq piece to be transferred to another?
Weapons would have to be treated differently, as the weight
and size matters for them.  Taking a Hammer of Crushing, transferring
the stats to, say, a blue frostgiant club and getting a weapon
with HoC stats that could be wielded 1H by almost anyone would
wreck the whole idea of restrictions on wielding based
on weapon size and weight.  That may also be a minor
factor with EQ - you could create a super-light topslot
tank set to increase your dodging above what was intended.

I'd like an NPC who, for a fee, could add or remove a name
to a piece of EQ.  No practical effect whatsoever, just
an ego thing and a gold sink.

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

poster: Rancor
subject: >>>>>>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 18:37:21 2003

nogs nogs well we could just change the name of the piece of eq. 
and force the player to make it something other than what it was
called previous. and they would be required to have desc or x lines.
 that way they could just not change the name and have  no desc.
Rancor

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

poster: Zifnab
subject: >>>>>>>>>>>>>>>>>>eq/stats/same ol stuff
date: Sun Sep  7 20:42:21 2003

On Sun Sep  7 18:37:21 2003 Rancor wrote post #532:
> nogs nogs well we could just change the name of the piece of eq. 
> and force the player to make it something other than what it was
> called previous. and they would be required to have desc or x lines.
>  that way they could just not change the name and have  no desc.
> Rancor

you guys seem to be forgetting how hard this makes reimbursing people.

That is the _biggest_ problem with this. It is a nighrmare.. not just a 
little issue its an absolute nightmare from an administrative point of view.

Anything that allows players to change names, make new descs will not happen.

Now adding a name to a piece of equipment that _might_ be something worth
discussing, but please drop the discussion of swapping stats
and making your own name/descs for items its just not going to happen.

Again not because it wouldnt be cool or that its too hard to code, but from 
a maintenance perspective it is a nightmare.

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

poster: Chrono
subject: re: added names to eq
date: Sun Sep  7 21:05:49 2003

can we have our names put back on guild items?:P

wheeeeee!?

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

poster: Tahnval
subject: >re: added names to eq
date: Sun Sep  7 23:41:08 2003

On Sun Sep  7 21:05:49 2003 Chrono wrote post #534:
> can we have our names put back on guild items?:P
> 
> wheeeeee!?
I liked that...why were they taken off?

I've suggested an NPC who would add or remove a name from
a piece of eq for, say 100K gold a time.  Purely for purposes of
ego and to act as another gold sink if one is needed.

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

poster: Chrono
subject: >re: added names to eq
date: Sun Sep  7 23:42:50 2003

this was not in responce to any post, and i read your post, i know
what you've suggested
i was asking for personalized guild items, like they were b4:),
Chrono's Prismatic amulet! wheeee
this is guild eq, not normal eq! so PFFT!

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

poster: Daneel
subject: >re: added names to eq
date: Mon Sep  8 03:47:45 2003

On Sun Sep  7 21:05:49 2003 Chrono wrote post #534:
> can we have our names put back on guild items?:P
> 
> wheeeeee!?
They were removed for a combination of 3 factors:
(1) We got rid of punctuation in IDs, which made them grammatically 
wrong (Chronos Prismatic Amulet instead of Chrono's Prismatic 
Amulet).
(2) A couple people complained loudly about the bad grammar.
(3) Some wizard got annoyed about the complaints, and removing
the names was the easiest solution.


That being said, I'll see what I can do :-)

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

poster: Lu
subject: >>re: added names to eq
date: Mon Sep  8 05:48:45 2003

On Mon Sep  8 03:47:45 2003 Daneel wrote post #537:
> On Sun Sep  7 21:05:49 2003 Chrono wrote post #534:
> > can we have our names put back on guild items?:P
> > 
> > wheeeeee!?
> They were removed for a combination of 3 factors:
> (1) We got rid of punctuation in IDs, which made them grammatically 
> wrong (Chronos Prismatic Amulet instead of Chrono's Prismatic 
> Amulet).
> (2) A couple people complained loudly about the bad grammar.
> (3) Some wizard got annoyed about the complaints, and removing
> the names was the easiest solution.
> 
> 
> That being said, I'll see what I can do :-)
i'd like to take a moment and say something about Daneels number 2.
Everything that a group of players liked/disliked, and was either
add/removed/blah, was because of Number 2, if people quit
complaining, we keep the cool stuff, its grammar, and its a game,
get over it, really.

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

poster: Tahnval
subject: >>re: added names to eq
date: Mon Sep  8 06:10:52 2003

On Mon Sep  8 03:47:45 2003 Daneel wrote post #537:
> On Sun Sep  7 21:05:49 2003 Chrono wrote post #534:
> > can we have our names put back on guild items?:P
> > 
> > wheeeeee!?
> They were removed for a combination of 3 factors:
> (1) We got rid of punctuation in IDs, which made them grammatically 
> wrong (Chronos Prismatic Amulet instead of Chrono's Prismatic 
> Amulet).
> (2) A couple people complained loudly about the bad grammar.
> (3) Some wizard got annoyed about the complaints, and removing
> the names was the easiest solution.
> 
> 
> That being said, I'll see what I can do :-)
How about "Prismatic Amulet owned by Chrono"?
Solves the grammar issue.

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

poster: Grasfer
subject: Why can't you...
date: Mon Sep  8 11:01:42 2003

Why can't you look at other players stuff they wear/wield?
like look at hammer on/in XXXX

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

poster: Kaos
subject: >Why can't you...
date: Mon Sep  8 11:33:33 2003

On Mon Sep  8 11:01:42 2003 Grasfer wrote post #540:
> Why can't you look at other players stuff they wear/wield?
> like look at hammer on/in XXXX
That wasn't a very good idea dude.

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

poster: Daran
subject: >>>re: added names to eq
date: Mon Sep  8 20:39:22 2003

On Mon Sep  8 06:10:52 2003 Tahnval wrote post #539:
> On Mon Sep  8 03:47:45 2003 Daneel wrote post #537:
> > On Sun Sep  7 21:05:49 2003 Chrono wrote post #534:
> > > can we have our names put back on guild items?:P
> > > 
> > > wheeeeee!?
> > They were removed for a combination of 3 factors:
> > (1) We got rid of punctuation in IDs, which made them grammatically 
> > wrong (Chronos Prismatic Amulet instead of Chrono's Prismatic 
> > Amulet).
> > (2) A couple people complained loudly about the bad grammar.
> > (3) Some wizard got annoyed about the complaints, and removing
> > the names was the easiest solution.
> > 
> > 
> > That being said, I'll see what I can do :-)
> How about "Prismatic Amulet owned by Chrono"?
> Solves the grammar issue.
I personally like Prismatic Amulet of Chrono or Holy Ankh of Daran

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

poster: Korthrun
subject: ew
date: Tue Sep  9 05:49:48 2003

would rock if ew showed you the amount of credit you would have
after reinc in addition to exp

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

poster: Daneel
subject: >>>re: added names to eq
date: Tue Sep  9 15:37:28 2003

On Mon Sep  8 05:48:45 2003 Lu wrote post #538:
> On Mon Sep  8 03:47:45 2003 Daneel wrote post #537:
> > They were removed for a combination of 3 factors:
> > (1) We got rid of punctuation in IDs, which made them grammatically 
> > wrong (Chronos Prismatic Amulet instead of Chrono's Prismatic 
> > Amulet).
> > (2) A couple people complained loudly about the bad grammar.
> > (3) Some wizard got annoyed about the complaints, and removing
> > the names was the easiest solution.
> i'd like to take a moment and say something about Daneels number 2.
> Everything that a group of players liked/disliked, and was either
> add/removed/blah, was because of Number 2, if people quit
> complaining, we keep the cool stuff, its grammar, and its a game,
> get over it, really.

No, it was because of a combination of 1, 2, and 3.  None alone
does it.

I could as well (and as usefully) tell wizards just ignore useless
player complaints.

It would be useful not to hear the same complaints over and over
and over again, of course (*cough pk*), but we do need useful
feedback.  Complaints, expecially when coupled with ideas to 
solve the issue, and analyses of the balance impacts thereof,
are our main feedback mechanism.
**

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

poster: Draco (Web) 
subject: >>Why can't you...
date: Wed Sep 10 17:36:17 2003

all i have to say is: why cant you just make a post from the website instead of only replying for poor saps for me who cant log in, but still want to voice thier pathetic minds? :)

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

poster: Draco (Web) 
subject: >ew
date: Wed Sep 10 17:41:02 2003

On Tue Sep  9 05:49:48 2003 Korthrun wrote post #543 in ideas:

> would rock if ew showed you the amount of credit you would have

> after reinc in addition to exp

umm...why not just do the math? you expect the mud to do EVERYTHING for you?

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

poster: Koma
subject: >>ew
date: Wed Sep 10 17:56:48 2003

On Wed Sep 10 17:41:02 2003 Draco (Web)  wrote post #546:
> On Tue Sep  9 05:49:48 2003 Korthrun wrote post #543 in ideas:
> 
> > would rock if ew showed you the amount of credit you would have
> 
> > after reinc in addition to exp
> 
> umm...why not just do the math? you expect the mud to do EVERYTHING for you?

dude stop wasting bosnian bandwidth


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

poster: Rythion
subject: >mist mage
date: Thu Sep 11 08:47:15 2003

On Sun Aug 17 09:15:52 2003 Sleet wrote post #400:
> I think it might be a good idea to put a skill or spell in mist mage
> that helps them resist beign forgotton.
> That spell is anoying in any guild, but when ya soloing and get
> chained it, its real viscious to ya rate
Yes I agree, and also they should be immune to getting skilled or
spelled or hit for that matter, we should just be able to solo
without worry about dying or having difficulty...
-Rythion 
p.s. good idea sleet you are helping me reign supreme here as my
Mist/MA reinc!

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

poster: Rythion
subject: >Trade Guilds
date: Thu Sep 11 08:48:12 2003

On Tue Aug 19 04:40:11 2003 Darc wrote post #409:
> embark
> wouldnt it be fun if there was trade guilds like blacksmith and farmer?
Yes it would be fun, it would also be fun not to read triggers in posts
-Rythion
 --- Replier of RULE NEWS!

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

poster: Rythion
subject: >A cool way to waste gold
date: Thu Sep 11 08:49:27 2003

On Tue Aug 19 23:56:01 2003 Tahnval wrote post #418:
> Have an NPC who could add your name to a piece of EQ, or
> remove a name from a piece of EQ, for maybe 100K a time.
> 
OR, just transfer the money to me?
-Rythion

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

poster: Rythion
subject: >Channels
date: Thu Sep 11 08:50:09 2003

On Thu Aug 21 20:44:35 2003 Korthrun wrote post #422:
> It would rock if reincarnating didnt force some channels on/off and
> you just kept your present settings.
Would rool more if we didn't have any channels at all, then it
wouldn't matter if we had them turned on or off
p' [Mist Form: Off]
-Rythion

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

poster: Rythion
subject: >>Channels
date: Thu Sep 11 08:51:18 2003

On Thu Sep 11 08:50:09 2003 Rythion wrote post #551:
> On Thu Aug 21 20:44:35 2003 Korthrun wrote post #422:
> > It would rock if reincarnating didnt force some channels on/off and
> > you just kept your present settings.
> Would rool more if we didn't have any channels at all, then it
> wouldn't matter if we had them turned on or off
> p' [Mist Form: Off]
> -Rythion
Now you know why we don't want triggers in posts....
-Rythion (good job idiot rythion)

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

poster: Draco (Web) 
subject: >>>ew
date: Fri Sep 12 11:43:55 2003

On Wed Sep 10 17:56:48 2003 Koma wrote post #547 in ideas:

> On Wed Sep 10 17:41:02 2003 Draco (Web)  wrote post #546:

> > On Tue Sep  9 05:49:48 2003 Korthrun wrote post #543 in ideas:

> > 

> > > would rock if ew showed you the amount of credit you would have

> > 

> > > after reinc in addition to exp

> > 

> > umm...why not just do the math? you expect the mud to do EVERYTHING for you?

> 

> dude stop wasting bosnian bandwidth

> 

dude, it isnt bosnian bandwith beotch, it is the military's, get it right! I swear, i even have to correct Koma when im overseas...jeash

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

poster: Draco (Web) 
subject: >>>Channels
date: Fri Sep 12 11:46:58 2003

On Thu Sep 11 08:51:18 2003 Rythion wrote post #552 in ideas:

> On Thu Sep 11 08:50:09 2003 Rythion wrote post #551:

> > On Thu Aug 21 20:44:35 2003 Korthrun wrote post #422:

> > > It would rock if reincarnating didnt force some channels on/off and

> > > you just kept your present settings.

> > Would rool more if we didn't have any channels at all, then it

> > wouldn't matter if we had them turned on or off

> > p' [Mist Form: Off]

> > -Rythion

> Now you know why we don't want triggers in posts....

> -Rythion (good job idiot rythion)

you forgot to do something along with calling yourself an idiot ry.

*grabs Rythions foot, slices it off, and rams it down his throat*

there ya go, enjoy :)

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

poster: Fegler
subject: triangle
date: Fri Sep 12 12:37:22 2003

i think that a party should get to the same place if they run
through the triangle together..
cause its an evil way to split the party over all directions ;)
hugs Fegler

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

poster: Afkaserious
subject: >triangle
date: Fri Sep 12 14:17:43 2003

On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> i think that a party should get to the same place if they run
> through the triangle together..
> cause its an evil way to split the party over all directions ;)
> hugs Fegler
Then you should all learn your own directions and do it one at a
time, if not; 
1. Take the damn ferry
2. Get thief tunnels

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

poster: Justus
subject: >triangle
date: Fri Sep 12 14:19:01 2003

nod use ferry thought you was biggest ferry lover of all
atleast you said that.

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

poster: Rythion
subject: >>triangle
date: Fri Sep 12 15:26:46 2003

On Fri Sep 12 14:17:43 2003 Afkaserious wrote post #556:
> On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > i think that a party should get to the same place if they run
> > through the triangle together..
> > cause its an evil way to split the party over all directions ;)
> > hugs Fegler
> Then you should all learn your own directions and do it one at a
> time, if not; 
> 1. Take the damn ferry
> 2. Get thief tunnels
3. use pathfinding from woodsman
4. use master navigator's shimmering portal w/ portal preference / psummon
5. don't party?
6. don't go anywhere, then you don't have to worry about being split apart
7. -Rythion

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

poster: Quillz
subject: >>>triangle
date: Fri Sep 12 16:41:07 2003

On Fri Sep 12 15:26:46 2003 Rythion wrote post #558:
> On Fri Sep 12 14:17:43 2003 Afkaserious wrote post #556:
> > On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > > i think that a party should get to the same place if they run
> > > through the triangle together..
> > > cause its an evil way to split the party over all directions ;)
> > > hugs Fegler
> > Then you should all learn your own directions and do it one at a
> > time, if not; 
> > 1. Take the damn ferry
> > 2. Get thief tunnels
> 3. use pathfinding from woodsman
> 4. use master navigator's shimmering portal w/ portal preference / psummon
> 5. don't party?
> 6. don't go anywhere, then you don't have to worry about being split apart
> 7. -Rythion
I like the don't go anywhere part.  
I do that quite well.
Q

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

poster: Lu
subject: >>>>ew
date: Fri Sep 12 19:54:09 2003

where the hell do you think the military gets it from?

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

poster: Khosan
subject: >triangle
date: Fri Sep 12 20:14:39 2003

On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> i think that a party should get to the same place if they run
> through the triangle together..
> cause its an evil way to split the party over all directions ;)
> hugs Fegler
The whole point of the change was to make the triangle less attractive.
Making it hard to use for parties was the tool.

Plus I like the way everyone has to discover for themself what
the directions are. It is not something you can read on a web
page or have a friend tell you.

Khosan

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

poster: Rythion
subject: >>triangle
date: Fri Sep 12 22:44:57 2003

On Fri Sep 12 20:14:39 2003 Khosan wrote post #561:
> On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > i think that a party should get to the same place if they run
> > through the triangle together..
> > cause its an evil way to split the party over all directions ;)
> > hugs Fegler
> The whole point of the change was to make the triangle less attractive.
> Making it hard to use for parties was the tool.
> 
> Plus I like the way everyone has to discover for themself what
> the directions are. It is not something you can read on a web
> page or have a friend tell you.
> 
> Khosan
ya we should make everything like that, like each person in the X
members of a party doing eq/exp should hav eto find their own unique
directions to every mob in the mud, to get to it, that way everyone
has to discover for themselves every eq quest, exp mob, gold
whatever without reading on web page or having a friend tell them,
should demolish parties all together so this place rules more... no
reason to stop at the triangle :)
-Rythion

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

poster: Switchblade
subject: >>>triangle
date: Fri Sep 12 22:48:00 2003

On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> > 
> > Khosan
> ya we should make everything like that, like each person in the X
> members of a party doing eq/exp should hav eto find their own unique
> directions to every mob in the mud, to get to it, that way everyone
> has to discover for themselves every eq quest, exp mob, gold
> whatever without reading on web page or having a friend tell them,
> should demolish parties all together so this place rules more... no
> reason to stop at the triangle :)
> -Rythion

but if we did that
i and others could not leech off of you for xp, quests, and eq
so frankly, why would we keep you around?
huh!?!?!?!?!?! :) 
(giggle)
-switcharoo

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

poster: Korthrun
subject: >>>>triangle
date: Fri Sep 12 22:50:04 2003

On Fri Sep 12 22:48:00 2003 Switchblade wrote post #563:
> On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> > > 
> > > Khosan
> > ya we should make everything like that, like each person in the X
> > members of a party doing eq/exp should hav eto find their own unique
> > directions to every mob in the mud, to get to it, that way everyone
> > has to discover for themselves every eq quest, exp mob, gold
> > whatever without reading on web page or having a friend tell them,
> > should demolish parties all together so this place rules more... no
> > reason to stop at the triangle :)
> > -Rythion
> 
> but if we did that
> i and others could not leech off of you for xp, quests, and eq
> so frankly, why would we keep you around?
> huh!?!?!?!?!?! :) 
> (giggle)
> -switcharoo
well theres not alot keeping manypeople around anymore so i think
rythion has a good point
god i just said that
anyway
its very middle grounds right now, but things are moving towards
making it a more thinking based mud (ie triangle/new first/guidls
with quests)
I hope everything gets changed this way.
an ICQ snippet
[10:48] Andrew: do you remember when idiots didnt have computers 
[10:50] Korthrun: yay
[10:50] Korthrun: man
[10:50] Korthrun: those were good days
[10:50] Andrew: yes, its partially why i love 80's movies
nuff said

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

poster: Khosan
subject: >>>triangle
date: Fri Sep 12 22:52:58 2003

On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> On Fri Sep 12 20:14:39 2003 Khosan wrote post #561:
> > On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > > i think that a party should get to the same place if they run
> > > through the triangle together..
> > > cause its an evil way to split the party over all directions ;)
> > > hugs Fegler
> > The whole point of the change was to make the triangle less attractive.
> > Making it hard to use for parties was the tool.
> > 
> > Plus I like the way everyone has to discover for themself what
> > the directions are. It is not something you can read on a web
> > page or have a friend tell you.
> > 
> > Khosan
> ya we should make everything like that, like each person in the X
> members of a party doing eq/exp should hav eto find their own unique
> directions to every mob in the mud, to get to it, that way everyone
> has to discover for themselves every eq quest, exp mob, gold
> whatever without reading on web page or having a friend tell them,
> should demolish parties all together so this place rules more... no
> reason to stop at the triangle :)
> -Rythion

I said I wanted to make the triangle less attractive, not parties.

My first idea was to make the triangle cast a curse on the people
that used it.

And yes, this place needs more things you can do to stand out
from those that wont bother exploring for themself.

Khosan

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

poster: Switchblade
subject: neck and amulet
date: Sat Sep 13 22:15:37 2003

why do we have both slots?  It doesn't make a lot of sense to me
maybe make it so that you can wear either a neck or an amulet slot, but
not BOTH.  from my perspective this makes more sense.. but feel free to
flame away
-switch

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

poster: Rythion
subject: >neck and amulet
date: Sat Sep 13 23:31:07 2003

On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> why do we have both slots?  It doesn't make a lot of sense to me
> maybe make it so that you can wear either a neck or an amulet slot, but
> not BOTH.  from my perspective this makes more sense.. but feel free to
> flame away
> -switch
Well really I could wear X necklaces, where X is as many I can have
before breaking my neck from too much weight, sort of how we only
have 2 ring slots yet depending on race we could have more or less.
Try to think of it that way
-Rythion

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

poster: Moridin
subject: >>neck and amulet
date: Sat Sep 13 23:33:28 2003

On Sat Sep 13 23:31:07 2003 Rythion wrote post #567:
> > why do we have both slots?  It doesn't make a lot of sense to me
> > maybe make it so that you can wear either a neck or an amulet slot, but
> > not BOTH.  from my perspective this makes more sense.. but feel free to
> > flame away
> > -switch
> Well really I could wear X necklaces, where X is as many I can have
> before breaking my neck from too much weight, sort of how we only
> have 2 ring slots yet depending on race we could have more or less.
> Try to think of it that way
> -Rythion
I guess neck could be seen as a sort of choker thing, on the neck
itself, and while an amulet
hangs around the neck, the item itself is usually down around the
chest, of course some of the 
neck item looks a bit like that too

I dunno, seen places with 2 neck slots too, but seems ok as it is now to me

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

poster: Switchblade
subject: >>neck and amulet
date: Sun Sep 14 00:06:00 2003

On Sat Sep 13 23:31:07 2003 Rythion wrote post #567:
> On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> > why do we have both slots?  It doesn't make a lot of sense to me
> > maybe make it so that you can wear either a neck or an amulet slot, but
> > not BOTH.  from my perspective this makes more sense.. but feel free to
> > flame away
> > -switch
> Well really I could wear X necklaces, where X is as many I can have
> before breaking my neck from too much weight, sort of how we only
> have 2 ring slots yet depending on race we could have more or less.
> Try to think of it that way
> -Rythion

Who do you think you are,    Mr. T?  
with 60 gold chains around your neck?!?!!?  
this is a silly place!
-switch

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

poster: Korthrun
subject: >neck and amulet
date: Sun Sep 14 00:06:30 2003

On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> why do we have both slots?  It doesn't make a lot of sense to me
> maybe make it so that you can wear either a neck or an amulet slot, but
> not BOTH.  from my perspective this makes more sense.. but feel free to
> flame away
> -switch
a choker, and an a pendant hanging down bnetween your boobs

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

poster: Tahnval
subject: >>>neck and amulet
date: Sun Sep 14 01:05:41 2003

On Sun Sep 14 00:06:00 2003 Switchblade wrote post #569:
> On Sat Sep 13 23:31:07 2003 Rythion wrote post #567:
> > On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> > > why do we have both slots?  It doesn't make a lot of sense to me
> > > maybe make it so that you can wear either a neck or an amulet slot, but
> > > not BOTH.  from my perspective this makes more sense.. but feel free to
> > > flame away
> > > -switch
> > Well really I could wear X necklaces, where X is as many I can have
> > before breaking my neck from too much weight, sort of how we only
> > have 2 ring slots yet depending on race we could have more or less.
> > Try to think of it that way
> > -Rythion
> 
> Who do you think you are,    Mr. T?  
> with 60 gold chains around your neck?!?!!?  
> this is a silly place!
> -switch
I pity the fool who uses excessive punctuation.

bleat

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

poster: Afkaserious
subject: >>>>neck and amulet
date: Sun Sep 14 02:53:09 2003

On Sun Sep 14 01:05:41 2003 Tahnval wrote post #571:
> On Sun Sep 14 00:06:00 2003 Switchblade wrote post #569:
> > On Sat Sep 13 23:31:07 2003 Rythion wrote post #567:
> > > On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> > > > why do we have both slots?  It doesn't make a lot of sense to me
> > > > maybe make it so that you can wear either a neck or an amulet slot,
but
> > > > not BOTH.  from my perspective this makes more sense.. but feel free
to
> > > > flame away
> > > > -switch
> > > Well really I could wear X necklaces, where X is as many I can have
> > > before breaking my neck from too much weight, sort of how we only
> > > have 2 ring slots yet depending on race we could have more or less.
> > > Try to think of it that way
> > > -Rythion
> > 
> > Who do you think you are,    Mr. T?  
> > with 60 gold chains around your neck?!?!!?  
> > this is a silly place!
> > -switch
> I pity the fool who uses excessive punctuation.
> 
> bleat
Korth has boobs

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

poster: Korthrun
subject: >>>>>neck and amulet
date: Sun Sep 14 21:44:37 2003

On Sun Sep 14 02:53:09 2003 Afkaserious wrote post #572:
> On Sun Sep 14 01:05:41 2003 Tahnval wrote post #571:
> > On Sun Sep 14 00:06:00 2003 Switchblade wrote post #569:
> > > On Sat Sep 13 23:31:07 2003 Rythion wrote post #567:
> > > > On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> > > > > why do we have both slots?  It doesn't make a lot of sense to me
> > > > > maybe make it so that you can wear either a neck or an amulet slot,
> but
> > > > > not BOTH.  from my perspective this makes more sense.. but feel free
> to
> > > > > flame away
> > > > > -switch
> > > > Well really I could wear X necklaces, where X is as many I can have
> > > > before breaking my neck from too much weight, sort of how we only
> > > > have 2 ring slots yet depending on race we could have more or less.
> > > > Try to think of it that way
> > > > -Rythion
> > > 
> > > Who do you think you are,    Mr. T?  
> > > with 60 gold chains around your neck?!?!!?  
> > > this is a silly place!
> > > -switch
> > I pity the fool who uses excessive punctuation.
> > 
> > bleat
> Korth has boobs
AND YOU SHLL NEVER SEE MY BOOBIES

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

poster: Daran
subject: New Idea
date: Sun Sep 14 22:28:03 2003

Here's my idea, keep junk posts in the junk news group, thanks

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

poster: Tranquil
subject: >neck and amulet
date: Mon Sep 15 13:23:11 2003

On Sat Sep 13 22:15:37 2003 Switchblade wrote post #566:
> why do we have both slots?  It doesn't make a lot of sense to me
> maybe make it so that you can wear either a neck or an amulet slot, but
> not BOTH.  from my perspective this makes more sense.. but feel free to
> flame away
> -switch

Probably because just because something is considered an 'amulet'
does not neccessarily mean it's worn around the neck. I can point
you towards a number of books where a character's amulet is worn in
other places of the body - on the wrist or forehead for example, and
sometimes even as a weapon.

The flipside of this, is that usually, one amulet worn by the
character will interfere with the magic of another amulet worn by
the character, therefore restricting the character to wearing only
one such item.

Having a look at all the 'amulets' we have here at IoM, and
comparing them to other equipment such as armours and weapons, one
could say that practically every piece of coveted IoM eq is
technically an amulet. Therefore, _if_ we're aiming for realism,
perhaps we should recode all +stat equipment to have it's bonuses
nullified when a second +stat equipment is worn or wielded by the
player.

Otherwise, we can leave a little of that realism behind, and
continue with the fun that is currently allowed by the eq
combinations that we currently have.

Hope this clears things up a bit.

- Tranquil


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

poster: Zifnab
subject: >>neck and amulet
date: Mon Sep 15 14:03:27 2003

> comparing them to other equipment such as armours and weapons, one
> could say that practically every piece of coveted IoM eq is
> technically an amulet. Therefore, _if_ we're aiming for realism,
> perhaps we should recode all +stat equipment to have it's bonuses
> nullified when a second +stat equipment is worn or wielded by the
> player.
> 
> Otherwise, we can leave a little of that realism behind, and
> continue with the fun that is currently allowed by the eq
> combinations that we currently have.
> 
> Hope this clears things up a bit.
> 
> - Tranquil
> 

It is possible I remember this incorrectly, but I am pretty sure we have both
slots because at some point in the muds life wizards were able to name their 
own slot with no limits. In order to control that we combined all the slots 
already in the game so we didnt lose any equipment.

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

poster: Quillz
subject: >>>>triangle
date: Mon Sep 15 20:43:11 2003

On Fri Sep 12 22:52:58 2003 Khosan wrote post #565:
> On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> > On Fri Sep 12 20:14:39 2003 Khosan wrote post #561:
> > > On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > > > i think that a party should get to the same place if they run
> > > > through the triangle together..
> > > > cause its an evil way to split the party over all directions ;)
> > > > hugs Fegler
> > > The whole point of the change was to make the triangle less attractive.
> > > Making it hard to use for parties was the tool.
> > > 
> > > Plus I like the way everyone has to discover for themself what
> > > the directions are. It is not something you can read on a web
> > > page or have a friend tell you.
> > > 
> > > Khosan
> > ya we should make everything like that, like each person in the X
> > members of a party doing eq/exp should hav eto find their own unique
> > directions to every mob in the mud, to get to it, that way everyone
> > has to discover for themselves every eq quest, exp mob, gold
> > whatever without reading on web page or having a friend tell them,
> > should demolish parties all together so this place rules more... no
> > reason to stop at the triangle :)
> > -Rythion
> 
> I said I wanted to make the triangle less attractive, not parties.
> 
> My first idea was to make the triangle cast a curse on the people
> that used it.
> 
> And yes, this place needs more things you can do to stand out
> from those that wont bother exploring for themself.
> 
> Khosan
Should've ended your laste sentence in 'anymore.'
I've been here a long time, and I've done way more than my share of
exploring. 
As for the new changes with theings like the triangle and the rift,
well, frankly I don't care for them. 
I never even started using the triangle until about 6 months ago
anyway and have no idea how long it was around before that. 
As time goes on, the game itself loses a certian appeal.  However,
you get used to certain things. 
It seems that lately so much shit has been changes, that most the
stuff us (or at least me) old people get used to have been taken
away. 
Which, just makes it even less apprealing.  
(btw, I hate telnet)
Anywho - just saying that changing things to suit how the wiz's
think ti should be changed doesn't always match up with how the
players think things should be changed.

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

poster: Khosan
subject: >>>>>triangle
date: Mon Sep 15 21:52:58 2003

On Mon Sep 15 20:43:11 2003 Quillz wrote post #577:
> On Fri Sep 12 22:52:58 2003 Khosan wrote post #565:
> > On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> > > On Fri Sep 12 20:14:39 2003 Khosan wrote post #561:
> > > > On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > > > > i think that a party should get to the same place if they run
> > > > > through the triangle together..
> > > > > cause its an evil way to split the party over all directions ;)
> > > > > hugs Fegler
> > > > The whole point of the change was to make the triangle less
attractive.
> > > > Making it hard to use for parties was the tool.
> > > > 
> > > > Plus I like the way everyone has to discover for themself what
> > > > the directions are. It is not something you can read on a web
> > > > page or have a friend tell you.
> > > > 
> > > > Khosan
> > > ya we should make everything like that, like each person in the X
> > > members of a party doing eq/exp should hav eto find their own unique
> > > directions to every mob in the mud, to get to it, that way everyone
> > > has to discover for themselves every eq quest, exp mob, gold
> > > whatever without reading on web page or having a friend tell them,
> > > should demolish parties all together so this place rules more... no
> > > reason to stop at the triangle :)
> > > -Rythion
> > 
> > I said I wanted to make the triangle less attractive, not parties.
> > 
> > My first idea was to make the triangle cast a curse on the people
> > that used it.
> > 
> > And yes, this place needs more things you can do to stand out
> > from those that wont bother exploring for themself.
> > 
> > Khosan
> Should've ended your laste sentence in 'anymore.'
> I've been here a long time, and I've done way more than my share of
> exploring. 
> As for the new changes with theings like the triangle and the rift,
> well, frankly I don't care for them. 
> I never even started using the triangle until about 6 months ago
> anyway and have no idea how long it was around before that. 
> As time goes on, the game itself loses a certian appeal.  However,
> you get used to certain things. 
> It seems that lately so much shit has been changes, that most the
> stuff us (or at least me) old people get used to have been taken
> away. 
> Which, just makes it even less apprealing.  
> (btw, I hate telnet)
> Anywho - just saying that changing things to suit how the wiz's
> think ti should be changed doesn't always match up with how the
> players think things should be changed.

I am afraid that only the wizards that do the actual work have
a vote on what changes are made or not. The only vote you get,
is your choice of which mud to idle on.

Khosan

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

poster: Korthrun
subject: >>>>>>triangle
date: Mon Sep 15 23:13:52 2003

On Mon Sep 15 21:52:58 2003 Khosan wrote post #578:
> On Mon Sep 15 20:43:11 2003 Quillz wrote post #577:
> > On Fri Sep 12 22:52:58 2003 Khosan wrote post #565:
> > > On Fri Sep 12 22:44:57 2003 Rythion wrote post #562:
> > > > On Fri Sep 12 20:14:39 2003 Khosan wrote post #561:
> > > > > On Fri Sep 12 12:37:22 2003 Fegler wrote post #555:
> > > > > > i think that a party should get to the same place if they run
> > > > > > through the triangle together..
> > > > > > cause its an evil way to split the party over all directions ;)
> > > > > > hugs Fegler
> > > > > The whole point of the change was to make the triangle less
> attractive.
> > > > > Making it hard to use for parties was the tool.
> > > > > 
> > > > > Plus I like the way everyone has to discover for themself what
> > > > > the directions are. It is not something you can read on a web
> > > > > page or have a friend tell you.
> > > > > 
> > > > > Khosan
> > > > ya we should make everything like that, like each person in the X
> > > > members of a party doing eq/exp should hav eto find their own unique
> > > > directions to every mob in the mud, to get to it, that way everyone
> > > > has to discover for themselves every eq quest, exp mob, gold
> > > > whatever without reading on web page or having a friend tell them,
> > > > should demolish parties all together so this place rules more... no
> > > > reason to stop at the triangle :)
> > > > -Rythion
> > > 
> > > I said I wanted to make the triangle less attractive, not parties.
> > > 
> > > My first idea was to make the triangle cast a curse on the people
> > > that used it.
> > > 
> > > And yes, this place needs more things you can do to stand out
> > > from those that wont bother exploring for themself.
> > > 
> > > Khosan
> > Should've ended your laste sentence in 'anymore.'
> > I've been here a long time, and I've done way more than my share of
> > exploring. 
> > As for the new changes with theings like the triangle and the rift,
> > well, frankly I don't care for them. 
> > I never even started using the triangle until about 6 months ago
> > anyway and have no idea how long it was around before that. 
> > As time goes on, the game itself loses a certian appeal.  However,
> > you get used to certain things. 
> > It seems that lately so much shit has been changes, that most the
> > stuff us (or at least me) old people get used to have been taken
> > away. 
> > Which, just makes it even less apprealing.  
> > (btw, I hate telnet)
> > Anywho - just saying that changing things to suit how the wiz's
> > think ti should be changed doesn't always match up with how the
> > players think things should be changed.
> 
> I am afraid that only the wizards that do the actual work have
> a vote on what changes are made or not. The only vote you get,
> is your choice of which mud to idle on.
> 
> Khosan
im not going with either side on this comment but i would like to say:
a fair amount of wizards have invested alot of time and energy into
coding things for this game.
some of you have invested money in one way or another.
so have some players.
Would you really want that to be wasted, for the game to just die?
this goes both ways.
there is a lack of appreciation shown for good changes and alot of
whining for the bad.
I also dont think that there is enough consulting the players on
major changes.
A little down tune here a little up tune here is one thing.
But when a change is made that effects the way the game is played.
Or just anything that has a 'major' impact is done, the players
should be consulted.
I think at this point the wizards know who to consult, who will give
real feed back and who will whine. And it is a glance at a plaque or
two to see who is active these days.
Many of us have noticed a decline in parties in general wether it be
exp or eq. I am not attributing it to these exact changes, but alot
of it does have to do with that attitude. "If you don't like it, go
somewhere else."
Well whats the point of putting your time/energy/finances into a
game, if no one of very little people bother playing it?
The wizards are appreciated for giving us something to do, a fun
game to play and a nifty place/way to socialize online.
Id love to see this game continue to grow, and I would love to see
both sides of this work out. If do not want your time to have been
'wasted' then we do need some sort of compromise. It's not hard to
ask how players feel a tune would impact thier want to play the
game. I think that in itself, regardless of wether it had an impact
on the final tune or not would make alot of people happy and keep
them playing your game.
If this is not your goal, if you do not want people to think this is
the best mud, and love it, and continue to play here. and contribute
to its growth. What are you coding this for?

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

poster: Zifnab
subject: >>>>>>>triangle
date: Mon Sep 15 23:58:08 2003

> somewhere else."
> Well whats the point of putting your time/energy/finances into a
> game, if no one of very little people bother playing it?
> The wizards are appreciated for giving us something to do, a fun
> game to play and a nifty place/way to socialize online.
> Id love to see this game continue to grow, and I would love to see
> both sides of this work out. If do not want your time to have been
> 'wasted' then we do need some sort of compromise. It's not hard to
> ask how players feel a tune would impact thier want to play the
> game. I think that in itself, regardless of wether it had an impact
> on the final tune or not would make alot of people happy and keep
> them playing your game.
> If this is not your goal, if you do not want people to think this is
> the best mud, and love it, and continue to play here. and contribute
> to its growth. What are you coding this for?

its a fine line to walk between doing what the players want and what makes 
sense. Personally I think we do a very good job of working that out
pretty evenly if you look at the last few years. In fact I would go so far
to say that there have been more good changes for playes than bad
I could be mistaken on this it is from my faulty memory.

Given that if you try to ask every player what they want you will be
stuck in an endless line of 'exp buttons', 'commands to summon
monsters to me', monsters
in my castle etc.. It is really hard from both a wiz and a player
perspective to stay
objective.

This 'triangle' is no differant than any other feature in an area.
It is left to the builders to decide what to do with their
areas. If any of you make an area you would be free to adjust
it in that same manner.

I hardly think thats it fair to ask what we are coding this for. Again its a 
fine balance between doing what is right for the game and right 
in each players mind. At best you are lucky if 50% of the mud hates something 
and 50% likes it.

As for wasting time. I have already wasted an enormous amount of time
on this game. Yes its still wasted as I cannot get it back but it has been
fun. When it stops being fun or players decide they do not like this mud 
anymore I will quietly go away and find somewhere else to spend
my little free time. That is not to say that I want that to happen, but 
when it does I will accept it and consider this a very successful mud.

Anyway done rambling dinner awaits.

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

poster: Rizzly
subject: >>>>>>>triangle
date: Mon Sep 15 23:58:50 2003

I see it this way.  These various changes that have been made (the
triangle and the rift are the ones Quillz mentioned) in and of
themselves are not very big.  Changing the rift to alter the correct
path every once in a while is more of an annoyance than anything
major.  The triangle is a little different, since many parties use
it to travel together, but still, in and of itself it is not a
"major" change to the game, since players can still use ferries,
portals, lodes, navs, etc, etc, etc to get around.  I think what the
problem really is, is that, while all these specific changes aren't
very large, together they tend to add up and change the overall
playing experience.

I also know that it is the tendency of players to bitch about
changes they don't like, and to take for granted alterations they do
like.  I think what must be considered here is the kind of playing
experience people are looking for when they come here.  We all know
that this isn't a very mentally challenging (stimulating, even?)
game.  But still, it's a whole lot of fun.  The wizards, I think, do
what they do in an attempt to keep the playerbase more interested by
adding new or different elements to the game (I'm just throwing this
out there as an assumption.. I don't know if it's actually true). 
But I think that one thing which must be looked at is the worth of
many of the high level players here.  It's really tedious
accumulating 1g, 2g, 5g, 10g, and so forth, and it's a lot of
repetitious kill x monster, get x experience.  And yet, people still
do it, and people still play when they're high level.  That is the
key to my argument here: yes, it's not a very intellectual game, but
people still thoroughly enjoy it.  And we have to face the fact that
games get boring after a while.  This is just an extremely complex
game and, no matter what you do to it, people will always come and
others will always get bored.

Btw, I think I changed topics to how intellectual the game is in
reference to something Daneel, or maybe someone else, said about
some of the recent changes.  It sorta came out of nowhere.  But
anyway, I'm not going to say anything either positive or negative
about these changes, just that they have been made, and get over it.
 I thought that there was some kind of consultation group the
wizards used to get the feel of how certain groups of players would
feel about certain changes, but if there isn't, I would strongly
suggest one.

I think I'm done now, cause I can't think of anything else to say.

-Rizzly

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

poster: Wildchild
subject: >>>neck and amulet
date: Tue Sep 16 00:11:27 2003

On Mon Sep 15 14:03:27 2003 Zifnab wrote post #576:
> > comparing them to other equipment such as armours and weapons, one
> > could say that practically every piece of coveted IoM eq is
> > technically an amulet. Therefore, _if_ we're aiming for realism,
> > perhaps we should recode all +stat equipment to have it's bonuses
> > nullified when a second +stat equipment is worn or wielded by the
> > player.
> > 
> > Otherwise, we can leave a little of that realism behind, and
> > continue with the fun that is currently allowed by the eq
> > combinations that we currently have.
> > 
> > Hope this clears things up a bit.
> > 
> > - Tranquil
> > 
> 
> It is possible I remember this incorrectly, but I am pretty sure we have
both
> slots because at some point in the muds life wizards were able to name
their 
> own slot with no limits. In order to control that we combined all the slots 
> already in the game so we didnt lose any equipment.

That pretty much sums it up, Zif.

There were some rather radical slots that were eliminated, and the
discussion of neck vs amulet does pop up now and then, but it was
standardized, god, 5 years ago now atleast, so things seem to have
worked pretty well. ;)

Now, the only slot I'd argue against having, personally, is the eye slot. :)

-WildChild

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

poster: Korthrun
subject: chan_event chan_plaque
date: Tue Sep 16 03:02:35 2003

can we get these colors seperated?

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

poster: Zifnab
subject: >chan_event chan_plaque
date: Tue Sep 16 03:05:38 2003

On Tue Sep 16 03:02:35 2003 Korthrun wrote post #583:
> can we get these colors seperated?
it was just bug reported 2 minutes ago.

Was not supposed to be that way.

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

poster: Korthrun
subject: >>chan_event chan_plaque
date: Tue Sep 16 03:06:11 2003

On Tue Sep 16 03:05:38 2003 Zifnab wrote post #584:
> On Tue Sep 16 03:02:35 2003 Korthrun wrote post #583:
> > can we get these colors seperated?
> it was just bug reported 2 minutes ago.
> 
> Was not supposed to be that way.
sorry for the repoition, was just talking about it with daran and
didnt realise he posted it

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

poster: Tahnval
subject: >>>>neck and amulet
date: Tue Sep 16 03:28:52 2003

All we need is a groin slot for the Purple Penis Protector and
the Chrome Cunnus Cover.  Yeah, OK, that last one is
somewhat of a tautology but it's the best I could
do at the moment.

(cunnus is the Latin word for a woman's vulva.  It's
derived from an old Latin verb meaning "to protect, to
cover [protectively]")

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

poster: Baer
subject: >>>>>>>>triangle
date: Tue Sep 16 04:41:14 2003

Khosan wrote:
> I am afraid that only the wizards that do the actual work have
> a vote on what changes are made or not. The only vote you get,
> is your choice of which mud to idle on.

I like new things being added and encourage wizs and builders to do
so. What confuses me (and other older players like Quillz) is
changes to existing things. 

If they are implemented well, like the triangle seems to be, good job. 

But look what happened when we got a new major city: All the old
directions we had memorized (the weapon shop is 11 north of the
armor shop!) have changed, and the map we were given does not
accurately tell you where/how to get to anywhere now because there
are missing rooms.

Those wizards who are doing the 'voting' should be careful they do
not alienate the same playerbase they are trying to provide service
for.

Baer

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

poster: Rancor
subject: >>>>>>>>>triangle
date: Tue Sep 16 05:44:40 2003

On Tue Sep 16 04:41:14 2003 Baer wrote post #587:
> Khosan wrote:
> > I am afraid that only the wizards that do the actual work have
> > a vote on what changes are made or not. The only vote you get,
> > is your choice of which mud to idle on.
> 
> I like new things being added and encourage wizs and builders to do
> so. What confuses me (and other older players like Quillz) is
> changes to existing things. 
> 
> If they are implemented well, like the triangle seems to be, good job. 
> 
> But look what happened when we got a new major city: All the old
> directions we had memorized (the weapon shop is 11 north of the
> armor shop!) have changed, and the map we were given does not
> accurately tell you where/how to get to anywhere now because there
> are missing rooms.
> 
> Those wizards who are doing the 'voting' should be careful they do
> not alienate the same playerbase they are trying to provide service
> for.
> 
> Baer
There are changes that are made and are logical ones or ones that
just take a bit of getting use to.  Changes are and always will be
something that needs getting used to.  and it is only after we get
used to something that we can offer real advice or real takes on
something.  when a change is made complaints are made.  always has
been that way always will be that way.  but once things settle down
a bit true takes on the change can be heard and taken.  


The rift is a change that is not all that bad.  I think the time in
which a direction changes within the maze is a bit short.  as you do
not always find the changed direction before the next has changed
then you have 2 changed directions and it just snoballs.  Minor if
anything.   The triagle well I have not used it since the change. 
if it has changed that much it will just make 10 levels in rogue or
navs or lodes or any other way of travel more important.  after all
the ferry drivers need to make a living.

I think that changes should be open for even more trweaking at all
times.   not all changes can be cut and dry especially when changing
something that has been in place for some time.  


I think there is a huge gap betwen players and wizards atm.  one
that has been caused by much complaining and strife and agravation
from both sides.  I don't know how many times I have heard wizards
basicly brush off players and I dpon't know how many millions upon
millions of things are complained and flamed weekly in the news.  It
is a two sided affair.  but what we are overlooking is the gap that
all this is putting between the 2 parts that make this game work. 
Without wizards we would not have this game and without players
wizards would not be here as well.  We need each other and it is
about time we stop arguing and actually put our heads together and
do something useful with one another.

Rancor

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

poster: Moridin
subject: >>>>neck and amulet
date: Tue Sep 16 08:49:10 2003

On Tue Sep 16 00:11:27 2003 Wildchild wrote post #582:
> That pretty much sums it up, Zif.
> 
> There were some rather radical slots that were eliminated, and the
> discussion of neck vs amulet does pop up now and then, but it was
> standardized, god, 5 years ago now atleast, so things seem to have
> worked pretty well. ;)
> 
> Now, the only slot I'd argue against having, personally, is the eye slot. :)
> 
> -WildChild
could make it a face slot? would make sense for the masks at least, since
quite a few of them cover the face and not just the eyes, though, seems to 
work well enough as it is now too, heh

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

poster: Daneel
subject: wiz/player consulting, tec.
date: Tue Sep 16 18:06:17 2003

For really major play-based changes, players do (usually) get 
consulted.  There is a mud_issues newsgroup/chat list where 
we do this.  If you're interested in getting on it, let me know.
It's not an automatic acceptance, however - we want the group 
relatively small, representative, and it needs to be made of
people we can trust pretty implicitly, and whos comments we 
can trust not to be overly self-interested.

As to wizards ignoring players... well, there are a lot of 
really stupid ideas out there.  On the other hand, I've often
found myself checking if something really is a bug while 
simultaneously explaining to the player it's MIS - and 
sometimes being wrong, and finding an actual bug.  It's 
easy to do, and I appologize in advance to anyone to whom I
do that.

As to changes like the rift and the triangle:
(a) they are relatively minor changes.
(b) They are done by the creator, to make them more in line
with his intention.  If an area creator wants to do that, 
that's their perogative, as long as the changes 
don't make the area get past our area rules. (Well, by or 
with the consent of).

     -Daneel

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

poster: Kaos
subject: >wiz/player consulting, tec.
date: Tue Sep 16 18:07:41 2003

> well, there are a lot of 
> really stupid ideas out there. 

quoted for truth

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

poster: Daneel
subject: >wiz/player consulting, tec.
date: Tue Sep 16 18:31:44 2003

I just half to add one more thing...
again, 
> As to wizards ignoring players... 

We all get a bit sick of players asking for something to be 
fixed, without even bothering to check for themselves if it's 
actually broken.

Similarly, people asking for guild X to get the capability to
do Y, without even trying it first to see if it already can.
(MA is my particular pet peeve there, I rather think they are 
perfectly capable of acting together as EQ blasters; until it
gets proved to me (by actually trying it) that they can't, I 
don't see any real need to change them to make it so they can).

         -Daneel

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

poster: Quillz
subject: >>>>>>>>>>triangle
date: Wed Sep 17 02:00:18 2003

I like rancor's "kiss and make up' idea ;-)
you rock rankwhore

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

poster: Rancor
subject: >>>>>>>>>>>triangle
date: Wed Sep 17 04:55:45 2003

On Wed Sep 17 02:00:18 2003 Quillz wrote post #593:
> I like rancor's "kiss and make up' idea ;-)
> you rock rankwhore
Well seriously no matter what gets brought up it is always wizards
against players...... players against wizards. it is dumb, idotic
and retarded  no matter who's side you look at it is not a good way
to do things.  Only took me 4 years of customer service exp to
realize that being bitchy and complaining gets you nowhere in life. 

Rancor

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

poster: Quillz
subject: >>>>>>>>>>>>triangle
date: Wed Sep 17 16:34:09 2003

On Wed Sep 17 04:55:45 2003 Rancor wrote post #594:
> On Wed Sep 17 02:00:18 2003 Quillz wrote post #593:
> > I like rancor's "kiss and make up' idea ;-)
> > you rock rankwhore
> Well seriously no matter what gets brought up it is always wizards
> against players...... players against wizards. it is dumb, idotic
> and retarded  no matter who's side you look at it is not a good way
> to do things.  Only took me 4 years of customer service exp to
> realize that being bitchy and complaining gets you nowhere in life. 
> 
> Rancor
so quit bitching!
Q

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

poster: Celine
subject: Magical Statue Event
date: Thu Sep 18 03:41:26 2003

we dont die when we continue to touch it, just lowers us to 0 hp.
fair nuff, but how about throw in a 1 in 10 chance that we do die..
just cause it'd be funnier. thanks

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

poster: Denim
subject: Kill Stealing
date: Sun Sep 21 21:41:34 2003

Hello, i'm just curious as to what exactly can prevent someone from
stealing your kill when you have the monster down to a reasonable
percentage.

Apparently nothing :) i was killing vikings during viking attack, i
would get them down to around 30% health or so, and tranquil would
enter the room attack and kill them without even second thought of
it.

And of course there was not a damn thing i could do, except for try
to get the kill myself, and when someone is worth 2g more than you,
it's not easy to do more dmg than them

I don't think i should have to compete for a kill with someone who
has just walked into the room and decides to kill the monster i have
near death, i think thats bullshit.

Please find some way of preventing kill stealing between players,
people like tranquil make me feel as though this mud has no sense of
rules or harassment towards the subject of kill stealing, which i
know has never been too enforced very much.

Denim, pissed off

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

poster: Ronan
subject: >Kill Stealing
date: Sun Sep 21 21:43:28 2003

On Sun Sep 21 21:41:34 2003 Denim wrote post #598:
> Hello, i'm just curious as to what exactly can prevent someone from
> stealing your kill when you have the monster down to a reasonable
> percentage.
> 
> Apparently nothing :) i was killing vikings during viking attack, i
> would get them down to around 30% health or so, and tranquil would
> enter the room attack and kill them without even second thought of
> it.
> 
> And of course there was not a damn thing i could do, except for try
> to get the kill myself, and when someone is worth 2g more than you,
> it's not easy to do more dmg than them
> 
> I don't think i should have to compete for a kill with someone who
> has just walked into the room and decides to kill the monster i have
> near death, i think thats bullshit.
> 
> Please find some way of preventing kill stealing between players,
> people like tranquil make me feel as though this mud has no sense of
> rules or harassment towards the subject of kill stealing, which i
> know has never been too enforced very much.
> 
> Denim, pissed off
Kill them ALL!
Ronana

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

poster: Darc (Web) 
subject: >Kill Stealing
date: Sun Sep 21 21:43:57 2003



> 

> Please find some way of preventing kill stealing between players,

> people like tranquil make me feel as though this mud has no sense of

> rules or harassment towards the subject of kill stealing, which i

> know has never been too enforced very much.

> 

> Denim, pissed off



AGREED 100%

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

poster: Ronan
subject: >>Kill Stealing
date: Sun Sep 21 21:46:09 2003

On Sun Sep 21 21:43:57 2003 Darc (Web)  wrote post #600:
> 

> > 

> > Please find some way of preventing kill stealing between players,

> > people like tranquil make me feel as though this mud has no sense of

> > rules or harassment towards the subject of kill stealing, which i

> > know has never been too enforced very much.

> > 

> > Denim, pissed off

> 

> AGREED 100%
Pls Call 1-I-KILL-STEAL and I will show you the way.

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

poster: Chrono
subject: >Kill Stealing
date: Sun Sep 21 21:51:07 2003

wooooooooooo add more restrictions and rules, that's always more fun

shrug events have really always been treated as a free for all,
someone steals your kill, report it to an admin, and if they
continue to do so, just report it and if the wizzes catch the person
"harrassing" you, they'll most likely be punished in some manner

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

poster: Tranquil
subject: >>Kill Stealing
date: Sun Sep 21 21:58:31 2003

> Hello, i'm just curious as to what exactly can prevent someone from
> stealing your kill when you have the monster down to a reasonable
> percentage.
> 
> Apparently nothing :) i was killing vikings during viking attack, i
> would get them down to around 30% health or so, and tranquil would
> enter the room attack and kill them without even second thought of
> it.

Yes, you're correct. There is very little to nothing you can do
about it. Firstly, vikings are event mobs, and it's widely accepted
that event mobs are a free-for-all. I have encountered this with a
number of events, as have many other players, I am sure.

> And of course there was not a damn thing i could do, except for try
> to get the kill myself, and when someone is worth 2g more than you,
> it's not easy to do more dmg than them
> 
> I don't think i should have to compete for a kill with someone who
> has just walked into the room and decides to kill the monster i have
> near death, i think thats bullshit.

Simple answer to this one, and you're quite welcome to take it
literally: Mud here more often to make xp and resume stealing
'n00bies' kills. Of course, whether anyone actually wants you here
more often is another story, but in this case I believe that is not
really relevant.

I agree wholeheartedly that it's bullshit that a player should have
to compete with some twit for kills, It was bullshit when you used
to do it to random newbies and anyone you felt needed to be 'taught
a lesson', to make yourself feel superior over such n00bs, and it is
bullshit now. Still, what goes around comes around, as the saying
goes.

> Please find some way of preventing kill stealing between players,
> people like tranquil make me feel as though this mud has no sense of
> rules or harassment towards the subject of kill stealing, which i
> know has never been too enforced very much.

There is a simple and easy way of being sure that no-one will steal
your kills. Don't log on. Of course, that would stop you from
verbally harassing and slandering other players for those times you
are here, which I am sure would just break your stony heart.

> Denim, pissed off

- Tranquil doesn't get mad, she gets even.


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

poster: Jaguar
subject: >Kill Stealing
date: Sun Sep 21 22:57:07 2003

I have to concur with the kill stealing, and complain about it's
natural followup, item stealing. The fact that it is an event means
nothing, if a player is in a room with items on the floor, there is
fair chance that these items belong to that player. An event is not
"free-for-all". Showing a bit of courtesy for the players around you
isn't hard but it goes a long way.
Earn your own kills and get your own items.

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

poster: Lu
subject: >>Kill Stealing
date: Sun Sep 21 23:00:31 2003

On Sun Sep 21 21:51:07 2003 Chrono wrote post #602:
> wooooooooooo add more restrictions and rules, that's always more fun
> 
> shrug events have really always been treated as a free for all,
> someone steals your kill, report it to an admin, and if they
> continue to do so, just report it and if the wizzes catch the person
> "harrassing" you, they'll most likely be punished in some manner
Since when is kill stealing ok in events? The only time i think kill
stealing is apllicable is azarian attack, when the ladder
drops(thats how I see it atleast, feel free to disagree) I have
NEVER seen anyone kill an azarian that someone else was working on,
even if said person was healing or whawtever, injured azarians are
off limits, except in extrenuating circumstances, well now, i said
enough, p.s. kill stealing shouldn't be made preventable, cause that
would cause for meningless code etcetc
players should just be considerate of the rest of their player base

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

poster: Rancor
subject: >>>Kill Stealing
date: Sun Sep 21 23:25:05 2003

On Sun Sep 21 21:58:31 2003 Tranquil wrote post #603:
> > Hello, i'm just curious as to what exactly can prevent someone from
> > stealing your kill when you have the monster down to a reasonable
> > percentage.
> > 
> > Apparently nothing :) i was killing vikings during viking attack, i
> > would get them down to around 30% health or so, and tranquil would
> > enter the room attack and kill them without even second thought of
> > it.
> 
> Yes, you're correct. There is very little to nothing you can do
> about it. Firstly, vikings are event mobs, and it's widely accepted
> that event mobs are a free-for-all. I have encountered this with a
> number of events, as have many other players, I am sure.
> 
> > And of course there was not a damn thing i could do, except for try
> > to get the kill myself, and when someone is worth 2g more than you,
> > it's not easy to do more dmg than them
> > 
> > I don't think i should have to compete for a kill with someone who
> > has just walked into the room and decides to kill the monster i have
> > near death, i think thats bullshit.
> 
> Simple answer to this one, and you're quite welcome to take it
> literally: Mud here more often to make xp and resume stealing
> 'n00bies' kills. Of course, whether anyone actually wants you here
> more often is another story, but in this case I believe that is not
> really relevant.
> 
> I agree wholeheartedly that it's bullshit that a player should have
> to compete with some twit for kills, It was bullshit when you used
> to do it to random newbies and anyone you felt needed to be 'taught
> a lesson', to make yourself feel superior over such n00bs, and it is
> bullshit now. Still, what goes around comes around, as the saying
> goes.
> 
> > Please find some way of preventing kill stealing between players,
> > people like tranquil make me feel as though this mud has no sense of
> > rules or harassment towards the subject of kill stealing, which i
> > know has never been too enforced very much.
> 
> There is a simple and easy way of being sure that no-one will steal
> your kills. Don't log on. Of course, that would stop you from
> verbally harassing and slandering other players for those times you
> are here, which I am sure would just break your stony heart.
> 
> > Denim, pissed off
> 
> - Tranquil doesn't get mad, she gets even.
> 
yes yes here we go another don't like it don't play here.  wow that is LAME
Rancor

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

poster: Mintorus (Web) 
subject: >Kill Stealing
date: Mon Sep 22 00:56:57 2003

It is quite possible, but probably not in this case, that if you have a player

on ignored that you dont even see them in the room. You check all directions & no one is around. Why cant you finish off the mob. Now this could happen to someone like denim as he has the worlds biggest ignore list & i believe pleanty of people ignore him too, i know i do.

   I do not agree with kill stealing, but this is one cenario where it might happen quite acidently. To all those mudder out there do NOT kill steal its quite the anti-social thing.

Minto.


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

poster: Mintorus (Web) 
subject: >Kill Stealing
date: Mon Sep 22 00:57:21 2003

It is quite possible, but probably not in this case, that if you have a player

on ignored that you dont even see them in the room. You check all directions & no one is around. Why cant you finish off the mob. Now this could happen to someone like denim as he has the worlds biggest ignore list & i believe pleanty of people ignore him too, i know i do.

   I do not agree with kill stealing, but this is one cenario where it might happen quite acidently. To all those mudder out there do NOT kill steal its quite the anti-social thing.

Minto.


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

poster: Tahnval
subject: >>Kill Stealing
date: Mon Sep 22 02:38:12 2003

On Sun Sep 21 21:43:57 2003 Darc (Web)  wrote post #600:
> 

> > 

> > Please find some way of preventing kill stealing between players,

> > people like tranquil make me feel as though this mud has no sense of

> > rules or harassment towards the subject of kill stealing, which i

> > know has never been too enforced very much.

> > 

> > Denim, pissed off

> 

> AGREED 100%
In the time I've been here, the general etiquette has been that
anything is allowed during an event.  I don't go along with
that personally, but I seem to be in a minority.

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

poster: Zifnab
subject: >>>Kill Stealing
date: Mon Sep 22 03:09:48 2003

On Mon Sep 22 02:38:12 2003 Tahnval wrote post #609:
> On Sun Sep 21 21:43:57 2003 Darc (Web)  wrote post #600:
> > 

> > > 

> > > Please find some way of preventing kill stealing between players,

> > > people like tranquil make me feel as though this mud has no sense of

> > > rules or harassment towards the subject of kill stealing, which i

> > > know has never been too enforced very much.

> > > 

> > > Denim, pissed off

> > 

> > AGREED 100%
> In the time I've been here, the general etiquette has been that
> anything is allowed during an event.  I don't go along with
> that personally, but I seem to be in a minority.


This is directed at no one in particular just picked a spot
to reply..

Instead of bickering back and forth present an option to solve
it that doesn't include PK or wizards intervening since not
a single wizard has time to sit and dispute this he said/she said
crap.

Any ideas I can come up with you will not like for other reasons
so lets here them. Post in news your ideas to fix the issue
again PK and wizard intervention is not going to be an option.

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

poster: Wagro
subject: >>>>Kill Stealing
date: Mon Sep 22 04:42:29 2003

Well, could bring back that old player court idea.
Could possibly have a bunch of lists of different offences (kill
stealing, running out on a deal, harassing someone, etc) So you go
down to the court, you file a quick complaint. If a certain player
gets X number of complains (all from different people, especially
secondaries, and perhaps make a minimum level requirement) That
player is called to a court hearing with a jury of several players.
Said offender and all the occusers will be able to tell their
sides.
At the end of this, the jury can vote guilty or note guilty, and if
the player is found guilty, they can be automatically fined a
certain amount of exp/gold/tps, and any other punishments we can
think up :)

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

poster: Baer
subject: Challenge monster
date: Mon Sep 22 05:14:14 2003


A player (the challenger) may issue a challenge to a monster (with a
command or a fast skill). While this monster is challenged, a flag
is set on the short description of the monster (Challenged by Baer).
A challenged monster may not be attacked by any player other than
the challenger, or a member of the challenger's party.

A challenge is successful when all these conditions are met
1) The challenger is not in a party, or is the leader of a party.
2) The challenger does not currently have another challenge elsewhere.
3a) The monster challenged is in full health OR
3b) The challenge is a re-issue of an earlier challenge that had
expired, and rules 1 and 2 above are true.

A challenge expires when any of these conditions are met.
1) Timeout, a challenge can exist for only X minutes maximum, where
X may be 10.
2) The monster regains full health.
3) The monster dies.
4) The challenger enters combat with a different monster.
5) The monster enters combat of its own will (eg assisting another
monster, or reacting to an area attack)

When a challenge is issued, it forces the challenger and the monster
into combat.

This method would make challenging monsters something you do only
when it is needed, as most players would rather begin combat with a
spell or skill. It also stops 'bagsing' monsters by challenging them
and walking away. A challenge could cost some sp/ep/hp to prevent
over use.

A player should easily see which monster is challenged, and any
attempt to damage it would be blocked (like pk). If a challenged
monster is killed by a player other than the challenger it is deemed
bug abuse and dealt with appropriately.

This system can never be perfect (eg problems with areas) - but I
think it is a start. Feedback?

Baer

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

poster: Quillz
subject: >>>>Kill Stealing
date: Mon Sep 22 05:16:05 2003

On Sun Sep 21 23:25:05 2003 Rancor wrote post #606:
> On Sun Sep 21 21:58:31 2003 Tranquil wrote post #603:
> > > Hello, i'm just curious as to what exactly can prevent someone from
> > > stealing your kill when you have the monster down to a reasonable
> > > percentage.
> > > 
> > > Apparently nothing :) i was killing vikings during viking attack, i
> > > would get them down to around 30% health or so, and tranquil would
> > > enter the room attack and kill them without even second thought of
> > > it.
> > 
> > Yes, you're correct. There is very little to nothing you can do
> > about it. Firstly, vikings are event mobs, and it's widely accepted
> > that event mobs are a free-for-all. I have encountered this with a
> > number of events, as have many other players, I am sure.
> > 
> > > And of course there was not a damn thing i could do, except for try
> > > to get the kill myself, and when someone is worth 2g more than you,
> > > it's not easy to do more dmg than them
> > > 
> > > I don't think i should have to compete for a kill with someone who
> > > has just walked into the room and decides to kill the monster i have
> > > near death, i think thats bullshit.
> > 
> > Simple answer to this one, and you're quite welcome to take it
> > literally: Mud here more often to make xp and resume stealing
> > 'n00bies' kills. Of course, whether anyone actually wants you here
> > more often is another story, but in this case I believe that is not
> > really relevant.
> > 
> > I agree wholeheartedly that it's bullshit that a player should have
> > to compete with some twit for kills, It was bullshit when you used
> > to do it to random newbies and anyone you felt needed to be 'taught
> > a lesson', to make yourself feel superior over such n00bs, and it is
> > bullshit now. Still, what goes around comes around, as the saying
> > goes.
> > 
> > > Please find some way of preventing kill stealing between players,
> > > people like tranquil make me feel as though this mud has no sense of
> > > rules or harassment towards the subject of kill stealing, which i
> > > know has never been too enforced very much.
> > 
> > There is a simple and easy way of being sure that no-one will steal
> > your kills. Don't log on. Of course, that would stop you from
> > verbally harassing and slandering other players for those times you
> > are here, which I am sure would just break your stony heart.
> > 
> > > Denim, pissed off
> > 
> > - Tranquil doesn't get mad, she gets even.
> > 
> yes yes here we go another don't like it don't play here.  wow that is LAME
> Rancor
What do you expect from someone who tries to get even just cuz?  
And fyi, I agree with Denim.  Not necessarily on stopping kill
stealing, but at least some sort of punishment for fuckheads like
Tranquil.
And Rancor rules. 
Q - who would LOVE for this mud to be PK so we could solve kill
stealing in our own way - or at least attempt to.

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

poster: Quillz
subject: >>>>>Kill Stealing
date: Mon Sep 22 05:19:09 2003

Just fyi - I replied to this shit before I read zif's post.  
Everyone knows I'm pro-pk anyway.  If you didn't, well, you know now. 
Q

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

poster: Tahnval
subject: >Challenge monster
date: Mon Sep 22 05:29:58 2003

I like that.  The only problem I can see offhand is that 
it only prevents kill stealing by players without an area
attack.  Those with an area attack can just open up with
it and cancel the challenge someone else has on the mob.

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

poster: daneel (Web)
subject: Kill Stealing
date: Mon Sep 22 05:51:08 2003

I really don't believe this is a big enough issue to warrant a 

single line of code written for it.



It is a really rare thing.  Frankly, if it isn't a really rare 

thing for you, it's probably because you've done similar things 

to others in the past.



If you can't deal with the occasional mistake politely, grow up.



If you can't make peace with the much more occasional purposeful

kill-stealer, either grow up or (if they will not make peace) 

use some sort of in-game sanction, like stoping partying with 

them, and publicly declaring why.



AFAIK, kill-stealing is not, nor has it ever been, illegal.  

Harrassment is illegal.  Repeated kill-stealing from the same 

person is harrassment.  I get really tired of complaints on the

order of "X stole my kill, please sanction him" for what are 

clearly one-time, accidental incidents (not saying that's what 

this was, but 99% of the incidents I hear about are exactly 

that).



Dealing with something this rare through code or rules is just 

plain overkill.  Grow up, play nice, and do unto others as you 

want done unto you (as opposed to, perhaps, doing unto them as 

they did unto you), and we won't need this sort of discussion.



              -Daneel


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

poster: Energystar
subject: >Kill Stealing
date: Mon Sep 22 08:37:17 2003

I kind of like wagro's court idea.
I think it would be a good way to allow players to take care of
matters like these, so the wizzes don't have to deal with it.
Though Daneel is right, I don't think intentional kill stealing
happens very often, but it does happen, along with other player v.
player incidents that have very little remedy other than whining to
the nearest wiz or news group.
Then again, an all-player court system would give plenty of people
something else to bitch about.
Anywho, i like the idea.
Give me a gavel.
--es.

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

poster: Ant
subject: >>Kill Stealing
date: Mon Sep 22 09:54:12 2003

Wagro's court idea could be fun, but the first problem that pops to
mind is finding an unbiased jury...

Also, I have this nagging feeling that it'd be much work for little
use...

- Ant, the sceptic

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

poster: Draco (Web) 
subject: >>>Kill Stealing
date: Mon Sep 22 13:47:28 2003

On Mon Sep 22 09:54:12 2003 Ant wrote post #618 in ideas:

> Wagro's court idea could be fun, but the first problem that pops to

> mind is finding an unbiased jury...

> 

> Also, I have this nagging feeling that it'd be much work for little

> use...

> 

> - Ant, the sceptic

UHOH it is time for Draco's bit of useless dribble now that i have read page after page of this stupid crap.



where to start off.



1) stop being dicks to each other, if you see a wounded monster, even if noone is around, dont attack it, you may have that person ignored, or they may have died and are travelling back, or maybe they wanted to run quick and get prots or potions or something of that nature. if it says "MONSTER_NAME (wounded)", dont touch it.



2) Why do we have to argue about this stupid kill stealing crap every week or two. look at it this way, IT IS A GAME. i know that is hard for some of you to accept, but this really IS just a game, stop being little children. if someone does accidentally kill steal, try talking to them, if they wont talk to you, make sure they arent botting, if they arent botting, publicly denounce that person as a kill stealer on channels, dont use news, we dont need more 20 replied topics such as this one, its just annoying to read that much whining.



3) I am over in bosnia right now, i can't even log in to play, at least you can log in and talk to people and kill stuff and gain exp anyway, so why  bitch about it? at least you get to do SOMETHING.I can't even log in to assist clanmates in getting equipment from the clan safes for gods sake.



I think i have made my point here now. So please, think about what i said, and top this useless arguement.



-The ever-tired army brat Draco

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

poster: Kaos
subject: >>>>Kill Stealing
date: Mon Sep 22 14:08:32 2003

> 3) I am over in bosnia right now, i can't even log in to play, at least
you can log in and talk to people and kill stuff and gain 
> exp anyway, so why  bitch about it? at least you get to do SOMETHING.I
can't even log in to assist clanmates in getting equipment 
> from the clan safes for gods sake.

the world cries for you.

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

poster: Belgarion
subject: Race lead items
date: Mon Sep 22 14:30:53 2003

Hi!
Maybe make race lead items weight 0, this would prevent loss of race
lead items when full inv etc.
just a thought i had.
Belg

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

poster: Uno
subject: >>>>Kill Stealing
date: Mon Sep 22 15:27:03 2003

On Mon Sep 22 13:47:28 2003 Draco (Web)  wrote post #619:
> 

> 1) stop being dicks to each other, if you see a wounded monster, even if
noone is around, dont attack it, you may have that person ignored, or they
may have died and are travelling back, or maybe they wanted to run quick and
get prots or potions or something of that nature. if it says "MONSTER_NAME
(wounded)", dont touch it.

> 

> 2) Why do we have to argue about this stupid kill stealing crap every week
or two. look at it this way, IT IS A GAME. i know that is hard for some of
you to accept, but this really IS just a game, stop being little children.
if someone does accidentally kill steal, try talking to them, if they wont
talk to you, make sure they arent botting, if they arent botting, publicly
denounce that person as a kill stealer on channels, dont use news, we dont
need more 20 replied topics such as this one, its just annoying to read that
much whining.

> 

> 3) I am over in bosnia right now, i can't even log in to play, at least
you can log in and talk to people and kill stuff and gain exp anyway, so why
 bitch about it? at least you get to do SOMETHING.I can't even log in to
assist clanmates in getting equipment from the clan safes for gods sake.

> 

> I think i have made my point here now. So please, think about what i said,
and top this useless arguement.

> 

> -The ever-tired army brat Draco
wait a second... you're in bosnia? I don't think you've ever
mentioned that before...

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

poster: Draco (Web) 
subject: >>>>>Kill Stealing
date: Mon Sep 22 20:38:44 2003

On Mon Sep 22 15:27:03 2003 Uno wrote post #622 in ideas:

> wait a second... you're in bosnia? I don't think you've ever

> mentioned that before...

haha funny funny guys, wow you make me laugh, i used that to prove a point that you people are bitching over far less troublesome things than i. if you dont want to read what i put in news...heres an idea...i know this sounds REALLY crazy, but it just might work, -DON'T READ IT-. i know i know, woah draco, i didnt know you could do that right? well you can, you dont want to here me using where i am as a very legit point setter, you dont have to read it



so, you got problems with what i say, DEAL WITH IT



-END OF DISCUSSION-

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

poster: Chrono
subject: >Kill Stealing
date: Mon Sep 22 22:09:56 2003

roffal @ draco!!1111

so don't read it, so where is the point to your post?


ps, new guilds plz

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

poster: Kaos
subject: >>Kill Stealing
date: Mon Sep 22 22:35:57 2003

On Mon Sep 22 22:09:56 2003 Chrono wrote post #624:
> roffal @ draco!!1111
> 
> so don't read it, so where is the point to your post?
> 
> 
> ps, new guilds plz
He said don't read it, and you did ahahaha

ps. we shouldn't be arguing in news, now that draco is in bosnia and all

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

poster: Korthrun
subject: >>>Kill Stealing
date: Mon Sep 22 23:08:19 2003

On Mon Sep 22 22:35:57 2003 Kaos wrote post #625:
> On Mon Sep 22 22:09:56 2003 Chrono wrote post #624:
> > roffal @ draco!!1111
> > 
> > so don't read it, so where is the point to your post?
> > 
> > 
> > ps, new guilds plz
> He said don't read it, and you did ahahaha
> 
> ps. we shouldn't be arguing in news, now that draco is in bosnia and all
eat your greens, there are starving childeren in snarfleheim.

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

poster: Wagro
subject: >>>Kill Stealing
date: Tue Sep 23 00:23:31 2003

On Mon Sep 22 09:54:12 2003 Ant wrote post #618:
> Wagro's court idea could be fun, but the first problem that pops to
> mind is finding an unbiased jury...
> 
> Also, I have this nagging feeling that it'd be much work for little
> use...
> 
> - Ant, the sceptic
Theres plenty of ways i can think of to unbais a jury
To begin with, if a jury member has either party on their friend or
ignore list, do not allow them on. Second, allow the defence to
remove up to X number of jurors from the jury and replace them with
a random person. Should also make sure that there is a large variaty
of players. Should be at least one person from each size of player
(1 highbie, midbie, lowbie), or maybe 2 or 3 of each. There would be
plenty of ways to make sure that the ruling is unbaised

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

poster: Daran
subject: Jury Idea
date: Tue Sep 23 00:24:37 2003

IMHO, there are too many factors for this to even remotely think
about trying to do. This will just create another thing that wizards
have to babysit

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

poster: Rancor
subject: >Jury Idea
date: Tue Sep 23 00:51:19 2003

On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> IMHO, there are too many factors for this to even remotely think
> about trying to do. This will just create another thing that wizards
> have to babysit
well as many people have already demostrated the mud has alot of
babies soo the wizards would not be doing anything out of the norm
Rancor

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

poster: Zifnab
subject: >Jury Idea
date: Tue Sep 23 00:59:56 2003

On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> IMHO, there are too many factors for this to even remotely think
> about trying to do. This will just create another thing that wizards
> have to babysit
I was just going to reply with that.

I want ideas that can be coded not that require a wiz to sit
and moderate it.

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

poster: Moose
subject: Create navigation stone
date: Tue Sep 23 01:16:36 2003

I just opened my safe, and did realize I have many power crystals in there.
Since power crystals are made of gems. I came up with an idea.. like
u could create a navigation stone of it. (when having the spell
trained offcourse)
think about it.. yes plz..
/Moosie

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

poster: Tahnval
subject: >>>Kill Stealing
date: Tue Sep 23 05:01:29 2003

On Mon Sep 22 22:35:57 2003 Kaos wrote post #625:
> On Mon Sep 22 22:09:56 2003 Chrono wrote post #624:
> > roffal @ draco!!1111
> > 
> > so don't read it, so where is the point to your post?
> > 
> > 
> > ps, new guilds plz
> He said don't read it, and you did ahahaha
> 
> ps. we shouldn't be arguing in news, now that draco is in bosnia and all
Why are you replying after Draco ordered the end of the discussion?

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

poster: Krankok
subject: >>>>Kill Stealing
date: Tue Sep 23 05:02:17 2003

draco, btw, is in bosnia. incase u didnt know

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

poster: Rancor
subject: >>>>Kill Stealing
date: Tue Sep 23 05:02:20 2003

On Tue Sep 23 05:01:29 2003 Tahnval wrote post #632:
> On Mon Sep 22 22:35:57 2003 Kaos wrote post #625:
> > On Mon Sep 22 22:09:56 2003 Chrono wrote post #624:
> > > roffal @ draco!!1111
> > > 
> > > so don't read it, so where is the point to your post?
> > > 
> > > 
> > > ps, new guilds plz
> > He said don't read it, and you did ahahaha
> > 
> > ps. we shouldn't be arguing in news, now that draco is in bosnia and all
> Why are you replying after Draco ordered the end of the discussion?
casue everyone likes useless things in the news.   seee I liked this
Rancor

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

poster: Rancor
subject: >>>>>Kill Stealing
date: Tue Sep 23 05:03:14 2003

On Tue Sep 23 05:02:17 2003 Krankok wrote post #633:
> draco, btw, is in bosnia. incase u didnt know
btw you are beating a dead horse are this point. congrats on being
the 3 million'th person to tell this joke
Rancor

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

poster: Rythion
subject: >>Jury Idea
date: Tue Sep 23 06:04:52 2003

On Tue Sep 23 00:59:56 2003 Zifnab wrote post #630:
> On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> > IMHO, there are too many factors for this to even remotely think
> > about trying to do. This will just create another thing that wizards
> > have to babysit
> I was just going to reply with that.
> 
> I want ideas that can be coded not that require a wiz to sit
> and moderate it.
Just remove mud and then you have nothing to moderate or waste your
time with :) 
-Rythion

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

poster: Daran
subject: >>>Jury Idea
date: Tue Sep 23 06:06:23 2003

On Tue Sep 23 06:04:52 2003 Rythion wrote post #636:
> On Tue Sep 23 00:59:56 2003 Zifnab wrote post #630:
> > On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> > > IMHO, there are too many factors for this to even remotely think
> > > about trying to do. This will just create another thing that wizards
> > > have to babysit
> > I was just going to reply with that.
> > 
> > I want ideas that can be coded not that require a wiz to sit
> > and moderate it.
> Just remove mud and then you have nothing to moderate or waste your
> time with :) 
> -Rythion
Nothing personal Rythion, but here's an idea, for everyone, if you
dont actually have an idea, just keep you thoughts that mean shit to
yourself.

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

poster: Rancor
subject: >>>>Jury Idea
date: Tue Sep 23 06:08:59 2003

On Tue Sep 23 06:06:23 2003 Daran wrote post #637:
> On Tue Sep 23 06:04:52 2003 Rythion wrote post #636:
> > On Tue Sep 23 00:59:56 2003 Zifnab wrote post #630:
> > > On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> > > > IMHO, there are too many factors for this to even remotely think
> > > > about trying to do. This will just create another thing that wizards
> > > > have to babysit
> > > I was just going to reply with that.
> > > 
> > > I want ideas that can be coded not that require a wiz to sit
> > > and moderate it.
> > Just remove mud and then you have nothing to moderate or waste your
> > time with :) 
> > -Rythion
> Nothing personal Rythion, but here's an idea, for everyone, if you
> dont actually have an idea, just keep you thoughts that mean shit to
> yourself.
so please daran keep your thoughts and means shit to yerself
Rancor

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

poster: Lu
subject: >>>>>>Kill Stealing
date: Tue Sep 23 07:32:37 2003

On Mon Sep 22 20:38:44 2003 Draco (Web)  wrote post #623:
> On Mon Sep 22 15:27:03 2003 Uno wrote post #622 in ideas:
> 
> > wait a second... you're in bosnia? I don't think you've ever
> 
> > mentioned that before...
> 
> haha funny funny guys, wow you make me laugh, i used that to prove a point
that you people are bitching over far less troublesome things than i. if you
dont want to read what i put in news...heres an idea...i know this sounds
REALLY crazy, but it just might work, -DON'T READ IT-. i know i know, woah
draco, i didnt know you could do that right? well you can, you dont want to
here me using where i am as a very legit point setter, you dont have to read
it
> 
> 
> 
> so, you got problems with what i say, DEAL WITH IT
> 
> 
> 
> -END OF DISCUSSION-
sniffle, why do you get to end the discussion, who died an made you
king of discussion enders, well here's an idea OINK!

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

poster: Litho
subject: >>>>>Kill Stealing
date: Tue Sep 23 12:16:10 2003

On Mon Sep 22 05:16:05 2003 Quillz wrote post #613:
> > > 
> > yes yes here we go another don't like it don't play here.  wow that is
LAME
> > Rancor
> What do you expect from someone who tries to get even just cuz?  
> And fyi, I agree with Denim.  Not necessarily on stopping kill
> stealing, but at least some sort of punishment for fuckheads like
> Tranquil.
> And Rancor rules. 
> Q - who would LOVE for this mud to be PK so we could solve kill
> stealing in our own way - or at least attempt to.
I fondly remember healing one of baer's mobs, and changing it's
align.  After you ask the person to stop, and they do not, it is
then considered a harassment issue.  The penalty is usually a 24
hour freeze (or 2 weeks if you're Hexus/Litho).

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

poster: Kaos
subject: >>>>>>Kill Stealing
date: Tue Sep 23 12:25:01 2003

On Tue Sep 23 05:03:14 2003 Rancor wrote post #635:
> On Tue Sep 23 05:02:17 2003 Krankok wrote post #633:
> > draco, btw, is in bosnia. incase u didnt know
> btw you are beating a dead horse are this point. congrats on being
> the 3 million'th person to tell this joke
> Rancor
Yeah, seriously, dude. It's enough already.
ps, draco will be in budapest in 2 weeks, then he won't be
in bosnia anymore

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

poster: Moridin
subject: >>>>>>Kill Stealing
date: Tue Sep 23 13:47:40 2003

;bahgtru2

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

poster: Rythion
subject: >>>>Jury Idea
date: Tue Sep 23 16:40:41 2003

On Tue Sep 23 06:06:23 2003 Daran wrote post #637:
> On Tue Sep 23 06:04:52 2003 Rythion wrote post #636:
> > On Tue Sep 23 00:59:56 2003 Zifnab wrote post #630:
> > > On Tue Sep 23 00:24:37 2003 Daran wrote post #628:
> > > > IMHO, there are too many factors for this to even remotely think
> > > > about trying to do. This will just create another thing that wizards
> > > > have to babysit
> > > I was just going to reply with that.
> > > 
> > > I want ideas that can be coded not that require a wiz to sit
> > > and moderate it.
> > Just remove mud and then you have nothing to moderate or waste your
> > time with :) 
> > -Rythion
> Nothing personal Rythion, but here's an idea, for everyone, if you
> dont actually have an idea, just keep you thoughts that mean shit to
> yourself.
-Like the post you just did as an example of what not to send?
People's thoughts obviously mean something to them, so they post
them, sure you might think their shit but then someone else might
not as well, you never know until after you post if everyone else
thought it was bad or not.
So you have to post them regardless, then soon enough you'll find
out if they are crappy and mean nothing or if they do mean
something, and usually the people that respond also think the idea
is important enough to respond to so it obviously means a lot more
than what people think....
If the post is that horrible you don't even want to accept the idea
then why post a followup saying it is stupid just to drag an
arguement, you can just not respond and then it will get lost like
thousands of other posts over the years.
Nothing wrong with people posting their ideas, after 10000 bad ideas
1 good idea is bound to show up, and it may be worth so much that it
could override the standards of many. 
If you can't deal with a little reading every time you log on, then
why do you log onto a mud that requires reading to play? It isn't
like the news posts get spit out like channel spam, so your
complaining seems more ridiculous and for thinking something means
shit you sure put a lot of time to respond to it.
-Rythion

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

poster: Draco (Web) 
subject: >>>>Jury Idea
date: Tue Sep 23 18:02:46 2003

On Tue Sep 23 06:06:23 2003 Daran wrote post #637 in ideas:

> On Tue Sep 23 06:04:52 2003 Rythion wrote post #636:

> > On Tue Sep 23 00:59:56 2003 Zifnab wrote post #630:

> > > On Tue Sep 23 00:24:37 2003 Daran wrote post #628:

> > > > IMHO, there are too many factors for this to even remotely think

> > > > about trying to do. This will just create another thing that wizards

> > > > have to babysit

> > > I was just going to reply with that.

> > > 

> > > I want ideas that can be coded not that require a wiz to sit

> > > and moderate it.

> > Just remove mud and then you have nothing to moderate or waste your

> > time with :) 

> > -Rythion

> Nothing personal Rythion, but here's an idea, for everyone, if you

> dont actually have an idea, just keep you thoughts that mean shit to

> yourself.

well since i cant moderate channels, NO SWEARING IN NEWS!!!! GNNNNN!!!! *Draco Explodes, what a mess!*

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

poster: Afkaserious
subject: >>>>Kill Stealing
date: Tue Sep 23 18:50:24 2003

On Tue Sep 23 00:23:31 2003 Wagro wrote post #627:
> On Mon Sep 22 09:54:12 2003 Ant wrote post #618:
> > Wagro's court idea could be fun, but the first problem that pops to
> > mind is finding an unbiased jury...
> > 
> > Also, I have this nagging feeling that it'd be much work for little
> > use...
> > 
> > - Ant, the sceptic
> Theres plenty of ways i can think of to unbais a jury
> To begin with, if a jury member has either party on their friend or
> ignore list, do not allow them on. Second, allow the defence to
> remove up to X number of jurors from the jury and replace them with
> a random person. Should also make sure that there is a large variaty
> of players. Should be at least one person from each size of player
> (1 highbie, midbie, lowbie), or maybe 2 or 3 of each. There would be
> plenty of ways to make sure that the ruling is unbaised
Who needs a jury. All we need is one kingdude
Like uh. Me?
)
Hm. Stupid parsing
:)
There we go

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

poster: Chrono
subject: Training/Studying
date: Tue Sep 23 22:13:49 2003

i know it's just like other muds or blah blah, but can we get
something that allows us to do like:

study  to 100

or

train >..??!~~

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

poster: Zifnab
subject: >Training/Studying
date: Tue Sep 23 23:05:13 2003

On Tue Sep 23 22:13:49 2003 Chrono wrote post #646:
> i know it's just like other muds or blah blah, but can we get
> something that allows us to do like:
> 
> study  to 100
> 
> or
> 
> train  in five % incriments only of course, reduces likelyness of over
> training, and it just makes this easier
> 
> so yeah, good idea!!1111>>..??!~~
This is _easy_ to do and in fact I have
done it on the builder port.

The problem is it lags the mud because of how complex
the code is (ok ok it can probablyh be rewritten).

Its a bit tougher to make that happen and not lag the mud to hell and back.

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

poster: Debacle
subject: who guide
date: Wed Sep 24 00:01:48 2003

who guide

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

poster: Debacle
subject: who guide
date: Wed Sep 24 00:02:22 2003

guides
found it.

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

poster: Eomer
subject: Cursed Items
date: Wed Sep 24 02:22:36 2003

it would be awesome to have some sort of cursed items, maybe all
items could have a .05-.1% chance of being cursed when dropped by a
mob, and the only way to know if it is cursed is by either an id, or
maybe small differences in the description of the item
the only way to remove them could be by going to some sort of npc
and getting it removed (this could cost anywhere from 100k-5m
depending on the item, you could also go to this person to get your
items uncursed if you notice they are cursed before finding out by
wearing it
cursed items could have negative stats and such, or else just take
up a couple extra slots and give no stats, but you would not be able
to remove them....
say  Body of Lava is DOWN! 

flame away i suppose, though i (and blitzkrieg) think its a cool idea =D
eomer and blitzkrieg

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

poster: Tranquil
subject: Damage plaques
date: Wed Sep 24 04:50:00 2003

Hi. Just wondering if it would be possible to include a percent value
on the various relevant combat plaques (the damage inflicted/taken
plaques in particular), similar to the way each guild plaque shows a
given player's progress in relation to the leader of that guild?

It is nice to see where we are in relation to others on such plaques,
however in the case of the two damage plaques, there is no way to
tell whether you are moving through a clump of players on said plaque,
or whether you just passed one and have 37 weeks of straight mudding
to gain your next spot on said plaque. Figured it would also be nice
to be able to check these things. Thanks =)

- Tranquil's idea factory


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

poster: Draco (Web) 
subject: >Cursed Items
date: Wed Sep 24 14:41:45 2003

On Wed Sep 24 02:22:36 2003 Eomer wrote post #650 in ideas:

> it would be awesome to have some sort of cursed items, maybe all

> items could have a .05-.1% chance of being cursed when dropped by a

> mob, and the only way to know if it is cursed is by either an id, or

> maybe small differences in the description of the item

> the only way to remove them could be by going to some sort of npc

> and getting it removed (this could cost anywhere from 100k-5m

> depending on the item, you could also go to this person to get your

> items uncursed if you notice they are cursed before finding out by

> wearing it

> cursed items could have negative stats and such, or else just take

> up a couple extra slots and give no stats, but you would not be able

> to remove them....

> say  Body of Lava is DOWN! 

> 

> flame away i suppose, though i (and blitzkrieg) think its a cool idea =D

> eomer and blitzkrieg

well this IS a fairly cool idea, but as i understanded awhile ago, EQ is no longer allowed to have negative stats. along with that, the way the MUD works is after a half hour of logging off, your shell is destroyed, and all items that you were wearing is no longer worn, meaning cursed items would be removed by the mud anyway. if you want to try re-writing the million lines of code to prevent the mud from taking the eq off of you, be my guest :)

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

poster: Belgarion
subject: >Training/Studying
date: Wed Sep 24 21:33:25 2003

20 study revive dead.

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

poster: Eomer
subject: >>Cursed Items 
date: Wed Sep 24 21:39:13 2003

draco said : well this IS a fairly cool idea, but as i understanded
awhile ago, EQ is no
longer allowed to have negative stats. along with that, the way the MUD
works is after a half hour of logging off, your shell is destroyed, and all
items that you were wearing is no longer worn, meaning cursed items would
be removed by the mud anyway. if you want to try re-writing the million
lines of code to prevent the mud from taking the eq off of you, be my guest
:)

however, everytime you log on, your guild item is worn, so couldnt
it be coded to be worn as soon as you log on since the guild items
are?

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

poster: Chrono
subject: Intermud Tells
date: Thu Sep 25 01:32:38 2003

i dunno if it's this way for a reason or not, but when you send a
tell to someone intermud, like tell blah@gaymud hi
you're tell will be no color/plain whatever, could it be made so
that You tell Blah@GayMUD : hi, be whatever color your tells are set
to?

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

poster: Moridin
subject: xpwho
date: Sun Sep 28 20:38:52 2003

is it possible to add the same colours as on who to xpwho? (ie clan
and friends
)
or well, I know it's possible, but could you, pretty please? (and
maybe another
colour for yourself aswell, to be easily found on it)

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

poster: Belgarion
subject: Secondarys
date: Mon Sep 29 11:02:10 2003

Maybe have info in Finger who that si your secondary.

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

poster: Zifnab
subject: >Secondarys
date: Mon Sep 29 14:10:54 2003

On Mon Sep 29 11:02:10 2003 Belgarion wrote post #657:
> Maybe have info in Finger who that si your secondary.

We left this out intentionally. Figuring its the players business
if they tell you or not.

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

poster: Belgarion
subject: >>Secondarys
date: Mon Sep 29 14:12:09 2003

On Mon Sep 29 14:10:54 2003 Zifnab wrote post #658:
> On Mon Sep 29 11:02:10 2003 Belgarion wrote post #657:
> > Maybe have info in Finger who that si your secondary.
> 
> We left this out intentionally. Figuring its the players business
> if they tell you or not.
just thought it could remove cheating with giving stuff to
secondaries, ie: "i owe this char 100k so you can repay the 100k you
owe me to him" and him is secondary...

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

poster: Litho
subject: >>>Secondarys
date: Mon Sep 29 14:13:03 2003

On Mon Sep 29 14:12:09 2003 Belgarion wrote post #659:
> On Mon Sep 29 14:10:54 2003 Zifnab wrote post #658:
> > On Mon Sep 29 11:02:10 2003 Belgarion wrote post #657:
> > > Maybe have info in Finger who that si your secondary.
> > 
> > We left this out intentionally. Figuring its the players business
> > if they tell you or not.
> just thought it could remove cheating with giving stuff to
> secondaries, ie: "i owe this char 100k so you can repay the 100k you
> owe me to him" and him is secondary...
If they did do that, i don't see how it would be illegal.  Because
if you have the cash/eq on either char, chances are you've earned it
with either.
Maybe i'm just superbly mind-vexxed though.

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

poster: Ant
subject: >>>>Secondarys
date: Mon Sep 29 14:26:19 2003

From 'help secondary':

    + The characters may not be switched with the intent to pass items or
      wealth from one to the other.  That means no sharing castles, no
      allowing a character to use the other's eq.  Basically, do NOT use
      one character to further the interests/ability of the other in ANY
      way.

Don't bother with finding a loophole in that. ;)
If someone owes money to your primary, telling them to pay your sec
is considered using one char to further the interests/ability of the
other.

- Ant


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

poster: Quillz
subject: >>>>>Secondarys
date: Mon Sep 29 15:39:26 2003

On Mon Sep 29 14:26:19 2003 Ant wrote post #662:
> From 'help secondary':
> 
>     + The characters may not be switched with the intent to pass items or
>       wealth from one to the other.  That means no sharing castles, no
>       allowing a character to use the other's eq.  Basically, do NOT use
>       one character to further the interests/ability of the other in ANY
>       way.
> 
> Don't bother with finding a loophole in that. ;)
> If someone owes money to your primary, telling them to pay your sec
> is considered using one char to further the interests/ability of the
> other.
> 
> - Ant
> 
"I can't believe what a bunch of nerds we are.  We're looking up
money laundering in a dictionary."

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

poster: Grasfer
subject: Master Mind
date: Mon Sep 29 21:11:34 2003

Any coder wanna code a Master Mind game for this mud and place it
near the poker hall? :) It could have like 9 colors, 9 tries, and a
ladder of some sort :) fpafap

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

poster: Korthrun
subject: >Master Mind
date: Mon Sep 29 21:42:20 2003

On Mon Sep 29 21:11:34 2003 Grasfer wrote post #664:
> Any coder wanna code a Master Mind game for this mud and place it
> near the poker hall? :) It could have like 9 colors, 9 tries, and a
> ladder of some sort :) fpafap
erm, if i recall this is the thing where you are given a series of
colors in a certain order, and then you have to repaet the
sequence.
umm scroll up?

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

poster: Daran
subject: >>Master Mind
date: Mon Sep 29 22:13:38 2003

On Mon Sep 29 21:42:20 2003 Korthrun wrote post #665:
> On Mon Sep 29 21:11:34 2003 Grasfer wrote post #664:
> > Any coder wanna code a Master Mind game for this mud and place it
> > near the poker hall? :) It could have like 9 colors, 9 tries, and a
> > ladder of some sort :) fpafap
> erm, if i recall this is the thing where you are given a series of
> colors in a certain order, and then you have to repaet the
> sequence.
> umm scroll up?
No its that game where someone chooses like 5 colors in a certain
order and you have a certain amount of tries to guess it right.
After each guess you get told how many colors you have right and how
many colors are in the actual order.

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

poster: Korthrun
subject: >>>Master Mind
date: Mon Sep 29 22:14:20 2003

On Mon Sep 29 22:13:38 2003 Daran wrote post #666:
> On Mon Sep 29 21:42:20 2003 Korthrun wrote post #665:
> > On Mon Sep 29 21:11:34 2003 Grasfer wrote post #664:
> > > Any coder wanna code a Master Mind game for this mud and place it
> > > near the poker hall? :) It could have like 9 colors, 9 tries, and a
> > > ladder of some sort :) fpafap
> > erm, if i recall this is the thing where you are given a series of
> > colors in a certain order, and then you have to repaet the
> > sequence.
> > umm scroll up?
> No its that game where someone chooses like 5 colors in a certain
> order and you have a certain amount of tries to guess it right.
> After each guess you get told how many colors you have right and how
> many colors are in the actual order.
aha!
that would rock

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

poster: Lu
subject: >>>Secondarys
date: Mon Sep 29 22:21:30 2003

On Mon Sep 29 14:12:09 2003 Belgarion wrote post #659:
> On Mon Sep 29 14:10:54 2003 Zifnab wrote post #658:
> > On Mon Sep 29 11:02:10 2003 Belgarion wrote post #657:
> > > Maybe have info in Finger who that si your secondary.
> > 
> > We left this out intentionally. Figuring its the players business
> > if they tell you or not.
> just thought it could remove cheating with giving stuff to
> secondaries, ie: "i owe this char 100k so you can repay the 100k you
> owe me to him" and him is secondary...
if a player wants to cheat, he's gonna cheat, why ruin it for the
people that like to remain anonymous? i don't want anyone knowing
that graxon is my primary

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

poster: Lu
subject: >>Master Mind
date: Mon Sep 29 22:23:06 2003

On Mon Sep 29 21:42:20 2003 Korthrun wrote post #665:
> On Mon Sep 29 21:11:34 2003 Grasfer wrote post #664:
> > Any coder wanna code a Master Mind game for this mud and place it
> > near the poker hall? :) It could have like 9 colors, 9 tries, and a
> > ladder of some sort :) fpafap
> erm, if i recall this is the thing where you are given a series of
> colors in a certain order, and then you have to repaet the
> sequence.
> umm scroll up?
you have to guess the sequence, korthrun :)

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

poster: Zifnab
subject: >>>Master Mind
date: Mon Sep 29 22:25:24 2003

http://w1.435.telia.com/~u43509647/

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

poster: Korthrun
subject: >>>>Master Mind
date: Mon Sep 29 22:26:03 2003

On Mon Sep 29 22:25:24 2003 Zifnab wrote post #670:
> http://w1.435.telia.com/~u43509647/
there is something in game similar to this right now, so it shouldnt
be to hard to put in game.....

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

poster: Litho
subject: >>>>Secondarys
date: Mon Sep 29 22:35:55 2003

On Mon Sep 29 22:21:30 2003 Lu wrote post #668:
> > > > Maybe have info in Finger who that si your secondary.
> > > 
> > > We left this out intentionally. Figuring its the players business
> > > if they tell you or not.
> > just thought it could remove cheating with giving stuff to
> > secondaries, ie: "i owe this char 100k so you can repay the 100k you
> > owe me to him" and him is secondary...
> if a player wants to cheat, he's gonna cheat, why ruin it for the
> people that like to remain anonymous? i don't want anyone knowing
> that graxon is my primary
AHAHAHAH quest info omg

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

poster: Ca
subject: >>Kill Stealing
date: Tue Sep 30 02:33:21 2003

On Sun Sep 21 22:57:07 2003 Jaguar wrote post #604:
> I have to concur with the kill stealing, and complain about it's
> natural followup, item stealing. The fact that it is an event means
> nothing, if a player is in a room with items on the floor, there is
> fair chance that these items belong to that player. An event is not
> "free-for-all". Showing a bit of courtesy for the players around you
> isn't hard but it goes a long way.
> Earn your own kills and get your own items.
Is this the official Admin position?  If so, can one of the wizard's
post something to that effect?  I just had the exact same thing
happen to me that happened to Denim and it sucks.  After speaking
with Tranquil about it, he feels that since it is an event, its
justified.  Can one of the wizard's clear this up one way or
another?


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

poster: Tranquil
subject: >>>Kill Stealing
date: Tue Sep 30 03:05:49 2003

On Tue Sep 30 02:33:21 2003 Ca wrote post #673:
> On Sun Sep 21 22:57:07 2003 Jaguar wrote post #604:
> > I have to concur with the kill stealing, and complain about it's
> > natural followup, item stealing. The fact that it is an event means
> > nothing, if a player is in a room with items on the floor, there is
> > fair chance that these items belong to that player. An event is not
> > "free-for-all". Showing a bit of courtesy for the players around you
> > isn't hard but it goes a long way.
> > Earn your own kills and get your own items.
> Is this the official Admin position?  If so, can one of the wizard's
> post something to that effect?  I just had the exact same thing
> happen to me that happened to Denim and it sucks.  After speaking
> with Tranquil about it, he feels that since it is an event, its
> justified.  Can one of the wizard's clear this up one way or
> another?
> 

Funny this. I had the exact same thing happen with Denim last time
this event ran, and with both a successful Maduo, and an
unsuccessful Ca this time the event ran. Next time it will probably
be someone else who 'steals' 'my' event kills. But do you hear me
whining about it? Certainly not.

Something else of note, Ca: Did not the fact that you walked into
said room, _past_ me in fact, coupled with the fact that one of the
vikings in that room just happened to be wounded, mean anything to
you? Technically, I could turn around and say you were the one who
'stole' 'my' event kills.

It is the same for carebear, azarian, and jingles events. Despite
what people like to believe, every time I've participated in one of
these events, someone has come in and attacked the mobs I am in
combat with.

It has been commonly, if not universally agreed that this is how
event kills are treated. It was like this when I started here over 5
years ago, and so far the only people I have heard complain about
it, are a very few of those who happen to have been on the short end
of the stick. Funny that the majority of these rather loud people
have also been on the other end of said stick, yet have not had
qualms with treating others with such disregard.

If you choose not to attack event mobs which are in combat with
another player, that is your choice. Generally I do the same. But if
someone has previously attempted to kill the same mob(s) I have
already beaten down to some extent, then they are likely to receive
the same show of respect that they themself gave.

I stand by my perspective that event kills are a free for all. It is
an event, which pits players against each other in competition to
win the prize for the highest kill score at the end of the event.

Lighten up. This is a game for christ's sake, not a life or death test.

- Tranquil


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

poster: Maduo
subject: >>>>Kill Stealing
date: Tue Sep 30 03:13:54 2003

On Tue Sep 30 03:05:49 2003 Tranquil wrote post #674:
> the same show of respect that they themself gave.
> 
> I stand by my perspective that event kills are a free for all. It is
> an event, which pits players against each other in competition to
> win the prize for the highest kill score at the end of the event.
> 
> Lighten up. This is a game for christ's sake, not a life or death test.
> 
> - Tranquil
> 
heh, only reason is because u won the event anyways ;), besides i
only stole one of your kills in my path of killing. weren't you
constantly killing his kills or something like that?
my opinion in this, if its an event like viking attack where the
mobs auto-attack you, kill stealing should be allowed but not used
to harrass, but for events like carebear, or azarian, have a lil
curtasy ppl.
>madup<

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

poster: Tranquil
subject: >>>>>Kill Stealing
date: Tue Sep 30 03:21:36 2003

> heh, only reason is because u won the event anyways ;), besides i
> only stole one of your kills in my path of killing. weren't you
> constantly killing his kills or something like that?
> my opinion in this, if its an event like viking attack where the
> mobs auto-attack you, kill stealing should be allowed but not used
> to harrass, but for events like carebear, or azarian, have a lil
> curtasy ppl.
> >madup<

No, I walked back into the room i was previously killing in (and had
fled from to reprot/regen, into another room which also had a
viking) roughly 10 seconds after Ca ran past me twice, first right
past me and second to come back and kill the wounded mob I had
left.


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

poster: Lu
subject: >>>>Kill Stealing
date: Tue Sep 30 03:34:04 2003

On Tue Sep 30 03:05:49 2003 Tranquil wrote post #674:
> On Tue Sep 30 02:33:21 2003 Ca wrote post #673:
> > On Sun Sep 21 22:57:07 2003 Jaguar wrote post #604:
> > > I have to concur with the kill stealing, and complain about it's
> > > natural followup, item stealing. The fact that it is an event means
> > > nothing, if a player is in a room with items on the floor, there is
> > > fair chance that these items belong to that player. An event is not
> > > "free-for-all". Showing a bit of courtesy for the players around you
> > > isn't hard but it goes a long way.
> > > Earn your own kills and get your own items.
> > Is this the official Admin position?  If so, can one of the wizard's
> > post something to that effect?  I just had the exact same thing
> > happen to me that happened to Denim and it sucks.  After speaking
> > with Tranquil about it, he feels that since it is an event, its
> > justified.  Can one of the wizard's clear this up one way or
> > another?
> > 
> 
> Funny this. I had the exact same thing happen with Denim last time
> this event ran, and with both a successful Maduo, and an
> unsuccessful Ca this time the event ran. Next time it will probably
> be someone else who 'steals' 'my' event kills. But do you hear me
> whining about it? Certainly not.
> 
> Something else of note, Ca: Did not the fact that you walked into
> said room, _past_ me in fact, coupled with the fact that one of the
> vikings in that room just happened to be wounded, mean anything to
> you? Technically, I could turn around and say you were the one who
> 'stole' 'my' event kills.
> 
> It is the same for carebear, azarian, and jingles events. Despite
> what people like to believe, every time I've participated in one of
> these events, someone has come in and attacked the mobs I am in
> combat with.
> 
> It has been commonly, if not universally agreed that this is how
> event kills are treated. It was like this when I started here over 5
> years ago, and so far the only people I have heard complain about
> it, are a very few of those who happen to have been on the short end
> of the stick. Funny that the majority of these rather loud people
> have also been on the other end of said stick, yet have not had
> qualms with treating others with such disregard.
> 
> If you choose not to attack event mobs which are in combat with
> another player, that is your choice. Generally I do the same. But if
> someone has previously attempted to kill the same mob(s) I have
> already beaten down to some extent, then they are likely to receive
> the same show of respect that they themself gave.
> 
> I stand by my perspective that event kills are a free for all. It is
> an event, which pits players against each other in competition to
> win the prize for the highest kill score at the end of the event.
> 
> Lighten up. This is a game for christ's sake, not a life or death test.
> 
> - Tranquil
> 
actually it is a life or death test, AHAA

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

poster: Rancor
subject: New mud name
date: Tue Sep 30 03:48:09 2003

I purpose we rename this mud to the following 



Whine Bitch MOAN


Thank you and have a nice day
Rancor

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

poster: Lu
subject: >New mud name
date: Tue Sep 30 03:49:03 2003

On Tue Sep 30 03:48:09 2003 Rancor wrote post #678:
> I purpose we rename this mud to the following 
> 
> 
> 
> Whine Bitch MOAN
> 
> 
> Thank you and have a nice day
> Rancor
WBM is such lame initials, u sx rnacor, whine

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

poster: Ca
subject: >>>>Kill Stealing
date: Tue Sep 30 05:45:20 2003

On Tue Sep 30 03:05:49 2003 Tranquil wrote post #674 in ideas:

> Funny this. I had the exact same thing happen with Denim last time
> this event ran, and with both a successful Maduo, and an
> unsuccessful Ca this time the event ran. Next time it will probably
> be someone else who 'steals' 'my' event kills. But do you hear me
> whining about it? Certainly not.

Yes, you did have this same problem last week.  Perhaps this should
tell you something?


> Something else of note, Ca: Did not the fact that you walked into
> said room, _past_ me in fact, coupled with the fact that one of the
> vikings in that room just happened to be wounded, mean anything to
> you? Technically, I could turn around and say you were the one who
> 'stole' 'my' event kills.

Yes, I walked past you (where you were killing a viking) into
another room.  Also, lets not be dishonest about this.  Neither of
the vikings in the room I attacked in were injured.  Its possible
you might have done a small amount of damage to them, then left, and
they healed before I entered, but I doubt you can justify claming
all the rooms with Viking are yours.
 

> It is the same for carebear, azarian, and jingles events. Despite
> what people like to believe, every time I've participated in one of
> these events, someone has come in and attacked the mobs I am in
> combat with.

Shrug, never happens to me (with the exception of you).


> It has been commonly, if not universally agreed that this is how
> event kills are treated. It was like this when I started here over 5
> years ago, and so far the only people I have heard complain about
> it, are a very few of those who happen to have been on the short end
> of the stick. Funny that the majority of these rather loud people
> have also been on the other end of said stick, yet have not had
> qualms with treating others with such disregard.

That's a pretty bold statement, and also untrue.  The only person
I've ever heard with this viewpoint is you.  I don't call that
universal.  Also, I don't consider myself a "loud" player.  I'm sure
I have less than 10 news post to my name.  Being vocal about
something you disagree with doesn't make me a loud person.


> If you choose not to attack event mobs which are in combat with
> another player, that is your choice. Generally I do the same. But if
> someone has previously attempted to kill the same mob(s) I have
> already beaten down to some extent, then they are likely to receive
> the same show of respect that they themself gave.

That didn't happen in this case.


> I stand by my perspective that event kills are a free for all. It is
> an event, which pits players against each other in competition to
> win the prize for the highest kill score at the end of the event.

I never attacked you in my previous post.  I simply asked for an
admin to clear up the wizard's perspective on events.  I never said
my view was correct, or yours was wrong, I think you just
interpreted it that way.

> Lighten up. This is a game for christ's sake, not a life or death test.

Agreed.  It is a game, and I don't see why we can't be civil to
other players in the mud.

-Ca

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

poster: Quillz
subject: >>>>>Kill Stealing
date: Tue Sep 30 05:58:13 2003

On Tue Sep 30 03:34:04 2003 Lu wrote post #677:
> On Tue Sep 30 03:05:49 2003 Tranquil wrote post #674:
> > On Tue Sep 30 02:33:21 2003 Ca wrote post #673:
> > > On Sun Sep 21 22:57:07 2003 Jaguar wrote post #604:
> > > > I have to concur with the kill stealing, and complain about it's
> > > > natural followup, item stealing. The fact that it is an event means
> > > > nothing, if a player is in a room with items on the floor, there is
> > > > fair chance that these items belong to that player. An event is not
> > > > "free-for-all". Showing a bit of courtesy for the players around you
> > > > isn't hard but it goes a long way.
> > > > Earn your own kills and get your own items.
> > > Is this the official Admin position?  If so, can one of the wizard's
> > > post something to that effect?  I just had the exact same thing
> > > happen to me that happened to Denim and it sucks.  After speaking
> > > with Tranquil about it, he feels that since it is an event, its
> > > justified.  Can one of the wizard's clear this up one way or
> > > another?
> > > 
> > 
> > Funny this. I had the exact same thing happen with Denim last time
> > this event ran, and with both a successful Maduo, and an
> > unsuccessful Ca this time the event ran. Next time it will probably
> > be someone else who 'steals' 'my' event kills. But do you hear me
> > whining about it? Certainly not.
> > 
> > Something else of note, Ca: Did not the fact that you walked into
> > said room, _past_ me in fact, coupled with the fact that one of the
> > vikings in that room just happened to be wounded, mean anything to
> > you? Technically, I could turn around and say you were the one who
> > 'stole' 'my' event kills.
> > 
> > It is the same for carebear, azarian, and jingles events. Despite
> > what people like to believe, every time I've participated in one of
> > these events, someone has come in and attacked the mobs I am in
> > combat with.
> > 
> > It has been commonly, if not universally agreed that this is how
> > event kills are treated. It was like this when I started here over 5
> > years ago, and so far the only people I have heard complain about
> > it, are a very few of those who happen to have been on the short end
> > of the stick. Funny that the majority of these rather loud people
> > have also been on the other end of said stick, yet have not had
> > qualms with treating others with such disregard.
> > 
> > If you choose not to attack event mobs which are in combat with
> > another player, that is your choice. Generally I do the same. But if
> > someone has previously attempted to kill the same mob(s) I have
> > already beaten down to some extent, then they are likely to receive
> > the same show of respect that they themself gave.
> > 
> > I stand by my perspective that event kills are a free for all. It is
> > an event, which pits players against each other in competition to
> > win the prize for the highest kill score at the end of the event.
> > 
> > Lighten up. This is a game for christ's sake, not a life or death test.
> > 
> > - Tranquil
> > 
> actually it is a life or death test, AHAA
It is a game, yes. 
I find humor in how people 'bully' other people around on this mud
by doing things like stealing kills, ect. 
I say again, it is a game.
But hey, since some people can't cowboy the fuck up irl, they feel
the need to release their repressed anger in a game.

Yep, it's a game.
Q

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

poster: Daneel (Web) 
subject: >>>Kill Stealing
date: Tue Sep 30 06:03:32 2003

On Tue Sep 30 02:33:21 2003 Ca wrote post #673 in ideas: (reordered a 

little for clarity)

> On Sun Sep 21 22:57:07 2003 Jaguar wrote post #604:

> > ... An event is not "free-for-all".

> After speaking with Tranquil about it, he feels that since it is an 

> event, its justified.



> Is this the official Admin position?



We haven't exactly discussed this in ages, so if some other admin 

disagrees, I'm sure they'll post to say so.



I've posted to this effect recently before too, but I'll repeat as 

necessary.



Kill stealing is not illegal.  Harrasment is illegal.  Kill stealing 

is not, in and of itself, harrasment.



Events are no different from any other situation.



That being said, I should probably add a caveat - kill stealing is not

_currently_ illegal.  Like all other cases of players being too childish,

if you guys are too immature to handle dealing with the occasional kill

stealing among yourselves, we may have to take (what I consider) 

draconian measures and make it so - though frankly, I've no idea how we

would enforce it.  Probably arbitrarily and overly harshly, often on both

involved parties.



Please grow up and don't make us have to legislate things that you guys

can perfectly well deal with yourselves without legislation.



I'm surprised this comes up in viking attack.  Azarians seems 

particularly prone to it (meaning I've seen it, and even done things that

could be interpreted as it, maybe half a dozen times ever in that event),

but I've never seen even mild kill stealing in vikings before.



                      -Daneel


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

poster: Tranquil
subject: >>>>>Kill Stealing
date: Tue Sep 30 06:04:32 2003

The end result is: This is something that could quite easily have
stayed in tells. For some reason known only to yourself, you decided
to turn this into a slinging match, particularly after the furor we
had last week, and 2 months ago, and 6 months ago, etc. etc.
regarding this subject.

The truth is, everyone here has different perspectives on gameplay
and ettiquette, and while I do respect your own personal _opinion_
that event kills should not be a free for all, I am not required to
agree with it. I have broken no mud rules or any universal, and I do
emphasise the word 'universal' here, ettiquette rules (this topic
has players who agree with both sides of the debate).

Until such time as admin decide that players must have a thousand
little rules defining each fine point, of every aspect, of every
form or method of game play, and one of those rules clearly states
that mobs in events involving head-to-head competition of players as
being exclusive to the person(s) who were first in combat with said
mob, I, and other players, will continue to consider event mobs as
free-for-all.

Ps: when something says (wounded), that
means it's lost some of it's hit points, ie: it is wounded. Please
learn to read, Mr. Ca.


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

poster: Litho
subject: >>>>>>Kill Stealing
date: Tue Sep 30 06:08:50 2003

On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> form or method of game play, and one of those rules clearly states
> that mobs in events involving head-to-head competition of players as
> being exclusive to the person(s) who were first in combat with said
> mob, I, and other players, will continue to consider event mobs as
> free-for-all.
> 
> Ps: when something says (wounded), that
> means it's lost some of it's hit points, ie: it is wounded. Please
> learn to read, Mr. Ca.
> 
You're vocabulary is immensely putrid, Tranquil.  Please buy a
theasaurus. Thanks.

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

poster: Lu
subject: >>>>>>Kill Stealing
date: Tue Sep 30 06:13:49 2003

On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> The end result is: This is something that could quite easily have
> stayed in tells. For some reason known only to yourself, you decided
> to turn this into a slinging match, particularly after the furor we
> had last week, and 2 months ago, and 6 months ago, etc. etc.
> regarding this subject.
> 
> The truth is, everyone here has different perspectives on gameplay
> and ettiquette, and while I do respect your own personal _opinion_
> that event kills should not be a free for all, I am not required to
> agree with it. I have broken no mud rules or any universal, and I do
> emphasise the word 'universal' here, ettiquette rules (this topic
> has players who agree with both sides of the debate).
> 
> Until such time as admin decide that players must have a thousand
> little rules defining each fine point, of every aspect, of every
> form or method of game play, and one of those rules clearly states
> that mobs in events involving head-to-head competition of players as
> being exclusive to the person(s) who were first in combat with said
> mob, I, and other players, will continue to consider event mobs as
> free-for-all.
> 
> Ps: when something says (wounded), that
> means it's lost some of it's hit points, ie: it is wounded. Please
> learn to read, Mr. Ca.
> 
you can keep it in tells too tranquil :) i personally only use news
for moronic 1 line responses, and to find out where draco is(damnit
guys your slacking, i haven't read a draco news post in a couple
days, wtf, keep me entertained)

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

poster: Rancor
subject: >>>>>>Kill Stealing
date: Tue Sep 30 06:21:03 2003

On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> The end result is: This is something that could quite easily have
> stayed in tells. For some reason known only to yourself, you decided
> to turn this into a slinging match, particularly after the furor we
> had last week, and 2 months ago, and 6 months ago, etc. etc.
> regarding this subject.
> 
> The truth is, everyone here has different perspectives on gameplay
> and ettiquette, and while I do respect your own personal _opinion_
> that event kills should not be a free for all, I am not required to
> agree with it. I have broken no mud rules or any universal, and I do
> emphasise the word 'universal' here, ettiquette rules (this topic
> has players who agree with both sides of the debate).
> 
> Until such time as admin decide that players must have a thousand
> little rules defining each fine point, of every aspect, of every
> form or method of game play, and one of those rules clearly states
> that mobs in events involving head-to-head competition of players as
> being exclusive to the person(s) who were first in combat with said
> mob, I, and other players, will continue to consider event mobs as
> free-for-all.
> 
> Ps: when something says (wounded), that
> means it's lost some of it's hit points, ie: it is wounded. Please
> learn to read, Mr. Ca.
> 
for someone who talks about slinging crap around they sure do alot
of it.  so please follow your own advice and keep it to tells all of
you.  we just covered this topic on this same event with the same
person involved. with the SAME outcome.

Let it go both of you
Rancor

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

poster: Kaos
subject: >>>>>>Kill Stealing
date: Tue Sep 30 09:03:49 2003

On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> Until such time as admin decide that players must have a thousand
> little rules defining each fine point, of every aspect, of every
> form or method of game play, and one of those rules clearly states
> that mobs in events involving head-to-head competition of players as
> being exclusive to the person(s) who were first in combat with said
> mob, I, and other players, will continue to consider event mobs as
> free-for-all.

That's great dude.  So until the admins use weeks to make rules about
every little thing that a player can do, you will continue to be
an asshole and say "but it isn't in the rules".. You're the kind
of player this mud needs.. Really...

And for "not breaking any universal ettiquette rules"... Jesus,
I shouldn't even have to make up an anology to make you understand
that if 99% of the players say something is wrong and you say it is
right, it IS an universal ettiquette rule. Please, grow the fuck up
and be nice to people for a change.

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

poster: athena (Web)
subject: TIME-OUT
date: Tue Sep 30 10:02:26 2003

W: wiz to code me a nice big square room, with 4 lovely corners.

In the middle of the room, please place a nice comfy rocking chair 

for me to sit in. The 4 corners will be alotted to players i think

need some "time-out". The length of the time-outs will be at my 

descretion. The punishment will be: no playing, no channels, no 

talking, no emotes. Just sit on your lil bums and idle.

Thank you for your time.

Momma Athy

p.s Ohh and you cant quit out when in the corner :P

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

poster: mantrovant (Web)
subject: Witch familiar
date: Tue Sep 30 11:18:43 2003

I think it would be cool if witches could have a cat familiar. Maybe if you charged sp into it, doing combat it would enhance the spell, or maybe replenish your sp. SOrry i'm really stoned and that was a thought i just had. Sorry to anyone who takes offense to me saying that. 

-With Honor

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

poster: Kaos
subject: >TIME-OUT
date: Tue Sep 30 13:39:59 2003

On Tue Sep 30 10:02:26 2003 athena (Web) wrote post #688:
> W: wiz to code me a nice big square room, with 4 lovely corners.

> In the middle of the room, please place a nice comfy rocking chair 

> for me to sit in. The 4 corners will be alotted to players i think

> need some "time-out". The length of the time-outs will be at my 

> descretion. The punishment will be: no playing, no channels, no 

> talking, no emotes. Just sit on your lil bums and idle.

> Thank you for your time.

> Momma Athy

> p.s Ohh and you cant quit out when in the corner :P
This is a good idea, but I don't have time to code it now.
I will consider giving you the old summon spell back, so
you can trans players to the silent room, then set up a
wall of force so players can't leave.

Love, Zifnab.

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

poster: Tahnval
subject: >>>>>>>Kill Stealing
date: Wed Oct  1 05:30:32 2003

On Tue Sep 30 06:08:50 2003 Litho wrote post #684:
> On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> > form or method of game play, and one of those rules clearly states
> > that mobs in events involving head-to-head competition of players as
> > being exclusive to the person(s) who were first in combat with said
> > mob, I, and other players, will continue to consider event mobs as
> > free-for-all.
> > 
> > Ps: when something says (wounded), that
> > means it's lost some of it's hit points, ie: it is wounded. Please
> > learn to read, Mr. Ca.
> > 
> You're vocabulary is immensely putrid, Tranquil.  Please buy a
> theasaurus. Thanks.
When criticising someone for poor use of English, it is
advisable to ensure that your own usage is correct.  You
made a spelling mistake and an elementary grammatical
mistake in just eleven words, which makes your criticism
of Tranquil's post risible.

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

poster: Quillz
subject: >>>>>>>>Kill Stealing
date: Wed Oct  1 06:28:05 2003

On Wed Oct  1 05:30:32 2003 Tahnval wrote post #691:
> On Tue Sep 30 06:08:50 2003 Litho wrote post #684:
> > On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> > > form or method of game play, and one of those rules clearly states
> > > that mobs in events involving head-to-head competition of players as
> > > being exclusive to the person(s) who were first in combat with said
> > > mob, I, and other players, will continue to consider event mobs as
> > > free-for-all.
> > > 
> > > Ps: when something says (wounded), that
> > > means it's lost some of it's hit points, ie: it is wounded. Please
> > > learn to read, Mr. Ca.
> > > 
> > You're vocabulary is immensely putrid, Tranquil.  Please buy a
> > theasaurus. Thanks.
> When criticising someone for poor use of English, it is
> advisable to ensure that your own usage is correct.  You
> made a spelling mistake and an elementary grammatical
> mistake in just eleven words, which makes your criticism
> of Tranquil's post risible.
wtf does risible mean?

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

poster: Moridin
subject: risible
date: Wed Oct  1 09:44:24 2003

it means laughable quillz

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

poster: Quillz
subject: >risible
date: Wed Oct  1 16:09:56 2003

On Wed Oct  1 09:44:24 2003 Moridin wrote post #695:
> it means laughable quillz
next word for you to look up
sarcasm

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

poster: Kaos
subject: >>risible
date: Wed Oct  1 16:14:20 2003

On Wed Oct  1 16:09:56 2003 Quillz wrote post #696:
> On Wed Oct  1 09:44:24 2003 Moridin wrote post #695:
> > it means laughable quillz
> next word for you to look up
> sarcasm
sar·co·some    ( P )  Pronunciation Key  (särk-sm)
n. 
A large specialized mitrochondrion found in striated muscle

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

poster: Bahgtru
subject: >>>risible
date: Wed Oct  1 16:16:05 2003

On Wed Oct  1 16:14:20 2003 Kaos wrote post #697:
> On Wed Oct  1 16:09:56 2003 Quillz wrote post #696:
> > On Wed Oct  1 09:44:24 2003 Moridin wrote post #695:
> > > it means laughable quillz
> > next word for you to look up
> > sarcasm
> sar·co·some    ( P )  Pronunciation Key  (särk-sm)
> n. 
> A large specialized mitrochondrion found in striated muscle
Ok, what does the dictionary have for 'stfu'?

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

poster: Quillz
subject: >>>>risible
date: Wed Oct  1 16:17:59 2003

On Wed Oct  1 16:16:05 2003 Bahgtru wrote post #698:
> On Wed Oct  1 16:14:20 2003 Kaos wrote post #697:
> > On Wed Oct  1 16:09:56 2003 Quillz wrote post #696:
> > > On Wed Oct  1 09:44:24 2003 Moridin wrote post #695:
> > > > it means laughable quillz
> > > next word for you to look up
> > > sarcasm
> > sar·co·some    ( P )  Pronunciation Key  (särk-sm)
> > n. 
> > A large specialized mitrochondrion found in striated muscle
> Ok, what does the dictionary have for 'stfu'?
good question, maybe you should find out

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

poster: Moridin
subject: >>>>>risible
date: Wed Oct  1 20:00:43 2003

On Wed Oct  1 16:17:59 2003 Quillz wrote post #699:
> > > On Wed Oct  1 16:09:56 2003 Quillz wrote post #696:
> > > > On Wed Oct  1 09:44:24 2003 Moridin wrote post #695:
> > > > > it means laughable quillz
> > > > next word for you to look up
> > > > sarcasm
> > > sar·co·some    ( P )  Pronunciation Key  (särk-sm)
> > > n. 
> > > A large specialized mitrochondrion found in striated muscle
> > Ok, what does the dictionary have for 'stfu'?
> good question, maybe you should find out
check it out yourself http://www.urbandictionary.com/define.php?term=stfu


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

poster: Celine
subject: Mud-Slinging
date: Wed Oct  1 21:15:23 2003

I have this cool new idea. It's called please stop all this mud
slinging and stupid digs at one another, does this waste of  your
time really entertain you all that much. Go do eq or something.

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

poster: Lu
subject: celine
date: Wed Oct  1 21:16:48 2003

OF COURSE it entertains us, duuh, when we're all in bosnia(we flew
here to keep draco company) we get lonely, and since we uhh, yeah
and then i had a pizza so the point is without mudslingning we
wouldnt be in bosnia anymore, tkx, p.s. go ixtlilton!


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

poster: Energystar
subject: Rufrin
date: Thu Oct  2 05:00:34 2003

Hi.
I tried to sell my eyepatch of horus to rufrin, which is on his
(stump)list of things he wants.
But when i try to sell it, returned is... 'Storekeeper doesn't want
to buy Eyepatch of Horus.' ... which implies that he doesn't want
the item i have.
Maybe I'm wrong, but I don't think there are any other mobs (other
than horus) that drop eyepatch of horus.
So logically, I assume that he wants an outdated form of the
eyepatch, which stats may not match the stats from the fresh
eyepatch that I have.
If that's not why he won't take it, and someone knows why, please let me know.

Anywho, I think it would be nice if there was some way to see the
stats on the items he wants, not just the ones he has, so as to
avoid this type of confusion, if indeed my assumptions are correct.
thx.
--es.

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

poster: Tuk
subject: >Rufrin
date: Thu Oct  2 10:08:15 2003

Well yes Horus is the only one, but at some point the files were
moved around for that area, and it produced these duplicate items in
game possibly having different filename... that's the reason why he
didn't want yours.

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

poster: Izabella
subject: Alphabetize Friends List
date: Thu Oct  2 21:16:03 2003

Would it be possible to alphabetize the friends list?

Izzy

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

poster: Korthrun
subject: >>Rufrin
date: Thu Oct  2 23:12:30 2003

On Thu Oct  2 10:08:15 2003 Tuk wrote post #704:
> Well yes Horus is the only one, but at some point the files were
> moved around for that area, and it produced these duplicate items in
> game possibly having different filename... that's the reason why he
> didn't want yours.
Can we fix this? This isn't the first time we've run into this. From
an in game perspective, E* gave rufrin exactly waht he wanted. Due
to behind the scenes changes, things that people in game can do
nothing about, he was dissed upon by rufrin. Make it check
proper_name or something instead of the filename?

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

poster: Zifnab
subject: >>>Rufrin
date: Thu Oct  2 23:17:09 2003

On Thu Oct  2 23:12:30 2003 Korthrun wrote post #706:
> On Thu Oct  2 10:08:15 2003 Tuk wrote post #704:
> > Well yes Horus is the only one, but at some point the files were
> > moved around for that area, and it produced these duplicate items in
> > game possibly having different filename... that's the reason why he
> > didn't want yours.
> Can we fix this? This isn't the first time we've run into this. From
> an in game perspective, E* gave rufrin exactly waht he wanted. Due
> to behind the scenes changes, things that people in game can do
> nothing about, he was dissed upon by rufrin. Make it check
> proper_name or something instead of the filename?
I will be happy to fix it. It means that all the duplicates have to ve
err be removed.


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

poster: Korthrun
subject: >>>>Rufrin
date: Thu Oct  2 23:23:15 2003

On Thu Oct  2 23:17:09 2003 Zifnab wrote post #707:
> On Thu Oct  2 23:12:30 2003 Korthrun wrote post #706:
> > On Thu Oct  2 10:08:15 2003 Tuk wrote post #704:
> > > Well yes Horus is the only one, but at some point the files were
> > > moved around for that area, and it produced these duplicate items in
> > > game possibly having different filename... that's the reason why he
> > > didn't want yours.
> > Can we fix this? This isn't the first time we've run into this. From
> > an in game perspective, E* gave rufrin exactly waht he wanted. Due
> > to behind the scenes changes, things that people in game can do
> > nothing about, he was dissed upon by rufrin. Make it check
> > proper_name or something instead of the filename?
> I will be happy to fix it. It means that all the duplicates have to ve
> err be removed.
> 
and im assuming by the text based tone that there would be no
reinbursements for lost eq due to behind the scnes changes so we
should stop whining

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

poster: Zifnab
subject: >>>>>Rufrin
date: Thu Oct  2 23:32:31 2003

the exact reason that we have 2 of them, is so hat we didnt have to do 
reimbursements.

And actually my tone is that I have hated duplicated equipment
forever.  There is
another possibillity that we can use to tell the mud to clone the other item.
I will look into that. I know that chests use it, they try to clone
an item if it 
no longer exists it checks a daemon to see if it should try
elsewhere, I am not sure
that the 'bodies' saving equipment ever made use of that though.

the problem comes that the most likely reason there are 2 of them is
the stats changed.
IF that is the case someone gets equipment that changes and odds are
they will fuss about it.

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

poster: Korthrun
subject: >>>>>>Rufrin
date: Thu Oct  2 23:38:07 2003

On Thu Oct  2 23:32:31 2003 Zifnab wrote post #709:
> the exact reason that we have 2 of them, is so hat we didnt have to do 
> reimbursements.
> 
> And actually my tone is that I have hated duplicated equipment
> forever.  There is
> another possibillity that we can use to tell the mud to clone the other
item.
> I will look into that. I know that chests use it, they try to clone
> an item if it 
> no longer exists it checks a daemon to see if it should try
> elsewhere, I am not sure
> that the 'bodies' saving equipment ever made use of that though.
> 
> the problem comes that the most likely reason there are 2 of them is
> the stats changed.
> IF that is the case someone gets equipment that changes and odds are
> they will fuss about it.
so true so true. but maybe it would be a good time to get rid of
that obsolete equipment.
Ok so for anyone who reads the news.
You have a piece of eq.
it give +20 int, +15 spr.
Now for rufrin to work right, for more orginnisation on teh code
side, and to avoid potential future problems, and to fix any other
issues this may be causeing.
Would you have a big shitfit if it was cleaned up to match EVERYONE
elses version of that piece of EQ in game?
like 18int 10spr?
Now I don't have any off these odd pieces, of old eq, so I suppose I
dont really count
but it wouldnt bother meone bit
can we get, real, non-trashtalking, feedback on this?
simple..
wuold you whine alot, or would the better out weight (for example)
+2 int and +5 spr?

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

poster: Energystar
subject: >>>>>>Rufrin
date: Thu Oct  2 23:38:52 2003

I would just liketo point out, that in my original post on this
subject, i Did have an idea, it wasn't a post to just be whiney.
The idea was the ability to pay x amount of gold to rufrin, and he
give you the stats of the eq he wants.
I realize that this wouldn't do alot of good alot of the time
(assuming this happens frequently), since he may want the 'old'
item, which would be harder to come by, than just killing the mob
that it comes off of.
But it would be useful (at least for me) so that i would know i'm
trying to sell him an item with the wrong stats.
Any other ideas here are welcome, of course.
And think you zif, for looking in to it.
--es.

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

poster: Ca
subject: >>>>>>>Rufrin
date: Fri Oct  3 01:02:00 2003

On Thu Oct  2 23:38:07 2003 Korthrun wrote post #710:
> Would you have a big shitfit if it was cleaned up to match EVERYONE
> elses version of that piece of EQ in game?
> like 18int 10spr?
> Now I don't have any off these odd pieces, of old eq, so I suppose I
> dont really count
> but it wouldnt bother meone bit
> can we get, real, non-trashtalking, feedback on this?
> simple..
> wuold you whine alot, or would the better out weight (for example)
> +2 int and +5 spr?
Would it be possible to change the name of one of the items to say
"Eyepatch of Horus (old)" or something like that?

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

poster: Palmascay
subject: costumes for holloween
date: Fri Oct  3 02:34:28 2003

just a thought, we should have a DBZ (Dragon Ball Z) costume. i.e.
Shenlong, Piccolo, Mr. Popo
or a Jenna Jameson costume;)

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

poster: Roirraw
subject: e-mail on finger
date: Fri Oct  3 03:23:55 2003

would be more helpful if when u finger yourself it would say
(private) instead of the # for about a year i thought that's what it
showed

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

poster: Tahnval
subject: >>>>>>>>Rufrin
date: Fri Oct  3 03:31:07 2003

On Fri Oct  3 01:02:00 2003 Ca wrote post #712:
> On Thu Oct  2 23:38:07 2003 Korthrun wrote post #710:
> > Would you have a big shitfit if it was cleaned up to match EVERYONE
> > elses version of that piece of EQ in game?
> > like 18int 10spr?
> > Now I don't have any off these odd pieces, of old eq, so I suppose I
> > dont really count
> > but it wouldnt bother meone bit
> > can we get, real, non-trashtalking, feedback on this?
> > simple..
> > wuold you whine alot, or would the better out weight (for example)
> > +2 int and +5 spr?
> Would it be possible to change the name of one of the items to say
> "Eyepatch of Horus (old)" or something like that?
How about just changing Rufrin to accept an item with the
name of whatever he is looking for, regardless of whether
it's version 1, version 2 or whatever?  Just 
another idea.

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

poster: Korthrun
subject: >>>>>>>>>Rufrin
date: Fri Oct  3 03:34:37 2003

On Fri Oct  3 03:31:07 2003 Tahnval wrote post #715:
> On Fri Oct  3 01:02:00 2003 Ca wrote post #712:
> > On Thu Oct  2 23:38:07 2003 Korthrun wrote post #710:
> > > Would you have a big shitfit if it was cleaned up to match EVERYONE
> > > elses version of that piece of EQ in game?
> > > like 18int 10spr?
> > > Now I don't have any off these odd pieces, of old eq, so I suppose I
> > > dont really count
> > > but it wouldnt bother meone bit
> > > can we get, real, non-trashtalking, feedback on this?
> > > simple..
> > > wuold you whine alot, or would the better out weight (for example)
> > > +2 int and +5 spr?
> > Would it be possible to change the name of one of the items to say
> > "Eyepatch of Horus (old)" or something like that?
> How about just changing Rufrin to accept an item with the
> name of whatever he is looking for, regardless of whether
> it's version 1, version 2 or whatever?  Just 
> another idea.
that is waht i was saying by have it match proper_name instead of
the filename.
there is a thing in items, when you code them:
set_proper_name()
leads me to belive there is a query_proper_name()
could be wrong though

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

poster: Energystar
subject: >e-mail on finger
date: Fri Oct  3 05:00:00 2003

On Fri Oct  3 03:23:55 2003 Roirraw wrote post #714:
> would be more helpful if when u finger yourself it would say
> (private) instead of the # for about a year i thought that's what it
> showed
could always finger yourself from the homepage
works fine.

--es.

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

poster: Zifnab
subject: >e-mail on finger
date: Fri Oct  3 05:32:43 2003

On Fri Oct  3 03:23:55 2003 Roirraw wrote post #714:
> would be more helpful if when u finger yourself it would say
> (private) instead of the # for about a year i thought that's what it
> showed
how do you tell what email address you entered for yourself? No way players
can remember that (most anyway_

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

poster: Zifnab
subject: >>>>>>>>>Rufrin
date: Fri Oct  3 05:33:07 2003

On Fri Oct  3 03:31:07 2003 Tahnval wrote post #715:
> On Fri Oct  3 01:02:00 2003 Ca wrote post #712:
> > On Thu Oct  2 23:38:07 2003 Korthrun wrote post #710:
> > > Would you have a big shitfit if it was cleaned up to match EVERYONE
> > > elses version of that piece of EQ in game?
> > > like 18int 10spr?
> > > Now I don't have any off these odd pieces, of old eq, so I suppose I
> > > dont really count
> > > but it wouldnt bother meone bit
> > > can we get, real, non-trashtalking, feedback on this?
> > > simple..
> > > wuold you whine alot, or would the better out weight (for example)
> > > +2 int and +5 spr?
> > Would it be possible to change the name of one of the items to say
> > "Eyepatch of Horus (old)" or something like that?
> How about just changing Rufrin to accept an item with the
> name of whatever he is looking for, regardless of whether
> it's version 1, version 2 or whatever?  Just 
> another idea.
no because the prices he pays for them may be wildly differant.

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

poster: Roirraw (Web) 
subject: >>e-mail on finger
date: Fri Oct  3 22:26:36 2003

On Fri Oct  3 05:32:43 2003 Zifnab wrote post #718 in ideas:

> On Fri Oct  3 03:23:55 2003 Roirraw wrote post #714:

> > would be more helpful if when u finger yourself it would say

> > (private) instead of the # for about a year i thought that's what it

> > showed

> how do you tell what email address you entered for yourself? No way players

> can remember that (most anyway_



when i finger myself while online it shows #then my address instead of private like it does for everyone else. (finally realized it when i used my secondaire to finger me

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

poster: Zifnab
subject: >>>e-mail on finger
date: Fri Oct  3 22:28:39 2003

On Fri Oct  3 22:26:36 2003 Roirraw (Web)  wrote post #720:
> On Fri Oct  3 05:32:43 2003 Zifnab wrote post #718 in ideas:

> > On Fri Oct  3 03:23:55 2003 Roirraw wrote post #714:

> > > would be more helpful if when u finger yourself it would say

> > > (private) instead of the # for about a year i thought that's what it

> > > showed

> > how do you tell what email address you entered for yourself? No way
players

> > can remember that (most anyway_

> 

> when i finger myself while online it shows #then my address instead of
private like it does for everyone else. (finally realized it when i used my
secondaire to finger me
I know that. But what you are asking is that instead of showing your
email address, we show (private). you now have no way to 
see your own email address.

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

poster: Roirraw
subject: >>>>e-mail on finger
date: Fri Oct  3 22:29:48 2003

On Fri Oct  3 22:28:39 2003 Zifnab wrote post #721:
> On Fri Oct  3 22:26:36 2003 Roirraw (Web)  wrote post #720:
> > On Fri Oct  3 05:32:43 2003 Zifnab wrote post #718 in ideas:

> > > On Fri Oct  3 03:23:55 2003 Roirraw wrote post #714:

> > > > would be more helpful if when u finger yourself it would say

> > > > (private) instead of the # for about a year i thought that's what it

> > > > showed

> > > how do you tell what email address you entered for yourself? No way
> players

> > > can remember that (most anyway_

> > 

> > when i finger myself while online it shows #then my address instead of
> private like it does for everyone else. (finally realized it when i used my
> secondaire to finger me
> I know that. But what you are asking is that instead of showing your
> email address, we show (private). you now have no way to 
> see your own email address.
what i meant (or meant to say) was couldn't it say private when u
finger yourself plus your address?

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

poster: Mixer
subject: >>>>>>>>>Kill Stealing
date: Sat Oct  4 11:59:15 2003

On Wed Oct  1 06:28:05 2003 Quillz wrote post #692:
> On Wed Oct  1 05:30:32 2003 Tahnval wrote post #691:
> > On Tue Sep 30 06:08:50 2003 Litho wrote post #684:
> > > On Tue Sep 30 06:04:32 2003 Tranquil wrote post #683:
> > > > form or method of game play, and one of those rules clearly states
> > > > that mobs in events involving head-to-head competition of players as
> > > > being exclusive to the person(s) who were first in combat with said
> > > > mob, I, and other players, will continue to consider event mobs as
> > > > free-for-all.
> > > > 
> > > > Ps: when something says (wounded), that
> > > > means it's lost some of it's hit points, ie: it is wounded. Please
> > > > learn to read, Mr. Ca.
> > > > 
> > > You're vocabulary is immensely putrid, Tranquil.  Please buy a
> > > theasaurus. Thanks.
> > When criticising someone for poor use of English, it is
> > advisable to ensure that your own usage is correct.  You
> > made a spelling mistake and an elementary grammatical
> > mistake in just eleven words, which makes your criticism
> > of Tranquil's post risible.
> wtf does risible mean?
Yeah Litho, who learned you to talk proper?

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

poster: Ant
subject: Mud-slinging
date: Sun Oct  5 10:26:49 2003

Keep it to the junk board. That's what it's there for, among other reasons.

Thank you.

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

poster: Yugo
subject: MXP and channels
date: Mon Oct  6 08:10:11 2003

i would like to hear if we could get a system using MXP that work
like the system we have for portal.
a system that could send channels and tells to another window on a
MXP enable client.


Yugo

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

poster: Korthrun
subject: >MXP and channels
date: Mon Oct  6 08:15:41 2003

On Mon Oct  6 08:10:11 2003 Yugo wrote post #725:
> i would like to hear if we could get a system using MXP that work
> like the system we have for portal.
> a system that could send channels and tells to another window on a
> MXP enable client.
> 
> 
> Yugo
i use zmud and i have this
its a simple tigger though, nothing fancy like mxp

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

poster: Yugo
subject: >>MXP and channels
date: Mon Oct  6 08:19:20 2003

problem is multiline text. The text is getting broken up into 2
windows if it is more then 1 line.

Yugo

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

poster: Zifnab
subject: >MXP and channels
date: Mon Oct  6 14:05:28 2003

On Mon Oct  6 08:10:11 2003 Yugo wrote post #725:
> i would like to hear if we could get a system using MXP that work
> like the system we have for portal.
> a system that could send channels and tells to another window on a
> MXP enable client.
> 
> 
> Yugo
yes.

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

poster: Uno
subject: request
date: Tue Oct  7 16:04:36 2003

is there a particular reason why big people can't retake the newbie tour?
i like to take it from time to time to refresh my memory on what's
in there... and I always have to make a new secondary to do it.
Can we make it so you can retake it anytime?
(just to be perfectly clear i'm talking about the tour from the race_select
room)

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

poster: Zifnab
subject: >request
date: Tue Oct  7 16:04:51 2003

On Tue Oct  7 16:04:36 2003 Uno wrote post #730:
> is there a particular reason why big people can't retake the newbie tour?
> i like to take it from time to time to refresh my memory on what's
> in there... and I always have to make a new secondary to do it.
> Can we make it so you can retake it anytime?
> (just to be perfectly clear i'm talking about the tour from the race_select
> room)
you get a free reinc.

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

poster: Tranquil
subject: >>request
date: Wed Oct  8 07:07:07 2003

On Tue Oct  7 16:04:51 2003 Zifnab wrote post #731:
> On Tue Oct  7 16:04:36 2003 Uno wrote post #730:
> > is there a particular reason why big people can't retake the newbie tour?
> > i like to take it from time to time to refresh my memory on what's
> > in there... and I always have to make a new secondary to do it.
> > Can we make it so you can retake it anytime?
> > (just to be perfectly clear i'm talking about the tour from the
race_select
> > room)
> you get a free reinc.

This is true Zifnab, however this 'free reinc' should not really
affect anyone, as one must (should?) already be unselected when they
enter this tour. Perhaps it would be possible to add an unrestricted
portal in the race select room for this purpose, while leaving the
restricted one as it is in the newbie guild? That way whomever
wishes to take the tour again may only do so immediately after a
reinc, therefore negating the possible free reinc issue.


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

poster: Midnight (Web) 
subject: >>>request
date: Wed Oct  8 10:32:55 2003

On Wed Oct  8 07:07:07 2003 Tranquil wrote post #732 in ideas:

> This is true Zifnab, however this 'free reinc' should not really

> affect anyone, as one must (should?) already be unselected when they

> enter this tour. Perhaps it would be possible to add an unrestricted

> portal in the race select room for this purpose, while leaving the

> restricted one as it is in the newbie guild? That way whomever

> wishes to take the tour again may only do so immediately after a

> reinc, therefore negating the possible free reinc issue.



adding more than one exit for a newbie that possibly haven't tried mudding before will give chance of errors. Alternately let the free reinc be dependent on wether or not the character has reinced before.

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

poster: Midnight (Web) 
subject: >>>request
date: Wed Oct  8 10:33:13 2003

On Wed Oct  8 07:07:07 2003 Tranquil wrote post #732 in ideas:

> This is true Zifnab, however this 'free reinc' should not really

> affect anyone, as one must (should?) already be unselected when they

> enter this tour. Perhaps it would be possible to add an unrestricted

> portal in the race select room for this purpose, while leaving the

> restricted one as it is in the newbie guild? That way whomever

> wishes to take the tour again may only do so immediately after a

> reinc, therefore negating the possible free reinc issue.



adding more than one exit for a newbie that possibly haven't tried mudding before will give chance of errors. Alternately let the free reinc be dependent on wether or not the character has reinced before.

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

poster: Maduo
subject: race lead
date: Thu Oct  9 07:29:56 2003

i dont know about anyone else but im starting to like the old way
race lead worked.
i mean whenever something instilled -xp in xpwho, ive always gotten
race lead taken back, its rather annoying
maybe make it so that even if u have -xp on xpwho u can still keep
leadership? know ill get flamed from everyone on this one cept maybe
the highrankers who also have some sort of problem
>maduo<

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

poster: Tranquil
subject: >race lead
date: Thu Oct  9 07:37:45 2003

On Thu Oct  9 07:29:56 2003 Maduo wrote post #735:
> i dont know about anyone else but im starting to like the old way
> race lead worked.
> i mean whenever something instilled -xp in xpwho, ive always gotten
> race lead taken back, its rather annoying
> maybe make it so that even if u have -xp on xpwho u can still keep
> leadership? know ill get flamed from everyone on this one cept maybe
> the highrankers who also have some sort of problem
> >maduo<

Actually, there is still a valid argument that race leadership
should be based on the weekly plaque, instead of on xpwho (which has
lead to the really silly situation atm), or solely on the xp plaque
itself which would allow idlers and retirebies to retain the race
leadership.

Some people do not agree with my own personal views on this, and
frankly, I don't expect everyone to. But having been a race leader
for about 3/4 of my time here, I would have no problem if say,
Rossano became Lizardman leader, because he had consistantly earned
more worth each week than I had.

Seriously, the only players I can see having a problem with this way
of awarding race leadership, would be the ones who sit and debate
whether they will choose to either idle or whine on any given login,
and do not actually do much real mudding.

- Tranquil


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

poster: Zifnab
subject: >race lead
date: Thu Oct  9 13:58:48 2003

On Thu Oct  9 07:29:56 2003 Maduo wrote post #735:
> i dont know about anyone else but im starting to like the old way
> race lead worked.
> i mean whenever something instilled -xp in xpwho, ive always gotten
> race lead taken back, its rather annoying
> maybe make it so that even if u have -xp on xpwho u can still keep
> leadership? know ill get flamed from everyone on this one cept maybe
> the highrankers who also have some sort of problem
> >maduo<

its not race leadership anymore..
It is the person currently logged on that has earned exp and has the
highest worth.

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

poster: Afkaserious
subject: >>race lead
date: Fri Oct 10 02:54:04 2003

On Thu Oct  9 13:58:48 2003 Zifnab wrote post #737:
> On Thu Oct  9 07:29:56 2003 Maduo wrote post #735:
> > i dont know about anyone else but im starting to like the old way
> > race lead worked.
> > i mean whenever something instilled -xp in xpwho, ive always gotten
> > race lead taken back, its rather annoying
> > maybe make it so that even if u have -xp on xpwho u can still keep
> > leadership? know ill get flamed from everyone on this one cept maybe
> > the highrankers who also have some sort of problem
> > >maduo<
> 
> its not race leadership anymore..
> It is the person currently logged on that has earned exp and has the
> highest worth.
Then all the messages need a tune, since you arent really leading crapolla.

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

poster: Zifnab
subject: >>>race lead
date: Fri Oct 10 03:03:13 2003

> > It is the person currently logged on that has earned exp and has the
> > highest worth.
> Then all the messages need a tune, since you arent really leading crapolla.

You are leading something, and if everyone that whined put forth an
idea of what
to change the name of it to I would of changed it a long time ago.

But as usual everyone can say this sucks, and very few people have good ideas 
to remedy the situation. Race lead is not changing back to what it
was, the name
can easily change though.


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

poster: Korthrun
subject: >>>>race lead
date: Fri Oct 10 03:09:55 2003

On Fri Oct 10 03:03:13 2003 Zifnab wrote post #739:
> > > It is the person currently logged on that has earned exp and has the
> > > highest worth.
> > Then all the messages need a tune, since you arent really leading
crapolla.
> 
> You are leading something, and if everyone that whined put forth an
> idea of what
> to change the name of it to I would of changed it a long time ago.
> 
> But as usual everyone can say this sucks, and very few people have good
ideas 
> to remedy the situation. Race lead is not changing back to what it
> was, the name
> can easily change though.
> 
You boast of your recent adventures to the _RACENAME_ gods, sensing
your power and deeming you worthy, they pass the _RACE_LEAD_ITEM_
into your possession leaving _PREVIOUS_LEADER_ shaking his/her/its
first in fury.
la SOMEONE_LEADING_A_RACE
The gods of thier race have deemd them the most worthy _RACENAME_
who
{} Gods Favorite

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

poster: Lu
subject: korthrun/race lead
date: Fri Oct 10 03:22:17 2003

why would _PREVIOUS_LEADER_ shake his/her/its fist if said person
wasn't logged on blahblahblah, it doesnt NEED to be changed, just
let it die already(korthrun was just offering up an idea, letting it
die, is in reference to those of you who can't seem to get over the
fact that you have to be active to lead a race)

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

poster: Korthrun
subject: >korthrun/race lead
date: Fri Oct 10 03:28:43 2003

On Fri Oct 10 03:22:17 2003 Lu wrote post #741:
> why would _PREVIOUS_LEADER_ shake his/her/its fist if said person
> wasn't logged on blahblahblah, it doesnt NEED to be changed, just
> let it die already(korthrun was just offering up an idea, letting it
> die, is in reference to those of you who can't seem to get over the
> fact that you have to be active to lead a race)
it took me like a week
but i am over it
so yeah just offering ideas, and wizx0rs could put in a nice little 
check to see wether or not the previous leader is on and if not skip
that part of the message :)
i mainly did this cause it would make ppl stop whining

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

poster: Tahnval
subject: >korthrun/race lead
date: Fri Oct 10 03:34:59 2003

On Fri Oct 10 03:22:17 2003 Lu wrote post #741:
> why would _PREVIOUS_LEADER_ shake his/her/its fist if said person
> wasn't logged on blahblahblah, it doesnt NEED to be changed, just
> let it die already(korthrun was just offering up an idea, letting it
> die, is in reference to those of you who can't seem to get over the
> fact that you have to be active to lead a race)
You're not leading a race.  That's the point.  Give it a change
of name to reflect the change in what it is.

I think Korthrun's idea fits the bill very well, apart from
the fist-shaking thing.  Change the references from race leader
to favoured by the Gods, job done.

Perhaps a reference to the previous favourite, along the lines
of this:
You boast of your recent adventures to the  deities.
Sensing your power and deeming you worthy, they reclaim
 and give it to you as a sign of Their favour.
 has lost the favour of the
 deities, for they are fickle and pragmatic.  Only
those who are currently bringing greater glory to 
can be favoured by the  deities.

And the rest exactly as Korthrun put it.

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

poster: Quillz
subject: Gemmy Omricon
date: Fri Oct 10 16:44:36 2003

I know some ideas havce been shot out before as far as this goes,
but I'm going to sling out a few more. 

In general, people join the ir omricon's to become ebven more
powerfull and even more efficient than before.  
With this in mind, having some skills similiar to woody/SS that
allows animal friendship, to allow for more than the usual 'set' of
familiars. 
Secondly, perhaps some skill or set of skills in Shaman to allow
maybe cheaper spell costs, as well as lowerered energy use when
putting energy into the staff, and more efficient use of the energy
once it's there. 
Lastly, some skills/spells to make gem blasting more efficient. 
Perhaps an added mastery to increase the % of the attuned damage
done, or maybe even an added dtype (holy/unholy.)

Now I understand quite well that this guild is powerfull, however,
it isn't cheap when it comes to simply being able to do what most
other guilds can do for free - blast. 

Q - Gemmy at heart

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

poster: mantrovant (Web)
subject: Golding areas
date: Fri Oct 10 21:40:04 2003

it would be great if there were more golding areas for lvl 50 and below. Turantian guards and beholders gets cleared so frequently that its hard to get gold. Thanks





-Mant

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

poster: Celine
subject: >Golding areas
date: Fri Oct 10 21:47:22 2003

On Fri Oct 10 21:40:04 2003 mantrovant (Web) wrote post #745:
> it would be great if there were more golding areas for lvl 50 and below.
Turantian guards and beholders gets cleared so frequently that its hard to
get gold. Thanks

> 

> 

> -Mant
Muah.. i get to say it first though many will think it. Dont
complain, go code. if you cant code or dont have the time then get
together with a willing builder/wiz and help them with something
-cel

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

poster: Denim
subject: Golding Areas
date: Fri Oct 10 21:48:16 2003

I'm not going to name off a whole bunch of areas, but your full of
it if you think those are the only two golding areas for level 50
players, there are plenty of 10-20k mobs on this mud who drop decent
loot or gold, try exploring instead of griping for once, maybe?

denim, who could find plenty of golding areas when he was level 50

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

poster: Rancor
subject: >Golding Areas
date: Fri Oct 10 22:35:45 2003

On Fri Oct 10 21:48:16 2003 Denim wrote post #747:
> I'm not going to name off a whole bunch of areas, but your full of
> it if you think those are the only two golding areas for level 50
> players, there are plenty of 10-20k mobs on this mud who drop decent
> loot or gold, try exploring instead of griping for once, maybe?
> 
> denim, who could find plenty of golding areas when he was level 50
nogs I agree with this I know in certain guilds I can rake in
600-800k gold and hour and that is not from killing in 1,2,or even
as few as 3 areas.  GO out there and explore as if you restrict all
the areas to small players then noone else can gold.  
Rancor

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

poster: Litho
subject: >>Golding Areas
date: Fri Oct 10 22:36:33 2003

On Fri Oct 10 22:35:45 2003 Rancor wrote post #748:
> > it if you think those are the only two golding areas for level 50
> > players, there are plenty of 10-20k mobs on this mud who drop decent
> > loot or gold, try exploring instead of griping for once, maybe?
> > 
> > denim, who could find plenty of golding areas when he was level 50
> nogs I agree with this I know in certain guilds I can rake in
> 600-800k gold and hour and that is not from killing in 1,2,or even
> as few as 3 areas.  GO out there and explore as if you restrict all
> the areas to small players then noone else can gold.  
> Rancor
Or ask me, since i have gold and don't intent to gold, ever, i'll be
glad to give you some of my spots.

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

poster: Ronan
subject: Emote
date: Sat Oct 11 08:26:38 2003

larry liv = foos tells foo2 "Get'r Done!"
thx
and plz
Get'r Done
Ronana

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

poster: Ronan
subject: >Emote
date: Sat Oct 11 08:27:29 2003

On Sat Oct 11 08:26:38 2003 Ronan wrote post #750:
> larry liv = foos tells foo2 "Get'r Done!"
> thx
> and plz
> Get'r Done
> Ronana
Wtf it cut off

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

poster: Ronan
subject: >>Emote
date: Sat Oct 11 08:29:59 2003

hmm
larry = foo says "Get'r Done!"
ok thx
sorry I sux

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

poster: Tahnval
subject: >>Golding areas
date: Sun Oct 12 01:08:34 2003

On Fri Oct 10 21:47:22 2003 Celine wrote post #746:
> On Fri Oct 10 21:40:04 2003 mantrovant (Web) wrote post #745:
> > it would be great if there were more golding areas for lvl 50 and below.
> Turantian guards and beholders gets cleared so frequently that its hard to
> get gold. Thanks

> > 

> > 

> > -Mant
> Muah.. i get to say it first though many will think it. Dont
> complain, go code. if you cant code or dont have the time then get
> together with a willing builder/wiz and help them with something
> -cel
I haven't had much trouble finding golding areas since I
was L10.  I still use areas I could have used below L50
now.  I just kill faster in there.

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

poster: Palmascay
subject: prayer for sanctuary
date: Mon Oct 13 19:43:11 2003

maybe the return for sancutary spell that is in the high priest
guild, could be added to the confessor guild.

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

poster: Quillz
subject: EQ batg
date: Mon Oct 13 21:53:15 2003

Simple idea - though I'm not sure how hard it would be to code. 
It would act the same as a ge bag - just putting eq you're carrying
around on you in a bag, so you don't have to mess with sytanx's of
which piece of eq to wear/wield, ect. 
Q

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

poster: Draco
subject: >prayer for sanctuary
date: Tue Oct 14 16:29:34 2003

On Mon Oct 13 19:43:11 2003 Palmascay wrote post #754:
> maybe the return for sancutary spell that is in the high priest
> guild, could be added to the confessor guild.
nah. returning to a sanctuary requires deep dedication to your faith
and the gods need to know that they can trust you, if you are too
low of a level to get high priest, maybe consider takeing three
levels in navigator to get guild portal.

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

poster: Energystar
subject: polls
date: Wed Oct 15 08:01:35 2003

a couple of new commands for polls would be nice
poll list all : to list all polls by number and showing the poll desc
and, poll remove #, used by the creator of the poll that just
doesn't care about the results anymore
k, thx.
--es.

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

poster: Tahnval
subject: Famiilars and Woodlords
date: Thu Oct 16 01:36:27 2003

I'd like to see Animal Harmony added to Sylvan Woodlord,
which is currently almost entirely a guild of masteries
for skills and spells in lower guilds.  Vengeance of
Gaia has been used a bit, but the new things in the
guild (observe opponent, prepare weapon, prepare
shield, neutralize weapon and deadly preparations)
are very rarely used since they are obviously
orientated towards use in one situation:  the woodsman
is in an EQ party and is not the tank.

The whole "observe mob and create enchantments specific to that 
mob" idea is a great theme, but it's of use when you are
a "blaster" against a single very large mob, unless it
actually works against different mobs.

Animal harmony would be in theme, I think, considering
what the Woodsman subtree is all about.
It's just a thought.  If you like it, fine.  If you don't, fine.
If you start whining about whining, just delete before
you post and put it in junk instead, where it belongs.
I'll whine in there if anyone really wants that.  I'll
put ideas in here.  Thank you for your co-operation.

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

poster: Rancor
subject: >Famiilars and Woodlords
date: Thu Oct 16 02:38:20 2003

On Thu Oct 16 01:36:27 2003 Tahnval wrote post #758:
> I'd like to see Animal Harmony added to Sylvan Woodlord,
> which is currently almost entirely a guild of masteries
> for skills and spells in lower guilds.  Vengeance of
> Gaia has been used a bit, but the new things in the
> guild (observe opponent, prepare weapon, prepare
> shield, neutralize weapon and deadly preparations)
> are very rarely used since they are obviously
> orientated towards use in one situation:  the woodsman
> is in an EQ party and is not the tank.
> 
> The whole "observe mob and create enchantments specific to that 
> mob" idea is a great theme, but it's of use when you are
> a "blaster" against a single very large mob, unless it
> actually works against different mobs.
> 
> Animal harmony would be in theme, I think, considering
> what the Woodsman subtree is all about.
> It's just a thought.  If you like it, fine.  If you don't, fine.
> If you start whining about whining, just delete before
> you post and put it in junk instead, where it belongs.
> I'll whine in there if anyone really wants that.  I'll
> put ideas in here.  Thank you for your co-operation.

so why does animal harmony belong in woodlord?   as I see it there
are plently upon even more very useful things in the guild. 
woodsman as it stands right now gets 3 framilars as it is with
woodlord.  Why should we add a second framilar skill to a guild that
already has one.  I see it woodsman are not about animals and having
them work for them.   That tends to be the shapeshifter guild.  Why
does woodsman need another framilar.   they output plenty of dmg as
is.  why need more?  it cant be a balance issue as woodsman imo are
balanced very well.  


AS for those enchantments like prepare weapon and prepare shield
those are for woodsman tanking eq or in eq facing a single mob.  YES
I did say tanking.  as woodsman can tank small eq.  there is nothing
wrong with these skills they just have a very specific intent and
very specific use.  

Rancor

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

poster: Chrono
subject: >polls
date: Thu Oct 16 22:24:09 2003

it really is useless but could be fun at least for a lil bit

how about changing it so, keep the current commands cept for results

whenever a new poll is made it gets posted in junk, and put a timer
on results, maybe till a reboot or 5 reboots, whatever you want

anyway k, bye, shrug eheheheh MONK

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

poster: Korthrun
subject: >Famiilars and Woodlords
date: Thu Oct 16 23:56:39 2003

On Thu Oct 16 01:36:27 2003 Tahnval wrote post #758:
> I'd like to see Animal Harmony added to Sylvan Woodlord,
> which is currently almost entirely a guild of masteries
> for skills and spells in lower guilds.  Vengeance of
> Gaia has been used a bit, but the new things in the
> guild (observe opponent, prepare weapon, prepare
> shield, neutralize weapon and deadly preparations)
> are very rarely used since they are obviously
> orientated towards use in one situation:  the woodsman
> is in an EQ party and is not the tank.
> 
> The whole "observe mob and create enchantments specific to that 
> mob" idea is a great theme, but it's of use when you are
> a "blaster" against a single very large mob, unless it
> actually works against different mobs.
> 
> Animal harmony would be in theme, I think, considering
> what the Woodsman subtree is all about.
> It's just a thought.  If you like it, fine.  If you don't, fine.
> If you start whining about whining, just delete before
> you post and put it in junk instead, where it belongs.
> I'll whine in there if anyone really wants that.  I'll
> put ideas in here.  Thank you for your co-operation.
unless the skills have changed since i was last woodsman the
enchants are NOT specific to a mob, i bug repped this but am not
sure if it was fixed at all or if admins even considered it as
needing fixing.
afaik animal harmony is in dragon lord alone, if it isnt then
skillinfo needs fixed to work properly. maybe it hsould be moved to
animal healer or trainer so it is accessible to all of the animist
tree

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

poster: Tahnval
subject: >>Famiilars and Woodlords
date: Fri Oct 17 01:32:54 2003

Since the woodsman tree already has all the familiar-related
skills and spells from Animal Tamer, plus access to Animal
Trainer, plus Animal Harmony in Sylvan Woodlord, I think it's
pretty clear that familiars were intended to be part of the
woodsman tree.
That's 5 familiar-related spells and 13 familiar-related
skills.  I think that indicates that familiars are
a strong part of the woodsman tree.  You say "I see it woodsman
are not about animals and having them work for them.  That tends
to be the shapeshifter guild".  The shapeshifter guildtree, the
whole thing, has access to 5 familiar-related spells and
14 familiar-related skills, as opposed to the 5 and 13 of
the woodsman tree.

As for the mob-specific enchantments:

You said these things:  "YES I did say tanking.  as woodsman can tank
small eq."  

Quite right...so in the one or two cases when this happens, the
mob-specific warding skills for the woodsman shield will be
useful.

"there is nothing wrong with these skills they just have a very
 specific intent and very specific use."

Which is pretty much what I said.  I said they were a great idea,
a nice theme, that sort of thing.

Check how often they have been used, though.  They're
great for theme, but they are of very little use.  But
that's a side-issue, really.  Woodsman is great without
them and their presence, though practically useless, is a
nice extra touch, a good idea.

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

poster: Tahnval
subject: >>Famiilars and Woodlords
date: Fri Oct 17 01:41:07 2003

Animal Harmony is in Dragon Lord alone - that was the point
of my post.  I was saying that I'd like it to be added to
Sylvan Woodlord too.

Daneel replied to your bugrep on the enchants, saying they
were supposed to be much more specific than they were, probably
to a single mob.  I don't know if they were changed, though.
Given how infrequently those skills are used, I suspect they
have been.

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

poster: Tahnval
subject: >>>Famiilars and Woodlords
date: Fri Oct 17 01:44:40 2003

Gah, I am confusing Animal Harmony and Animal Friendship.
Shifter tree has both, so they get 1 minor and 3 major familiars,
Woodsman tree has one, so they get 1 minor and 2 major familiars.
I'm putting up the idea that the woodsmen should get access to
both, assuming they have maxxed the omicron guild (like you have
to in the shifter tree).

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

poster: Daneel
subject: >>>>Famiilars and Woodlords
date: Fri Oct 17 02:37:21 2003

Tahnval says:
> Gah, I am confusing Animal Harmony and Animal Friendship.
...
> I'm putting up the idea that the woodsmen should get access to
> both...
Maybe I missed something, but I haven't seen a reason in this 
thread why woodsman needs such an uptune.  Why do you think it
needs one?

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

poster: Rancor
subject: >>>>>Famiilars and Woodlords
date: Fri Oct 17 04:20:19 2003

On Fri Oct 17 02:37:21 2003 Daneel wrote post #765:
> Tahnval says:
> > Gah, I am confusing Animal Harmony and Animal Friendship.
> ...
> > I'm putting up the idea that the woodsmen should get access to
> > both...
> Maybe I missed something, but I haven't seen a reason in this 
> thread why woodsman needs such an uptune.  Why do you think it
> needs one?
Tahnval I understand that woodsman has acress to all these animal
skills etc but they are not a required part of the guild.  if say
herbalist and animal trainer were switched around(herbalist optional
animal trainer required) I would agree with you and it would be far
more in theme and in the guild.  Shapeshifter requires all those
animal guild trees just to get to the omicron so I as shifter have
to have alll of those skills that you compared woodsman and shifter.
 ANimal trainer was added to woodsman iirc(correct me as being
wrong)  because they had 2 majors and a minor for framiliars and
would warrant being able to train them.  Now your positions seems to
be now that we have the ability to train them woodsman deserves
another framiliar.  I dont agree with this.  another major framiliar
would up the dmg output quite a bit in the style of woodsman I play
and then I believe we would be approaching if not have an out of
tune guild.  


Pardon the big long runon paragraph I just did not feel like spacing it out.


The side comments  about the prepare weapon skills......  YEs they
were fixed to work on a single mob.  and just because noone uses
them atm does not mean they are not useful or they should be
changed.  ALot and I do mean alot of guilds have skills that are not
used.  but once again just becaused they are not used does not mean
they should be changed or moved, or made different.

Rancor

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

poster: Tahnval
subject: >>>>>>Famiilars and Woodlords
date: Fri Oct 17 23:57:00 2003

I hadn't considered the balance aspect.  I was thinking about
theme, plus the fact that I like familiars and want to see
more of them.  You make good points about Animal Trainer being
required in Shifter and optional in Woodsman, but that wasn't
a big deal in my original argument.  I think familiars are
*more* important to Woodsmen than to Shifters at omicron level, which
counters the line of argument that Shifters should get more familiars
because the guild is about familiars more than Woodsman is.

However, there is a balance issue.  Adding another major 
familiar would be an uptune to Woodsman and I don't think
it needs one.  I'll take one point for theme and lose
a point for balance, then call it quits 8-)

I have some more ideas about familiars, so I'll
post those tomorrow.

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

poster: Korthrun
subject: >>>>>>>Famiilars and Woodlords
date: Sat Oct 18 00:05:21 2003

On Fri Oct 17 23:57:00 2003 Tahnval wrote post #767:
> I hadn't considered the balance aspect.  I was thinking about
> theme, plus the fact that I like familiars and want to see
> more of them.  You make good points about Animal Trainer being
> required in Shifter and optional in Woodsman, but that wasn't
> a big deal in my original argument.  I think familiars are
> *more* important to Woodsmen than to Shifters at omicron level, which
> counters the line of argument that Shifters should get more familiars
> because the guild is about familiars more than Woodsman is.
> 
> However, there is a balance issue.  Adding another major 
> familiar would be an uptune to Woodsman and I don't think
> it needs one.  I'll take one point for theme and lose
> a point for balance, then call it quits 8-)
> 
> I have some more ideas about familiars, so I'll
> post those tomorrow.
I would like to add that in shifter it is in Dragon Lord. You don't
really get familiars in dragon form (correct me if im wrong). I
myself, and many others do use familiras in other forms. I am not
saying remove it or anything like that, just that as far as the
balance argument goes I agree with tahn (wtf?) familiars are way
more important to a woodsie at that level than a dragon who cant
even use them.

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

poster: Goroharahad
subject: >>>>>Famiilars and Woodlords
date: Sat Oct 18 05:22:53 2003

On Fri Oct 17 02:37:21 2003 Daneel wrote post #765:
> Tahnval says:
> > Gah, I am confusing Animal Harmony and Animal Friendship.
> ...
> > I'm putting up the idea that the woodsmen should get access to
> > both...
> Maybe I missed something, but I haven't seen a reason in this 
> thread why woodsman needs such an uptune.  Why do you think it
> needs one?
Well when I was woody I was thinking about _one_ big issue : tanking
mobs that do areas with pets proved lethal.
So I had to give up a large part of my damage  to tank, say, red dragons.


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

poster: Tahnval
subject: A familiar idea
date: Sat Oct 18 21:10:02 2003

As it stands, we have falcon as a minor familiar, bear, eagle
wolf and two wolves (odd) as major familiars.

More flexibility could be introduced by assigning a level
to familiars, dependent on their power.  Just as an example, falcon could
be level 1, wolf level 1, bear and eagle level 2.  Players with the relevant
guild could summon 3 levels of familiars, with Animal Friendship and
Animal Harmony adding 2 levels each.
This adds flexibility without an uptune or a downtune in power.  It
also makes it easy to add new familiars in a balanced way - just
assign them the relevant number of levels for their power.

More levels would allow for more flexibility, adjusting the levels
a player can summon to match current summoning abilities (e.g. if
falcon is level 1, bear is level 3, eagle is level 3, wolf is level 1.5 (er..
bad example), players can summon 4,7 and 10 levels rather than 3,5 and 7).
That would also make it possible to have degrees of the same
level of familiar, like the forms in Shapeshifter.  For example,
you could have equine familiars, with colt for L1, mare for L2 and
stallion for L3.  That also retains a use for Animal Husbandry - you
can summon 1 level higher on 1 familiar for no extra charge (e.g.
summon a stallion for 2 of your available familiar levels rather
than 3).

Call for  would have to change a little to allow different
levels to be summoned (e.g. call for horse mare, call for horse
stallion, perhaps).

Tahnval, the self-appointed Friend of Familiars.

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

poster: Grasfer
subject: bounty hunting
date: Sun Oct 19 11:28:50 2003

D00d, fix so it dont pick lvl restricted monsters plz, and so you
dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
good idea, bye, hump

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

poster: Tuk
subject: >bounty hunting
date: Sun Oct 19 12:48:44 2003

On Sun Oct 19 11:28:50 2003 Grasfer wrote post #771:
> D00d, fix so it dont pick lvl restricted monsters plz, and so you
> dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
> good idea, bye, hump
Yes the kill level restrictrion issue will be fixed.
*

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

poster: Tahnval
subject: >>bounty hunting
date: Sun Oct 19 22:50:37 2003

On Sun Oct 19 12:48:44 2003 Tuk wrote post #772:
> On Sun Oct 19 11:28:50 2003 Grasfer wrote post #771:
> > D00d, fix so it dont pick lvl restricted monsters plz, and so you
> > dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
> > good idea, bye, hump
> Yes the kill level restrictrion issue will be fixed.
> *
Lovely!  That was the only thing wrong with an otherwise
marvellous new feature.

Another question...do you have plans to create a practical
use for bounty points?  It's fun to get them just for the
points themselves.  I'm just curious as to whether we will
be able to do something with them at some point.

Perhaps another plaque, for Bounty points?  After all, we
are a little short on plaques at the moment 8-)

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

poster: Baer
subject: >>bounty hunting
date: Mon Oct 20 00:25:10 2003

On Sun Oct 19 12:48:44 2003 Tuk wrote post #772:
> On Sun Oct 19 11:28:50 2003 Grasfer wrote post #771:
> > D00d, fix so it dont pick lvl restricted monsters plz, and so you
> > dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
> > good idea, bye, hump
> Yes the kill level restrictrion issue will be fixed.
> *
If you can't kill the monster you have to, for one reason or
another, there could be an option where you just have to find the
monster, observe it or mark it or something, then return back with
some information about its location. Then you would get a small
reward for your small assistance, and can get a new target.


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

poster: Pikkon
subject: bounty channel
date: Mon Oct 20 02:14:22 2003

There should really be a new channel for bounty questions :)

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

poster: Pikkon
subject: library
date: Mon Oct 20 03:25:51 2003

I think that the library should be finished in the city of alquonia
or brought to illium or something...the library's neat and I would
like to see the guild section finished

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

poster: Tuk
subject: >>>bounty hunting
date: Mon Oct 20 07:51:26 2003

On Mon Oct 20 00:25:10 2003 Baer wrote post #774:
> On Sun Oct 19 12:48:44 2003 Tuk wrote post #772:
> > On Sun Oct 19 11:28:50 2003 Grasfer wrote post #771:
> > > D00d, fix so it dont pick lvl restricted monsters plz, and so you
> > > dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
> > > good idea, bye, hump
> > Yes the kill level restrictrion issue will be fixed.
> > *
> If you can't kill the monster you have to, for one reason or
> another, there could be an option where you just have to find the
> monster, observe it or mark it or something, then return back with
> some information about its location. Then you would get a small
> reward for your small assistance, and can get a new target.
> 
I think the restriction issue was solved last night.

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

poster: Tranquil
subject: Level restricted bounty kills
date: Mon Oct 20 08:02:35 2003

Unfortunately, the restriction issue (at least in arcade mode) was
not fixed last night. I was just given a baby fade in the newbie
daycare centre as a bounty kill. I double checked this by going to
the daycare centre and checking the description of baby fades, and
the desc was identical to the desc of the mob I was given as a
bounty kill. But I have thought of a possible new way to approach
this issue.

In the case of these level restricted bounty mobs, would it be
feasable to add a small function to the level restriction module to
allow for arcade bounty kills to be attained? Or perhaps,
Tesselavala could give you a special, enchanted object which, if you
could not kill it because of a level restriction, you could throw at
the mob in question, causing it to become petrified, and allowing it
to be picked up as an object so you could physically take the now
petrified mob to Tesselavala?

Of course, the object would be enchanted to only work on the correct
monster when it is at full health and the transformation would be a
permanent change, to prevent a roundabout way of 'kill stealing',
and to prevent abuse by people getting stunned/almost killed in
combat then throwing the object at the mob to escape death.

Tesselavala could charge something for the object, perhaps 1k gold *
bounty monster's level? This would make it possible for higher
players to get those level restricted mobs in arcade mode, and for
smaller players to get any bounty mobs that are restricted to higher
level players (if there are any of these in the game).

- Tranquil's Idea Factory


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

poster: Tuk
subject: >>>>bounty hunting
date: Mon Oct 20 13:04:13 2003

On Mon Oct 20 07:51:26 2003 Tuk wrote post #777:
> On Mon Oct 20 00:25:10 2003 Baer wrote post #774:
> > On Sun Oct 19 12:48:44 2003 Tuk wrote post #772:
> > > On Sun Oct 19 11:28:50 2003 Grasfer wrote post #771:
> > > > D00d, fix so it dont pick lvl restricted monsters plz, and so you
> > > > dont get 1m monsters in exp hunt as lvl 15, thanks, and this is a
> > > > good idea, bye, hump
> > > Yes the kill level restrictrion issue will be fixed.
> > > *
> > If you can't kill the monster you have to, for one reason or
> > another, there could be an option where you just have to find the
> > monster, observe it or mark it or something, then return back with
> > some information about its location. Then you would get a small
> > reward for your small assistance, and can get a new target.
> > 
> I think the restriction issue was solved last night.
Ok it wasn't. We will (try) to implement Baer's idea as soon as
possible. Thank you for your (im)patience.

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

poster: Akutenshi
subject: Outside Arena
date: Mon Oct 20 21:42:59 2003

One of the arenas should be on the outside so that us weather
watchers would be able to use our spells and such, it would aslo
greatly help other casters that need outside influence to succeed.

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

poster: Korthrun
subject: emote
date: Mon Oct 20 22:37:49 2003

grep LIV STR
You grep Uno for pee.

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

poster: Tranquil
subject: Plaque stuff
date: Wed Oct 22 17:27:43 2003

Hi. I was wondering if it would be possible to have a colour option
set via the 'colors' command for plaque highlighting. Ie: when I
look at the exp plaque, it shows me in plain red, which I find
almost impossible to read without either highlighting with my
cursor, or squinting like a chinaman. Besides, to be able to change
the color you see yourself highlighted on the plaque would kinda
rule.

Another thing I have noticed, is that the weekly plaque still does
not automatically show a player their place on the plaque, instead
it shows the top 20 players. It would kinda rule if this plaque was
standardised, for those players who might not happen to be on the
top 20 every week, who could simply look at the plaque and see the
weekly top 10, and their own ranking on it.

Whoever would implement these two really cool ideas would get big
fat globs of praise from the likes of  and possibly even receive things like  from
those players. Thanks!


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

poster: Anlo
subject: Race Pictures on IoM site
date: Fri Oct 24 11:20:25 2003

Hi. I just thought it would be cool if there was a (optional for
those on modem) way to see pictures of the races on Islands of Myth.
Something like: "this is what the wizards think a gnome would look
like" kind of pictures.
Well just a thought.
//Anlo

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

poster: Zifnab
subject: >Race Pictures on IoM site
date: Fri Oct 24 13:01:13 2003

On Fri Oct 24 11:20:25 2003 Anlo wrote post #783:
> Hi. I just thought it would be cool if there was a (optional for
> those on modem) way to see pictures of the races on Islands of Myth.
> Something like: "this is what the wizards think a gnome would look
> like" kind of pictures.
> Well just a thought.
> //Anlo
that is very doable. Just need to pull the pictures together. If someone felt 
like doing this and made them small enough I would be happy to put those in 
via MXP in the mud, and available on the web site.

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

poster: Lu
subject: >>Race Pictures on IoM site
date: Fri Oct 24 14:45:41 2003

i nominate koma, tuk tells me he's not busy
**\
ehe, lu strixors again

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

poster: Tro
subject: Show location of Clan members
date: Fri Oct 24 19:44:55 2003

I would like to be able to see location of clan members. I assume it
might have been put forth as an idea before. Can it be implemented?
Any downsides? Etc? Hugs!!!

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

poster: Pikkon
subject: >>>Race Pictures on IOM site
date: Sat Oct 25 01:32:52 2003

That would be awesome!!!  Too bad I can't draw...

*
*

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

poster: Slayn
subject: events
date: Sat Oct 25 01:42:16 2003

ok here are some event ideas id like to put out there

1. good vs evil
gods come down and argue who has the most followers (based on align)
then winner gives their followers a bonus of some kind
maybe a nosuck but that pretty lame and unoriginal
but some kind of benifit.

2. Heist

a group of thiefs rob the bank/gem store
its up to the players to kill the thiefs. kinda like a golding event
i know by keeping the gems players would be like thives
but blah maybe there would be a bounty on the thives (bounty = gem)
maybe have a head thief who drops loads of them

my brain hurts 
-slyna 

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

poster: Switchblade
subject: exp cap
date: Sun Oct 26 17:24:16 2003


I think it would be neat if there was an experience cap at 13,051,463,841 exps

then it would roll back to 1 exp and you'd get a nifty prize
like some cool underwear
or a nice malted milkshake!

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

poster: mantrovant (Web)
subject: mage skill
date: Mon Oct 27 09:44:41 2003

i was thinking of a skill for the mages called delay skill. You use it before you cast a spell and it stores it in your guild item. You could have a max spell amount depending of your int. Then when you start combat it would release all of the spells. It would need to be a omicron level skill. Sorry, i shouldn't post when tired/stoned/drunk. 



thx 

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

poster: Grasfer
subject: >mage skill
date: Mon Oct 27 10:10:42 2003

There is one for Evoker omicron

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

poster: Maduo
subject: greasy spoon
date: Mon Oct 27 11:37:44 2003

shouldnt the greasy spoon have food in it? (well it is a food shop right?)

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

poster: Koma
subject: >greasy spoon
date: Mon Oct 27 12:08:22 2003

On Mon Oct 27 11:37:44 2003 Maduo wrote post #792:
> shouldnt the greasy spoon have food in it? (well it is a food shop right?)
Rambuch the greasy cook

Rambuch has stained clothing from cooking various entree's in the back of his 
shop. He wears a well cut black mustache
and his hair is somewhat short and stalky. Rambuch used to be the
fighter guild 
cook until he was fired due to serving
food that was rotten.

Would you really like to eat there? BESIDES, the greasy spoon is a
CUNNING DECOY
no otaku maduo kekeke ^_^

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

poster: Maduo
subject: >>greasy spoon
date: Mon Oct 27 12:11:11 2003

actually yeah i would like to eat there =P
he has a mustache so therefor he must be good at making pizza =P

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

poster: Goroharahad
subject: Wish idea
date: Mon Oct 27 12:29:31 2003

Maybe this has already been suggested :
a wish (greater I suppose) that put to your racial max the
skill/spell of your choice.
That would allow some funny combos, eg a giant fighter with heal
spell or whatever

Flame away
Goro

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

poster: Moose
subject: switch bodies
date: Mon Oct 27 14:22:54 2003

I would like to change bodies where ever I am in IOM, 
If you type "pray to gwaul" or "worship gwaul" from that distant u
dont need to be present with him (where he is)

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

poster: Zifnab
subject: >switch bodies
date: Mon Oct 27 14:31:07 2003

On Mon Oct 27 14:22:54 2003 Moose wrote post #797:
> I would like to change bodies where ever I am in IOM, 
> If you type "pray to gwaul" or "worship gwaul" from that distant u
> dont need to be present with him (where he is)
this will not happen. I do not want to move the code all
over the place, nor fill up 'pray' with extra stuff
that isnt really needed.

Besides I want people to make a decision to go to him or not
I do not want to hear any 'well I did X on accident'

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

poster: Roirraw
subject: builder application
date: Tue Oct 28 02:32:51 2003

is it possible for after u submit your builder appil that the link
it takes u 2 doesn't show your password? (the one that says appli
received)?

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

poster: Zifnab
subject: >builder application
date: Tue Oct 28 02:39:37 2003

On Tue Oct 28 02:32:51 2003 Roirraw wrote post #799:
> is it possible for after u submit your builder appil that the link
> it takes u 2 doesn't show your password? (the one that says appli
> received)?
I just submitted 3 applications and my password never showed up 
in either the javascript version or the non javascript version.

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

poster: Roirraw
subject: >>builder application
date: Tue Oct 28 02:41:14 2003

On Tue Oct 28 02:39:37 2003 Zifnab wrote post #800:
> On Tue Oct 28 02:32:51 2003 Roirraw wrote post #799:
> > is it possible for after u submit your builder appil that the link
> > it takes u 2 doesn't show your password? (the one that says appli
> > received)?
> I just submitted 3 applications and my password never showed up 
> in either the javascript version or the non javascript version.
i copied and pasted the link it should (from my address bar and it
has eveything i wtore on the appication on it

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

poster: Sirc
subject: summary
date: Tue Oct 28 05:11:45 2003

i would like to see what skills/spells and how many levels i spent
xp/gold on each reboot in the summary, that would rock
-Sirc

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

poster: Chewba
subject: >>>builder application
date: Tue Oct 28 09:29:07 2003

On Tue Oct 28 02:41:14 2003 Roirraw wrote post #801:
> On Tue Oct 28 02:39:37 2003 Zifnab wrote post #800:
> > On Tue Oct 28 02:32:51 2003 Roirraw wrote post #799:
> > > is it possible for after u submit your builder appil that the link
> > > it takes u 2 doesn't show your password? (the one that says appli
> > > received)?
> > I just submitted 3 applications and my password never showed up 
> > in either the javascript version or the non javascript version.
> i copied and pasted the link it should (from my address bar and it
> has eveything i wtore on the appication on it

Something else that would rock would be an automated mudmail to say
your app has been received and the approx time that the next app
review will be undertaken. 


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

poster: Daneel
subject: >>>>builder application
date: Tue Oct 28 16:03:16 2003

Chewba says:
> ... and the approx time that the next app review will be undertaken. 
You are assuming a lot more organization than we actually have ;-)

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

poster: Chewba
subject: >>>>>builder application
date: Tue Oct 28 19:37:38 2003

On Tue Oct 28 16:03:16 2003 Daneel wrote post #804:
> Chewba says:
> > ... and the approx time that the next app review will be undertaken. 
> You are assuming a lot more organization than we actually have ;-)
I was thinking an approximate time . i.e. A.S. or B.S.
(After Strongholds or Before Stongholds)

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

poster: Anlo
subject: Emote
date: Thu Oct 30 19:11:06 2003

Hi! Just a thought, it soon being Halloween (whatever the spelling)
and all. We don't have any emote for "haunt" or "haunted". Maybe we
should? Think it could be kinda cool. Oh well, just a thought :)
//Anlo

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

poster: Celine
subject: new event
date: Fri Oct 31 18:12:38 2003

bloodmoon risen: all creatures of the land become aggro to anything
entering a room
cant think of anything else it would do but welcome to comments and
the like, would be a cool once a monthish event.

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

poster: Chewba
subject: friends command
date: Sun Nov  2 14:54:22 2003

w: friends  command.
so If I want pfft all my friends, I bloody well can!

thx
pfft

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

poster: Tuk
subject: >friends command
date: Sun Nov  2 19:43:50 2003

On Sun Nov  2 14:54:22 2003 Chewba wrote post #808:
> w: friends  command.
> so If I want pfft all my friends, I bloody well can!
> 
> thx
> pfft

Yeah, and then next request is 'block party emotes' command. Then
another request for passing 'pass_block party emote' the previous
etc etc.

No thanks.


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

poster: Tahnval
subject: >>Spell : Forget
date: Sun Nov  2 21:44:20 2003

On Thu May  1 10:45:07 2003 Litho wrote post #4:
> On Thu May  1 10:44:04 2003 Fox wrote post #3:
> > This spell is nothing but like a suck. All that's to be come of it
> > is just idling. Sure, it's fine and all. But, for it to last any
> > where from 3 to 8 minutes is kind of rediculus. I would like to see
> > some sort of resistance to this spell. A skill, a spell, or of some
> > sort on a piece of eq. I believe that would atleast give a better
> > chance to get rid of the complaints and whines about this that I
> > hear of "Forget" doing to players and their parties.
> > 
> I agree, or atleast some variable, like depending on str/int/wis
> whatever..that it not last as long as possible.
That's an idea I like, though I can see balance issues.  If
basic stats give some kind of resistances, there would need to
be something for different stats, so it doesn't unbalance
guilds.  That would be an uptune, acting progressively as
worth increases (roughly), except for charisma.

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

poster: Daneel
subject: >>>Spell : Forget
date: Sun Nov  2 22:49:04 2003

(a) There is at least one item in game which can help protect 
you from forget spells.
(b) Well, I had a b, until I realized I'd misread.  Well, I'll
just disagree, like I do with regards to a suck, that all it 
means is a couple minutes idling.  There are plenty of things 
you can do when forgotten.  There are plenty of things you 
can do to stop from being forgotten.  I really don't see an
issue.

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

poster: Ligea (Web) 
subject: >>>Spell : Forget
date: Tue Nov  4 07:09:27 2003



> That's an idea I like, though I can see balance issues.  If

> basic stats give some kind of resistances, there would need to

> be something for different stats, so it doesn't unbalance

> guilds.  That would be an uptune, acting progressively as

> worth increases (roughly), except for charisma.



I like the idea of basing it on cha...average people are easily forgotten, but the truly beautiful and truly ugly are much more memorable.   ;)

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

poster: Lucian
subject: New Races
date: Tue Nov  4 23:52:19 2003

Yes, I've been doing some thinking recently about the races we have
at RD. They're great, but I feel we could do with a few more races,
if it wasn't too much trouble. I like the races, and some races
aren't used due to exp. gain, bad weaknesses etc. An example would
be the kobold. His exp. rate is 118%, but it is weak to nearly every
magic, and can be distracted easily. Anyways, here are some races I
would love to see on Islands of Myth.

I would like to see a kender, or something like it. Kenders are
small, dwarf-like creatures that are natural thieves. They get
asphyxiated by shiny objects, and have a natural instinct to steal
them for some reason, which makes them naturally weak to
asphyxiation. They aren't strong phyisically, and are quite low in
constitution, and have about average magic abilities, except they
can be distracted a bit easily. A good guild for Kenders would be
the rogue guild, the animist guild, and the worst would be
fighter/martial artists.


Centaurs! Centaurs are very common in MUD's, and I noticed we don't
have any. I came to think Centaurs are too widely used, and maybe we
should have Pegasuses, or Pegasus Knights. Pegasus Knights are
Centaurs with wings on the horse-half of the body. They make very
good healers, and have high intelligence, and SP Regen. They would
have  a bit low Experience because they would have average strength,
and such. Lower HP Regen and things like that. If you wish to add
centaurs, it would be vice versa. They'd make good fighters, and
rogues, average mages, have higher strength and constitution, lower
magic and SP abilities.

Why not? Djinns or Genies. These beings are highly magical, and have
come to be removed from their old homes, magical lamps. These beings
have good healing powers, and Excellent Magic capabilities. Although
they have good magic, they have virtually no physical skills, which
would make them horrible Rogues, and fighters. Below Average
animists. They are usually about 8 feet in height, much larger than
humans and are quite attractive.

Harpies, or Sirens even. Sirens are magical beings that sink
sailor's ships by singing. Low Physical abilities high Magical. They
came to the Islands of Myth due to Merchants, and Sailors who fell
in love with them, and decided to live near the beaches. Sirens are
extremely attractive. Sirens are weak against physical attacks, and
their bodies are used to the water, and eventually need to shift
back. Naturally weak to fire magic. Harpies are basically A mix
between birds and Humans. Instead of true arms, they have winged
like arms, with hands at the ends, making them capable of wielding
weapons, with hollow bones, yet very strong which will allow them to
fly. Harpies are unnattractive, and are weak against fire magic, ice
magic, and psionics.

This is a wildcard, and I think may be a really cool race. Cerberus.
I know we have a Cerberus event monster, and these can be his
offspring. These large creatures are quite unnattractive, and are
very strong in physical and magical abilities. When they walk, they
leave footprints on stone, making them easily trackable (Doesn't
need to be included, but it could be a race characteristic). They
are naturally good fighters, because they have three heads, and
don't need to wield weapons, but can wield some special kinds of
weapons, like claws and things like that. These would make good
mages, but VERY horrible clerics. These creatures are so strong,
their exp. percent should be low to trade in power for levelling up,
and training abilities.

 Those are all of the races I can think of to add right now, and
thanks for taking your time and reading this. =)

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

poster: Celine
subject: race leader ship
date: Thu Nov  6 07:55:25 2003

hopefully brandspanking new idea here..

id presume that the leader of a race would be an individual of
particular ability.. like possibly being able to wield a more
powerful (read higher WC) weapon.


-cel

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

poster: Chewba
subject: left or right handedness
date: Thu Nov  6 10:15:54 2003

just filling out a bug and i think it belongs in ideas as well.
id of my guild item shows slot to be finger (ring of elements)...
but as it always defaults to right finger.. surely the slot should
be right finger or perhaps we could elect what finger to put it on
(wether we are left handed or right han
ded) 
I've also noticed that first weapon wielded is always in right hand.
Maybe veldren could help us choose our handedness or it could be
random at reinc. could also be dex bonuses for ambidextusess



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

poster: Bahgtru
subject: Shops
date: Sun Nov  9 12:51:08 2003

Would be cool if shops did not accept kill tokens from bounty hunts,
so if someone slips up they don't have to wait 3 hrs to do it over

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

poster: Grasfer
subject: >Shops
date: Sun Nov  9 12:56:24 2003

save
help keep

keep token, problem solved

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

poster: Palmascay
subject: Poker
date: Sun Nov  9 18:55:27 2003

There should be a "poker all in" command at the poker table. If you
don't have enough money to go on to the next round, the person who
is betting you should be able to bet your maximum amount that you
have in your hand.

-----------------

poster: Arcavius
subject: Food
date: Wed Nov 12 03:44:16 2003

I think it would be neat if you could sell food.
Not for any absurd amount of gold, maybe like 1 gold, or even 5 or
10.  It really couldn't be abused, since any small healer could gold
a lot faster in the time it takes to make a piece.  And the newbie
nuts/apples would have a use other then not eating..Since there is
no point if hunger does not take affect until 15+..
-Arcavius

-----------------

poster: holyman (Web)
subject: ritual of binding
date: Wed Nov 12 04:54:21 2003

Hi I just wanted to suggest that when harmer gets redone,perhaps could the desc for ritual of binding be changed. I trained that and another spell going by the current desc for it but as i learned it does the opposite and takes stuff from servant instead of giving them sps or hps from your spells. Thanks, would be alot less confusing.

-----------------

poster: Daneel
subject: >ritual of binding
date: Wed Nov 12 05:14:48 2003

It does give hps to your servant, not take stuff from them -
if you cast the appropriate draining spells.  It just has an initial cost

-----------------

poster: Rythion
subject: >Food
date: Wed Nov 12 05:15:57 2003

On Wed Nov 12 03:44:16 2003 Arcavius wrote post #820:
> I think it would be neat if you could sell food.
> Not for any absurd amount of gold, maybe like 1 gold, or even 5 or
> 10.  It really couldn't be abused, since any small healer could gold
> a lot faster in the time it takes to make a piece.  And the newbie
> nuts/apples would have a use other then not eating..Since there is
> no point if hunger does not take affect until 15+..
> -Arcavius
Haim botting wasn't enough for you, now you need a good create
food/sell to shop bot too? :)

-----------------

poster: Korthrun
subject: >>Food
date: Wed Nov 12 05:16:39 2003

On Wed Nov 12 05:15:57 2003 Rythion wrote post #823:
> On Wed Nov 12 03:44:16 2003 Arcavius wrote post #820:
> > I think it would be neat if you could sell food.
> > Not for any absurd amount of gold, maybe like 1 gold, or even 5 or
> > 10.  It really couldn't be abused, since any small healer could gold
> > a lot faster in the time it takes to make a piece.  And the newbie
> > nuts/apples would have a use other then not eating..Since there is
> > no point if hunger does not take affect until 15+..
> > -Arcavius
> Haim botting wasn't enough for you, now you need a good create
> food/sell to shop bot too? :)
I always though it was funny hwo much shit hes got for this when
peole are nuked almost wihtout notice for botting probobly every 2
or 3 motnhs

-----------------

poster: Rancor
subject: >>>Food
date: Wed Nov 12 05:49:17 2003

On Wed Nov 12 05:16:39 2003 Korthrun wrote post #824:
> On Wed Nov 12 05:15:57 2003 Rythion wrote post #823:
> > On Wed Nov 12 03:44:16 2003 Arcavius wrote post #820:
> > > I think it would be neat if you could sell food.
> > > Not for any absurd amount of gold, maybe like 1 gold, or even 5 or
> > > 10.  It really couldn't be abused, since any small healer could gold
> > > a lot faster in the time it takes to make a piece.  And the newbie
> > > nuts/apples would have a use other then not eating..Since there is
> > > no point if hunger does not take affect until 15+..
> > > -Arcavius
> > Haim botting wasn't enough for you, now you need a good create
> > food/sell to shop bot too? :)
> I always though it was funny hwo much shit hes got for this when
> peole are nuked almost wihtout notice for botting probobly every 2
> or 3 motnhs
but but korth he has 8 million wisdom and 40000 spr.   and he is the
leetest healer and ma to EVAR live.  And he would be one of the
first people to line up and throw crap at the next person to be
forced reinc for botting.

-----------------

poster: Zifnab
subject: >>>Food
date: Wed Nov 12 06:53:04 2003

> I always though it was funny hwo much shit hes got for this when
> peole are nuked almost wihtout notice for botting probobly every 2
> or 3 motnhs

I am not sure where you get your information from but iirc we have not 
nuked anyone for botting in a long time.

-----------------

poster: Korthrun
subject: >>>>Food
date: Wed Nov 12 07:05:11 2003

On Wed Nov 12 06:53:04 2003 Zifnab wrote post #826:
> > I always though it was funny hwo much shit hes got for this when
> > peole are nuked almost wihtout notice for botting probobly every 2
> > or 3 motnhs
> 
> I am not sure where you get your information from but iirc we have not 
> nuked anyone for botting in a long time.
nuke
freeze
force reinc
all the same to us laypeople.
i suppose nuke does have impliucations of being totally removed

-----------------

poster: Kaos
subject: >>>>>Food
date: Wed Nov 12 08:51:47 2003

On Wed Nov 12 07:05:11 2003 Korthrun wrote post #827:
> On Wed Nov 12 06:53:04 2003 Zifnab wrote post #826:
> > > I always though it was funny hwo much shit hes got for this when
> > > peole are nuked almost wihtout notice for botting probobly every 2
> > > or 3 motnhs
> > 
> > I am not sure where you get your information from but iirc we have not 
> > nuked anyone for botting in a long time.
> nuke
> freeze
> force reinc
> all the same to us laypeople.
> i suppose nuke does have impliucations of being totally removed
ANYWAY.. it is a bad idea, since newbies would go and pick up
food that people leave in cs/altar and sell it to buy their
precious 200 gold leather gloves.

(welcome back litho)

-----------------

poster: Arcavius
subject: >>>>>>Food
date: Wed Nov 12 08:58:32 2003

On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > nuke
> > freeze
> > force reinc
> > all the same to us laypeople.
> > i suppose nuke does have impliucations of being totally removed
> ANYWAY.. it is a bad idea, since newbies would go and pick up
> food that people leave in cs/altar and sell it to buy their
> precious 200 gold leather gloves.
> 
> (welcome back litho)
Yeah, understood, but i mean the gold is not a significant amount to
benefit anyone but the newbies.  And the newbies make this mud. :-)
Also, Rancor, I had around 1050 wis, and you could too, if you had
some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
Kaos).

-----------------

poster: Kaos
subject: >>>>>>>Food
date: Wed Nov 12 09:00:45 2003

On Wed Nov 12 08:58:32 2003 Arcavius wrote post #829:
> On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > > nuke
> > > freeze
> > > force reinc
> > > all the same to us laypeople.
> > > i suppose nuke does have impliucations of being totally removed
> > ANYWAY.. it is a bad idea, since newbies would go and pick up
> > food that people leave in cs/altar and sell it to buy their
> > precious 200 gold leather gloves.
> > 
> > (welcome back litho)
> Yeah, understood, but i mean the gold is not a significant amount to
> benefit anyone but the newbies.  And the newbies make this mud. :-)
> Also, Rancor, I had around 1050 wis, and you could too, if you had
> some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
> Kaos).
The point was that newbies will be alot more hated if they go steal
food for gold, which is a bad thing, since newbies are the glue of
the mud society (or something).
Also, Rancor, get a brain morans.

-----------------

poster: Bahgtru
subject: >>>>>>>Food
date: Wed Nov 12 09:01:39 2003

On Wed Nov 12 08:58:32 2003 Arcavius wrote post #829:
> On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > > nuke
> > > freeze
> > > force reinc
> > > all the same to us laypeople.
> > > i suppose nuke does have impliucations of being totally removed
> > ANYWAY.. it is a bad idea, since newbies would go and pick up
> > food that people leave in cs/altar and sell it to buy their
> > precious 200 gold leather gloves.
> > 
> > (welcome back litho)
> Yeah, understood, but i mean the gold is not a significant amount to
> benefit anyone but the newbies.  And the newbies make this mud. :-)
> Also, Rancor, I had around 1050 wis, and you could too, if you had
> some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
> Kaos).
A newbie can sometimes gold better than someone bigger... a newbie
who clears newbie garden/valley has made 50k gold straight up, which
is good for them

-----------------

poster: Lu
subject: >>>Food
date: Wed Nov 12 14:29:10 2003

On Wed Nov 12 05:16:39 2003 Korthrun wrote post #824:
> On Wed Nov 12 05:15:57 2003 Rythion wrote post #823:
> > On Wed Nov 12 03:44:16 2003 Arcavius wrote post #820:
> > > I think it would be neat if you could sell food.
> > > Not for any absurd amount of gold, maybe like 1 gold, or even 5 or
> > > 10.  It really couldn't be abused, since any small healer could gold
> > > a lot faster in the time it takes to make a piece.  And the newbie
> > > nuts/apples would have a use other then not eating..Since there is
> > > no point if hunger does not take affect until 15+..
> > > -Arcavius
> > Haim botting wasn't enough for you, now you need a good create
> > food/sell to shop bot too? :)
> I always though it was funny hwo much shit hes got for this when
> peole are nuked almost wihtout notice for botting probobly every 2
> or 3 motnhs
i dont follow korthyp00

-----------------

poster: Rancor
subject: >>>>>>>Food
date: Wed Nov 12 18:56:06 2003

On Wed Nov 12 08:58:32 2003 Arcavius wrote post #829:
> On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > > nuke
> > > freeze
> > > force reinc
> > > all the same to us laypeople.
> > > i suppose nuke does have impliucations of being totally removed
> > ANYWAY.. it is a bad idea, since newbies would go and pick up
> > food that people leave in cs/altar and sell it to buy their
> > precious 200 gold leather gloves.
> > 
> > (welcome back litho)
> Yeah, understood, but i mean the gold is not a significant amount to
> benefit anyone but the newbies.  And the newbies make this mud. :-)
> Also, Rancor, I had around 1050 wis, and you could too, if you had
> some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
> Kaos).
no no thank you litho!:)

-----------------

poster: Quillz
subject: >>>>>>>>Food
date: Wed Nov 12 18:56:45 2003

On Wed Nov 12 18:56:06 2003 Rancor wrote post #833:
> On Wed Nov 12 08:58:32 2003 Arcavius wrote post #829:
> > On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > > > nuke
> > > > freeze
> > > > force reinc
> > > > all the same to us laypeople.
> > > > i suppose nuke does have impliucations of being totally removed
> > > ANYWAY.. it is a bad idea, since newbies would go and pick up
> > > food that people leave in cs/altar and sell it to buy their
> > > precious 200 gold leather gloves.
> > > 
> > > (welcome back litho)
> > Yeah, understood, but i mean the gold is not a significant amount to
> > benefit anyone but the newbies.  And the newbies make this mud. :-)
> > Also, Rancor, I had around 1050 wis, and you could too, if you had
> > some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
> > Kaos).
> no no thank you litho!:)
Actually I thought it was 1051 wis and 66 spr/hb.  Damn
Get a BRAAINN!~!!~

-----------------

poster: Oruk
subject: >>>>>>>>>Food
date: Thu Nov 13 02:08:39 2003

On Wed Nov 12 18:56:45 2003 Quillz wrote post #834:
> On Wed Nov 12 18:56:06 2003 Rancor wrote post #833:
> > On Wed Nov 12 08:58:32 2003 Arcavius wrote post #829:
> > > On Wed Nov 12 08:51:47 2003 Kaos wrote post #828:
> > > > > nuke
> > > > > freeze
> > > > > force reinc
> > > > > all the same to us laypeople.
> > > > > i suppose nuke does have impliucations of being totally removed
> > > > ANYWAY.. it is a bad idea, since newbies would go and pick up
> > > > food that people leave in cs/altar and sell it to buy their
> > > > precious 200 gold leather gloves.
> > > > 
> > > > (welcome back litho)
> > > Yeah, understood, but i mean the gold is not a significant amount to
> > > benefit anyone but the newbies.  And the newbies make this mud. :-)
> > > Also, Rancor, I had around 1050 wis, and you could too, if you had
> > > some wishes and a brain.  Also, about 65 spr/hb.  Thanks (thanks
> > > Kaos).
> > no no thank you litho!:)
> Actually I thought it was 1051 wis and 66 spr/hb.  Damn
> Get a BRAAINN!~!!~
always thought it was called mindless exp for a reason
praise be to people who need a brain to act like a machine
oh
this is ideas
oops

-----------------

poster: Quillz
subject: Bladed Fury
date: Thu Nov 13 02:21:51 2003

Ok - I don't honestly know exactly when enhanced bladed fury was
removed...but anyway, I was wondering if the damage of this changes
when you use two swords as opposed to one, much like the woodsman
blade attack changes. 
Q

-----------------

poster: Chrono
subject: >Bladed Fury
date: Thu Nov 13 04:51:29 2003

with blade dance up, the dmg changes, also it's possible to go off
in 1 or 2 rounds with blade dance up, instead of 3.

...just some info in case you didn't know

(it does quite a bit of dmg, and i prefer it to deathblow and impale
)
bye and stuff

-----------------

poster: Jomo
subject: Emote change
date: Thu Nov 13 06:34:44 2003

With the dawn of bounties, please change the upyourass 
emote from it's current violent undertones to:

$N $vdeclares, "If it were up your ass.. you'd know!"
LIV $N $vinform $t, "You know, if it were you your ass, you'd know."

-----------------

poster: Quillz
subject: >>Bladed Fury
date: Thu Nov 13 07:39:06 2003

On Thu Nov 13 04:51:29 2003 Chrono wrote post #837:
> with blade dance up, the dmg changes, also it's possible to go off
> in 1 or 2 rounds with blade dance up, instead of 3.
> 
> ...just some info in case you didn't know
> 
> (it does quite a bit of dmg, and i prefer it to deathblow and impale
> )
> bye and stuff
cool - I did not know that. 
Thanks big C
Q

-----------------

poster: Switchblade
subject: roar emote
date: Thu Nov 13 18:49:34 2003

i know that roar is a command now
but how about making a roar2 emote
You roar professionally

roar2 LIV :  You roar professionally at foo

ya know like the old one
i liked that emote!

-----------------

poster: holyman (Web)
subject: ritual of binding
date: Thu Nov 13 20:58:21 2003

Hey its me sorry ive been gone for awhile. Thanks for taking time to answer my post. Umm to be honest i hadn't tried life draining while binded to a tank, however i was refering to the "any life OR energy" part of the desc. I binded to someone and did many drain to give em some sps because they were tappin and it didnt give em anything and they told me that it took from them. Ok thanks again for the reply

-----------------

poster: Korthrun
subject: >roar emote
date: Thu Nov 13 22:34:14 2003

On Thu Nov 13 18:49:34 2003 Switchblade wrote post #840:
> i know that roar is a command now
> but how about making a roar2 emote
> You roar professionally
> 
> roar2 LIV :  You roar professionally at foo
> 
> ya know like the old one
> i liked that emote!
roar is a verb nto an emote

-----------------

poster: Switchblade
subject: >>roar emote
date: Thu Nov 13 22:34:56 2003

On Thu Nov 13 22:34:14 2003 Korthrun wrote post #842:
> On Thu Nov 13 18:49:34 2003 Switchblade wrote post #840:
> > i know that roar is a command now
> > but how about making a roar2 emote
> > You roar professionally
> > 
> > roar2 LIV :  You roar professionally at foo
> > 
> > ya know like the old one
> > i liked that emote!
> roar is a verb nto an emote

er, ok
but maybe make a new emote roar2 anyway because i like to roar on channels
:)

-----------------

poster: Lu
subject: bounty
date: Fri Nov 14 17:22:52 2003

hi, my much ghey self requests this of people who are as ghey if not
gheyer than myself
a. plz help me
b. by help i mean hurt big things(atm 600-800k mobs some small
eqmobs some large xp mobs)
c. let me death mob
d. return prize
e. repeat
f. ehhe no f, i'm just the ghey
 
the end
also, k thx

-----------------

poster: Belgarion
subject: >>>roar emote
date: Fri Nov 14 18:05:42 2003

On Thu Nov 13 22:34:56 2003 Switchblade wrote post #843:
> On Thu Nov 13 22:34:14 2003 Korthrun wrote post #842:
> > On Thu Nov 13 18:49:34 2003 Switchblade wrote post #840:
> > > i know that roar is a command now
> > > but how about making a roar2 emote
> > > You roar professionally
> > > 
> > > roar2 LIV :  You roar professionally at foo
> > > 
> > > ya know like the old one
> > > i liked that emote!
> > roar is a verb nto an emote
> 
> er, ok
> but maybe make a new emote roar2 anyway because i like to roar on channels
> :)
use hedera :)

-----------------

poster: Dagger
subject: Think
date: Fri Nov 14 18:06:24 2003


i'd like to request for a 'last think' command or something that we
can use to look bat at our last 'think's ... thanks...

-----------------

poster: Zifnab
subject: >Think
date: Fri Nov 14 18:07:33 2003

On Fri Nov 14 18:06:24 2003 Dagger wrote post #846:
> i'd like to request for a 'last think' command or something that we
> can use to look bat at our last 'think's ... thanks...
There is no way that this is happening.. You have _many_ _many_ options.

to list a few..

tell, create a channel, use your client

-----------------

poster: Daneel
subject: >roar emote
date: Sat Nov 15 04:48:08 2003

Switchblade says:
> but maybe make a new emote roar2 anyway because i like to roar on channels

command roar2 $1 :roars professionally

-----------------

poster: Ant
subject: >>roar emote
date: Sat Nov 15 10:46:27 2003

On Sat Nov 15 04:48:08 2003 Daneel wrote post #848:
> Switchblade says:
> > but maybe make a new emote roar2 anyway because i like to roar on channels
> 
> command roar2 $1 :roars professionally
The roar2 emote is now in effect.

-----------------

poster: Energystar
subject: >>Think
date: Sun Nov 16 02:29:44 2003

On Fri Nov 14 18:07:33 2003 Zifnab wrote post #847:
> On Fri Nov 14 18:06:24 2003 Dagger wrote post #846:
> > i'd like to request for a 'last think' command or something that we
> > can use to look bat at our last 'think's ... thanks...
> There is no way that this is happening.. You have _many_ _many_ options.
> 
> to list a few..
> 
> tell, create a channel, use your client
out of curiosity.. why does 'think' show up as an emote, but 'think
str' doesn't, is it a command?  and if it is a command (doesn't show
up on the list of commands), is there a reason for not making it an
emote?
just curious, thx.
--es.

-----------------

poster: Zifnab
subject: >>>Think
date: Sun Nov 16 03:58:45 2003

On Sun Nov 16 02:29:44 2003 Energystar wrote post #850:
> On Fri Nov 14 18:07:33 2003 Zifnab wrote post #847:
> > On Fri Nov 14 18:06:24 2003 Dagger wrote post #846:
> > > i'd like to request for a 'last think' command or something that we
> > > can use to look bat at our last 'think's ... thanks...
> > There is no way that this is happening.. You have _many_ _many_ options.
> > 
> > to list a few..
> > 
> > tell, create a channel, use your client
> out of curiosity.. why does 'think' show up as an emote, but 'think
> str' doesn't, is it a command?  and if it is a command (doesn't show
> up on the list of commands), is there a reason for not making it an
> emote?
> just curious, thx.
> --es.
yes. One is an emote and one is a 'verb'. The reason think str is a
verb is so that
we could stop the useless spam of people using think X for informational
messages to themselves.


-----------------

poster: Koma
subject: suck event
date: Sun Nov 16 13:28:37 2003

At the moment, most guilds have to idle through this event. Could
this event be made somehow more lucrative, i.e during the suck event
you would receive more exp or something?

-----------------

poster: Lu
subject: >suck event
date: Sun Nov 16 15:12:09 2003

On Sun Nov 16 13:28:37 2003 Koma wrote post #852:
> At the moment, most guilds have to idle through this event. Could
> this event be made somehow more lucrative, i.e during the suck event
> you would receive more exp or something?
or knee pads

-----------------

poster: Celine
subject: Bountys...
date: Sun Nov 16 22:34:37 2003

Find your own.. or at least go give a look before asking on bounty
channel the exact location, combat strength, exp worth and hygiene
habits of your bounty.
Explooooooore.
k thanks. -cel

-----------------

poster: Celine
subject: summon on ferrys
date: Mon Nov 17 19:17:03 2003

people should be able to jump off the ferry in expectation of a
summon.. and if it fails he drowns after awhile or it gets recast.
 **shrug** mostly useless, think it would be cool lil feature

thanks-cel

-----------------

poster: Rythion
subject: split bodies/free reincs
date: Tue Nov 18 06:34:34 2003

I think free reinc tickets, phoenix eggs etc should set tax to 0%,
instead of auto-reinc you
Because in split bodies now, you can't use 2 free reinc tickets to
get both bodies to  0 %, you can only use 1 and then sac for other
etc etc
It would rule if you could use 2 free reinc tickets or phoenix eggs
to get both bodies to 0% before you recombine
-Rythion

-----------------

poster: Chrono
subject: colors command
date: Thu Nov 20 20:53:57 2003

this probably could have gotten bug reported too but i'm just
putting it here since i have an idea for it also.

can the colors command be updated to remove the stuff not used
anymore off of the list, like ticks and tocks

just an idea not really nessecary.. can the list be personalised to
what we are able to see, like if i can't tune into chan_admin, why
would i want to set a color for it?

finally, could it just simply reject any unsupported stuff, the way
it is now, i can type: colors blue party.. and for some reason it'll
mess with my blue color, i hvaen't really tested with anything else,
not a huge issue really, but i'd really like to see it just reject
what it doesn't support


goodday!

-----------------

poster: Zifnab
subject: >colors command
date: Thu Nov 20 22:21:43 2003

On Thu Nov 20 20:53:57 2003 Chrono wrote post #857:
> this probably could have gotten bug reported too but i'm just
> putting it here since i have an idea for it also.
> 
> can the colors command be updated to remove the stuff not used
> anymore off of the list, like ticks and tocks


Yes. we can remove those.

> 
> just an idea not really nessecary.. can the list be personalised to
> what we are able to see, like if i can't tune into chan_admin, why
> would i want to set a color for it?

Because it has no idea what those colors are used for. and honestly
I know of no way to easily make it so they are known.

> 
> finally, could it just simply reject any unsupported stuff, the way
> it is now, i can type: colors blue party.. and for some reason it'll
> mess with my blue color, i hvaen't really tested with anything else,
> not a huge issue really, but i'd really like to see it just reject
> what it doesn't support

changing the colors is a good thing. example I use a 
black background I can do
colors black white
and know for those people that use black, I see it as white.
That holds true for all the colors.
> 
> 
> goodday!

-----------------

poster: Korthrun
subject: new emote
date: Fri Nov 21 02:47:20 2003

litho3 is now obsolete, as nez has haad 1130 wis

-----------------

poster: Rancor
subject: >new emote
date: Fri Nov 21 02:47:53 2003

nope it is not the number itself it is what it represents
Rancor

-----------------

poster: Litho
subject: >>new emote
date: Fri Nov 21 02:48:08 2003

On Fri Nov 21 02:47:53 2003 Rancor wrote post #860:
> nope it is not the number itself it is what it represents
> Rancor
What does it represent? :-)

-----------------

poster: Switchblade
subject: special k
date: Sat Nov 22 00:48:37 2003

there is a guy
let's call him korthrun
who likes to declare himself nodice
in eq parties

i propose either we refuse to eq with him
or force him to take dice
or roll a die for him and pick good things for him to take
because special k is just too special to not have the eq he has earned

-----------------

poster: Korthrun
subject: >special k
date: Sat Nov 22 01:14:00 2003

On Sat Nov 22 00:48:37 2003 Switchblade wrote post #862:
> there is a guy
> let's call him korthrun
> who likes to declare himself nodice
> in eq parties
> 
> i propose either we refuse to eq with him
> or force him to take dice
> or roll a die for him and pick good things for him to take
> because special k is just too special to not have the eq he has earned
hush

-----------------

poster: Wagro
subject: >special k
date: Sat Nov 22 02:02:27 2003

On Sat Nov 22 00:48:37 2003 Switchblade wrote post #862:
> there is a guy
> let's call him korthrun
> who likes to declare himself nodice
> in eq parties
> 
> i propose either we refuse to eq with him
> or force him to take dice
> or roll a die for him and pick good things for him to take
> because special k is just too special to not have the eq he has earned
I'm greedy and can ignore all moral obligations, ill take them.

-----------------

poster: Quillz
subject: >>special k
date: Sat Nov 22 02:09:27 2003

On Sat Nov 22 02:02:27 2003 Wagro wrote post #864:
> On Sat Nov 22 00:48:37 2003 Switchblade wrote post #862:
> > there is a guy
> > let's call him korthrun
> > who likes to declare himself nodice
> > in eq parties
> > 
> > i propose either we refuse to eq with him
> > or force him to take dice
> > or roll a die for him and pick good things for him to take
> > because special k is just too special to not have the eq he has earned
> I'm greedy and can ignore all moral obligations, ill take them.
not everyone is a douchebag like you
big K rocks

-----------------

poster: Wagro
subject: >>>special k
date: Sat Nov 22 02:09:54 2003

On Sat Nov 22 02:09:27 2003 Quillz wrote post #865:
> On Sat Nov 22 02:02:27 2003 Wagro wrote post #864:
> > On Sat Nov 22 00:48:37 2003 Switchblade wrote post #862:
> > > there is a guy
> > > let's call him korthrun
> > > who likes to declare himself nodice
> > > in eq parties
> > > 
> > > i propose either we refuse to eq with him
> > > or force him to take dice
> > > or roll a die for him and pick good things for him to take
> > > because special k is just too special to not have the eq he has earned
> > I'm greedy and can ignore all moral obligations, ill take them.
> not everyone is a douchebag like you
> big K rocks
Good, more free eq for me

-----------------

poster: Belgarion
subject: Holy ground
date: Sat Nov 22 18:15:05 2003

Maybe make it possible to use prayer for sanctuary on holy ground as
well as from altar?
/B

-----------------

poster: moridin (Web)
subject: Webpage
date: Sat Nov 22 22:53:21 2003

atm we can see weekly and daily plaque, and finger ppl and check who is on, how about putting the 'all parties' list out too?

-----------------

poster: Kaos
subject: >Webpage
date: Sat Nov 22 23:14:52 2003

On Sat Nov 22 22:53:21 2003 moridin (Web) wrote post #868:
> atm we can see weekly and daily plaque, and finger ppl and check who is
on, how about putting the 'all parties' list out too?
how about logging on.

-----------------

poster: Lucian
subject: Gyntry + Diz
date: Sun Nov 23 02:48:40 2003

Yeah, I just wanted to thank Gyntry and Diz for dragging me around
to help me train my spells. You two are great ;)

-----------------

poster: Lucian
subject: Whoops.
date: Sun Nov 23 02:50:38 2003

Sorry, I meant to put that under praise, but wasn't paying too much
attention. Sorry.

-----------------

poster: Rockman
subject: bank
date: Sun Nov 23 11:29:16 2003

when you have no transactions in the bank on record, maybe have the
teller tell you there isnt any records instead of just showing
nothing and going back to the menu.

-----------------

poster: Switchblade
subject: prayer for mankind
date: Sun Nov 23 21:43:00 2003


	Being a healer has it's perks.  You get basically free xp when you
rev someone, are an integral part of every party, and have wonderful
blemish free skin.  But there is a downside.  Pretty much every
healer (I think) has, at one time or another, been disappointed with
their tithes.  When you dheal or dref someone, or cast prayer for
mankind, you always get some feedback about what you healed, but
often you get the shaft in terms of tithes.

	'Tis ok tho.  Such is the life of a healer.  I mean what other
guild can you actually make money just sitting on your ass anyway. 
But I feel like there are those out there who might be more inclined
to tithe if they were more aware of exactly what was being healed
for them.  I.e. how much.  

	It's pretty cool that as a healer you get some feedback about how
much you are healing.  For prayer for mankind you get an exact
number (very cool btw).  But what about on the other end?  The
players on the mud get a message saying 
You receive a heal from the Gods as  prays for your salvation.
	
	But that's it.  No cool number for the haimee!  I have talked to at
least a couple people who would like to tithe gold based on how much
damage they have been healed of.  But it is difficult to calculate
sometimes based on your prompt.  And having a trig to do so in RDMP
*might* be kind of difficult.  I guess it could be done, but I am
not sure how.  If there is an easy way to do this without
calculating every round let me know.  
	But perhaps a neater solution would be to display to each player
how much damage they have been healed of individually.  If it could
be broken up into hp, sps, and eps that would be insanely cool.  It
might spur more tithes (marginally possible) or at least let the
free riders know exactly what they are getting for free :)  I know
that people don't tithe for good reasons too (they didn't ask for
haims, and don't need them or even benefit much from them), but
there might be a few who could be "guilted" or at least be better
informed. 

"You are healed of x damage as  prayers for your salvation"
You are healed of x hps, x sps, and x eps as  prays for your salvation

	I thought this might not be too difficult to implement since the
totals for everyone's damage healed are already calculated.  Thanks
for listening.  Feel free as usual to give some alternatives or
criticisms or whatever :)

-switch


-----------------

poster: Korthrun
subject: >prayer for mankind
date: Sun Nov 23 23:36:26 2003

On Sun Nov 23 21:43:00 2003 Switchblade wrote post #874:
> 	Being a healer has it's perks.  You get basically free xp when you
> rev someone, are an integral part of every party, and have wonderful
> blemish free skin.  But there is a downside.  Pretty much every
> healer (I think) has, at one time or another, been disappointed with
> their tithes.  When you dheal or dref someone, or cast prayer for
> mankind, you always get some feedback about what you healed, but
> often you get the shaft in terms of tithes.
> 
> 	'Tis ok tho.  Such is the life of a healer.  I mean what other
> guild can you actually make money just sitting on your ass anyway. 
> But I feel like there are those out there who might be more inclined
> to tithe if they were more aware of exactly what was being healed
> for them.  I.e. how much.  
> 
> 	It's pretty cool that as a healer you get some feedback about how
> much you are healing.  For prayer for mankind you get an exact
> number (very cool btw).  But what about on the other end?  The
> players on the mud get a message saying 
> You receive a heal from the Gods as  prays for your salvation.
> 	
> 	But that's it.  No cool number for the haimee!  I have talked to at
> least a couple people who would like to tithe gold based on how much
> damage they have been healed of.  But it is difficult to calculate
> sometimes based on your prompt.  And having a trig to do so in RDMP
> *might* be kind of difficult.  I guess it could be done, but I am
> not sure how.  If there is an easy way to do this without
> calculating every round let me know.  
> 	But perhaps a neater solution would be to display to each player
> how much damage they have been healed of individually.  If it could
> be broken up into hp, sps, and eps that would be insanely cool.  It
> might spur more tithes (marginally possible) or at least let the
> free riders know exactly what they are getting for free :)  I know
> that people don't tithe for good reasons too (they didn't ask for
> haims, and don't need them or even benefit much from them), but
> there might be a few who could be "guilted" or at least be better
> informed. 
> 
> "You are healed of x damage as  prayers for your salvation"
> You are healed of x hps, x sps, and x eps as  prays for your salvation
> 
> 	I thought this might not be too difficult to implement since the
> totals for everyone's damage healed are already calculated.  Thanks
> for listening.  Feel free as usual to give some alternatives or
> criticisms or whatever :)
> 
> -switch
> 
On I side note, I would like to thank the people that do tithe the
way they do, I have made over 200k gold on some days, just sitting
at the altar haiming/reving/reincing/blah blah blah
Oh, I think switchblades idea rocks.

-----------------

poster: Quillz
subject: >prayer for mankind
date: Mon Nov 24 01:53:03 2003

I couldn't agree more with Switch's post.  I try to tithe when I
notice I get a haim, and I tithe quite a bit more when I get a
dheal/ref, ect. 
However, it's hard to pay close enough attention while in combat to
see how much you're healed due to a haim, let alone even see it all
the time. 
Also - like he mentioned, people tend to tithe more if they are healed more. 
This, I can say, is very true for myself.  If I notice a haim that
healed 50 hps, I'll tithe 50.  If I notice it heals a lot more, I'll
tithe a lot more. 
Throw eps/sps into the mix....well, you see what I'm getting at. 

Once again, I love the idea. 
Q

-----------------

poster: Griffy
subject: shifter probs
date: Mon Nov 24 06:01:42 2003

anyway to make race leader EQ stay on with shapeshifter? maybee tie
it onto the collar
?  ;p

-----------------

poster: Zifnab
subject: >shifter probs
date: Mon Nov 24 07:06:25 2003

On Mon Nov 24 06:01:42 2003 Griffy wrote post #877:
> anyway to make race leader EQ stay on with shapeshifter? maybee tie
> it onto the collar
> ?  ;p
no. they cannot wear equipment.

-----------------

poster: Korthrun
subject: emote
date: Tue Nov 25 03:50:38 2003

omfg
You go, "Oh my fucking god."

-----------------

poster: Ronan
subject: >emote
date: Tue Nov 25 03:52:51 2003

On Tue Nov 25 03:50:38 2003 Korthrun wrote post #879:
> omfg
> You go, "Oh my fucking god."
wouldnt that me the korf emote though? since I turned on wecame
while nekkid and u said that?

-----------------

poster: Belgarion
subject: cathedral
date: Mon Dec  1 16:38:56 2003

maybe fix the cathedral, it been worked on for some time and maybe
should be finnished soonish?

-----------------

poster: Afkaserious
subject: >cathedral
date: Mon Dec  1 16:58:56 2003

On Mon Dec  1 16:38:56 2003 Belgarion wrote post #881:
> maybe fix the cathedral, it been worked on for some time and maybe
> should be finnished soonish?
I was doing that on 10k, but zif kicked me off

-----------------

poster: Zifnab
subject: >>cathedral
date: Mon Dec  1 17:01:00 2003

On Mon Dec  1 16:58:56 2003 Afkaserious wrote post #882:
> On Mon Dec  1 16:38:56 2003 Belgarion wrote post #881:
> > maybe fix the cathedral, it been worked on for some time and maybe
> > should be finnished soonish?
> I was doing that on 10k, but zif kicked me off

I kicked you off for making abssolutely no progress
on anything for a long time.

Please do not blame others for your inability
to get anything done.

-----------------

poster: Grasfer
subject: DEATH
date: Tue Dec  2 18:05:36 2003

Death sux, well it dont since die here=nothing
well loose LITTLE exp, whatever, thats my opinion

Now to the IDEA, Making dying worse, yes, this will make you eqing
bitches angry but I DONT CARE
How about you get 1 death point every time you die, and it goes away
lets say in 10mins
AND you also get a abjuration called something liked Deaths
Penelty(eheh ghey name), it will reduse your stats for like 5mins.
IF you die again and still have a death point, so you have 2, the
Death Penelty thing will stay for 10mins and so on.
This will make you whine and bitch just like when all monsters help
eachother, but you know what, we still play here.
And now death is EVUL as it should be.
Flame away.

- Grasdude

-----------------

poster: Quillz
subject: >DEATH
date: Tue Dec  2 18:37:36 2003

On Tue Dec  2 18:05:36 2003 Grasfer wrote post #884:
> Death sux, well it dont since die here=nothing
> well loose LITTLE exp, whatever, thats my opinion
> 
> Now to the IDEA, Making dying worse, yes, this will make you eqing
> bitches angry but I DONT CARE
> How about you get 1 death point every time you die, and it goes away
> lets say in 10mins
> AND you also get a abjuration called something liked Deaths
> Penelty(eheh ghey name), it will reduse your stats for like 5mins.
> IF you die again and still have a death point, so you have 2, the
> Death Penelty thing will stay for 10mins and so on.
> This will make you whine and bitch just like when all monsters help
> eachother, but you know what, we still play here.
> And now death is EVUL as it should be.
> Flame away.
> 
> - Grasdude
You're not the only one who thinks that the penalty for dying here
is too low. 
And, while I do not agree nor disagree, here is my two cents. 
As everyone knows, we are all creatures of habbit. And when it comes
to changing something regular, it takes good deal of time (and as
well all know, whinning) to get used to it.  My question is this -
is it worth changing something like this to please less people than
it will annoy?  Will it be worth sorting through all the whiney BS
and actual ideas - to the point where we could come up with
something balanced?

If you were to ask me, I would vote against it for that very reason.
 However, if someone is willing to try to figure out something the
majority will agree one, well, more power to you. 
Q

-----------------

poster: Uno
subject: >>DEATH
date: Tue Dec  2 19:06:01 2003

On Tue Dec  2 18:37:36 2003 Quillz wrote post #885:
> well all know, whinning) to get used to it.  My question is this -
> is it worth changing something like this to please less people than
> it will annoy?  Will it be worth sorting through all the whiney BS
> and actual ideas - to the point where we could come up with
> something balanced?
> 
> If you were to ask me, I would vote against it for that very reason.
>  However, if someone is willing to try to figure out something the
> majority will agree one, well, more power to you. 
> Q
hey but if you change the death penalty doesn't that reflect pretty
substantially
on every aspect of the game? at least as far as game balance goes
the difficulty
of xp/eq is intimately tied to how costly death is.
so in essence it seems what you're asking for is a complete paradigm shift in
how the mud is meant to be played... and slightly reminiscent of old LPs
where death was REALLY painful but then again you could also solo an eq
monster......

i'm not necessarily criticizing your idea but... doesn't it seem like we're
underestimating the significance of such a change and how it relates
to gameplay?

k sry

//b

p.s. ANGRY

-----------------

poster: Switchblade
subject: >DEATH
date: Tue Dec  2 19:49:53 2003

On Tue Dec  2 18:05:36 2003 Grasfer wrote post #884:
> Death sux, well it dont since die here=nothing
> well loose LITTLE exp, whatever, thats my opinion
> 
> Now to the IDEA, Making dying worse, yes, this will make you eqing
> bitches angry but I DONT CARE
> How about you get 1 death point every time you die, and it goes away
> lets say in 10mins
> AND you also get a abjuration called something liked Deaths
> Penelty(eheh ghey name), it will reduse your stats for like 5mins.
> IF you die again and still have a death point, so you have 2, the
> Death Penelty thing will stay for 10mins and so on.
> This will make you whine and bitch just like when all monsters help
> eachother, but you know what, we still play here.
> And now death is EVUL as it should be.
> Flame away.
> 
> - Grasdude

While Uno's mention of game balance is valid, I can't
really comment on that because I don't see a huge balance
issue with what grasfer suggested.  Well, it depends on the
severity of the stat losses.  Obviously in an eq party, if the 
tank loses 50con per death then things get a little dicey.
but i don't see why you couldn't have temporary stat reductions
that will have a small effect but still add a little bit of
"realism" to the idea that death is sucky..  i kinda like it
or maybe i just like the idea of saying "omg one time i had like 500
DEATH POINTS!
HAHAH IT SUXED!"
ok i'm silly :)

-----------------

poster: Areu
subject: >DEATH
date: Tue Dec  2 23:03:09 2003

Based on all of the input on this idea on increasing death penalty
something cool that came to mind is that Lucifer gives you a choice
for some type of stat/skill penalty or experience loss.  And the
severity could also be tied into last death (how long ago) and
charisma.  Its not such a sweeping change that would put things
out of balance.  Maybe a first step to whatever direction death
will go if any direction/change at all.


Areu

-----------------

poster: Chrono
subject: >DEATH
date: Wed Dec  3 00:13:14 2003

make death worse? i think you're touching wrong area, how about
making revs/ress/party ress/party rev, worse (a tad more xp loss -
long as this wouldn't affect reinc xp too badly), but the death in
itself is needed for such things like reincarnate or FUN~!!!!
sometimes i like to kill myself cuz i'm bored!~11 yayyya
bye

-----------------

poster: Korthrun
subject: death
date: Wed Dec  3 02:27:14 2003

afaik someone is making a new hell atm, with which is implied a new
death system
so we shall see

-----------------

poster: Daneel
subject: >death
date: Wed Dec  3 16:38:23 2003

nope, just new hell, no new death system.

-----------------

poster: Tzikas
subject: Colors on party says
date: Wed Dec  3 18:04:03 2003

Adding some kind of setting that enables players to choose wether or
not they wanna see the colors other people use in party says would
be v. cool and mucho appreciated.  ie. if someone wants to use say,
dark blue, to color their party says, fine, they would see their
tells as dark blue, but I would see them as gray (or possibly a
selectable color?)

-----------------

poster: Rockman
subject: >Colors on party says
date: Wed Dec  3 18:52:00 2003

On Wed Dec  3 18:04:03 2003 Tzikas wrote post #892:
> Adding some kind of setting that enables players to choose wether or
> not they wanna see the colors other people use in party says would
> be v. cool and mucho appreciated.  ie. if someone wants to use say,
> dark blue, to color their party says, fine, they would see their
> tells as dark blue, but I would see them as gray (or possibly a
> selectable color?)
ansi off =)

-----------------

poster: Switchblade
subject: >>Colors on party says
date: Wed Dec  3 18:53:01 2003

On Wed Dec  3 18:52:00 2003 Rockman wrote post #893:
> On Wed Dec  3 18:04:03 2003 Tzikas wrote post #892:
> > Adding some kind of setting that enables players to choose wether or
> > not they wanna see the colors other people use in party says would
> > be v. cool and mucho appreciated.  ie. if someone wants to use say,
> > dark blue, to color their party says, fine, they would see their
> > tells as dark blue, but I would see them as gray (or possibly a
> > selectable color?)
> ansi off =)
you already can
"colors blue grey" would set all blue to grey for you
if that is what you mean

-----------------

poster: Tzikas
subject: >>>Colors on party says
date: Wed Dec  3 18:58:40 2003

On Wed Dec  3 18:53:01 2003 Switchblade wrote post #894:
> On Wed Dec  3 18:52:00 2003 Rockman wrote post #893:
> > On Wed Dec  3 18:04:03 2003 Tzikas wrote post #892:
> > > Adding some kind of setting that enables players to choose wether or
> > > not they wanna see the colors other people use in party says would
> > > be v. cool and mucho appreciated.  ie. if someone wants to use say,
> > > dark blue, to color their party says, fine, they would see their
> > > tells as dark blue, but I would see them as gray (or possibly a
> > > selectable color?)
> > ansi off =)
> you already can
> "colors blue grey" would set all blue to grey for you
> if that is what you mean
No, thats not what I mean, since that would make everything thats
set to blue appear as gray on my screen, unless I am mistaken.  What
I wanted was a command, somewhat like the 'muffs' command, only that
it gags colors in certain "areas", one of them being party says,
instead of shouts/event spam/etc.  And to followup on Rockmans post
as well without spamming the boards with another post, this is the
ideas newsgroup.  If you cant post anything constructive, imo you
shouldn't bother posting at all.

-----------------

poster: Zifnab
subject: >>>>Colors on party says
date: Wed Dec  3 20:47:06 2003

> No, thats not what I mean, since that would make everything thats
> set to blue appear as gray on my screen, unless I am mistaken.  What
> I wanted was a command, somewhat like the 'muffs' command, only that
> it gags colors in certain "areas", one of them being party says,
> instead of shouts/event spam/etc.  And to followup on Rockmans post
> as well without spamming the boards with another post, this is the
> ideas newsgroup.  If you cant post anything constructive, imo you
> shouldn't bother posting at all.

It is an interesting thought. I am myself getting tired of reading
crazy colored text that
is hard to read on my background. And yes I could change the color
of everything that is
blue, however that is not a really good solution other than for major
colors like the exact color of your background.

It would be a _very_ simple change to have the party
leader able to set a flag saying to filter ansi on the channel lines.

-----------------

poster: Silvereyes
subject: Channel
date: Thu Dec  4 02:41:32 2003

I was thinking, there are a few people that i consistently party
with and sometimes i want to start party not knowing if they are
busy or not.
So instead of doing tell i was thinking maybe you could add about 4
channels for level partying, cause i know the whole mud doesnt want
to see me talking to someone on the parties channel about a party i
want to start.
so i was thinking something like:
LowParty
MidParty
HighParty
GigParty
it would be like lvls (16-35) (36-55) (56-under a gig) <-if worth
requirement is possible for a channel
plz dont look down on me if you think my idea is stupid, i just got
bored and had an idea...
-Silver

-----------------

poster: Tantrum
subject: Santa
date: Thu Dec  4 03:15:46 2003

Maybe he could give cool presents to harmers when we are still evil. 
its just that getting heaps of redemption/being useless afterwards
kinda sucks a little.
besides we are following the teachings of our gods. so we actually
deserve a present for being evil.

Or maybe just a spell called Damnation. like redemption but for
harmers etcetc.
thanx.
-T

-----------------

poster: Chrono
subject: >Santa
date: Thu Dec  4 05:28:02 2003

buy an eye of the dragon (tiamat's eye) and press it when it's ready
to blast, but do it without a target and that's an easy way to
become evil
... would be almost equivalent to training a spell so don't say cost factor!1
bYe!!1

-----------------

poster: Baer
subject: >Channel
date: Thu Dec  4 06:35:32 2003

On Thu Dec  4 02:41:32 2003 Silvereyes wrote post #897:
> I was thinking, there are a few people that i consistently party
> with and sometimes i want to start party not knowing if they are
> busy or not.
> So instead of doing tell i was thinking maybe you could add about 4
> channels for level partying, cause i know the whole mud doesnt want
> to see me talking to someone on the parties channel about a party i
> want to start.
> so i was thinking something like:
> LowParty
> MidParty
> HighParty
> GigParty
> it would be like lvls (16-35) (36-55) (56-under a gig) <-if worth
> requirement is possible for a channel
> plz dont look down on me if you think my idea is stupid, i just got
> bored and had an idea...
> -Silver

I don't think you should worry about the parties channel for talking
about a party you want to create. That is what it is there for. And
the problem with the structure you outlined is that you might only
want a low level healer, but a high level bard, in your mid level
party.

Sorry to be negative, 
Baer

-----------------

poster: Uno
subject: fooo
date: Thu Dec  4 19:24:24 2003

would it be possible to make it so you can filter channels for....
say... just your friends list?

while we're at it could you make a command to ignore everyone
except those on your friends list? or is that already in place?


my thinking on this is that i currently keep the inform channel
turned off to avoid spam... but it would be nice if i could turn it
back on and only see activity related to those on the friends list



if some nice wiz could make this happen i'll send nude pix
to your email


(WARNING: V HOT PIX DO NOT LICK SCREEN)

-----------------

poster: Xphere
subject: align
date: Thu Dec  4 22:27:12 2003

mebbe when you shift align, it could send you a little message
saying you shift more towards the light/dark side... so ya dont have
to type score all the time


Xpee, the lazy fool

-----------------

poster: Celine
subject: >align
date: Thu Dec  4 22:29:06 2003

On Thu Dec  4 22:27:12 2003 Xphere wrote post #902:
> mebbe when you shift align, it could send you a little message
> saying you shift more towards the light/dark side... so ya dont have
> to type score all the time
> 
> 
> Xpee, the lazy fool
Hear-hear! I second that idea.. similar to hunger messages right? so
why not? and i bet the plaeerbase would love to help ome up with
some innovative messages
Cel, loof yzal eth.

-----------------

poster: Silvereyes
subject: Exp Retrieve
date: Fri Dec  5 03:58:09 2003

Hi,
     I've noticed that when you advance guilds, some spells become obsolite
so i was thinking maybe you could do something like retrieve exp, and then you
could get like half the exp from the spell and the other half exp
would go to credit untill you reinc, just an idea...the exp would be
useful
-Silver

-----------------

poster: Korthrun
subject: >Exp Retrieve
date: Fri Dec  5 05:56:33 2003

On Fri Dec  5 03:58:09 2003 Silvereyes wrote post #904:
> Hi,
>      I've noticed that when you advance guilds, some spells become obsolite
> so i was thinking maybe you could do something like retrieve exp, and then
you
> could get like half the exp from the spell and the other half exp
> would go to credit untill you reinc, just an idea...the exp would be
> useful
> -Silver
someone I know who plays a few other muds pointed that out to me.
and it is kinda lame for the growing newbie. when you hit 100M and
the this and that spell is useless now your pretty much jacked
untill you reinc, the exp is lost.
my point is that there are people who find this a problem
I do not.
you studied it, you cant just selectivly forget shit without a
traumatizing expierence.
if this did happen ther ewould definatly have to be some trauma

-----------------

poster: Rancor
subject: >>Exp Retrieve
date: Fri Dec  5 05:59:09 2003

On Fri Dec  5 05:56:33 2003 Korthrun wrote post #905:
> On Fri Dec  5 03:58:09 2003 Silvereyes wrote post #904:
> > Hi,
> >      I've noticed that when you advance guilds, some spells become
obsolite
> > so i was thinking maybe you could do something like retrieve exp, and then
> you
> > could get like half the exp from the spell and the other half exp
> > would go to credit untill you reinc, just an idea...the exp would be
> > useful
> > -Silver
> someone I know who plays a few other muds pointed that out to me.
> and it is kinda lame for the growing newbie. when you hit 100M and
> the this and that spell is useless now your pretty much jacked
> untill you reinc, the exp is lost.
> my point is that there are people who find this a problem
> I do not.
> you studied it, you cant just selectivly forget shit without a
> traumatizing expierence.
> if this did happen ther ewould definatly have to be some trauma
Not to mention people completely changing around thier reincs at a
moments notice.  it would.  ohh you need a phys blaster you say well
let me go forget this spell and get a new one that does phys dmg. 
ohh wait you did not need a phys blaster now you say poi ok we can
change it again.
Rancor

-----------------

poster: Rockman
subject: >>Exp Retrieve
date: Fri Dec  5 05:59:18 2003

Also this mud is very easy going with reincs.  Just about any other
mud i have tried has much harsher rules on reincing, if they even
allow it.  So be glad you can reinc the way we can on this mud and
readjust your xp that way.  Also when you train stuff at a lower
lvl, and get to where its obsolete, many times the amount you put
into that spell wouldnt make much of a difference anyhow.

-----------------

poster: Silvereyes
subject: Exp Retrieve
date: Fri Dec  5 06:00:15 2003

Im just saying reinc is too big of price to pay.
some trauma would be fine.

-----------------

poster: holyman (Web)
subject: good/evil align
date: Fri Dec  5 06:57:49 2003

Ok much like the abortion issue, the whole good/evil align thing has been of some talk and debate and such for awhile now. I just wanted to throw out a possible equalizer. Ok healers have redeption and stuff which is cool YAY for healers. But as i believe it was suggested before perhaps having a get evil type a spell would be nice. OK other than that I was thinking that christmas is purely for the good align and those of use with the required evil align such as myself who dont want to lose 80% of thier spells kinda get messed up and cant do awhole lot of soloing for a little bit till align gets fixxed. That is untill the next day reboot comes and it all starts over again. OK i realize that we dont have to do santa but come on it is likely that most will. But that isnt really what i was gunna talk about. I was thinking that maby for Holloween there be created something kinda like christmas stuff inside of the pumpkin thing. In there you could get some kind of gift or prize for being really evil. Ok thats it i was just hoping to give out a possible equalizer holiday type thing to make the playing field a little more leveled out for the present and growing harmer population :) ok thanks HM

-----------------

poster: Quillz
subject: >good/evil align
date: Fri Dec  5 08:22:37 2003

On Fri Dec  5 06:57:49 2003 holyman (Web) wrote post #909:
> Ok much like the abortion issue, the whole good/evil align thing has been
of some talk and debate and such for awhile now. I just wanted to throw out
a possible equalizer. Ok healers have redeption and stuff which is cool YAY
for healers. But as i believe it was suggested before perhaps having a get
evil type a spell would be nice. OK other than that I was thinking that
christmas is purely for the good align and those of use with the required
evil align such as myself who dont want to lose 80% of thier spells kinda
get messed up and cant do awhole lot of soloing for a little bit till align
gets fixxed. That is untill the next day reboot comes and it all starts over
again. OK i realize that we dont have to do santa but come on it is likely
that most will. But that isnt really what i was gunna talk about. I was
thinking that maby for Holloween there be created something kinda like
christmas stuff inside of the pumpkin thing. In there you could get some
kind of gift or prize for being really evil. Ok thats it i was just hoping
to give out a possible equalizer holiday type thing to make the playing
field a little more leveled out for the present and growing harmer
population :) ok thanks HM
wow
you did not throw abortion into this

-----------------

poster: Switchblade
subject: show
date: Sun Dec  7 02:01:49 2003

might be cool to have a command
party show 
that would do show command to everyone in party
kinda nice if you have a piece of paper and
many people want to see it
gives more of a party feel to quests and such too
everyone can easily look at some object

-----------------

poster: Tantrum
subject: lodes
date: Sun Dec  7 05:56:16 2003

tanstyle << ETOCK IS UP ON Palmascay !! >>
seeing as how navs can make lodes, could master navs get a spell
that recharges lodes?
for instance, lode is at red, you cast recharge navigation stone,
lode is now same as before, but in indigo/violet whatever.
would just be a cool thing for mnavs to have i reckon.
-T

-----------------

poster: Litho
subject: >lodes
date: Sun Dec  7 06:41:07 2003

On Sun Dec  7 05:56:16 2003 Tantrum wrote post #912:
> tanstyle << ETOCK IS UP ON Palmascay !! >>
> seeing as how navs can make lodes, could master navs get a spell
> that recharges lodes?
> for instance, lode is at red, you cast recharge navigation stone,
> lode is now same as before, but in indigo/violet whatever.
> would just be a cool thing for mnavs to have i reckon.
> -T
But then you could have infinite random/unknown lodes..maybe make it
not work for those ones.

-----------------

poster: Tranquil
subject: >>lodes
date: Sun Dec  7 06:58:07 2003

On Sun Dec  7 06:41:07 2003 Litho wrote post #913:
> On Sun Dec  7 05:56:16 2003 Tantrum wrote post #912:
> > tanstyle << ETOCK IS UP ON Palmascay !! >>
> > seeing as how navs can make lodes, could master navs get a spell
> > that recharges lodes?
> > for instance, lode is at red, you cast recharge navigation stone,
> > lode is now same as before, but in indigo/violet whatever.
> > would just be a cool thing for mnavs to have i reckon.
> > -T
> But then you could have infinite random/unknown lodes..maybe make it
> not work for those ones.
Considering that neither random nor unknown lodestones exist any
more, I don't think that would be an issue. That said, I'm not sure
this is such a good idea. From my understanding of the new method of
making lodestones, I think it might be a good option - providing the
mnav had a gem in thier inventory to recharge the power in the used
up lodestone.


-----------------

poster: Baer
subject: >show
date: Sun Dec  7 07:56:09 2003

On Sun Dec  7 02:01:49 2003 Switchblade wrote post #911:
> might be cool to have a command
> party show 
> that would do show command to everyone in party
> kinda nice if you have a piece of paper and
> many people want to see it
> gives more of a party feel to quests and such too
> everyone can easily look at some object
This is a nice idea, but perhaps it would be more realistic to be
able to show everyone in the same room something at the same time?
If you don't want people other than in your party seeing it, you
would go to a different room. And if some members of your party are
not in the room at the time, well they can't see it.

-----------------

poster: Switchblade
subject: i think
date: Sun Dec  7 09:37:34 2003

Jingles is a freaky looking clown.  He used to make all the kids at the circus
laugh with his antics, but then he got fired for getting a little too
touchy-feely with the kids.  Evidently, that incident unhinged him.

but i cast know alignment at him and he is neutral :(
isn't child molesting EVIL?!!?  
i think so! 
plz change this it sends the wrong message

-----------------

poster: Kiera
subject: santa
date: Sun Dec  7 20:30:46 2003

how about giving items that are santa gifts another line of desc that
says 'this item was a gift from santa' so that we know which are which.

-----------------

poster: Daneel
subject: >>>lodes
date: Mon Dec  8 01:13:03 2003

On Sun Dec  7 06:58:07 2003 Tranquil wrote post #914:
> On Sun Dec  7 06:41:07 2003 Litho wrote post #913:
> > On Sun Dec  7 05:56:16 2003 Tantrum wrote post #912:
> > > tanstyle << ETOCK IS UP ON Palmascay !! >>
> > > seeing as how navs can make lodes, could master navs get a spell
> > > that recharges lodes?
> > > for instance, lode is at red, you cast recharge navigation stone,
> > > lode is now same as before, but in indigo/violet whatever.
> > > would just be a cool thing for mnavs to have i reckon.
> > > -T
> > But then you could have infinite random/unknown lodes..maybe make it
> > not work for those ones.
> Considering that neither random nor unknown lodestones exist any
> more, I don't think that would be an issue. That said, I'm not sure
> this is such a good idea. From my understanding of the new method of
> making lodestones, I think it might be a good option - providing the
> mnav had a gem in thier inventory to recharge the power in the used
> up lodestone.
> 
Randoms do exist.  They're just very very rare.


-----------------

poster: Snarf
subject: skills
date: Mon Dec  8 01:43:38 2003

Some people have posted ideas about getting exp back without a reinc
I aggree with what the replies have been, the current system makes sence.
However I think it might be neat to get a bonus from stuff you already
have.  For example, have a 1% skill bonus for every 10% in an earlier
skill, or a 2% or something discount on training for every 10% in a
given earlier skill.  What do people think?

-----------------

poster: Afkaserious
subject: mpogd
date: Mon Dec  8 02:28:45 2003

I noticed we're on www.mpogd.com
I think we should put www.mpogd.com in MOTD, so we can vote IOM, and
get new players, and be leetified. It'd be fun stuff to be up on
that
Anyway, thats my idea.

-----------------

poster: Litho
subject: Tune
date: Mon Dec  8 10:36:00 2003

It was said this tune wouldn't affect melee..Has it, or is it that
now there is a missing message for the hits you don't get?  I went
hitless for 7 rounds on a 45k mob..Which seems a bit messed,
considering i have like decent dex (600+) and 110+ skills..lemme
know

-----------------

poster: Kaos
subject: >Tune
date: Mon Dec  8 11:41:32 2003

On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> It was said this tune wouldn't affect melee..Has it, or is it that
> now there is a missing message for the hits you don't get?  I went
> hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> considering i have like decent dex (600+) and 110+ skills..lemme
> know
I can't believe no one has commented on this before...

-----------------

poster: Zifnab
subject: >>Tune
date: Mon Dec  8 15:01:15 2003

On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > It was said this tune wouldn't affect melee..Has it, or is it that
> > now there is a missing message for the hits you don't get?  I went
> > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > considering i have like decent dex (600+) and 110+ skills..lemme
> > know
> I can't believe no one has commented on this before...
that is my initial reaction as well. please provide a log
of combat showing this. We changed nothing with the 
combat routines, just with monster setup.

-----------------

poster: Mixer
subject: >>Tune
date: Mon Dec  8 23:49:13 2003

On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > It was said this tune wouldn't affect melee..Has it, or is it that
> > now there is a missing message for the hits you don't get?  I went
> > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > considering i have like decent dex (600+) and 110+ skills..lemme
> > know
> I can't believe no one has commented on this before...
I can believe Litho found another excuse to post his stats n news...

-----------------

poster: Fox
subject: >>>Tune
date: Tue Dec  9 00:26:06 2003

On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > now there is a missing message for the hits you don't get?  I went
> > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > know
> > I can't believe no one has commented on this before...
> I can believe Litho found another excuse to post his stats n news...
What is with you people?! ..always cracking down on litho, and for
what? just for your pure enjoyment? bullshit. ffs, either help with
the problem or leave it be. 

-----------------

poster: Korthrun
subject: >>>>Tune
date: Tue Dec  9 00:27:36 2003

On Tue Dec  9 00:26:06 2003 Fox wrote post #925:
> On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> > On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > now there is a missing message for the hits you don't get?  I went
> > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > know
> > > I can't believe no one has commented on this before...
> > I can believe Litho found another excuse to post his stats n news...
> What is with you people?! ..always cracking down on litho, and for
> what? just for your pure enjoyment? bullshit. ffs, either help with
> the problem or leave it be. 
didnt you hear, hes cheating, exploiting a bug in weapons

-----------------

poster: Zifnab
subject: >>>>Tune
date: Tue Dec  9 02:07:04 2003

On Tue Dec  9 00:26:06 2003 Fox wrote post #925:
> On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> > On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > now there is a missing message for the hits you don't get?  I went
> > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > know
> > > I can't believe no one has commented on this before...
> > I can believe Litho found another excuse to post his stats n news...
> What is with you people?! ..always cracking down on litho, and for
> what? just for your pure enjoyment? bullshit. ffs, either help with
> the problem or leave it be. 

I did help with the problem.

-----------------

poster: Zifnab
subject: >>>>>Tune
date: Tue Dec  9 02:12:28 2003

> didnt you hear, hes cheating, exploiting a bug in weapons

Whatever may be said it is a fact that at least once in 
the past Litho did kill a player with the same bug in a weapon
_after_ knowing it was a bug.

Taking a guess at where your comment was aimed at
there was a bug report that Litho killed another player
in the arena. Again guessing where this may of lead
since I was not hear when it happened. Naturally 
conclusions can be jumped to from his past actions
and other bug reports in the past that have 
involved litho and killing players. So far as I 
am aware the bug is still open (I tested it this morning
and it is not an arena wide problem, nor do I see
it as a problem with the particular weapon that Litho
was using.).

I did not jump to any conclusions or blame him
for any wrong doing. I did however state in the
bug report that there appears as if there
may be more to it than what was originally posted
since that weapon is like 100's of others.


-----------------

poster: Korthrun
subject: >>>>>>Tune
date: Tue Dec  9 03:39:55 2003

On Tue Dec  9 02:12:28 2003 Zifnab wrote post #928:
> > didnt you hear, hes cheating, exploiting a bug in weapons
> 
> Whatever may be said it is a fact that at least once in 
> the past Litho did kill a player with the same bug in a weapon
> _after_ knowing it was a bug.
> 
> Taking a guess at where your comment was aimed at
> there was a bug report that Litho killed another player
> in the arena. Again guessing where this may of lead
> since I was not hear when it happened. Naturally 
> conclusions can be jumped to from his past actions
> and other bug reports in the past that have 
> involved litho and killing players. So far as I 
> am aware the bug is still open (I tested it this morning
> and it is not an arena wide problem, nor do I see
> it as a problem with the particular weapon that Litho
> was using.).
> 
> I did not jump to any conclusions or blame him
> for any wrong doing. I did however state in the
> bug report that there appears as if there
> may be more to it than what was originally posted
> since that weapon is like 100's of others.
> 
nope
tuk did
eheheh on ghost none the less
I thoguht it was kinda fucked up, as no one raised a hair Artea (i
believe) did the same thing a few days ago

-----------------

poster: Kiera (Web) 
subject: >>>>Tune
date: Tue Dec  9 04:08:17 2003

> What is with you people?! ..always cracking down on litho, and for

> what? just for your pure enjoyment? bullshit. ffs, either help with

> the problem or leave it be. 



i'm sure litho's sense of humor will permit us to do a little teasing.

-----------------

poster: Tahnval
subject: >>Tune
date: Tue Dec  9 04:11:15 2003

On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > It was said this tune wouldn't affect melee..Has it, or is it that
> > now there is a missing message for the hits you don't get?  I went
> > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > considering i have like decent dex (600+) and 110+ skills..lemme
> > know
> I can't believe no one has commented on this before...
I have.  My solo rate dropped from an easy 110K/min to a hard 70K/min.
Daneel had a look and didn't see anything that would explain it and
a few people said much the same as you did, so I didn't post anything
about it.

-----------------

poster: Jomo
subject: >>>Tune
date: Tue Dec  9 04:38:59 2003

On Tue Dec  9 04:11:15 2003 Tahnval wrote post #931:
> > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > now there is a missing message for the hits you don't get?  I went
> > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > know
> > I can't believe no one has commented on this before...
> I have.  My solo rate dropped from an easy 110K/min to a hard 70K/min.
> Daneel had a look and didn't see anything that would explain it and
> a few people said much the same as you did, so I didn't post anything
> about it.
I've spoken with 3 or 4 woodsman, and we all seem to be seeing
something.  Was there a change to familiars or something that's
adding up to a big shift in ability.

This weekend I was testing elves and what I was seeing was
drastically different from what Erec was seeing, tune-wise --
(ridiculuously so) If there is a woodsman syndrome going 
around it would explain some of these number differences.

(we're taling a different of 150%)

-----------------

poster: Zifnab
subject: >>>>Tune
date: Tue Dec  9 04:50:26 2003

On Tue Dec  9 04:38:59 2003 Jomo wrote post #932:
> On Tue Dec  9 04:11:15 2003 Tahnval wrote post #931:
> > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > now there is a missing message for the hits you don't get?  I went
> > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > know
> > > I can't believe no one has commented on this before...
> > I have.  My solo rate dropped from an easy 110K/min to a hard 70K/min.
> > Daneel had a look and didn't see anything that would explain it and
> > a few people said much the same as you did, so I didn't post anything
> > about it.
> I've spoken with 3 or 4 woodsman, and we all seem to be seeing
> something.  Was there a change to familiars or something that's
> adding up to a big shift in ability.
> 
> This weekend I was testing elves and what I was seeing was
> drastically different from what Erec was seeing, tune-wise --
> (ridiculuously so) If there is a woodsman syndrome going 
> around it would explain some of these number differences.
> 
> (we're taling a different of 150%)

no familiar changes. the only major changes are to monsters. 
i will have to go back over the diffs from before
the changes and see if something accidently snuck in.

-----------------

poster: Litho
subject: >>>>>>Tune
date: Tue Dec  9 04:59:12 2003

On Tue Dec  9 02:12:28 2003 Zifnab wrote post #928:
> and it is not an arena wide problem, nor do I see
> it as a problem with the particular weapon that Litho
> was using.).
> 
> I did not jump to any conclusions or blame him
> for any wrong doing. I did however state in the
> bug report that there appears as if there
> may be more to it than what was originally posted
> since that weapon is like 100's of others.
> 
No, But Tuk did.

-----------------

poster: Litho
subject: >>>>>Tune
date: Tue Dec  9 05:00:24 2003

On Tue Dec  9 04:50:26 2003 Zifnab wrote post #933:
> > This weekend I was testing elves and what I was seeing was
> > drastically different from what Erec was seeing, tune-wise --
> > (ridiculuously so) If there is a woodsman syndrome going 
> > around it would explain some of these number differences.
> > 
> > (we're taling a different of 150%)
> 
> no familiar changes. the only major changes are to monsters. 
> i will have to go back over the diffs from before
> the changes and see if something accidently snuck in.
Nods, in regards to Tahnval, i do a hard 150k/min opposed to the
250-280k i did prior to a healer, i hit a lot less..did you gives
mobs like insane does or soemthing?

-----------------

poster: Zifnab
subject: >>>>>>Tune
date: Tue Dec  9 05:03:03 2003

On Tue Dec  9 05:00:24 2003 Litho wrote post #935:
> On Tue Dec  9 04:50:26 2003 Zifnab wrote post #933:
> > > This weekend I was testing elves and what I was seeing was
> > > drastically different from what Erec was seeing, tune-wise --
> > > (ridiculuously so) If there is a woodsman syndrome going 
> > > around it would explain some of these number differences.
> > > 
> > > (we're taling a different of 150%)
> > 
> > no familiar changes. the only major changes are to monsters. 
> > i will have to go back over the diffs from before
> > the changes and see if something accidently snuck in.
> Nods, in regards to Tahnval, i do a hard 150k/min opposed to the
> 250-280k i did prior to a healer, i hit a lot less..did you gives
> mobs like insane does or soemthing?
as has been stated before. It should of been a zero change
for everyone. obviously something has gone wrong.

-----------------

poster: Zifnab
subject: >>>>>>>Tune
date: Tue Dec  9 05:56:55 2003

On Tue Dec  9 05:03:03 2003 Zifnab wrote post #936:
> On Tue Dec  9 05:00:24 2003 Litho wrote post #935:
> > On Tue Dec  9 04:50:26 2003 Zifnab wrote post #933:
> > > > This weekend I was testing elves and what I was seeing was
> > > > drastically different from what Erec was seeing, tune-wise --
> > > > (ridiculuously so) If there is a woodsman syndrome going 
> > > > around it would explain some of these number differences.
> > > > 
> > > > (we're taling a different of 150%)
> > > 
> > > no familiar changes. the only major changes are to monsters. 
> > > i will have to go back over the diffs from before
> > > the changes and see if something accidently snuck in.
> > Nods, in regards to Tahnval, i do a hard 150k/min opposed to the
> > 250-280k i did prior to a healer, i hit a lot less..did you gives
> > mobs like insane does or soemthing?
> as has been stated before. It should of been a zero change
> for everyone. obviously something has gone wrong.

if anyone can get my a small portion say 10 rounds or so of combat
with combat silent off so I can see all messages.

Waz already has one from Jaw's giants but they have huge
boosts to a few stats that affect dodging.
I want a normal monster so that means not the giants nor
Wagro's elves. Be eaiser to track it down from a 
supposed not changed monster.

please mail the log to me.

-----------------

poster: Parcival
subject: >>>>Tune
date: Tue Dec  9 06:07:59 2003

I'm a woodsman, albeit a smaller one.  I've seen no change at 
all.

This doesn't mean you're not seeing it, it just means it's not
in the guild, it's probably in the targets - are you 3 or 4 
all going after the same targets?

-----------------

poster: Lu
subject: >>>>Tune
date: Tue Dec  9 08:17:16 2003

On Tue Dec  9 00:26:06 2003 Fox wrote post #925:
> On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> > On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > now there is a missing message for the hits you don't get?  I went
> > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > know
> > > I can't believe no one has commented on this before...
> > I can believe Litho found another excuse to post his stats n news...
> What is with you people?! ..always cracking down on litho, and for
> what? just for your pure enjoyment? bullshit. ffs, either help with
> the problem or leave it be. 
we could always crack down on you, fox, you just never handle it very well.

-----------------

poster: Tamuli
subject: emote
date: Tue Dec  9 10:36:03 2003

A Quagmire emote :). Maybe something like:
You go, "AAALLL Riiight!"
Tamuli goes, "AAALLL Riiight!"
or
You thrust your hips and go "OH!"
Tamuli thrusts his hips and goes "OH!"
have it so you can target someone with the hip one
Please consider :)
-Tam

-----------------

poster: Chrono
subject: XXXmas area...
date: Tue Dec  9 13:48:58 2003

can we get a sign (like most docks have), saying how long till the
sleigh will arrive/leave from which docks....
pretty pleeeeeeease

-----------------

poster: Afkaserious
subject: Bounties
date: Tue Dec  9 17:15:13 2003

It'd be fun if she'd give us a paper or something, so we could check
out bounty's desc a little more often, inscrtead of scolling up
Kthx

-----------------

poster: Tranquil
subject: >Bounties
date: Tue Dec  9 19:42:25 2003

On Tue Dec  9 17:15:13 2003 Afkaserious wrote post #942:
> It'd be fun if she'd give us a paper or something, so we could check
> out bounty's desc a little more often, inscrtead of scolling up
> Kthx

Hi Afkapalsius, meet my friend, copy/paste. Copy/paste, meet erm.. that guy.


-----------------

poster: Fox
subject: >>>>>Tune
date: Tue Dec  9 20:26:07 2003

On Tue Dec  9 08:17:16 2003 Lu wrote post #939:
> On Tue Dec  9 00:26:06 2003 Fox wrote post #925:
> > On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> > > On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > > > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > > now there is a missing message for the hits you don't get?  I went
> > > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > > know
> > > > I can't believe no one has commented on this before...
> > > I can believe Litho found another excuse to post his stats n news...
> > What is with you people?! ..always cracking down on litho, and for
> > what? just for your pure enjoyment? bullshit. ffs, either help with
> > the problem or leave it be. 
> we could always crack down on you, fox, you just never handle it very well.
i made that statement before i knew what actually happened. so, lu,
go fuck yourself. seriously. you've had you fair share of stupidity
and spam throughout your time, so stfu.

-----------------

poster: Korthrun
subject: >>>>>>Tune
date: Tue Dec  9 20:26:46 2003

On Tue Dec  9 20:26:07 2003 Fox wrote post #944:
> On Tue Dec  9 08:17:16 2003 Lu wrote post #939:
> > On Tue Dec  9 00:26:06 2003 Fox wrote post #925:
> > > On Mon Dec  8 23:49:13 2003 Mixer wrote post #924:
> > > > On Mon Dec  8 11:41:32 2003 Kaos wrote post #922:
> > > > > On Mon Dec  8 10:36:00 2003 Litho wrote post #921:
> > > > > > It was said this tune wouldn't affect melee..Has it, or is it that
> > > > > > now there is a missing message for the hits you don't get?  I went
> > > > > > hitless for 7 rounds on a 45k mob..Which seems a bit messed,
> > > > > > considering i have like decent dex (600+) and 110+ skills..lemme
> > > > > > know
> > > > > I can't believe no one has commented on this before...
> > > > I can believe Litho found another excuse to post his stats n news...
> > > What is with you people?! ..always cracking down on litho, and for
> > > what? just for your pure enjoyment? bullshit. ffs, either help with
> > > the problem or leave it be. 
> > we could always crack down on you, fox, you just never handle it very
well.
> i made that statement before i knew what actually happened. so, lu,
> go fuck yourself. seriously. you've had you fair share of stupidity
> and spam throughout your time, so stfu.
let the thread die
thanks

-----------------

poster: Tahnval
subject: >>>>>Tune
date: Tue Dec  9 23:33:38 2003

On Tue Dec  9 06:07:59 2003 Parcival wrote post #938:
> I'm a woodsman, albeit a smaller one.  I've seen no change at 
> all.
> 
> This doesn't mean you're not seeing it, it just means it's not
> in the guild, it's probably in the targets - are you 3 or 4 
> all going after the same targets?
Probably not - I've tried 4, maybe 6 areas and the effect is the
same in all of them.  Malice's areas on Everrest, also the ghosts, harpies
and Eandroths in another area on Everrest.  Ce'noba's elg
area (suicide alley for me now).  The new part of the Janriella
quest area (brilliant area, btw), where "kill all" in a room
with just 4 mobs, the biggest of which was 10K, forced me
to wimpy (>1000hps damage).  That happened 3 times, in
different rooms.  I had the usual woodsman prots up.  I
may have had a balm of protection on, too, since I usually
use those.  May have worn off though - I don't usually
apply a new one unless I am doing exp.

Could it be something odd about woodsman guild mastery?
Since you have much less, you'd see much less effect.
OTOH, at least one non-Woodsman has reported the same
effect on them.

I'm also down to 3 hits per round against 2-3K mobs
(in the new beach area on Gossamer - I was seeing if one
of them would drop the item probably needed to get to
the island).  That's 3 hits *max*.

Something's up, but I have no idea what it is.

-----------------

poster: Zifnab
subject: >>>>>>Tune
date: Wed Dec 10 00:07:49 2003

> may have had a balm of protection on, too, since I usually
> use those.  May have worn off though - I don't usually
> apply a new one unless I am doing exp.
> 
> Could it be something odd about woodsman guild mastery?
> Since you have much less, you'd see much less effect.
> OTOH, at least one non-Woodsman has reported the same
> effect on them.
> 
> I'm also down to 3 hits per round against 2-3K mobs
> (in the new beach area on Gossamer - I was seeing if one
> of them would drop the item probably needed to get to
> the island).  That's 3 hits *max*.
> 
> Something's up, but I have no idea what it is.
have you tested it this reboot.
and oddly my mail box still has no short logs 
in it showing the problem.


-----------------

poster: Quillz
subject: Orbdrin
date: Wed Dec 10 01:08:27 2003

The chat curse thing on the orbdrin is hella gay.  
My idea is to make it not gay by removing the chat curse thing. 
Q **

-----------------

poster: Daneel
subject: >>>>>>Tune
date: Wed Dec 10 01:14:37 2003

Those areas are all mostly the same size; old monsters mostly 
learn skills based on their size, so that is effectively on area.

And Malifix's new area isn't much of a good choice by which to 
judge - size isn't everything you know :-)

It could not be anything mastery based, or it (a) would be _much_
more pervasive, or (b) every woodsman would see it.

I've gone over the dodging code with a fine toothed comb, 
tracing everything in the new monsters to see if anything has
changed, and I really don't see anything.  Unless you can 
come up with a better description of what's wrong, I don't
have a clue what else to do.

-----------------

poster: Zifnab
subject: >>>>>>>Tune
date: Wed Dec 10 04:06:46 2003

> I've gone over the dodging code with a fine toothed comb, 
> tracing everything in the new monsters to see if anything has
> changed, and I really don't see anything.  Unless you can 
> come up with a better description of what's wrong, I don't
> have a clue what else to do.

We did fix one issue last night that would of lead to monsters
dodging more. I would really like to see some
logs that are _not_ in wagro's elves or Jaws giants.

Everyone says they keep seeing problems
yet _noone_ has mailed me one single thing showing
any problem.
We are spending time looking into this so please
do us the favor of collecting information 
out of those areas.


-----------------

poster: Indomitus
subject: >Orbdrin
date: Wed Dec 10 08:00:48 2003

On Wed Dec 10 01:08:27 2003 Quillz wrote post #948:
> The chat curse thing on the orbdrin is hella gay.  
> My idea is to make it not gay by removing the chat curse thing. 
> Q **

Part of me has to wonder if something else might have been 
changed too.  It doesn't make sense to take a really nice 
piece of eq and add a chat curse to it effectively
downtuning the item, without either a) some kind of uptune,
or b) an inform post stating that the eq was changed to 
balance it (maybe it was found to violate some eq standard).  

If the curse was added just for kicks, I totally agree with 
Quillz and I'd like to present, personally, a big, fat, smelly 
PFFFFFFT to whoever added it :P Although it is kind of funny:)
but hopefully if that's the case it's temporary because it 
really becomes annoying after awhile.

-----------------

poster: Ronan
subject: >>Orbdrin
date: Wed Dec 10 16:44:07 2003

On Wed Dec 10 08:00:48 2003 Indomitus wrote post #951:
> On Wed Dec 10 01:08:27 2003 Quillz wrote post #948:
> > The chat curse thing on the orbdrin is hella gay.  
> > My idea is to make it not gay by removing the chat curse thing. 
> > Q **
> 
> Part of me has to wonder if something else might have been 
> changed too.  It doesn't make sense to take a really nice 
> piece of eq and add a chat curse to it effectively
> downtuning the item, without either a) some kind of uptune,
> or b) an inform post stating that the eq was changed to 
> balance it (maybe it was found to violate some eq standard).  
> 
> If the curse was added just for kicks, I totally agree with 
> Quillz and I'd like to present, personally, a big, fat, smelly 
> PFFFFFFT to whoever added it :P Although it is kind of funny:)
> but hopefully if that's the case it's temporary because it 
> really becomes annoying after awhile.
rofl, ahahahahahaha ehhheheheeeee
um ok
thx
Just wanted to post something cuz its beeen soooooooooo long
gooo orbdrin
oh ya could just emote all your tells during eq like do 3 times gone
b4 you enter, etc
but shrug, who listens to me
Ronana

-----------------

poster: Areu
subject: New Area Idea
date: Wed Dec 10 23:04:51 2003


Just had a random idea for an area based someing like this:

An area titled 'one hit wonders'

It would feature some of the annoying boy bands, groups,
songs and artists that have disappeared into oblivion.

boy bands/groups/artist ideas:
nsync, 98 degrees, spice girls, milli vanilli,
hanson, macarena, 'too sexy for my shirt',
mc hammer, more ideas?

In different room sets the listen command would indicate
music based on the band/group/singer and directionally
where to find the mobs.
e.g. You hear the large beats of 'Can't touch this'
to the north.

To get to mc hammer you have to kill his 50 person
entourage.

The search command in the Milli Vanilli area would
find a lipsync machine.

mob messages would be indicative to their history
i.e. 'I'm sexy spice, I'm gonna kick your ass! Girl power!'
'Can't touch this...dum da da dum...'
'I like to do the marcarena...la la la la..'

Kill messages:
With a final blow you rip off mc hammer's stupid
baggy pants.
With a final blow you bitchslap sexy spice.

I've seen the sting are and I thought it was a
great idea.

damn I can't even remember some of these guys' names

maybe we even get to beat the crap out of patrick
swayze (sp?) doing dirty dancing

eq could be:
huge baggy pants - mc hammer - slot legs
long fake dreads - milli vanilli - slot head

Ok maybe I have some pent up aggression.

Of course this would probably end up on OddWorld.
It's an Oddworld that we live in.

This might be a bit american based...not sure how
well-known these groups are in other countries.
(besides spice girls)

Areu

-----------------

poster: Tahnval
subject: >New Area Idea
date: Thu Dec 11 06:49:48 2003

That's a bloody silly idea.  I love it.

-----------------

poster: mantrovant (Web)
subject: idea for Inu Yasha Area
date: Thu Dec 11 09:09:05 2003

i was thinking that Inu Yasha could drop a torso legs arms eq thats the red rat fur gi. Awsome fig stats. just a thought.

-----------------

poster: Oruk
subject: >idea for Inu Yasha Area
date: Thu Dec 11 15:27:59 2003

On Thu Dec 11 09:09:05 2003 mantrovant (Web) wrote post #955:
> i was thinking that Inu Yasha could drop a torso legs arms eq thats the
red rat fur gi. Awsome fig stats. just a thought.
RED MC HAMMER PANTS.. enough said... bye
^totally cool

-----------------

poster: Griffy
subject: Inu Yasha Area 
date: Thu Dec 11 17:32:41 2003

Inu Yasha RULES! YAY!
Maybee make Tedsyga EQ, only wieldable by human or hunamn like races :)
oohhh, and maybee a quest to college the sacride jewl fragments :)
Inu Yasha Rocks! yaaa!

-----------------

poster: Roirraw
subject: presents
date: Thu Dec 11 18:12:14 2003

was wondering if it would be possible for items not to fall to the
ground if they're too heavy for u to carry so people don't get an
oppertunity to take it for themselves

-----------------

poster: Korthrun
subject: >presents
date: Thu Dec 11 19:03:07 2003

On Thu Dec 11 18:12:14 2003 Roirraw wrote post #958:
> was wondering if it would be possible for items not to fall to the
> ground if they're too heavy for u to carry so people don't get an
> oppertunity to take it for themselves
Really, I mean what do we need inventory limits for anyway.

-----------------

poster: holyman (Web)
subject: inuyasha
date: Thu Dec 11 20:17:32 2003

umm griffy first of all tes "to lazy to spell it" is an eq piece in the area and secondly there is a quest to collect the jewls, you just have to be in an eq party to get em.

-----------------

poster: Indomitus
subject: hits command
date: Fri Dec 12 08:27:26 2003


I think there are a couple records on there which don't
really represent the best "hits"

first
Largest Current weapon hit: 
By: Kaos
On: Tue Feb 11 18:10:17 2003
Weapon: sharp teeth

Much as I know that Kaos rules, I think this was made before
pack specials were tuned (forgive me if my memory is faulty)  .  


also just the other day
 Largest Current Hit: 
By: The beast within
On: Wed Dec 10 18:00:55 2003

I think this replaced Nosferatu's, or maybe it was zapa?  I don't
remember, sadly :(
I haven't actually seen this mob, but I have heard it is about 2.2m, and 
so I "suspect" that the hit was made due to the bug that caused monsters to 
hit harder? 

If I'm right about these two things, then I don't think they belong 
on the hits record list.  The first because the abilities have since
been tuned,
and depending on the tunage it might be so far above what players
can reach today
that it is practically impossible to equal or surpass.

The second one is improper because it was recorded due to a bug issue, and 
same reasoning applies - extremely unlikely or impossible for a mob to hit
that hard again unless there is a bug..  do we want this list to be
"bugged and improperly tuned hits"?  :) 

of course I could be wrong and all these hits could be legit.. if
so, I'll shaddup :)
-indo

-----------------

poster: Indomitus
subject: >hits command
date: Fri Dec 12 08:37:30 2003


er, missed one 

Largest current Skill Attack: 
By: Kaos
On: Wed Feb 12 19:18:39 2003
Skill: bite attack

don't hate me kaos sry :(  but i think this was b4 pack specials 
were tuned.. 
I'm assumign that pack specials affected both regular hits and
skills, might be wrong tho


-----------------

poster: Rancor
subject: >hits command
date: Fri Dec 12 08:37:54 2003

On Fri Dec 12 08:27:26 2003 Indomitus wrote post #961:
> I think there are a couple records on there which don't
> really represent the best "hits"
> 
> first
> Largest Current weapon hit: 
> By: Kaos
> On: Tue Feb 11 18:10:17 2003
> Weapon: sharp teeth
> 
> Much as I know that Kaos rules, I think this was made before
> pack specials were tuned (forgive me if my memory is faulty)  .  
> 
> 
> also just the other day
>  Largest Current Hit: 
> By: The beast within
> On: Wed Dec 10 18:00:55 2003
> 
> I think this replaced Nosferatu's, or maybe it was zapa?  I don't
> remember, sadly :(
> I haven't actually seen this mob, but I have heard it is about 2.2m, and 
> so I "suspect" that the hit was made due to the bug that caused monsters to 
> hit harder? 
> 
> If I'm right about these two things, then I don't think they belong 
> on the hits record list.  The first because the abilities have since
> been tuned,
> and depending on the tunage it might be so far above what players
> can reach today
> that it is practically impossible to equal or surpass.
> 
> The second one is improper because it was recorded due to a bug issue, and 
> same reasoning applies - extremely unlikely or impossible for a mob to hit
> that hard again unless there is a bug..  do we want this list to be
> "bugged and improperly tuned hits"?  :) 
> 
> of course I could be wrong and all these hits could be legit.. if
> so, I'll shaddup :)
> -indo
how come the largest hit with the beast does not have a target?  
cause I think it should display the name of the poor loser that took
the hit


Btw I tanked the mob on wed so feel free to insert my name into the
hits display as rancor-the poor loser who took this hit.

-----------------

poster: mantrovant (Web)
subject: tag event
date: Fri Dec 12 10:29:54 2003

I was thinking there could be a tag event where like 5 gods hide all over the mud and shout their locations desc. And whoever finds them all first gets a prize. 

-----------------

poster: Alacor
subject: Area Idea
date: Sat Dec 13 01:50:34 2003

We need a Nightmare Before Christmas area....it would rock out :D

-----------------

poster: Afkaserious
subject: >Area Idea
date: Sat Dec 13 02:15:18 2003

On Sat Dec 13 01:50:34 2003 Alacor wrote post #965:
> We need a Nightmare Before Christmas area....it would rock out :D
DUDE, yes.
I'm wearing my nightmare before christmas tshirt right now :P
And yes, it would own.

-----------------

poster: Slayn
subject: >>Area Idea
date: Sat Dec 13 02:16:09 2003

On Sat Dec 13 02:15:18 2003 Afkaserious wrote post #966:
> On Sat Dec 13 01:50:34 2003 Alacor wrote post #965:
> > We need a Nightmare Before Christmas area....it would rock out :D
> DUDE, yes.
> I'm wearing my nightmare before christmas tshirt right now :P
> And yes, it would own.
i think we need a labyrinth area more :)

-----------------

poster: Alacor
subject: >>>Area Idea
date: Sat Dec 13 02:17:24 2003

On Sat Dec 13 02:16:09 2003 Slayn wrote post #967:
> On Sat Dec 13 02:15:18 2003 Afkaserious wrote post #966:
> > On Sat Dec 13 01:50:34 2003 Alacor wrote post #965:
> > > We need a Nightmare Before Christmas area....it would rock out :D
> > DUDE, yes.
> > I'm wearing my nightmare before christmas tshirt right now :P
> > And yes, it would own.
> i think we need a labyrinth area more :)
Yeah, well youre wrong :P

-----------------

poster: Rythion
subject: >skills
date: Sat Dec 13 03:44:12 2003

On Mon Dec  8 01:43:38 2003 Snarf wrote post #919:
> Some people have posted ideas about getting exp back without a reinc
> I aggree with what the replies have been, the current system makes sence.
> However I think it might be neat to get a bonus from stuff you already
> have.  For example, have a 1% skill bonus for every 10% in an earlier
> skill, or a 2% or something discount on training for every 10% in a
> given earlier skill.  What do people think?
I think, it would be neat if like there was this skill called
Snarf-Slurping, where every 5% you trained, snarf had to use 1 less
letter(randomly picked of course, starting with vowels) of the
alphabet, on the mud. So like when I train it to 115% that is 23
letters he can't use, so starting with vowels you remove a e i o u,
then randomly diminish the list randomly picking letters....
so of the 26 letters he'd only get to use 3
like just say for example the 3 he was left with were q x and v
That would just plain out own
could go around qxvvxq qvxx vxv vvq qqq vxx xxvv xvv xqq qxv... etc etc

Also, snarfer wanted some kind of feedback
on his idea
Skill: Rythion Improvement Skill 
Description: Training this skill makes Rythions all over insanely better.
100% -> Rythion gets +593848374873487 all stats but is teleported to
void room and stunned for duration of the bonus. 115 -> Rythion gets
+389749832749832794638265763947837949823749863597326487 to all
stats, and 59374837487347% skillz but nuked
That would be rule I think
Good skill idea FRANS I mean SNARF

-----------------

poster: Maduo
subject: hunger
date: Sun Dec 14 07:58:55 2003

when it gets to 0, you die.
when u come back to life, its at 5%.

-----------------

poster: Wildchild
subject: >hunger
date: Sun Dec 14 19:15:08 2003

On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> when it gets to 0, you die.
> when u come back to life, its at 5%.

So, everybody that idles should get their food from Maduo so they
don't die all the time.

-WildChild

-----------------

poster: Korthrun
subject: >>hunger
date: Sun Dec 14 19:59:39 2003

On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > when it gets to 0, you die.
> > when u come back to life, its at 5%.
> 
> So, everybody that idles should get their food from Maduo so they
> don't die all the time.
> 
> -WildChild
I can go days without eating. Most people can.
disembark
w
This idea is silly. You already don't heal. MAybe if your at 0 for
like 4 or 5 in game days you die.

-----------------

poster: Wildchild
subject: >>>hunger
date: Sun Dec 14 20:37:31 2003

On Sun Dec 14 19:59:39 2003 Korthrun wrote post #972:
> On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > when it gets to 0, you die.
> > > when u come back to life, its at 5%.
> > 
> > So, everybody that idles should get their food from Maduo so they
> > don't die all the time.
> > 
> > -WildChild
> I can go days without eating. Most people can.
> disembark
> w
> This idea is silly. You already don't heal. MAybe if your at 0 for
> like 4 or 5 in game days you die.

We need water containers and such, so we have to drink water. And
then we can, say, go 2 weeks without food, 3 days without water. ;)

-WildChild

-----------------

poster: Tahnval
subject: >>>>hunger
date: Sun Dec 14 23:33:10 2003

On Sun Dec 14 20:37:31 2003 Wildchild wrote post #973:
> On Sun Dec 14 19:59:39 2003 Korthrun wrote post #972:
> > On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > > when it gets to 0, you die.
> > > > when u come back to life, its at 5%.
> > > 
> > > So, everybody that idles should get their food from Maduo so they
> > > don't die all the time.
> > > 
> > > -WildChild
> > I can go days without eating. Most people can.
> > disembark
> > w
> > This idea is silly. You already don't heal. MAybe if your at 0 for
> > like 4 or 5 in game days you die.
> 
> We need water containers and such, so we have to drink water. And
> then we can, say, go 2 weeks without food, 3 days without water. ;)
> 
> -WildChild
Yes...then we also need to cut carrying capacity to about 1% of what
it currently is.   I can cheerfully carry a couple of full sets of
armour, a dozen loaves of bread and assorted other items, and I'm
about 4 feet tall.  Hardly realistic.  We need to add volume as
well as mass to the restrictions on carrying, too.
We need to restrict hps to about 200.  One good blow in the head
from a sword/etc would kill you IRL.

-----------------

poster: Rythion
subject: >>>>>hunger
date: Mon Dec 15 00:58:18 2003

On Sun Dec 14 23:33:10 2003 Tahnval wrote post #974:
> On Sun Dec 14 20:37:31 2003 Wildchild wrote post #973:
> > On Sun Dec 14 19:59:39 2003 Korthrun wrote post #972:
> > > On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > > > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > > > when it gets to 0, you die.
> > > > > when u come back to life, its at 5%.
> > > > 
> > > > So, everybody that idles should get their food from Maduo so they
> > > > don't die all the time.
> > > > 
> > > > -WildChild
> > > I can go days without eating. Most people can.
> > > disembark
> > > w
> > > This idea is silly. You already don't heal. MAybe if your at 0 for
> > > like 4 or 5 in game days you die.
> > 
> > We need water containers and such, so we have to drink water. And
> > then we can, say, go 2 weeks without food, 3 days without water. ;)
> > 
> > -WildChild
> Yes...then we also need to cut carrying capacity to about 1% of what
> it currently is.   I can cheerfully carry a couple of full sets of
> armour, a dozen loaves of bread and assorted other items, and I'm
> about 4 feet tall.  Hardly realistic.  We need to add volume as
> well as mass to the restrictions on carrying, too.
> We need to restrict hps to about 200.  One good blow in the head
> from a sword/etc would kill you IRL.
Yes and we should put player killing back in, to make it more realistic too
thx
-Rythion

-----------------

poster: Maduo
subject: >>hunger
date: Mon Dec 15 02:16:14 2003

On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > when it gets to 0, you die.
> > when u come back to life, its at 5%.
> 
> So, everybody that idles should get their food from Maduo so they
> don't die all the time.
> 
> -WildChild
if you are truly idle, then after a certain point hunger will not
affect you dude... and anyways.. can you pause life like you can
hear? if your hungry do you not want to feed? not just have it so
your healing your bloody wounds.
btw, there is also the never hungry wish
and sure.... if your hungry, come and find me and ill grow you some foods..
end of transmission

-----------------

poster: Wildchild
subject: >>>hunger
date: Mon Dec 15 04:00:46 2003

On Mon Dec 15 02:16:14 2003 Maduo wrote post #976:
> On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > when it gets to 0, you die.
> > > when u come back to life, its at 5%.
> > 
> > So, everybody that idles should get their food from Maduo so they
> > don't die all the time.
> > 
> > -WildChild
> if you are truly idle, then after a certain point hunger will not
> affect you dude... and anyways.. can you pause life like you can
> hear? if your hungry do you not want to feed? not just have it so
> your healing your bloody wounds.
> btw, there is also the never hungry wish
> and sure.... if your hungry, come and find me and ill grow you some foods..
> end of transmission

Are you making any sense whatsoever?

Why distinguish between those who are fully idle, and those who
aren't bothering to kill anything.

If I'm going to throw gold away because I'm chatting instead of
killing, I expect you to pay for the food for me, because I don't
see why I should. :)

-WildChild

-----------------

poster: Maduo
subject: >>>>hunger
date: Mon Dec 15 04:03:42 2003

On Mon Dec 15 04:00:46 2003 Wildchild wrote post #977:
> On Mon Dec 15 02:16:14 2003 Maduo wrote post #976:
> > On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > > when it gets to 0, you die.
> > > > when u come back to life, its at 5%.
> > > 
> > > So, everybody that idles should get their food from Maduo so they
> > > don't die all the time.
> > > 
> > > -WildChild
> > if you are truly idle, then after a certain point hunger will not
> > affect you dude... and anyways.. can you pause life like you can
> > hear? if your hungry do you not want to feed? not just have it so
> > your healing your bloody wounds.
> > btw, there is also the never hungry wish
> > and sure.... if your hungry, come and find me and ill grow you some
foods..
> > end of transmission
> 
> Are you making any sense whatsoever?
> 
> Why distinguish between those who are fully idle, and those who
> aren't bothering to kill anything.
> 
> If I'm going to throw gold away because I'm chatting instead of
> killing, I expect you to pay for the food for me, because I don't
> see why I should. :)
> 
> -WildChild
the mud already distinguishes between who is fully idle and who isnt.
and why would i pay you to give you food? if anything you shuold pay
me so you shouldnt die =P
its your own fault if you die of starvation irl. no one pays you to
eat (cept for food testers).
besides, like i said if you want food, find me =P

-----------------

poster: Quillz
subject: >>>>hunger
date: Mon Dec 15 05:08:34 2003

On Mon Dec 15 04:00:46 2003 Wildchild wrote post #977:
> On Mon Dec 15 02:16:14 2003 Maduo wrote post #976:
> > On Sun Dec 14 19:15:08 2003 Wildchild wrote post #971:
> > > On Sun Dec 14 07:58:55 2003 Maduo wrote post #970:
> > > > when it gets to 0, you die.
> > > > when u come back to life, its at 5%.
> > > 
> > > So, everybody that idles should get their food from Maduo so they
> > > don't die all the time.
> > > 
> > > -WildChild
> > if you are truly idle, then after a certain point hunger will not
> > affect you dude... and anyways.. can you pause life like you can
> > hear? if your hungry do you not want to feed? not just have it so
> > your healing your bloody wounds.
> > btw, there is also the never hungry wish
> > and sure.... if your hungry, come and find me and ill grow you some
foods..
> > end of transmission
> 
> Are you making any sense whatsoever?
> 
> Why distinguish between those who are fully idle, and those who
> aren't bothering to kill anything.
> 
> If I'm going to throw gold away because I'm chatting instead of
> killing, I expect you to pay for the food for me, because I don't
> see why I should. :)
> 
> -WildChild
Wildchild - dude, don't waste your time.  You're talking to a retard. 

-----------------

poster: Quillz
subject: exp tuner
date: Mon Dec 15 07:44:07 2003

I don't know how the tuner works, but it seems pretty sick that
common mobs like large beholders are in the 30k range, and sidhes
are in the 50k range. 
If something could be done, like resetting it more often, or make
the % drop less drastic. 
I know I've mentioned this before, but if it could be player based -
that would simply be awesome. 
Ie - if I would sit in sidhes all day, they would give me less and
less xp as I kill them.  However, how often I clear them would have
nothing to do with how much they would be worth to another player
who kills them. 
Obviously I would learn less by killing the same thing over and over
- but what I do to kill a certain mob should not affect the amount
of xp someone else gets from killing the same mob. 

Q

-----------------

poster: Litho
subject: >exp tuner
date: Mon Dec 15 09:20:11 2003

On Mon Dec 15 07:44:07 2003 Quillz wrote post #980:
> that would simply be awesome. 
> Ie - if I would sit in sidhes all day, they would give me less and
> less xp as I kill them.  However, how often I clear them would have
> nothing to do with how much they would be worth to another player
> who kills them. 
> Obviously I would learn less by killing the same thing over and over
> - but what I do to kill a certain mob should not affect the amount
> of xp someone else gets from killing the same mob. 
> 
> Q
A better example would be bronze dragons.  They are normally around
250k, today i saw them at a horrific 108k..It's like shifter
paradise, there is too many well known areas, i know of 2 that no
people really use.  But that won't hold someone over for exp..

-----------------

poster: Moridin
subject: >>XP tuna
date: Mon Dec 15 12:08:50 2003

heh, I've seen 700k trolls, yesterday I saw a troll under 300k in
size, but anyway
iirc, if a monster is killed, the killer gets xp, if it is killed
again within 2 hours
that xp goes down 2%
this to me, sounds like a very reasonable arangement, but I dont
know how it gets reset
if it is in one big swoop, or if it slowly goes up if no one kills
them, both of which sound
reasonable, depending on how often the big swoop is. And anyway, it
is a very easy way for
quillz and others to not get so little xp for sidhes, go kill
something else, then you'll instead get nice xp for that other thing
(and eventually bad) thats the whole point of the tuner
which I guess is pretty obvious so not sure why I wrote this, but I
just woke up, so sue me

-----------------

poster: Marvin
subject: >>exp tuner
date: Mon Dec 15 16:31:05 2003

On Mon Dec 15 09:20:11 2003 Litho wrote post #981:
> On Mon Dec 15 07:44:07 2003 Quillz wrote post #980:
> > that would simply be awesome. 
> > Ie - if I would sit in sidhes all day, they would give me less and
> > less xp as I kill them.  However, how often I clear them would have
> > nothing to do with how much they would be worth to another player
> > who kills them. 
> > Obviously I would learn less by killing the same thing over and over
> > - but what I do to kill a certain mob should not affect the amount
> > of xp someone else gets from killing the same mob. 
> > 
> > Q
> A better example would be bronze dragons.  They are normally around
> 250k, today i saw them at a horrific 108k..It's like shifter
> paradise, there is too many well known areas, i know of 2 that no
> people really use.  But that won't hold someone over for exp..

1) The minimum tune any monster is 60%. A 250k monster giving 108k is fiction
2) The tuner is fixed so that 10% of the rooms which have monsters
give <= 100% tune, and 90% of the rooms give > 100% tune. There are
tons of monsters around the mud that give 130% exp. Go find them.

-----------------

poster: Ixtlilton
subject: >>>exp tuner
date: Mon Dec 15 16:32:23 2003

remember that monsters are often above 100% so if you see a monster
that's worth 250k it doesn't mean that's an untuned value.

-----------------

poster: Quillz
subject: >>>>exp tuner
date: Mon Dec 15 17:32:13 2003

Never once did I say anything about there not being mosters that
were not tuned.  I simply used those two mobs as a friggin example
to back my idea. 
Funny, that's what I thought this news group was for. 
*(*

-----------------

poster: Daneel
subject: exp tuner
date: Mon Dec 15 18:16:05 2003

Actually, I think we're taking the wrong lesson from this.

Any monster that gets tuned down to the minimum tune should 
throw a red flag to the wizards - it's obviously too easy, by 
comparison, to other monsters its size.  Said monsters should
then obviously be made more difficult, slowly, until people 
stop killing them inordinately often, and instead go look for
something new to kill.

                      -Daneel

-----------------

poster: Quillz
subject: >exp tuner
date: Mon Dec 15 18:20:47 2003

On Mon Dec 15 18:16:05 2003 Daneel wrote post #986:
> Actually, I think we're taking the wrong lesson from this.
> 
> Any monster that gets tuned down to the minimum tune should 
> throw a red flag to the wizards - it's obviously too easy, by 
> comparison, to other monsters its size.  Said monsters should
> then obviously be made more difficult, slowly, until people 
> stop killing them inordinately often, and instead go look for
> something new to kill.
> 
>                       -Daneel
Though you do have a very valid point, if a monster is killed that
often it doesn't necessarily mean that it's too easy.  There are
many factors as to why people kill certain mobs.  For instance, the
number of those4 mobs in that area make it more worthwhile to spend
time in that area than another area where there are half the mobs.  
 Secondly, certain mobs either drop more gold, or more loot to sell
for more gold than others.  A good example of that is beholders
and/or bronze's.  
The reason I bring this up is because everyone kills for different
reasons.  Some people may kill bronze's for exp, while other's camp
the area for the gold from the scales. 

So making those mobs more difficult to kill  would only affect a
certain group, not the whole. 

Which is why my initial post is what I am sticking to.  Though I
don't know how hard it would be to implement the 'personal exp
tuner' into the player shell.  
Anywho - once again, my two cents.  
Q

-----------------

poster: Daneel
subject: exp tuner
date: Mon Dec 15 18:23:57 2003

point still holds.  Maybe it isn't monster strength, maybe it's
number, or frequency, or whatever.  If they're being killed for
their gold, if their xps are tuned down, and they're still 
getting killed, then I don't see a problem with their being 
tuned down - I'd even say their xps _should_ be tuned down a 
bit further, until they no longer bottom out.

-----------------

poster: Quillz
subject: >exp tuner
date: Mon Dec 15 18:26:51 2003

On Mon Dec 15 18:23:57 2003 Daneel wrote post #988:
> point still holds.  Maybe it isn't monster strength, maybe it's
> number, or frequency, or whatever.  If they're being killed for
> their gold, if their xps are tuned down, and they're still 
> getting killed, then I don't see a problem with their being 
> tuned down - I'd even say their xps _should_ be tuned down a 
> bit further, until they no longer bottom out.
I agree that it should be tuned down further - but only for those
who sit and kill them all day. 
If we get experiince from doing different things, we should get less
and less for doing the same thing over  and over again. 

However, what player X kills over anbd over again should not affect
the amount of experience player Y gets for doing the same thing. 



-----------------

poster: Marvin
subject: >>exp tuner
date: Mon Dec 15 18:33:03 2003

On Mon Dec 15 18:26:51 2003 Quillz wrote post #989:
> On Mon Dec 15 18:23:57 2003 Daneel wrote post #988:
> > point still holds.  Maybe it isn't monster strength, maybe it's
> > number, or frequency, or whatever.  If they're being killed for
> > their gold, if their xps are tuned down, and they're still 
> > getting killed, then I don't see a problem with their being 
> > tuned down - I'd even say their xps _should_ be tuned down a 
> > bit further, until they no longer bottom out.
> I agree that it should be tuned down further - but only for those
> who sit and kill them all day. 
> If we get experiince from doing different things, we should get less
> and less for doing the same thing over  and over again. 
> 
> However, what player X kills over anbd over again should not affect
> the amount of experience player Y gets for doing the same thing. 
> 
> 
The tuner is not a penalty for not being creative in what areas you
clear, or to force exploration. It is simply an adjustment that
takes into account the relitive ease or difficulty of a monster. We
try to do this in code as much as possible (ie higher level monsters
are worth more, or those with more skills, or those that are aggro)
but there are simply far too many variable for this to be possible
to calculate. So the tuner takes care of this for us.
Therefore it should be worth relatively less experience.

-----------------

poster: Korthrun
subject: >>>exp tuner
date: Mon Dec 15 19:29:21 2003

On Mon Dec 15 18:33:03 2003 Marvin wrote post #990:
> On Mon Dec 15 18:26:51 2003 Quillz wrote post #989:
> > On Mon Dec 15 18:23:57 2003 Daneel wrote post #988:
> > > point still holds.  Maybe it isn't monster strength, maybe it's
> > > number, or frequency, or whatever.  If they're being killed for
> > > their gold, if their xps are tuned down, and they're still 
> > > getting killed, then I don't see a problem with their being 
> > > tuned down - I'd even say their xps _should_ be tuned down a 
> > > bit further, until they no longer bottom out.
> > I agree that it should be tuned down further - but only for those
> > who sit and kill them all day. 
> > If we get experiince from doing different things, we should get less
> > and less for doing the same thing over  and over again. 
> > 
> > However, what player X kills over anbd over again should not affect
> > the amount of experience player Y gets for doing the same thing. 
> > 
> > 
> The tuner is not a penalty for not being creative in what areas you
> clear, or to force exploration. It is simply an adjustment that
> takes into account the relitive ease or difficulty of a monster. We
> try to do this in code as much as possible (ie higher level monsters
> are worth more, or those with more skills, or those that are aggro)
> but there are simply far too many variable for this to be possible
> to calculate. So the tuner takes care of this for us.
> Therefore it should be worth relatively less experience.
My 2 cents is simply this.
The tuner needs reset every once in a while.
From what I gather this happens after either a lot of whining or a hard crash.
Even once every 6 months would be nice. Hell once every 8.
That can change when we have enough areas to meet our player base.
Right now we do not. I get a good exp party and we end up cycling
the same 3 areas to get a good rate.
At this time, there are only so many areas a good party can goto and
expect a decent rate.
People are coding areas now. New areas are coming out as fast as
they can (and still not suck ass).
Untill the number of areas matches our playerbase I think a nice
reset once or twice a year would rock.

-----------------

poster: Oruk
subject: >>>>exp tuner
date: Mon Dec 15 20:07:55 2003

I would just like to add. Even though it probably wasnt intended, I
don't think we've ever gone without a tuner reset for six months.
I think the tuner should do different things instead of just xp values.
From a coder aspect, I really can't think of a way to do this without ALOT 
of changes
for example: the tuner could change monster frequency.. so mobs that
get killed alot, if there are alot of them in a room etc, they will
get less monsters in that room as they get a higher tune.
The same goes for monsters that arent killed alot.
They become more frequent.

-----------------

poster: Korthrun
subject: >>>>>exp tuner
date: Mon Dec 15 20:19:39 2003

On Mon Dec 15 20:07:55 2003 Oruk wrote post #992:
> I would just like to add. Even though it probably wasnt intended, I
> don't think we've ever gone without a tuner reset for six months.
> I think the tuner should do different things instead of just xp values.
> From a coder aspect, I really can't think of a way to do this without ALOT 
> of changes
> for example: the tuner could change monster frequency.. so mobs that
> get killed alot, if there are alot of them in a room etc, they will
> get less monsters in that room as they get a higher tune.
> The same goes for monsters that arent killed alot.
> They become more frequent.
a lot
a lot
a lot
thanks

-----------------

poster: Rythion
subject: >>>>>>exp tuner
date: Mon Dec 15 20:29:28 2003

On Mon Dec 15 20:19:39 2003 Korthrun wrote post #993:
> On Mon Dec 15 20:07:55 2003 Oruk wrote post #992:
> > I would just like to add. Even though it probably wasnt intended, I
> > don't think we've ever gone without a tuner reset for six months.
> > I think the tuner should do different things instead of just xp values.
> > From a coder aspect, I really can't think of a way to do this without
ALOT 
> > of changes
> > for example: the tuner could change monster frequency.. so mobs that
> > get killed alot, if there are alot of them in a room etc, they will
> > get less monsters in that room as they get a higher tune.
> > The same goes for monsters that arent killed alot.
> > They become more frequent.
> a lot
> a lot
> a lot
> thanks
Well in response to everyone's posts that I've read so far, There
are plenty of areas out there, that have decent sized mobs for
higher player parties to kill, but they aren't as easy to get to, or
as easy to keep your party alive/good rate in....
Doesn't mean you can't get a good rate there, just means people are
too lazy to figure out how to kill the mobs right...
However, people don't seem to mind killing over and over in the same
areas even at 60% of the worth...
Even though Dragons are all tuned down quite a bit, I still see
dragon lords soloing there anyway...
And they don't give that great of gold anymore, except maybe
bronzes/silvers (silvers which no one kills barely)
After reds got tuned to give crap quartz instead of rubies
they don't give gold anymore, yet people still enjoy killing them,
and even if a few of them are tuned low, still most are not too bad
It causes most problems in the 3-4 main exp areas that people kill
at in parties, Dragons, Trolls, Patients and I dunno few other ones
like sunnydale/pirates that people goto a lot
Crystal Dragons don't get tuned much, and I'm in there quite often
with my parties
Also you always have vampires on bvar, bulettes/crawlers, snoop's
swamp, lloth cavern
lizard hunter area
for bigger parties you have hell/peace in the dig/youkai area
But anytime armie is shouting to reboot
so I'll end now and continue spamming later :P
-Ryth

-----------------

poster: Tranquil
subject: Exp tuner
date: Mon Dec 15 22:59:28 2003

While reading all of these posts about the monster tuner, three
glaring points came to mind that were not addressed in the previous
posts.

1) Monster suitability with regards to guild abilities

This is something that, being a career woodsman, I have felt quite
acutely over my years of mudding here. Some monsters are well suited
as targets for players in certain guilds.

One example of this is sidhes and woodsman. Sidhes are evil aligned
undead mobs. They also have a tendancy to cast mind lash, a psionic
dtype spell. Woodsmen have one enchant that is deadly to undead mobs
and evil aligned mobs. Woodsmen also have one protection skill that
adds psionic dtype resistance, which helps when those sidhes cast a
spell that would otherwise cause a fairly high amount of damage.

These two points mean that for soloing at least, sidhes make good
targets for woodsmen. Another guild which has a similar experience
with monster suitability is mist mage. Some mobs, such as caveman
hunters on hyboria do only physical damage, making them fairly
harmless to a mist mage with mist form up.

This is one reason why certain mobs get targetted, and subsequently
tuned so much, whereas others might not. Not because they are any
easier than other mobs, but because they are more well suited to the
popular guilds, or well suited to a certain few, very active players
in certain guilds, therefore find themselves at players' mercies far
more often than other, more 'general' mobs might.

'Other' mobs are always an option but, at least with what I have
seen personally, those options are generally left as unchosen simply
because the other mobs that might be close to being as suitable
because they have some points that make them far more dangerous to
someone in a given guild, with little or often no gain at all.

2) Solo or party feasibility against specific target monsters

As far as I can see, there are no areas with mobs that are solo or
party specific. There are many that are slightly more suited to
parties or slightly more suited to soloing for various reasons, some
of which are mobs using/not using area spells, mobs that do
inordinate amounts of damage but die fairly fast in comparison to
other mobs, etc.

This poses different challenges for different players and playing
styles, which is a part of mudding in general. However, with the
amount of players we have here coupled with their general worth
ranges, the amounts of monsters that are well suited to the quite
common lowbie parties are generally the same worth that highbie
soloers would kill, which has a tendancy to motivate highbies to
party for xp instead of soloing - which leads to the highbie xp mob
areas to be tuned as much as the smaller areas.

3) Non-linear monster difficulty vs. monster worth

Something else I have noticed is the way monsters get a lot harder
as their level goes up. This is fine and normal, but it is done in a
way that is not at all related to the way player power increases.

The existing tuner does contribute to this issue to some extent, but
it is by no means the entire cause. For starters, theres the fact
that as a monster's level is increased, their spells and skills have
a much larger effect, both because of the generally higher success
rate and the much higher damage effect of those abilities when they
are used.

It's true that a player's power grows in a similar way by
skill/spell training, but I know of no player that can kill a
monster of 'equal' worth with the same number of spell or skill
uses, or time in melee combat, that the same monster could
conceivably kill them with.

Ie: I have 2k hps, and some of the mobs I kill can cast spells that
do 1k hps damage to me, yet it often takes me 6-8 skill uses to kill
the same monster. A monster that I could kill in say, 4 skill uses
would likely need at least 10 of their own skill/spell uses to even
get me to half hps - and that monster would be worth very little xp
in comparison to the monster in the first example. Going by just
melee damage, I find the same is true - targetting an otherwise
equal monster only one level above a player's preferred targets can
often double the damage received by said player in a given amount of
rounds - while that player must spend double that time beating on
the monster to kill that 'slightly' more dangerous mob.

A second point is resistances. A level 150 player generally has,
with prots up, a 0% resistance to most dtypes. A level 10 monster on
the other hand, generally has about a 50% resistance to most dtypes,
with a slightly higher one and a slightly lower one. This resistance
gets a LOT higher as the monster's level increases.

There are other effects that monster level has, but basically it
means that, there is a point where monster ranges become ineffective
to each and every xp-hunting soloer or party that exists, thus
meaning that mobs in those ranges that are feasable are killed often
- and those few in the 'sweet spots' - mostly the 80-120k range
(lowbie party/highbie solo) and the 350-600k range (midbie+ party)
seem to get tuned so much.

Either way, I doubt that, as Daneel stated in post #988, mobs will
ever stop 'bottoming out'. And the reason why? As Korthrun pointed
out, we will still have too few areas for the existing playerbase.

- Tranquil's house of organised thought


-----------------

poster: Rythion
subject: >Exp tuner
date: Mon Dec 15 23:04:13 2003

On Mon Dec 15 22:59:28 2003 Tranquil wrote post #995:
> While reading all of these posts about the monster tuner, three
> glaring points came to mind that were not addressed in the previous
> posts.
> 
> 1) Monster suitability with regards to guild abilities
> 
> This is something that, being a career woodsman, I have felt quite
> acutely over my years of mudding here. Some monsters are well suited
> as targets for players in certain guilds.
> 
> One example of this is sidhes and woodsman. Sidhes are evil aligned
> undead mobs. They also have a tendancy to cast mind lash, a psionic
> dtype spell. Woodsmen have one enchant that is deadly to undead mobs
> and evil aligned mobs. Woodsmen also have one protection skill that
> adds psionic dtype resistance, which helps when those sidhes cast a
> spell that would otherwise cause a fairly high amount of damage.
> 
> These two points mean that for soloing at least, sidhes make good
> targets for woodsmen. Another guild which has a similar experience
> with monster suitability is mist mage. Some mobs, such as caveman
> hunters on hyboria do only physical damage, making them fairly
> harmless to a mist mage with mist form up.
> 
> This is one reason why certain mobs get targetted, and subsequently
> tuned so much, whereas others might not. Not because they are any
> easier than other mobs, but because they are more well suited to the
> popular guilds, or well suited to a certain few, very active players
> in certain guilds, therefore find themselves at players' mercies far
> more often than other, more 'general' mobs might.
> 
> 'Other' mobs are always an option but, at least with what I have
> seen personally, those options are generally left as unchosen simply
> because the other mobs that might be close to being as suitable
> because they have some points that make them far more dangerous to
> someone in a given guild, with little or often no gain at all.
> 
> 2) Solo or party feasibility against specific target monsters
> 
> As far as I can see, there are no areas with mobs that are solo or
> party specific. There are many that are slightly more suited to
> parties or slightly more suited to soloing for various reasons, some
> of which are mobs using/not using area spells, mobs that do
> inordinate amounts of damage but die fairly fast in comparison to
> other mobs, etc.
> 
> This poses different challenges for different players and playing
> styles, which is a part of mudding in general. However, with the
> amount of players we have here coupled with their general worth
> ranges, the amounts of monsters that are well suited to the quite
> common lowbie parties are generally the same worth that highbie
> soloers would kill, which has a tendancy to motivate highbies to
> party for xp instead of soloing - which leads to the highbie xp mob
> areas to be tuned as much as the smaller areas.
> 
> 3) Non-linear monster difficulty vs. monster worth
> 
> Something else I have noticed is the way monsters get a lot harder
> as their level goes up. This is fine and normal, but it is done in a
> way that is not at all related to the way player power increases.
> 
> The existing tuner does contribute to this issue to some extent, but
> it is by no means the entire cause. For starters, theres the fact
> that as a monster's level is increased, their spells and skills have
> a much larger effect, both because of the generally higher success
> rate and the much higher damage effect of those abilities when they
> are used.
> 
> It's true that a player's power grows in a similar way by
> skill/spell training, but I know of no player that can kill a
> monster of 'equal' worth with the same number of spell or skill
> uses, or time in melee combat, that the same monster could
> conceivably kill them with.
> 
> Ie: I have 2k hps, and some of the mobs I kill can cast spells that
> do 1k hps damage to me, yet it often takes me 6-8 skill uses to kill
> the same monster. A monster that I could kill in say, 4 skill uses
> would likely need at least 10 of their own skill/spell uses to even
> get me to half hps - and that monster would be worth very little xp
> in comparison to the monster in the first example. Going by just
> melee damage, I find the same is true - targetting an otherwise
> equal monster only one level above a player's preferred targets can
> often double the damage received by said player in a given amount of
> rounds - while that player must spend double that time beating on
> the monster to kill that 'slightly' more dangerous mob.
> 
> A second point is resistances. A level 150 player generally has,
> with prots up, a 0% resistance to most dtypes. A level 10 monster on
> the other hand, generally has about a 50% resistance to most dtypes,
> with a slightly higher one and a slightly lower one. This resistance
> gets a LOT higher as the monster's level increases.
> 
> There are other effects that monster level has, but basically it
> means that, there is a point where monster ranges become ineffective
> to each and every xp-hunting soloer or party that exists, thus
> meaning that mobs in those ranges that are feasable are killed often
> - and those few in the 'sweet spots' - mostly the 80-120k range
> (lowbie party/highbie solo) and the 350-600k range (midbie+ party)
> seem to get tuned so much.
> 
> Either way, I doubt that, as Daneel stated in post #988, mobs will
> ever stop 'bottoming out'. And the reason why? As Korthrun pointed
> out, we will still have too few areas for the existing playerbase.
> 
> - Tranquil's house of organised thought
> 
This is one reason why certain mobs get targetted, and subsequently
tuned so much, whereas others might not. Not because they are any
easier than other mobs, but because they are more well suited to the
popular guilds, or well suited to a certain few, very active players
in certain guilds, therefore find themselves at players' mercies far
more often than other, more 'general' mobs might.
-Tranquil ...

From what you just said in that first block of novel, was that you
kill them cause they are more suited...
more suited meaning easier for you
than other mobs
Thus it is because they are easier than other mobs :)
Just depends on what ugild you are to what mobs are easier :)

-----------------

poster: Tranquil
subject: >>Exp tuner
date: Mon Dec 15 23:10:32 2003

Ahh, true, but you forgot to consider the fact that the exp tuner is
not specific to each player. It is general to all players, therefore
the exp tuner assumes that all players are equal - the point which I
was trying to get at, is the fact that one cannot assume that all
players are equal, which is what Daneel implied when he stated in
post #986 that, 'Any monster that gets tuned down to the minimum
tune should throw a red flag to the wizards - it's obviously too
easy, by comparison, to other monsters its size.'


-----------------

poster: Mixer
subject: >>presents
date: Tue Dec 16 02:49:56 2003

On Thu Dec 11 19:03:07 2003 Korthrun wrote post #959:
> On Thu Dec 11 18:12:14 2003 Roirraw wrote post #958:
> > was wondering if it would be possible for items not to fall to the
> > ground if they're too heavy for u to carry so people don't get an
> > oppertunity to take it for themselves
> Really, I mean what do we need inventory limits for anyway.
I recvon we need much bigger inventory control here!

-----------------

poster: Mixer
subject: >tag event
date: Tue Dec 16 02:51:07 2003

On Fri Dec 12 10:29:54 2003 mantrovant (Web) wrote post #964:
> I was thinking there could be a tag event where like 5 gods hide all over
the mud and shout their locations desc. And whoever finds them all first
gets a prize. 
If you're going to suggest events please come up with some real
detail... ther's people here who can do this if someone is willing
to do the creative work but a post like this really has no value.

-----------------

poster: Mixer
subject: >exp tuner
date: Tue Dec 16 02:53:02 2003

On Mon Dec 15 07:44:07 2003 Quillz wrote post #980:
> I don't know how the tuner works, but it seems pretty sick that
> common mobs like large beholders are in the 30k range, and sidhes
> are in the 50k range. 
> If something could be done, like resetting it more often, or make
> the % drop less drastic. 
> I know I've mentioned this before, but if it could be player based -
> that would simply be awesome. 
> Ie - if I would sit in sidhes all day, they would give me less and
> less xp as I kill them.  However, how often I clear them would have
> nothing to do with how much they would be worth to another player
> who kills them. 
> Obviously I would learn less by killing the same thing over and over
> - but what I do to kill a certain mob should not affect the amount
> of xp someone else gets from killing the same mob. 
> 
> Q
How about you go out and find another area?  For fucks sake, this
mud has ten zillion areas, just because they are not xp patties
there room to room for you.

I am so sick to death of the tuner whining.  Turn teh tunre up more
wizzes make the smart players get a good benefit from finding areas
not commonly killed in.

-----------------

poster: Mixer
subject: >exp tuner
date: Tue Dec 16 02:54:38 2003

On Mon Dec 15 18:16:05 2003 Daneel wrote post #986:
> Actually, I think we're taking the wrong lesson from this.
> 
> Any monster that gets tuned down to the minimum tune should 
> throw a red flag to the wizards - it's obviously too easy, by 
> comparison, to other monsters its size.  Said monsters should
> then obviously be made more difficult, slowly, until people 
> stop killing them inordinately often, and instead go look for
> something new to kill.
> 
>                       -Daneel
Well this was why I tuned sidhe so lonbg ago but it didn't really
stop the tattraction of the place for people...

-----------------

poster: Quillz
subject: >>exp tuner
date: Tue Dec 16 04:06:25 2003

On Tue Dec 16 02:53:02 2003 Mixer wrote post #1000:
> On Mon Dec 15 07:44:07 2003 Quillz wrote post #980:
> > I don't know how the tuner works, but it seems pretty sick that
> > common mobs like large beholders are in the 30k range, and sidhes
> > are in the 50k range. 
> > If something could be done, like resetting it more often, or make
> > the % drop less drastic. 
> > I know I've mentioned this before, but if it could be player based -
> > that would simply be awesome. 
> > Ie - if I would sit in sidhes all day, they would give me less and
> > less xp as I kill them.  However, how often I clear them would have
> > nothing to do with how much they would be worth to another player
> > who kills them. 
> > Obviously I would learn less by killing the same thing over and over
> > - but what I do to kill a certain mob should not affect the amount
> > of xp someone else gets from killing the same mob. 
> > 
> > Q
> How about you go out and find another area?  For fucks sake, this
> mud has ten zillion areas, just because they are not xp patties
> there room to room for you.
> 
> I am so sick to death of the tuner whining.  Turn teh tunre up more
> wizzes make the smart players get a good benefit from finding areas
> not commonly killed in.
I got an idea
read the chain before you post how you're sick of something
it was an idea, not a fucking whine
capiche?

-----------------

poster: Fox
subject: Rufrin
date: Tue Dec 16 10:45:10 2003

Rufrin has this want list, right? Well, on this want list, there are
items of desire... he wants to have prices showing up next to the
pieces of eq listing a price next to each single piece.

-----------------

poster: Kjara
subject: Tune's
date: Tue Dec 16 11:49:29 2003

When you say that 10% are <100%, one must consider that some of the
rooms are eq mobs, and others are mobs that are way out of tune in
the other direction, and are never killed for exp, such as highland
keep, where you have 30-40k mobs that hit about as hard if not
harder then your average 100k mob, and die at about the same speed.
even with 130% tune, these arn't worth killing, then you have the
rest of this area, where you have massive number of decently strong
smaller aggies
that would kill anyone who kills that size of monster, and fails to
be worth it for anyone able to survive the tracking, vulning mass
there.

erm, i meant earthfast keep in the earlier post, not highland,
though im not sure if ive ever seen a highland keep party without a
large number of deaths, though the exp was decent.  Needless to say,
exp parties for the most part will take a slightly lower rate if it
cuts the chance of death by 10-20x, as death is counter productive
to exp.  (a few other areas i could throw out that almost never get
killed(to the best of my knowledge):necropolis, stone statues,
silvers(though
i have seen sucessful parties in there, not sure if ive seen any
after the shelter change though), cavern of the dead, green
rift,smokey area,grey reapers(the last four, rarely see more then 1
party a boot, if that) im sure that these areas take up a large % of
your <100% tune, most of these areas have some sort of problem
associated with exp, such as high death rate, eq inherent mobs, or
just that they are not intended as exp mobs(are just to slow one
from reaching a eq mob)
and as such are not worth killing for exp even with 130% tune or
whatever it is(with possible a exception or two)

Unless eq inherent mobs are excempt from the tuner or something like
this that i am not aware of i don't find your agrguement that there
are 10% of the mobs with <100% that we should go out and kill




-----------------

poster: Rancor
subject: >exp tuner
date: Tue Dec 16 17:16:58 2003

On Mon Dec 15 18:16:05 2003 Daneel wrote post #986:
> Actually, I think we're taking the wrong lesson from this.
> 
> Any monster that gets tuned down to the minimum tune should 
> throw a red flag to the wizards - it's obviously too easy, by 
> comparison, to other monsters its size.  Said monsters should
> then obviously be made more difficult, slowly, until people 
> stop killing them inordinately often, and instead go look for
> something new to kill.
> 
>                       -Daneel
why should I pay the price of a harder mob because a shifter camps
in bronzes or reds or blues for example only.  then I go there for
my once during the day and have a crap mob to kill exp wise and it
is now uber hard because you have made it that way
Rancor

-----------------

poster: Rancor
subject: >exp tuner
date: Tue Dec 16 17:19:28 2003

On Mon Dec 15 18:23:57 2003 Daneel wrote post #988:
> point still holds.  Maybe it isn't monster strength, maybe it's
> number, or frequency, or whatever.  If they're being killed for
> their gold, if their xps are tuned down, and they're still 
> getting killed, then I don't see a problem with their being 
> tuned down - I'd even say their xps _should_ be tuned down a 
> bit further, until they no longer bottom out.
how about we just tune everything down.  That is the fix to everything.

-----------------

poster: Zifnab
subject: >>exp tuner
date: Tue Dec 16 17:20:43 2003

On Tue Dec 16 17:19:28 2003 Rancor wrote post #1006:
> On Mon Dec 15 18:23:57 2003 Daneel wrote post #988:
> > point still holds.  Maybe it isn't monster strength, maybe it's
> > number, or frequency, or whatever.  If they're being killed for
> > their gold, if their xps are tuned down, and they're still 
> > getting killed, then I don't see a problem with their being 
> > tuned down - I'd even say their xps _should_ be tuned down a 
> > bit further, until they no longer bottom out.
> how about we just tune everything down.  That is the fix to everything.

yes and over the last 2 years that is what we have done right?

please.

-----------------

poster: Marvin
subject: >>exp tuner
date: Tue Dec 16 17:41:31 2003

On Tue Dec 16 17:16:58 2003 Rancor wrote post #1005:
> > then obviously be made more difficult, slowly, until people 
> > stop killing them inordinately often, and instead go look for
> > something new to kill.
> > 
> >                       -Daneel
> why should I pay the price of a harder mob because a shifter camps
> in bronzes or reds or blues for example only.  then I go there for
> my once during the day and have a crap mob to kill exp wise and it
> is now uber hard because you have made it that way
> Rancor

Because we hate you. Same as always.

-----------------

poster: Tro
subject: Crazy!
date: Tue Dec 16 18:09:12 2003

Why do some of you wanna exp fast anyway?
This is a freaking social game!
Keep on finetuning.
I am here to cyber!


Tro

-----------------

poster: Quillz
subject: >Crazy!
date: Tue Dec 16 18:38:30 2003

On Tue Dec 16 18:09:12 2003 Tro wrote post #1009:
> Why do some of you wanna exp fast anyway?
> This is a freaking social game!
> Keep on finetuning.
> I am here to cyber!
> 
> 
> Tro
A/S/L?

-----------------

poster: Korthrun
subject: exp tuner
date: Wed Dec 17 21:47:00 2003

I know we have tired of this subject but....
In the recent light that zifnab has shed upon me, I have learned
that if we leave an area alone long enough the exp value of the mobs
get tuned back up to normal (or above normal). This was either not
mentioned in the previous foray or I missed it.
I would like to simply request that the pace at which this happens
be tweaked to tune them up slightly faster than they presently are.
Stress on the word slightly. Maybe even very slightly. Since as is
some players who are very active were not really sure if this is was
case (that it gets tuned back up). Which tells me that we are either
not paying enough attention (very possible) or that it just happens
at a very slow rate.
Logical, mature non hissyfit feedback is wanted.

-----------------

poster: Korthrun
subject: >exp tuner
date: Wed Dec 17 21:50:00 2003

On Wed Dec 17 21:47:00 2003 Korthrun wrote post #1011:
> I know we have tired of this subject but....
> In the recent light that zifnab has shed upon me, I have learned
> that if we leave an area alone long enough the exp value of the mobs
> get tuned back up to normal (or above normal). This was either not
> mentioned in the previous foray or I missed it.
> I would like to simply request that the pace at which this happens
> be tweaked to tune them up slightly faster than they presently are.
> Stress on the word slightly. Maybe even very slightly. Since as is
> some players who are very active were not really sure if this is was
> case (that it gets tuned back up). Which tells me that we are either
> not paying enough attention (very possible) or that it just happens
> at a very slow rate.
> Logical, mature non hissyfit feedback is wanted.
Also from what I have gathered, there was some misunderstanding on
what this aforementioned 10% really is.
Only the top 10% of rooms are tuned down.
That has nothing to do with wether its eq inherit or blcokers or this or that.
Only 10% of the mud at any time is tuned down by the tuner.
Which tells us we mostly use 10% of the mud.
There has to be more than ~1000 rooms of good exp. We need to look harder.
though it would be nice if they were tuned up faster ;)

-----------------

poster: Zyz
subject: >>exp tuner
date: Wed Dec 17 22:03:27 2003

On Wed Dec 17 21:50:00 2003 Korthrun wrote post #1012:
> On Wed Dec 17 21:47:00 2003 Korthrun wrote post #1011:
> > I know we have tired of this subject but....
> > In the recent light that zifnab has shed upon me, I have learned
> > that if we leave an area alone long enough the exp value of the mobs
> > get tuned back up to normal (or above normal). This was either not
> > mentioned in the previous foray or I missed it.
> > I would like to simply request that the pace at which this happens
> > be tweaked to tune them up slightly faster than they presently are.
> > Stress on the word slightly. Maybe even very slightly. Since as is
> > some players who are very active were not really sure if this is was
> > case (that it gets tuned back up). Which tells me that we are either
> > not paying enough attention (very possible) or that it just happens
> > at a very slow rate.
> > Logical, mature non hissyfit feedback is wanted.
> Also from what I have gathered, there was some misunderstanding on
> what this aforementioned 10% really is.
> Only the top 10% of rooms are tuned down.
> That has nothing to do with wether its eq inherit or blcokers or this or
that.
> Only 10% of the mud at any time is tuned down by the tuner.
> Which tells us we mostly use 10% of the mud.
> There has to be more than ~1000 rooms of good exp. We need to look harder.
> though it would be nice if they were tuned up faster ;)
Non-hissyfit hmm. Well, if you didn't notice that the monsters
regain tune, you wouldn't notice the very slight increase in that
regain rate probably. I don't think people are gaining exp "too
slow" as it is, even when they only kill in tuned areas. Don't see
much of a need to modify the tune to suit a few people who want to
exp in the same place over and over (but faster).

-----------------

poster: Marvin
subject: >exp tuner
date: Wed Dec 17 23:15:40 2003

On Wed Dec 17 21:47:00 2003 Korthrun wrote post #1011:
> I know we have tired of this subject but....
> In the recent light that zifnab has shed upon me, I have learned
> that if we leave an area alone long enough the exp value of the mobs
> get tuned back up to normal (or above normal). This was either not
> mentioned in the previous foray or I missed it.
> I would like to simply request that the pace at which this happens
> be tweaked to tune them up slightly faster than they presently are.
> Stress on the word slightly. Maybe even very slightly. Since as is
> some players who are very active were not really sure if this is was
> case (that it gets tuned back up). Which tells me that we are either
> not paying enough attention (very possible) or that it just happens
> at a very slow rate.
> Logical, mature non hissyfit feedback is wanted.

That is not exactly the way it works.
There are X% of the rooms that have the worst possible tune. There
are Y% of the rooms that have a slightly better tune, etc. This is
simplifying a bit, but say if everyone were to lay off of an area so
that its time-per-clear rate was to go up, it would get a better exp
rate, but room with the next highest rate would be pushed into its
place.
Capiche?

-----------------

poster: Lu
subject: >>exp tuner
date: Wed Dec 17 23:16:46 2003

On Wed Dec 17 23:15:40 2003 Marvin wrote post #1014:
> On Wed Dec 17 21:47:00 2003 Korthrun wrote post #1011:
> > I know we have tired of this subject but....
> > In the recent light that zifnab has shed upon me, I have learned
> > that if we leave an area alone long enough the exp value of the mobs
> > get tuned back up to normal (or above normal). This was either not
> > mentioned in the previous foray or I missed it.
> > I would like to simply request that the pace at which this happens
> > be tweaked to tune them up slightly faster than they presently are.
> > Stress on the word slightly. Maybe even very slightly. Since as is
> > some players who are very active were not really sure if this is was
> > case (that it gets tuned back up). Which tells me that we are either
> > not paying enough attention (very possible) or that it just happens
> > at a very slow rate.
> > Logical, mature non hissyfit feedback is wanted.
> 
> That is not exactly the way it works.
> There are X% of the rooms that have the worst possible tune. There
> are Y% of the rooms that have a slightly better tune, etc. This is
> simplifying a bit, but say if everyone were to lay off of an area so
> that its time-per-clear rate was to go up, it would get a better exp
> rate, but room with the next highest rate would be pushed into its
> place.
> Capiche?
i vote marvin mr.math of january 2004, plz send me nude picture so
you can be added to my mr.math's of 2004 calendar
no refunds
p.s.

-----------------

poster: Rancor
subject: >>exp tuner
date: Thu Dec 18 02:39:46 2003

On Wed Dec 17 23:15:40 2003 Marvin wrote post #1014:
> On Wed Dec 17 21:47:00 2003 Korthrun wrote post #1011:
> > I know we have tired of this subject but....
> > In the recent light that zifnab has shed upon me, I have learned
> > that if we leave an area alone long enough the exp value of the mobs
> > get tuned back up to normal (or above normal). This was either not
> > mentioned in the previous foray or I missed it.
> > I would like to simply request that the pace at which this happens
> > be tweaked to tune them up slightly faster than they presently are.
> > Stress on the word slightly. Maybe even very slightly. Since as is
> > some players who are very active were not really sure if this is was
> > case (that it gets tuned back up). Which tells me that we are either
> > not paying enough attention (very possible) or that it just happens
> > at a very slow rate.
> > Logical, mature non hissyfit feedback is wanted.
> 
> That is not exactly the way it works.
> There are X% of the rooms that have the worst possible tune. There
> are Y% of the rooms that have a slightly better tune, etc. This is
> simplifying a bit, but say if everyone were to lay off of an area so
> that its time-per-clear rate was to go up, it would get a better exp
> rate, but room with the next highest rate would be pushed into its
> place.
> Capiche?
So what your saying is that if a area has tune x% and people lay off
it for a while the tune will rise to rate y%.  But then because of
the rising of one rate it would cause some other area to falldown to
tune x%?  or am I way off in this assumption?  So at any given time
there will always bee the same amount of rooms tuned they just
switch positions and degrees of tunage?
Rancor

-----------------

poster: nick (Web)
subject: yellow mist
date: Thu Dec 18 07:14:39 2003

I think that mist mage with high mist lore (probably 100 or greater) should be able to at least minorly counteract the effects of yellow mist.  Think about it, you are a master of the lore of uh mist. So yeah.



nick

-----------------

poster: Marvin
subject: >>>exp tuner
date: Thu Dec 18 16:25:10 2003

On Thu Dec 18 02:39:46 2003 Rancor wrote post #1016:
> > rate, but room with the next highest rate would be pushed into its
> > place.
> > Capiche?
> So what your saying is that if a area has tune x% and people lay off
> it for a while the tune will rise to rate y%.  But then because of
> the rising of one rate it would cause some other area to falldown to
> tune x%?  or am I way off in this assumption?  So at any given time
> there will always bee the same amount of rooms tuned they just
> switch positions and degrees of tunage?
> Rancor

*points to his nose*

-----------------

poster: holyman (Web)
subject: xfer
date: Fri Dec 19 04:27:03 2003

umm i'm sitting here with a notepad document open writing down how much gold i have in the bank atm because even though its a even number i idle and forget alot. I was thinking that it would be a kinda simple yet cool thing that when you log in, like with the you have mail thing if it had a little thing that said who if anyone xfered any gold to your account and the amount

-----------------

poster: Foxpaws
subject: Help: Spell "Relocate"
date: Fri Dec 19 04:34:54 2003

The spell Relocate (as far as I've seen and been told) is intended
to carry the caster to a targetted person.  However, the help file
is both misleading and vague.  I read it to mean that I would
randomly hop around the island (or the mud).

Perhaps include in the help file that the spell will translocate you
to a fellow player of your choice, if they are not set to refuse
relocates?


   -Foxy

-----------------

poster: Zifnab
subject: >xfer
date: Fri Dec 19 12:23:59 2003

On Fri Dec 19 04:27:03 2003 holyman (Web) wrote post #1020:
> umm i'm sitting here with a notepad document open writing down how much
gold i have in the bank atm because even though its a even number i idle and
forget alot. I was thinking that it would be a kinda simple yet cool thing
that when you log in, like with the you have mail thing if it had a little
thing that said who if anyone xfered any gold to your account and the
amount

what is wrong with going to the bank and asking the teller
to see your transaction history?

-----------------

poster: Bajumbo
subject: >xfer
date: Fri Dec 19 18:30:00 2003

On Fri Dec 19 04:27:03 2003 holyman (Web) wrote post #1020:
> umm i'm sitting here with a notepad document open writing down how much
gold i have in the bank atm because even though its a even number i idle and
forget alot. I was thinking that it would be a kinda simple yet cool thing
that when you log in, like with the you have mail thing if it had a little
thing that said who if anyone xfered any gold to your account and the
amount

Well you can put it on ur prompt if that helps...

Baj

-----------------

poster: Kasma
subject: new wish idea
date: Sat Dec 20 06:01:21 2003

no eq decay wish!
since we have no hunger wish, i think this wish would be pretty cool to have
but kinda hard to code
but wizzes work miracles so
i'm hopeful :)
thanks! flame away
- Kasmar teh rockmaster 5001

-----------------

poster: Lu
subject: >new wish idea
date: Sat Dec 20 14:24:55 2003

On Sat Dec 20 06:01:21 2003 Kasma wrote post #1024:
> no eq decay wish!
> since we have no hunger wish, i think this wish would be pretty cool to have
> but kinda hard to code
> but wizzes work miracles so
> i'm hopeful :)
> thanks! flame away
> - Kasmar teh rockmaster 5001
and you don't see this as extrememly out of tune how?

-----------------

poster: Korthrun
subject: >>new wish idea
date: Sat Dec 20 15:02:42 2003

On Sat Dec 20 14:24:55 2003 Lu wrote post #1025:
> On Sat Dec 20 06:01:21 2003 Kasma wrote post #1024:
> > no eq decay wish!
> > since we have no hunger wish, i think this wish would be pretty cool to
have
> > but kinda hard to code
> > but wizzes work miracles so
> > i'm hopeful :)
> > thanks! flame away
> > - Kasmar teh rockmaster 5001
> and you don't see this as extrememly out of tune how?
however a wish that slows down eq decay is not extremly out of tune
and I think it would kick ass for a greater, or mebbe ahve a greater
and a lesser version

-----------------

poster: Tahnval
subject: >>>new wish idea
date: Sat Dec 20 22:33:45 2003

On Sat Dec 20 15:02:42 2003 Korthrun wrote post #1026:
> On Sat Dec 20 14:24:55 2003 Lu wrote post #1025:
> > On Sat Dec 20 06:01:21 2003 Kasma wrote post #1024:
> > > no eq decay wish!
> > > since we have no hunger wish, i think this wish would be pretty cool to
> have
> > > but kinda hard to code
> > > but wizzes work miracles so
> > > i'm hopeful :)
> > > thanks! flame away
> > > - Kasmar teh rockmaster 5001
> > and you don't see this as extrememly out of tune how?
> however a wish that slows down eq decay is not extremly out of tune
> and I think it would kick ass for a greater, or mebbe ahve a greater
> and a lesser version
On a related note, it could form the basis for a new guild.  The
sort anyone can join, like Traveller.  The guild could contain
both skills and spells to either repair EQ like Bifur and/or
to toughen EQ to slow down the rate at which it is damaged.
That way, anyone could use it, not just those with higher
skillmax or spellmax.  Say..one for weapons, one for
armor, a mastery for each and maybe a minor improvement
skill and spell for weapons and another for armors.  That
could fill 10 levels.

-----------------

poster: Moridin
subject: >>>>new wish idea
date: Sun Dec 21 02:58:06 2003

>some text by tahnval
not sure how much ppl would use it, but I think it's a good idea
maybe have the lvl 10 skills be gungar or whatshisname like repairs
though, maybe at 100% of the skill, each pyro does slightly less then
for him, while at 115, you'd be better then the guy in the red rift, I dunno

-----------------

poster: Afkaserious
subject: new wish thingy
date: Sun Dec 21 02:59:48 2003

Thing is, eq repair is a money sink. the game needs a monkey sink
er money sink
So, the skills'd need to maybe cost gold, or something
Maybe less then the NPC's
but still some
Or maybe turn your spr off for like, 10 hours
ehehe
Yeah

-----------------

poster: Rythion
subject: >new wish thingy
date: Sun Dec 21 03:30:50 2003

On Sun Dec 21 02:59:48 2003 Afkaserious wrote post #1029:
> Thing is, eq repair is a money sink. the game needs a monkey sink
> er money sink
> So, the skills'd need to maybe cost gold, or something
> Maybe less then the NPC's
> but still some
> Or maybe turn your spr off for like, 10 hours
> ehehe
> Yeah
I'm a fan of greater + lesser wishes that lengthen decay time of eq...
So like if you get both greater and lesser, you could go twice as
long as without the wishes for the eq to decay a level...
That would be nice
However, in response to the guild idea, If we did have the guild
idea it would have to repair so little, or lengthen so little that
if you chained the skills in combat, it wouldn't repair more than
you lose in combat while chaining... so the only way you could
repair your eq would be out of combat, or else it would be too out
of tune if I could just melee solo without losing eq decay :)

-----------------

poster: Jaws
subject: eq repair guild
date: Sun Dec 21 19:38:19 2003

Simple - have them not work in combatr

and have the lengthen work like a prot
that doesnt allow stacks

and for repair - have it use gems - so u still use money, just tune
it so its not as much as bifur

Jaws

-----------------

poster: Rythion
subject: >eq repair guild
date: Sun Dec 21 19:42:34 2003

On Sun Dec 21 19:38:19 2003 Jaws wrote post #1031:
> Simple - have them not work in combatr
> 
> and have the lengthen work like a prot
> that doesnt allow stacks
> 
> and for repair - have it use gems - so u still use money, just tune
> it so its not as much as bifur
> 
> Jaws
Heh, I don't like the repair part of the guild at all, too easily abusable...

-----------------

poster: Jaws
subject: >>eq repair guild
date: Sun Dec 21 20:58:18 2003

On Sun Dec 21 19:42:34 2003 Rythion wrote post #1032:
> On Sun Dec 21 19:38:19 2003 Jaws wrote post #1031:
> > Simple - have them not work in combatr
> > 
> > and have the lengthen work like a prot
> > that doesnt allow stacks
> > 
> > and for repair - have it use gems - so u still use money, just tune
> > it so its not as much as bifur
> > 
> > Jaws
> Heh, I don't like the repair part of the guild at all, too easily
abusable...
with that kind of logic, enchanter is abusing too

It would have to be carefully tuned, and have the skills cost alot

but I think it would add a nice extra dimension to the guild system
and with eq decay in place it makes alot of sense to have it

Jaws

-----------------

poster: Grasfer
subject: >>>eq repair guild
date: Sun Dec 21 22:17:02 2003

Why satisfy with just a repair guild? Why not make a trade school,
with blacksmith, weaponsmith, armorcraft, tinner, and those kind of
guilds? Making stuff roolz!

-----------------

poster: Tantrum
subject: santa idea
date: Thu Dec 25 11:23:36 2003

i had an idea once. but it golt lonely and left, but another came
along today...
I think it would be super cool if santa gave away "TaskPoint Tickets" 
just like other tickets, except they could be sold etcetc. would
make life a whoile lot more interesting for some people.
T-Bone.

-----------------

poster: Bahgtru
subject: >santa idea
date: Thu Dec 25 11:24:12 2003

On Thu Dec 25 11:23:36 2003 Tantrum wrote post #1035:
> i had an idea once. but it golt lonely and left, but another came
> along today...
> I think it would be super cool if santa gave away "TaskPoint Tickets" 
> just like other tickets, except they could be sold etcetc. would
> make life a whoile lot more interesting for some people.
> T-Bone.
Hi, try posting again in 11 months

-----------------

poster: Fraziw (Web) 
subject: >>>eq repair guild
date: Sat Dec 27 03:41:44 2003



> 

> It would have to be carefully tuned, and have the skills cost alot

> 

> but I think it would add a nice extra dimension to the guild system

> and with eq decay in place it makes alot of sense to have it

> 

> Jaws





What does it matter if the skill costs much to train/use? If it costs much exp, then just do a couple of 100 more megs in mindless parties, or just simply have enough exp to train it to 115% to begin with. Even with 10k base cost, I'm sure that many people could afford it.

If it's costly to use/cast, then just grab ep/sp max wishes and regen a lot. Hell cast/use it a few times on your lunchbreak and your set is back at new or 100%, whichever way you want it to work.

It's a nice idea, but I don't think the eq decay "problem" lies there, with a new guild.



//Fraz

-----------------

poster: Jaws
subject: >>>>eq repair guild
date: Sat Dec 27 06:10:16 2003

On Sat Dec 27 03:41:44 2003 Fraziw (Web)  wrote post #1037:
> 

> > 

> > It would have to be carefully tuned, and have the skills cost alot

> > 

> > but I think it would add a nice extra dimension to the guild system

> > and with eq decay in place it makes alot of sense to have it

> > 

> > Jaws

> 

> 

> What does it matter if the skill costs much to train/use? If it costs much
exp, then just do a couple of 100 more megs in mindless parties, or just
simply have enough exp to train it to 115% to begin with. Even with 10k base
cost, I'm sure that many people could afford it.

> If it's costly to use/cast, then just grab ep/sp max wishes and regen a
lot. Hell cast/use it a few times on your lunchbreak and your set is back at
new or 100%, whichever way you want it to work.

> It's a nice idea, but I don't think the eq decay "problem" lies there,
with a new guild.

> 

> //Fraz
Who was talking about a problem

I was talking about a potential cool addition to the guild tree

That has relavance.  Rather than discuss pro/con and what would work
and not, lets just shoot it down

geez


Im not saying any form of player skill/spell should replace bifur
and the pyro dood (foreget his name)

TFM
I am just saying it would be nice to have a guild that had skills to
go along with them

I seriously doubt wizland would ever make a skill to do what the
pyroclast dood does, but 
to repair a little, and maybe keep from denting so quick

I think that would be a nice and handy thing

Jaws

-----------------

poster: Skitzo
subject: clan
date: Sat Dec 27 08:26:31 2003

i really wish that clans meant something more than a chat line.
why not make pk available to clans.  meaning that you can 
be pk only if the clan you are in decides to go pk.
then maybe finish the strongholds...
Just a thought....
Skitzo McFrenia

-----------------

poster: Tzikas
subject: >clan
date: Sat Dec 27 08:31:52 2003

Clans are what you make of them.  To some they are only a chatline,
to others they are more.

-----------------

poster: Skitzo
subject: >>clan
date: Sat Dec 27 08:41:11 2003

On Sat Dec 27 08:31:52 2003 Tzikas wrote post #1040:
> Clans are what you make of them.  To some they are only a chatline,
> to others they are more.
Yes clan are what you make of them.  I am not debating that.
I was just saying that people jump around from clan to clan 
and you never really get a chance or have a reason to get close to
the people in a clan.  I was saying there is more that we could 
do to make clans play a more important role in the mudding experience.
Follow Up by,
Skitzo McFrenia

-----------------

poster: Palmascay
subject: CLANS
date: Sat Dec 27 09:10:59 2003

I was just testing something with Darc.  I'm the leader of my clan,
and wanted to see if it was possible to kick the leader of the clan,
and it was possible. Just thinking maybe change it so that the
leader can't be kick out of the clan by anyone. Just a thought
later

-----------------

poster: Ca
subject: >>>clan
date: Sat Dec 27 11:09:35 2003

On Sat Dec 27 08:41:11 2003 Skitzo wrote post #1041:
> On Sat Dec 27 08:31:52 2003 Tzikas wrote post #1040:
> > Clans are what you make of them.  To some they are only a chatline,
> > to others they are more.
> Yes clan are what you make of them.  I am not debating that.
> I was just saying that people jump around from clan to clan 
> and you never really get a chance or have a reason to get close to
> the people in a clan.  I was saying there is more that we could 
> do to make clans play a more important role in the mudding experience.
> Follow Up by,
> Skitzo McFrenia
You might want to get more reliable people in your clan then.  No
one has ever left our clan for another clan :)

-----------------

poster: Zifnab
subject: >clan
date: Sat Dec 27 15:11:08 2003

On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> i really wish that clans meant something more than a chat line.
> why not make pk available to clans.  meaning that you can 
> be pk only if the clan you are in decides to go pk.
> then maybe finish the strongholds...
> Just a thought....
> Skitzo McFrenia
PK will not happen. ever.

-----------------

poster: Kaos
subject: >>clan
date: Sat Dec 27 15:59:52 2003

On Sat Dec 27 08:31:52 2003 Tzikas wrote post #1040:
> Clans are what you make of them.  To some they are only a chatline,
> to others they are more.
(sexclub)

-----------------

poster: Jaws
subject: Clans
date: Sat Dec 27 17:53:55 2003

Skitzo, you have obviously been in the wrong clans

Some are here to build up friends, and help each other be better players

Some are fly by night newb operations that fold in 2 months

Check around, you will find some good ones 

Goto the web site in my finger, for details on mine

Jaws

-->The Water is NOT Safe <--


-----------------

poster: Quillz
subject: >clan
date: Sat Dec 27 22:13:18 2003

On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> i really wish that clans meant something more than a chat line.
> why not make pk available to clans.  meaning that you can 
> be pk only if the clan you are in decides to go pk.
> then maybe finish the strongholds...
> Just a thought....
> Skitzo McFrenia
On the same note of making clans pk - it could be like a registered
thing, and the whole clan would have to agree on it to register the
clan.  
That way, it would only involve those who want to be involved. 
That way, it would only involve those who want to be involved. 
err, yay enter. 
And Skitzo rules.
Q

-----------------

poster: Kaos
subject: >>clan
date: Sat Dec 27 22:14:19 2003

On Sat Dec 27 22:13:18 2003 Quillz wrote post #1047:
> On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > i really wish that clans meant something more than a chat line.
> > why not make pk available to clans.  meaning that you can 
> > be pk only if the clan you are in decides to go pk.
> > then maybe finish the strongholds...
> > Just a thought....
> > Skitzo McFrenia
> On the same note of making clans pk - it could be like a registered
> thing, and the whole clan would have to agree on it to register the
> clan.  
> That way, it would only involve those who want to be involved. 
> That way, it would only involve those who want to be involved. 
> err, yay enter. 
> And Skitzo rules.
> Q
hay guys why don't we post more ideas about pk in one or another form
i'm sure zifnab is just kidding when he says it's not coming back!!!


-----------------

poster: Ronan
subject: >>clan
date: Sat Dec 27 22:14:19 2003

On Sat Dec 27 22:13:18 2003 Quillz wrote post #1047:
> On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > i really wish that clans meant something more than a chat line.
> > why not make pk available to clans.  meaning that you can 
> > be pk only if the clan you are in decides to go pk.
> > then maybe finish the strongholds...
> > Just a thought....
> > Skitzo McFrenia
> On the same note of making clans pk - it could be like a registered
> thing, and the whole clan would have to agree on it to register the
> clan.  
> That way, it would only involve those who want to be involved. 
> That way, it would only involve those who want to be involved. 
> err, yay enter. 
> And Skitzo rules.
> Q
stfu, thx

-----------------

poster: Quillz
subject: >>>clan
date: Sat Dec 27 22:14:55 2003

On Sat Dec 27 22:14:19 2003 Ronan wrote post #1049:
> On Sat Dec 27 22:13:18 2003 Quillz wrote post #1047:
> > On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > > i really wish that clans meant something more than a chat line.
> > > why not make pk available to clans.  meaning that you can 
> > > be pk only if the clan you are in decides to go pk.
> > > then maybe finish the strongholds...
> > > Just a thought....
> > > Skitzo McFrenia
> > On the same note of making clans pk - it could be like a registered
> > thing, and the whole clan would have to agree on it to register the
> > clan.  
> > That way, it would only involve those who want to be involved. 
> > That way, it would only involve those who want to be involved. 
> > err, yay enter. 
> > And Skitzo rules.
> > Q
> stfu, thx
nfw
yerwelcome

-----------------

poster: Energystar
subject: >CLANS
date: Sun Dec 28 00:25:31 2003

On Sat Dec 27 09:10:59 2003 Palmascay wrote post #1042:
> I was just testing something with Darc.  I'm the leader of my clan,
> and wanted to see if it was possible to kick the leader of the clan,
> and it was possible. Just thinking maybe change it so that the
> leader can't be kick out of the clan by anyone. Just a thought
> later
this is why the leader of the clan has the ability to put certain
clan commands at certain levels, simply make yourself and the
commands you don't want others to have lvl 10, and don't promote
anyone else to lvl 10.
if you don't wanna do that, you aren't worthy to be leader and
should be overthrown
ha!
peace

-----------------

poster: Korthrun
subject: Singing Blade
date: Sun Dec 28 00:35:46 2003

It would be nifty for peoples trigger if the message  for singing
blade was specific to you.
You start to sing in a low and sorrowful voice.
Axe of Darkness vibrates, singing its own song!
Axe of Darkness seems to burst into a song.
maybe make it
You start to sing to your Axe of darkness in a low and sorrowful voice.
Axe of Darkness vibrates, singing its own song!
Axe of Darkness seems to burst into a song.
or 
You start to sing in a low and sorrowful voice.
Your Axe of Darkness vibrates, singing its own song!
Your Axe of Darkness seems to burst into a song.

-----------------

poster: Wildchild
subject: >>clan
date: Sun Dec 28 01:06:24 2003

On Sat Dec 27 22:13:18 2003 Quillz wrote post #1047:
> On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > i really wish that clans meant something more than a chat line.
> > why not make pk available to clans.  meaning that you can 
> > be pk only if the clan you are in decides to go pk.
> > then maybe finish the strongholds...
> > Just a thought....
> > Skitzo McFrenia
> On the same note of making clans pk - it could be like a registered
> thing, and the whole clan would have to agree on it to register the
> clan.  
> That way, it would only involve those who want to be involved. 
> That way, it would only involve those who want to be involved. 
> err, yay enter. 
> And Skitzo rules.
> Q

Pk'ing was, at one point, registration only also.

And all it involved was a bunch of bitching and whining. Not to
mention a bunch of bugs for those that unregistered or weren't
registered at all.

Not worth the hassle for the player maturity level of this mud.

-WildChild

-----------------

poster: Afkaserious
subject: >>>clan
date: Sun Dec 28 05:49:08 2003

On Sun Dec 28 01:06:24 2003 Wildchild wrote post #1053:
> On Sat Dec 27 22:13:18 2003 Quillz wrote post #1047:
> > On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > > i really wish that clans meant something more than a chat line.
> > > why not make pk available to clans.  meaning that you can 
> > > be pk only if the clan you are in decides to go pk.
> > > then maybe finish the strongholds...
> > > Just a thought....
> > > Skitzo McFrenia
> > On the same note of making clans pk - it could be like a registered
> > thing, and the whole clan would have to agree on it to register the
> > clan.  
> > That way, it would only involve those who want to be involved. 
> > That way, it would only involve those who want to be involved. 
> > err, yay enter. 
> > And Skitzo rules.
> > Q
> 
> Pk'ing was, at one point, registration only also.
> 
> And all it involved was a bunch of bitching and whining. Not to
> mention a bunch of bugs for those that unregistered or weren't
> registered at all.
> 
> Not worth the hassle for the player maturity level of this mud.
> 
> -WildChild
Go to the damn arena, wankers.

-----------------

poster: Darc
subject: To Pk or Not Pk
date: Sun Dec 28 08:50:32 2003

ok, pk... player kill....
being a newb i really dont know much about this since it was over
and gone b4 my time
from what i have seen either people are majorly for it, or majoring
against it.
will someone explain what it exactly is, and what is so extremely
bad/good about it
i understand that there are certain "pk rules" that are in effect,
but why? and how so.
Pking sounds really like a good idea to me, but then others would
fight me to the death 
on that (no pun)
-Darc

-----------------

poster: Darc
subject: target yellow mist
date: Sun Dec 28 09:28:30 2003

i think it would be cool if you could target yellow mist, instead of
having it as an area spell.
or make it so that you or your party members wouldnt be effected by it
once again prob only mist lore 100%+ should be able to do this

-----------------

poster: Belgarion
subject: >To Pk or Not Pk
date: Sun Dec 28 10:52:50 2003

good thing i think should be the fun of beating eachother down.
bad thing is bitching whiners that wouldn't stop whining when they
were tolf the rules are the rules.
afaik

-----------------

poster: Korthrun
subject: >>To Pk or Not Pk
date: Sun Dec 28 12:50:14 2003

On Sun Dec 28 10:52:50 2003 Belgarion wrote post #1057:
> good thing i think should be the fun of beating eachother down.
> bad thing is bitching whiners that wouldn't stop whining when they
> were tolf the rules are the rules.
> afaik
How did this become a topic. Zif has said many times, flat out that
there will never be pk.
get over it

-----------------

poster: Bahgtru
subject: >>clan
date: Sun Dec 28 13:05:36 2003

On Sat Dec 27 15:11:08 2003 Zifnab wrote post #1044:
> On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > i really wish that clans meant something more than a chat line.
> > why not make pk available to clans.  meaning that you can 
> > be pk only if the clan you are in decides to go pk.
> > then maybe finish the strongholds...
> > Just a thought....
> > Skitzo McFrenia
> PK will not happen. ever.
Mebbe not necessarily clan PK, but a clan arena or clan competitions
or such could be ok

Let's get some iner-clan rivals going

-----------------

poster: Jaws
subject: Darc
date: Sun Dec 28 19:21:56 2003

PK is 100% disabled, and per the admin of the mud its never going to
be re-activated

there are no rules, it doesnt exist

Jaws

-----------------

poster: Tahnval
subject: >To Pk or Not Pk
date: Mon Dec 29 01:23:22 2003

Exactly what is is?  It's players killing other players.
It was a major pain in the arse for the admins, so they
removed it and aren't going to put it back.  It was a
major cause of complaints, it had a number of bugs, it's
on a MUD that wasn't designed for PK, but most
importantly it was a major pain in the arse for the
admins.  It's not like they get paid for extra
hassle.

-----------------

poster: Quillz
subject: pk
date: Mon Dec 29 01:31:50 2003

Wow - you all find ways to post tons of shit an a subject that no
apparently no one realized I was joking about. 
No, I do not think Zif was joking at all. 
I know there will not be pk.  
However, I also knew that all you followers would post a dozen
replies to pk - and I get a kick out of that. 
gj homos

-----------------

poster: Ronan
subject: >pk
date: Mon Dec 29 01:32:17 2003

On Mon Dec 29 01:31:50 2003 Quillz wrote post #1063:
> Wow - you all find ways to post tons of shit an a subject that no
> apparently no one realized I was joking about. 
> No, I do not think Zif was joking at all. 
> I know there will not be pk.  
> However, I also knew that all you followers would post a dozen
> replies to pk - and I get a kick out of that. 
> gj homos
WTF, your lucky theres not PK or Id slay j00!!!!

-----------------

poster: Foxpaws
subject: >>To Pk or Not Pk
date: Mon Dec 29 06:28:41 2003

PK never has been and never was anything enjoyable or fun or fair. 
Those muds who specialize in it are ruined by it.  I've been on many
of them, and I'll tell you quite honestly, it's not worth the
headache it causes, or the side of people it brings out.

   -Foxy

-----------------

poster: Foxpaws
subject: Race Lead Item
date: Mon Dec 29 06:33:11 2003

To add a little zing to race leadership (which is, currently, sorta
ho-hum and amusing, but not significant in any real way imho) have
the race leader item increase significantly the rate at which your
racial special happens.  The ent race leader need never eat, the elf
race leader is a master of the quickening arcane arts, the master of
all vampires is known to drain the husks of their beaten opponents
in seconds, etc...  Given the rarity with which some of the racial
specials happen, it'd be nice to see your race helping your more
significantly than resistances and stats.

   -Foxy

-----------------

poster: Jaws
subject: >Race Lead Item
date: Mon Dec 29 07:25:40 2003

On Mon Dec 29 06:33:11 2003 Foxpaws wrote post #1066:
> To add a little zing to race leadership (which is, currently, sorta
> ho-hum and amusing, but not significant in any real way imho) have
> the race leader item increase significantly the rate at which your
> racial special happens.  The ent race leader need never eat, the elf
> race leader is a master of the quickening arcane arts, the master of
> all vampires is known to drain the husks of their beaten opponents
> in seconds, etc...  Given the rarity with which some of the racial
> specials happen, it'd be nice to see your race helping your more
> significantly than resistances and stats.
> 
>    -Foxy
I like this idea

Jaws

-----------------

poster: Pikkon
subject: >>Race Lead item
date: Mon Dec 29 07:26:16 2003

Eh, me too

-----------------

poster: Myrddin
subject: >Race Lead Item
date: Mon Dec 29 07:27:31 2003

On Mon Dec 29 06:33:11 2003 Foxpaws wrote post #1066:
> To add a little zing to race leadership (which is, currently, sorta
> ho-hum and amusing, but not significant in any real way imho) have
> the race leader item increase significantly the rate at which your
> racial special happens.  The ent race leader need never eat, the elf
> race leader is a master of the quickening arcane arts, the master of
> all vampires is known to drain the husks of their beaten opponents
> in seconds, etc...  Given the rarity with which some of the racial
> specials happen, it'd be nice to see your race helping your more
> significantly than resistances and stats.
> 
>    -Foxy
would be better if it wasnt tied to the item but rather to
leadership as some of us cant wear the item but can still be the
leader
myrddin

-----------------

poster: Kasma
subject: >>>Race lead item.
date: Mon Dec 29 07:28:28 2003

what about us without MCCP? it's kind of useless if you dont have
those special ablities :)
Kasma

-----------------

poster: Rancor
subject: >>>To Pk or Not Pk
date: Mon Dec 29 09:34:43 2003

On Mon Dec 29 06:28:41 2003 Foxpaws wrote post #1065:
> PK never has been and never was anything enjoyable or fun or fair. 
> Those muds who specialize in it are ruined by it.  I've been on many
> of them, and I'll tell you quite honestly, it's not worth the
> headache it causes, or the side of people it brings out.
> 
>    -Foxy
let me count the idiots for you quillz the idiots who continue the
thread that you have even declared you were being retarded about and
posted for kicks.  This would be idiot number 1

-----------------

poster: Afkaserious
subject: >>>>Race lead item.
date: Mon Dec 29 09:37:37 2003

On Mon Dec 29 07:28:28 2003 Kasma wrote post #1070:
> what about us without MCCP? it's kind of useless if you dont have
> those special ablities :)
> Kasma
just following up with kasma's post
its a reason more to compress anyway.
and, if its not more often, making it more powerful-effective would rule too.

-----------------

poster: Bahgtru
subject: >Race Lead Item
date: Mon Dec 29 10:30:12 2003

On Mon Dec 29 06:33:11 2003 Foxpaws wrote post #1066:
> To add a little zing to race leadership (which is, currently, sorta
> ho-hum and amusing, but not significant in any real way imho) have
> the race leader item increase significantly the rate at which your
> racial special happens.  The ent race leader need never eat, the elf
> race leader is a master of the quickening arcane arts, the master of
> all vampires is known to drain the husks of their beaten opponents
> in seconds, etc...  Given the rarity with which some of the racial
> specials happen, it'd be nice to see your race helping your more
> significantly than resistances and stats.
> 
>    -Foxy
And the human leader gets double xp for every kill he makes?? This
could be abused, not just for human, but for a few races

-----------------

poster: Zifnab
subject: >>>>Race lead item.
date: Mon Dec 29 15:48:19 2003

On Mon Dec 29 07:28:28 2003 Kasma wrote post #1070:
> what about us without MCCP? it's kind of useless if you dont have
> those special ablities :)
> Kasma
There is no reason you cannot use MCCP unless you are on a
macintosh (I am unaware of a version of the mccp proxy for macs)

-----------------

poster: Tigran
subject: >>>>>Race lead item.
date: Mon Dec 29 17:13:20 2003

On Mon Dec 29 15:48:19 2003 Zifnab wrote post #1074:
> On Mon Dec 29 07:28:28 2003 Kasma wrote post #1070:
> > what about us without MCCP? it's kind of useless if you dont have
> > those special ablities :)
> > Kasma
> There is no reason you cannot use MCCP unless you are on a
> macintosh (I am unaware of a version of the mccp proxy for macs)
Actually the newer versions of tf have MCCP and compile quite nicely on a 
Mac running OS X.  The reasons for not using MCCP for macintosh are now the 
same as for Windows...not liking the clients that use it.

With that said, I'm unaware of any graphical client for OS X that
uses MCCP, but I didn't like any of the clients that I ran across
for OS X anyway, thus use the good old default of Tinyfugue.

-----------------

poster: Tahnval
subject: >>>Race Lead item
date: Mon Dec 29 22:23:16 2003

I like the idea too, although shapeshifters are forbidden to
use race leader eq, so it makes no difference to me.

All I am doing is preventing anyone else having race
leader eq, which is a shame for me and whoever could
actually use it.  Still, I get the brackets that are
the real point of race leadership.

-----------------

poster: Mixer
subject: >clan
date: Wed Dec 31 07:01:05 2003

On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> i really wish that clans meant something more than a chat line.
> why not make pk available to clans.  meaning that you can 
> be pk only if the clan you are in decides to go pk.
> then maybe finish the strongholds...
> Just a thought....
> Skitzo McFrenia
if I had 5c for every brain-dead punk who issued the line "finish
strongholds" I'd be a rich man.

We've had at least 2 pretty mean coders work on this project without
being able to finish it.  If you're capable, and dedicated someone
could take over strongholds... Which I won't hold my breath for...

-----------------

poster: Rancor
subject: >>clan
date: Wed Dec 31 07:54:36 2003

On Wed Dec 31 07:01:05 2003 Mixer wrote post #1077:
> On Sat Dec 27 08:26:31 2003 Skitzo wrote post #1039:
> > i really wish that clans meant something more than a chat line.
> > why not make pk available to clans.  meaning that you can 
> > be pk only if the clan you are in decides to go pk.
> > then maybe finish the strongholds...
> > Just a thought....
> > Skitzo McFrenia
> if I had 5c for every brain-dead punk who issued the line "finish
> strongholds" I'd be a rich man.
> 
> We've had at least 2 pretty mean coders work on this project without
> being able to finish it.  If you're capable, and dedicated someone
> could take over strongholds... Which I won't hold my breath for...
quick!  hand yourself 5c!
Rancor

-----------------

poster: Lu
subject: HAY IM HERE
date: Wed Dec 31 09:03:45 2003

k
i was just informed stupid whiners got azarian attack changed into
ghey 170xp/kill mob units so that people couldn't kill steal
this is a whine!
now, yes, we had some immature people complain and whine about kill
stealing in events, but is that reason enough to ruin great events
for the whole populace, I THINK NOT, i instead propose the
following
change azarian attack back, news ban whiners for a week for first
offense, newsban a month, and freeze a week for 2nd offense, nuke
for 3rd

-----------------

poster: Kaos
subject: >HAY IM HERE
date: Wed Dec 31 09:05:33 2003

On Wed Dec 31 09:03:45 2003 Lu wrote post #1079:
> k
> i was just informed stupid whiners got azarian attack changed into
> ghey 170xp/kill mob units so that people couldn't kill steal
> this is a whine!
> now, yes, we had some immature people complain and whine about kill
> stealing in events, but is that reason enough to ruin great events
> for the whole populace, I THINK NOT, i instead propose the
> following
> change azarian attack back, news ban whiners for a week for first
> offense, newsban a month, and freeze a week for 2nd offense, nuke
> for 3rd
Counting people whining in news, 1!

-----------------

poster: Lu
subject: >>HAY IM HERE
date: Wed Dec 31 09:06:33 2003

On Wed Dec 31 09:05:33 2003 Kaos wrote post #1080:
> On Wed Dec 31 09:03:45 2003 Lu wrote post #1079:
> > k
> > i was just informed stupid whiners got azarian attack changed into
> > ghey 170xp/kill mob units so that people couldn't kill steal
> > this is a whine!
> > now, yes, we had some immature people complain and whine about kill
> > stealing in events, but is that reason enough to ruin great events
> > for the whole populace, I THINK NOT, i instead propose the
> > following
> > change azarian attack back, news ban whiners for a week for first
> > offense, newsban a month, and freeze a week for 2nd offense, nuke
> > for 3rd
> Counting people whining in news, 1!
i was gonna mention you can start with my 1week newsban, but i
figured i implied as such
also, i <3 kaos

-----------------

poster: Rancor
subject: >>HAY IM HERE
date: Wed Dec 31 10:43:30 2003

On Wed Dec 31 09:05:33 2003 Kaos wrote post #1080:
> On Wed Dec 31 09:03:45 2003 Lu wrote post #1079:
> > k
> > i was just informed stupid whiners got azarian attack changed into
> > ghey 170xp/kill mob units so that people couldn't kill steal
> > this is a whine!
> > now, yes, we had some immature people complain and whine about kill
> > stealing in events, but is that reason enough to ruin great events
> > for the whole populace, I THINK NOT, i instead propose the
> > following
> > change azarian attack back, news ban whiners for a week for first
> > offense, newsban a month, and freeze a week for 2nd offense, nuke
> > for 3rd
> Counting people whining in news, 1!
for god sake I started this counting thing with idiots and makes
your self number 2 kaos


Quillz I found another one.

Well hell if we are counting idiots/whiners I would like to know how
many players we have registered on this mud as that should be the
number I am currently counting as they all fall within the whiner or
idiot category.

-----------------

poster: Litho
subject: >>>HAY IM HERE
date: Wed Dec 31 10:44:03 2003

On Wed Dec 31 10:43:30 2003 Rancor wrote post #1082:
> for god sake I started this counting thing with idiots and makes
> your self number 2 kaos
> 
> 
> Quillz I found another one.
> 
> Well hell if we are counting idiots/whiners I would like to know how
> many players we have registered on this mud as that should be the
> number I am currently counting as they all fall within the whiner or
> idiot category.
Solution for whining. Re-enable pk.

-----------------

poster: Zifnab
subject: >>>>HAY IM HERE
date: Wed Dec 31 14:15:27 2003

On Wed Dec 31 10:44:03 2003 Litho wrote post #1083:
> On Wed Dec 31 10:43:30 2003 Rancor wrote post #1082:
> > for god sake I started this counting thing with idiots and makes
> > your self number 2 kaos
> > 
> > 
> > Quillz I found another one.
> > 
> > Well hell if we are counting idiots/whiners I would like to know how
> > many players we have registered on this mud as that should be the
> > number I am currently counting as they all fall within the whiner or
> > idiot category.
> Solution for whining. Re-enable pk.
Solution for those that continue to bring up pk.

reddragon.org 3000. supposed to be open tomorrow.

-----------------

poster: Zifnab
subject: >HAY IM HERE
date: Wed Dec 31 15:20:24 2003

On Wed Dec 31 09:03:45 2003 Lu wrote post #1079:
> k
> i was just informed stupid whiners got azarian attack changed into
> ghey 170xp/kill mob units so that people couldn't kill steal
> this is a whine!
> now, yes, we had some immature people complain and whine about kill
> stealing in events, but is that reason enough to ruin great events
> for the whole populace, I THINK NOT, i instead propose the
> following
> change azarian attack back, news ban whiners for a week for first
> offense, newsban a month, and freeze a week for 2nd offense, nuke
> for 3rd
Can you please reveal what wizard informed you of this since I 
am aware of no such changes.

-----------------

poster: Draco
subject: >>HAY IM HERE
date: Wed Dec 31 17:21:37 2003

On Wed Dec 31 15:20:24 2003 Zifnab wrote post #1085:
> On Wed Dec 31 09:03:45 2003 Lu wrote post #1079:
> > k
> > i was just informed stupid whiners got azarian attack changed into
> > ghey 170xp/kill mob units so that people couldn't kill steal
> > this is a whine!
> > now, yes, we had some immature people complain and whine about kill
> > stealing in events, but is that reason enough to ruin great events
> > for the whole populace, I THINK NOT, i instead propose the
> > following
> > change azarian attack back, news ban whiners for a week for first
> > offense, newsban a month, and freeze a week for 2nd offense, nuke
> > for 3rd
> Can you please reveal what wizard informed you of this since I 
> am aware of no such changes.
hey Lu, if your so sick of people whining, you better just not come
back, people are goign to whine and find ways of doing it even if
your stupid ass idea decided to go through. DEAL WITH IT

-----------------

poster: Grasfer
subject: Raena
date: Thu Jan  1 17:09:10 2004

Since no PK here anymore, why does she shoud for help? Aint it
better she summon Illium guards or something? Make more sence then
just shouting and noone can help her :(

-----------------

poster: Tigran
subject: >Raena
date: Fri Jan  2 02:38:24 2004

On Thu Jan  1 17:09:10 2004 Grasfer wrote post #1087:
> Since no PK here anymore, why does she shoud for help? Aint it
> better she summon Illium guards or something? Make more sence then
> just shouting and noone can help her :(
I think the apporpriate term would be 'atmosphere'.

-----------------

poster: Tahnval
subject: >>Raena
date: Fri Jan  2 03:26:50 2004

On Fri Jan  2 02:38:24 2004 Tigran wrote post #1088:
> On Thu Jan  1 17:09:10 2004 Grasfer wrote post #1087:
> > Since no PK here anymore, why does she shoud for help? Aint it
> > better she summon Illium guards or something? Make more sence then
> > just shouting and noone can help her :(
> I think the apporpriate term would be 'atmosphere'.
I think it's very sad.  Would you consider changing the message to
something other than a pointless pleading for help?

-----------------

poster: Wagro
subject: >>>Raena
date: Fri Jan  2 03:50:09 2004

On Fri Jan  2 03:26:50 2004 Tahnval wrote post #1089:
> On Fri Jan  2 02:38:24 2004 Tigran wrote post #1088:
> > On Thu Jan  1 17:09:10 2004 Grasfer wrote post #1087:
> > > Since no PK here anymore, why does she shoud for help? Aint it
> > > better she summon Illium guards or something? Make more sence then
> > > just shouting and noone can help her :(
> > I think the apporpriate term would be 'atmosphere'.
> I think it's very sad.  Would you consider changing the message to
> something other than a pointless pleading for help?
well you could always use heal body on raena, but that would
probably get your ass nuked.

-----------------

poster: Wagro
subject: Weapon wielding
date: Fri Jan  2 08:11:36 2004

Could we get a message on the weapon such as "You can bearly wield
the weapon with one hand", "You can almost wield the weapon with one
hand", "you can eaisly wield the weapon with one hand" etc, messages
to that effect. It isn't all that useful if we know that we
can/cannot wield it one handed, and if you look at a weapon you
should be able to get a feel of how close you are to being able to
one hand it.

-----------------

poster: Zifnab
subject: >Weapon wielding
date: Fri Jan  2 12:34:10 2004

On Fri Jan  2 08:11:36 2004 Wagro wrote post #1091:
> Could we get a message on the weapon such as "You can bearly wield
> the weapon with one hand", "You can almost wield the weapon with one
> hand", "you can eaisly wield the weapon with one hand" etc, messages
> to that effect. It isn't all that useful if we know that we
> can/cannot wield it one handed, and if you look at a weapon you
> should be able to get a feel of how close you are to being able to
> one hand it.
is there not a spell that tells you exactly what wc you 
can wield>
*


-----------------

poster: Wagro
subject: >>Weapon wielding
date: Fri Jan  2 18:43:10 2004

Yea I think there is, but not too many people have it studied, and I
just thought it would be nice to have a rough estimate of how close
you are. There are already things like this in place, for example
there are different messages on weapons which give you an idea of
what the wc is like, and estimating your spell efficiency based on
messages, etc.

-----------------

poster: Sirc
subject: xp mobs
date: Sat Jan  3 16:19:27 2004

There is _no_ exp mobs thats untuned imo
i mean, sidhes at 45k, blue dragons at 110k, greens at 90k
i would like an reset :P

-----------------

poster: Ligea (Web) 
subject: >xp mobs
date: Sat Jan  3 16:31:51 2004

At the risk of losing them, I have found nice tunes in the lizardman swamp and rou gen.  The purpose of the xp tuner (I assume) is to get people out of the same old areas.  It's true that the easiest areas like sidhes are pretty sorry, but some of the more unconventional areas make for more entertaining xps with a pretty decent rate once you learn the area.

-----------------

poster: Korthrun
subject: >>xp mobs
date: Sat Jan  3 19:18:59 2004

On Sat Jan  3 16:31:51 2004 Ligea (Web)  wrote post #1095:
> At the risk of losing them, I have found nice tunes in the lizardman swamp
and rou gen.  The purpose of the xp tuner (I assume) is to get people out of
the same old areas.  It's true that the easiest areas like sidhes are pretty
sorry, but some of the more unconventional areas make for more entertaining
xps with a pretty decent rate once you learn the area.
you must've missed the recent whine fest. go through nwes history

-----------------

poster: Draco
subject: >>>xp mobs
date: Sun Jan  4 12:51:51 2004

On Sat Jan  3 19:18:59 2004 Korthrun wrote post #1096:
> On Sat Jan  3 16:31:51 2004 Ligea (Web)  wrote post #1095:
> > At the risk of losing them, I have found nice tunes in the lizardman swamp
> and rou gen.  The purpose of the xp tuner (I assume) is to get people out of
> the same old areas.  It's true that the easiest areas like sidhes are pretty
> sorry, but some of the more unconventional areas make for more entertaining
> xps with a pretty decent rate once you learn the area.
> you must've missed the recent whine fest. go through nwes history
you people need to learn something. mobs are tuned to shit because
people solo/party in these areas repeatedly until they get low like
sidhes. then you people bitch about it. here is an idea, stop
killing in the same damned areas, explore a bit, and enjoy killing
something else, ffs, what is the point of 10k+rooms if you people
whine constantly so that only maybe 2 or 3k are used?

-----------------

poster: Lu
subject: oink
date: Sun Jan  4 19:26:53 2004

this is an apology to the wizards, for my rant on the 'tuning' of
azarians, a jump to conclusions, that led me to a lovely trip down a
waterfall(apparently if theres no stone to land on, you fall in)
as for you draco, silly bosnians don't understand awesome ideas, and
thats what my idea was, totally awesome

-----------------

poster: Quillz
subject: >>>>xp mobs
date: Mon Jan  5 03:21:20 2004

On Sun Jan  4 12:51:51 2004 Draco wrote post #1097:
> On Sat Jan  3 19:18:59 2004 Korthrun wrote post #1096:
> > On Sat Jan  3 16:31:51 2004 Ligea (Web)  wrote post #1095:
> > > At the risk of losing them, I have found nice tunes in the lizardman
swamp
> > and rou gen.  The purpose of the xp tuner (I assume) is to get people
out of
> > the same old areas.  It's true that the easiest areas like sidhes are
pretty
> > sorry, but some of the more unconventional areas make for more
entertaining
> > xps with a pretty decent rate once you learn the area.
> > you must've missed the recent whine fest. go through nwes history
> you people need to learn something. mobs are tuned to shit because
> people solo/party in these areas repeatedly until they get low like
> sidhes. then you people bitch about it. here is an idea, stop
> killing in the same damned areas, explore a bit, and enjoy killing
> something else, ffs, what is the point of 10k+rooms if you people
> whine constantly so that only maybe 2 or 3k are used?
seriously, read back - it was brought up, ideas were shot down, &
all lived happily ever after.  

-----------------

poster: Nevyn
subject: Bounties
date: Mon Jan  5 16:45:47 2004

Would be nice if you could do gold bounties as well and get like 50-100k :) 

-----------------

poster: Tranquil
subject: >Singing Blade
date: Tue Jan  6 12:47:02 2004

On Sun Dec 28 00:35:46 2003 Korthrun wrote post #1052:
> It would be nifty for peoples trigger if the message  for singing
> blade was specific to you.
> You start to sing in a low and sorrowful voice.
> Axe of Darkness vibrates, singing its own song!
> Axe of Darkness seems to burst into a song.
> maybe make it
> You start to sing to your Axe of darkness in a low and sorrowful voice.
> Axe of Darkness vibrates, singing its own song!
> Axe of Darkness seems to burst into a song.
> or 
> You start to sing in a low and sorrowful voice.
> Your Axe of Darkness vibrates, singing its own song!
> Your Axe of Darkness seems to burst into a song.

There are ways to make your client (assuming you have a half-decent
one) recognize a carriage return as a character. My zmud preferances
allow me to use $ in the pattern text to match a carriage return,
portal may or may not have a similar capability. This is enough to
take care of the sb up message - but the sb down message could
definately use a wielder's name added to the message, I agree.


-----------------

poster: Nevyn (Web) 
subject: >Bounties
date: Wed Jan  7 15:21:42 2004

On Mon Jan  5 16:45:47 2004 Nevyn wrote post #1100 in ideas:

> Would be nice if you could do gold bounties as well and get like 50-100k :)

would also be nice if you lowered the time you have to wait on exp bounties to 30 minutes before you can take new if you don't fail, it's like the reward bounties and arcade bounties you need time for, the exp bounties don't need such long waiting time imo. sucks to get like a mob in schizo or lloth area and then you'll have to wait for 3 hours cause of that...  

-----------------

poster: Zifnab
subject: >>Bounties
date: Wed Jan  7 16:40:15 2004

On Wed Jan  7 15:21:42 2004 Nevyn (Web)  wrote post #1102:
> On Mon Jan  5 16:45:47 2004 Nevyn wrote post #1100 in ideas:
> 
> > Would be nice if you could do gold bounties as well and get like 50-100k
:)
> 
> would also be nice if you lowered the time you have to wait on exp
bounties to 30 minutes before you can take new if you don't fail, it's like
the reward bounties and arcade bounties you need time for, the exp bounties
don't need such long waiting time imo. sucks to get like a mob in schizo or
lloth area and then you'll have to wait for 3 hours cause of that...  
get help and go kill it.

-----------------

poster: Trunks
subject: Appraisal skill
date: Thu Jan  8 01:30:34 2004

perhaps change appraisal skill from it telling you the shop value of
an item, which imo is kinda useless if your selling it to the shop
anyway.. and replace it with the value rufrin would buy or sell it
for

-----------------

poster: Nevyn (Web) 
subject: >>>Bounties
date: Sat Jan 10 23:53:20 2004

On Wed Jan  7 16:40:15 2004 Zifnab wrote post #1104 in ideas:

> On Wed Jan  7 15:21:42 2004 Nevyn (Web)  wrote post #1102:

> > On Mon Jan  5 16:45:47 2004 Nevyn wrote post #1100 in ideas:

> > 

> > > Would be nice if you could do gold bounties as well and get like 50-100k

> :)

> > 

> > would also be nice if you lowered the time you have to wait on exp

> bounties to 30 minutes before you can take new if you don't fail, it's like

> the reward bounties and arcade bounties you need time for, the exp bounties

> don't need such long waiting time imo. sucks to get like a mob in schizo or

> lloth area and then you'll have to wait for 3 hours cause of that...  

> get help and go kill it.

Why not just set some attribute on those areas which makes it impossible to get a target in those places? Got another lloth area target now. :-( 

-----------------

poster: Lu
subject: Crystal Cave
date: Sun Jan 11 05:04:05 2004

hello, lu here, with an idea(gasp, i didn't know that thing worked)
k, anywya
The Crystal Cave has 6 possible combinations, aka can send you to 6 islands
4 paths send you to 4 islands, path sends you to cs(sniffle, enough
ways to get there already) and 1 path sends you nowhere(stay at
triangle)
My brilliant idea(yes brilliant(wow lu's a genius)) the latter 2
paths be changed from gossamer and nowhere, to everest and oddworld
k?
-love lu

-----------------

poster: Chrono
subject: ask teller for records
date: Sun Jan 11 14:24:59 2004

eheh, maybe there should be a statement saying: Showing records of
the past . (dunno if it only show's by weekly or whatever), or
maybe instead, if you have no records of any transactions, it'll
say: No transactions have been made.
or: No transactions have been made recently.

anyway i think you get the idea! toodles sailors!

-----------------

poster: Darc
subject: kill stealing
date: Mon Jan 12 02:06:00 2004

people should get nuked for it, end of story

-----------------

poster: Holyman (Web) 
subject: >oh btw
date: Mon Jan 12 05:13:48 2004

On Mon Jan 12 02:09:00 2004 Darc wrote post #1110 in ideas:

> dprots SPELL~POINTS=FULLY CHARGED!

> eac

> im flaming on this bc Ztaffan stole our terse kill, and we were

> doing it for xp



ya no what else sucks alot taking eq from people and not paying money back or giving the eq back..doesnt that kindda stuff just make ya mad?

-----------------

poster: Draco
subject: >>oh btw
date: Mon Jan 12 17:33:44 2004

On Mon Jan 12 05:13:48 2004 Holyman (Web)  wrote post #1111:
> On Mon Jan 12 02:09:00 2004 Darc wrote post #1110 in ideas:

> > dprots SPELL~POINTS=FULLY CHARGED!

> > eac

> > im flaming on this bc Ztaffan stole our terse kill, and we were

> > doing it for xp

> 

> ya no what else sucks alot taking eq from people and not paying money back
or giving the eq back..doesnt that kindda stuff just make ya mad?
as it has been explained to me, event mobs are open for anyone to kill.
if i am wrong, i would like a wiz to correct me on this, but iirc a
wiz did tell me once that as long as it is an event mob, no matter
what you do to that mob, you cannot get in trouble for it is a
unique mob that can show up very rarely, and shouldnt be held to
whoever gets there first.

-draco

p.s. the referance i am talking to about this was about 7 months ago
when someone was healing raena while i was tanking her, i was
getting upset about it and then i believe a wiz explained that to me
(it also may have been a misguided player as has happened often in
the past, i only speak on this as i do recall this person being a
wiz).

-----------------

poster: Daneel
subject: event mobs
date: Wed Jan 14 03:25:08 2004

Darc asks:
> ... i would like a wiz to correct me on this, but iirc a
> wiz did tell me once that as long as it is an event mob, no matter
> what you do to that mob, you cannot get in trouble for it...
There are no universals.  I'm sure you guys are imaginative enough
to come up with _something_ we'd have to do something about.

Please don't, though.

The basic rules here are: (1) Don't be a jerk.  (2) Don't be an
idiot.  When the players make us do so (usually by breaking these
rules often enough or badly enough), we will unhappily specify 
them further; the less we have to do this, the happier everyone
is.

       -Daneel

-----------------

poster: Areu
subject: New Race and Guilds Idea
date: Fri Jan 16 01:34:10 2004

Just a random thought on a new race and some guilds.

-----------------------------------------------------------------------------
Z o m b i e
----------------------------------------------------------------------------
Zombies are very ugly, rotting humanoids who are in the after-life
but just barely.  They are dead and extremely stupid.  They can deal
out a fair amount of damage and take 10x more as its not that important
if they lose a limb or hack off a leg - it all grows back.  They are
known for the regenerative abilities.
-----------------------------------------------------------------------------
Strength : Excellent  Intelligence : Awful      Constitution : Very Good
Wisdom   : Bad        Dexterity    : Good       Stamina      : Above Ave
Hp regen : Excellent  Sp regen     : Excellent  Ep regen     : Excellent
-----------------------------------------------------------------------------
They can train skills up to 100%
They can study spells up to 50%
Their experience rate is 90%
Average height: 5 feet 11 inches
Average mass: 200lbs
They are considered to be hideous.
-----------------------------------------------------------------------------
They learn skills about as fast as humans.
They learn spells MUCH slower than humans.
They are naturally extremely resistant to physical damage.
They are naturally extremely resistant to asphixiation damage.

(Essentially they should be fairly/extremely resistent to everything
 but holy damage.)

They are extremely evil.
They can see in the dark.
-----------------------------------------------------------------------------
Guilds could possibly entail:
    Guild of the dead (alpha)
        attack
        weapon skill blunt
    Deadwalkers guild (beta)
        dodge
        doublehit
    Master of the grave (gamma)
        This guild would provide skills to prevent the zombie
          from dying occasionally.  For example a skills that
          provides exceptional temporary regeneration properties.
    Demon Summoner (gamma)
        Familiars for zombies.  The zombie could summon small demons
          from the astral plane.
    Master of the dead (gamma)
        This guild would provide the ability of the revive/ressurect skills.
        A zombie could revive a dead party companion into zombie state
        for a short period of time.

More specifics on some of the skills:

skill pummel:
    The zombie rips off his own head and bashes you in the nose with it
        causing a river of blood to flow down your chest.
    The zombie rips off his own arm and begins to beat you senseless with it.

skill call for demon:
    The zombie links to the astral plane pleading for a demon to support
        him.

skill power of the dead:
    The zombie concentrates on the souls of the dead and immediately begins
        to heal himself.  You see limbs grow back, wounds close up and and
        an evil grin on his face.

skill regenerate:
    Basic idea is additional regeneration.

skill regeneration of the dead:
    This would provide exceptional regeneration for 1 minute or so.

--------------------------------------------------------------
Ok since this is getting into a long post so let me summarize:

The zombie race would be a race that is not superb in any one aspect but
regeneration.  Out of the other race properties strength
would be very/fairly high.  Constitution would be fair.  Intelligence
and wisdom would be awful.

Guilds would help a zombie train these strengths and protect some
of the weaknesses.

The end result of these ideas would be a zombie who does fair physical
damage but is awful at spell casting.  Takes alot of damage but has
high regeneration properties.  Zombies are hard to kill.

I see this as possibly an optimal soloing guild but its way to early
to tell really.

This is what I do when I am burnt with xp, have no more quests I want
to do and can't find the mob tesselaval gives me.

Areu

-----------------

poster: Draco
subject: >event mobs
date: Fri Jan 16 16:03:15 2004

On Wed Jan 14 03:25:08 2004 Daneel wrote post #1122:
> Darc asks:
> > ... i would like a wiz to correct me on this, but iirc a
> > wiz did tell me once that as long as it is an event mob, no matter
> > what you do to that mob, you cannot get in trouble for it...
> There are no universals.  I'm sure you guys are imaginative enough
> to come up with _something_ we'd have to do something about.
> 
> Please don't, though.
> 
> The basic rules here are: (1) Don't be a jerk.  (2) Don't be an
> idiot.  When the players make us do so (usually by breaking these
> rules often enough or badly enough), we will unhappily specify 
> them further; the less we have to do this, the happier everyone
> is.
> 
>        -Daneel
although i dont want to point the attention towards me, it was me,
not darc, who said that daneel ;)

-----------------

poster: Daneel
subject: >>event mobs
date: Sat Jan 17 03:31:05 2004

Darc, Draco, what's an 'o' among friends?

-----------------

poster: Lurch
subject: MCCP on a Mac
date: Mon Jan 19 09:00:44 2004

Actually, like on a pc, if you don't like the client that supports
MCCP, you can use MCClient, which works with any client. And I know
there is a mac version of mcclient because I have it.

-----------------

poster: Zifnab
subject: >MCCP on a Mac
date: Mon Jan 19 13:36:59 2004

On Mon Jan 19 09:00:44 2004 Lurch wrote post #1126:
> Actually, like on a pc, if you don't like the client that supports
> MCCP, you can use MCClient, which works with any client. And I know
> there is a mac version of mcclient because I have it.
please provide a link. I will add it to the web page

-----------------

poster: Jill
subject: eq
date: Mon Jan 19 18:34:28 2004

hmm would be nice with a colour shop.. to colour your eq, one color/slot

first give the eq piece to the shopkeeper and then he asks what
color u want on it then u select the color and some gold are
withdrawn from ur hand.. =) 
and then the name of the item should be in the color u selected so i
can se all the guys pink underwares =) 

-----------------

poster: Tigran
subject: >>MCCP on a Mac
date: Mon Jan 19 19:02:45 2004

On Mon Jan 19 13:36:59 2004 Zifnab wrote post #1127:
> On Mon Jan 19 09:00:44 2004 Lurch wrote post #1126:
> > Actually, like on a pc, if you don't like the client that supports
> > MCCP, you can use MCClient, which works with any client. And I know
> > there is a mac version of mcclient because I have it.
> please provide a link. I will add it to the web page
Well, I did a bit of looking, and I've found one for MacOS (not Mac
OS X) linked off of http://www.acidspray.com/mccp.html.  This might
work in Classic mode, but it would surprise me if it worked in OS X.
 The documentation is not clear and I have not (nor do I plan to)
run it

The page also indicates that 'any unix client' can use mccp but they
fail to describe how to make it work in unix, which is what Mac OS X
is.  It's certainly possible to proxy any client through an MCCP
proxy, I would suppose though, if it were done.  

-----------------

poster: catseye (Web)
subject: Form Drop Warning
date: Tue Jan 20 02:34:20 2004

I'm sure I'm not the first to request this

but I didn't think it would hurt to ask.

Could elementals have a built in warning

for form drop?

such as: "You feel the power sustaining your

mist/nether/lava form failing."

I was trying to think of reasons why this

would be a bad idea, or inconceviable and

couldn't come up with any, but maybe someone

else could, if not, it would certainly be a

nice feature without enhancing the over power

of the guild too much. Perhaps it could even

be written as a skill, we'd have to train to

be aware of the form's remaining energy.



Thanks,



Cats

-----------------

poster: Lurch
subject: >>MCCP on a Mac
date: Tue Jan 20 03:13:33 2004

On Mon Jan 19 13:36:59 2004 Zifnab wrote post #1127:
> On Mon Jan 19 09:00:44 2004 Lurch wrote post #1126:
> > Actually, like on a pc, if you don't like the client that supports
> > MCCP, you can use MCClient, which works with any client. And I know
> > there is a mac version of mcclient because I have it.
> please provide a link. I will add it to the web page
I got mine from http://www.acidspray.com/mcclient/mcclient-ppc.sit
I just checked it, it currently still works. Apparently someone ported it
because it includes source code and such

-----------------

poster: Tigran
subject: >>>MCCP on a Mac
date: Tue Jan 20 03:46:10 2004

On Tue Jan 20 03:13:33 2004 Lurch wrote post #1131:
> On Mon Jan 19 13:36:59 2004 Zifnab wrote post #1127:
> > On Mon Jan 19 09:00:44 2004 Lurch wrote post #1126:
> > > Actually, like on a pc, if you don't like the client that supports
> > > MCCP, you can use MCClient, which works with any client. And I know
> > > there is a mac version of mcclient because I have it.
> > please provide a link. I will add it to the web page
> I got mine from http://www.acidspray.com/mcclient/mcclient-ppc.sit
> I just checked it, it currently still works. Apparently someone ported it
> because it includes source code and such
On OS X? or MacOS.  There's a difference.  And if it does work on OS X, does 
it require Classic Mode.

I do not now use and do not intend to try this out myself as I'm
happy using tinyfugue which now has MCCP built into it, but these
are still valid questions for other Macintosh users.  Requiring
classic mode, for example, would be a show stopper for me.  I don't
have it even installed in my system, and won't.  I don't use old
classic applications and certainly wouldn't install it for something
like this.  It's like starting up the X client to use xbiff.  Lot of
overhead for something that isn't that substantial a gain.  I also
acknowledge that I'm not a typical user ;)

Regards, 

Tigran

p.s. Lurch, I'm not intending to suggest that you should do all of
these tests mentioned.  I'm merely discussing, perhaps for the sake
of discussing :).

-----------------

poster: Gerrik
subject: brief on/off
date: Tue Jan 20 06:45:39 2004

i think it would be niffty to be able to toggle brief on/off . At
the moment i have to turn it off every time i log in or leave a
party. I just want a way to make "brief off" the default and to auto
turn off when you leave a party. Yes, i know i could make a trigger
for it but im lazy.
-Gerrik-

-----------------

poster: evicta (Web)
subject: lodes
date: Tue Jan 20 15:16:46 2004

hi.. it would be nice if it was possible to label lodes with a small name to them.. it is kinda hard to keep order in your lodes if you have a bunch of different ones..

Evicta..

-----------------

poster: Skitzo
subject: dragon forms
date: Wed Jan 21 09:39:34 2004

In my opinion dragons are ruling the mud.  I mean they are running wild.
I think since the shapeshifter guild has came out it has taken away from
the reason i stayed with this mud.  I mean it was really easy to be a newbie
of around 2m worth and be helped out by others or join a Jaws like party.
Now the only parties i see like that are like that are the Jaws parties.
ith dragons not needing equip, and 90% of the shifters using only dragon. 
(considering to get dragon forms all you need is ~850m) It makes it hard for 
anyone in their right mind to want to go anything else.  I at 1.4g can
solo as well if not better than Mintorus at 2.6g.  Yes, i do know shifter
is supposed to be a solo guild....is it?  You got Canine (I have never
used it) supposed to be great for parties.  You got Ursine (never used
it), Feline (I think i used it in a jaws party, or was that last reinc?).
This makes imo only the birds and dragons useful. Now if i am out of 
line please tell me.  I just think the dragon...erk...shifter guild
is out of tune.  So my idea in the end is to maybe make the other
forms more useful and the dragon less important.  Making the shifter
guild well rounded.  Not well dragoned.  Flame away.
Skitzo McFrenia

-----------------

poster: Chrono
subject: >dragon forms
date: Wed Jan 21 14:25:22 2004

well, it's popular because, you can solo nicely, AND it doesn't take
much effort, not that it's out of tune.. much like old woodsman,
easily solo, at a nice rate.. i wouldn't say dragons are too
powerful, they're just resistant and can heal, while killing things
nonstop, which raises their rate a tad (no stopping to regen), but
most importantly it makes it easy, non-stressful exp

and parties are around still, i see parties a lot when i'm on, i
think it's more than likely people just don't feel like partying or
are just bored of doing stuff in general


kbye

-----------------

poster: Skitzo
subject: >>dragon forms
date: Wed Jan 21 15:50:07 2004

On Wed Jan 21 14:25:22 2004 Chrono wrote post #1138:
> well, it's popular because, you can solo nicely, AND it doesn't take
> much effort, not that it's out of tune.. much like old woodsman,
> easily solo, at a nice rate.. i wouldn't say dragons are too
> powerful, they're just resistant and can heal, while killing things
> nonstop, which raises their rate a tad (no stopping to regen), but
> most importantly it makes it easy, non-stressful exp
> 
> and parties are around still, i see parties a lot when i'm on, i
> think it's more than likely people just don't feel like partying or
> are just bored of doing stuff in general
> 
> 
> kbye

It is understood that shifter is 'solo' and you use shifter as a
way just to sign on and go.  Yes, that is great.  It was pointed 
out to me that quests are what make it possible to be so good
solo.  Well thats great, but lets talk about the no equip thing.
With no equip you don't have to repair.  You also don't have to
wear any.  Meaning you dont need the 5-10m gold per piece for the 
top stuffs.  With the amount of slots and the amount of gold it
takes to get top slot equip.  You are looking at about 10,000 
dragon shifts. So is it more expensive to be dragon?  I dont
think so.  As for gems in the last 2 days i have got 60 onyxes.
That is only enough for 24 hours worth of dragon form and I only
need 240k gold.  I can exp and make 240k gold in the length of a
dragon form.  So imo dragon is not expensive.

Skitzo McFrenia

-----------------

poster: Rancor
subject: >>>dragon forms
date: Wed Jan 21 20:59:36 2004

On Wed Jan 21 15:50:07 2004 Skitzo wrote post #1141:
> On Wed Jan 21 14:25:22 2004 Chrono wrote post #1138:
> > well, it's popular because, you can solo nicely, AND it doesn't take
> > much effort, not that it's out of tune.. much like old woodsman,
> > easily solo, at a nice rate.. i wouldn't say dragons are too
> > powerful, they're just resistant and can heal, while killing things
> > nonstop, which raises their rate a tad (no stopping to regen), but
> > most importantly it makes it easy, non-stressful exp
> > 
> > and parties are around still, i see parties a lot when i'm on, i
> > think it's more than likely people just don't feel like partying or
> > are just bored of doing stuff in general
> > 
> > 
> > kbye
> 
> It is understood that shifter is 'solo' and you use shifter as a
> way just to sign on and go.  Yes, that is great.  It was pointed 
> out to me that quests are what make it possible to be so good
> solo.  Well thats great, but lets talk about the no equip thing.
> With no equip you don't have to repair.  You also don't have to
> wear any.  Meaning you dont need the 5-10m gold per piece for the 
> top stuffs.  With the amount of slots and the amount of gold it
> takes to get top slot equip.  You are looking at about 10,000 
> dragon shifts. So is it more expensive to be dragon?  I dont
> think so.  As for gems in the last 2 days i have got 60 onyxes.
> That is only enough for 24 hours worth of dragon form and I only
> need 240k gold.  I can exp and make 240k gold in the length of a
> dragon form.  So imo dragon is not expensive.
> 
> Skitzo McFrenia


I really don't see dragon form being out of tune..  I think the lack
of other forms usage is thier usefulness really.  now don't get me
wrong here I knnow this guild needs to have a variety of usefulness
in it forms but there are people that are not training things that
are not required for dragon cause they will never use them.  People
are avoiding the wolf quest(for some god forsaken reason) beacuase
they will never use it.  And I think that this guild kind of builds
upon itself really(note I am not the coder so I could be wrong). 
But how about we make it so that more that the bird form is required
for dragon,  how about we make dragon a bit tougher to get by say
making bear and wolf forms required or all the forms required.  I
mean think about it  dragons have the claws of a cat, the toughness
of a bear, the quickness of a wolf(dragons get a big boost in dodge)
I can see aspects of all the forms within a dragon.  


Making this change may also help out wolf and timber packs,  which
happen so so so rarely daneel can't even catch one to help him tune
them.  I also think that the fact that they never happen is a good
indicator of something needeing to be done with them.  

I have done a bit of research on wolves in the past day or two, 
looking at minnesota dnr(department of natural resourses) pages  and
gotten info that packs typically average in size from 5-8 wolves
rarely above that due to the teritory and feeding required for a
larger pack.  I pack of 5-8 requires about 10 square miles per wolf.
 with a pack of 8-15 wolves that number jumps to 15-20 square miles
per wolf on average.  With larger packs it is required to hunt more
often and bring down more deer(primary source of food)  for the
pack.   Now I say this because I tend to keep in mind that daneel
prolly had some sort of basis to make the pack limit or topping out
mark as high as he did.  However the information that I am comming
up with does not support a pack of 15 or 12  or much over 8.     

I think that packs should top out in power sooner but become more
powerful quicker.  it is still very hard for us to come up with even
6-8 timbers to even party in fact I have only seen it once since the
first tune.  It is not going to make it overpowered to top out
sooner as we can not get the people but it will make the guild more
fun adding a bit more variety to the shifter cause and make dragon
not every thing to shifter.  
Rancor

-----------------

poster: Wagro
subject: >dragon forms
date: Thu Jan 22 00:36:00 2004

On Wed Jan 21 09:39:34 2004 Skitzo wrote post #1137:
> In my opinion dragons are ruling the mud.  I mean they are running wild.
> I think since the shapeshifter guild has came out it has taken away from
> the reason i stayed with this mud.  I mean it was really easy to be a newbie
> of around 2m worth and be helped out by others or join a Jaws like party.
> Now the only parties i see like that are like that are the Jaws parties.
> ith dragons not needing equip, and 90% of the shifters using only dragon. 
> (considering to get dragon forms all you need is ~850m) It makes it hard
for 
> anyone in their right mind to want to go anything else.  I at 1.4g can
> solo as well if not better than Mintorus at 2.6g.  Yes, i do know shifter
> is supposed to be a solo guild....is it?  You got Canine (I have never
> used it) supposed to be great for parties.  You got Ursine (never used
> it), Feline (I think i used it in a jaws party, or was that last reinc?).
> This makes imo only the birds and dragons useful. Now if i am out of 
> line please tell me.  I just think the dragon...erk...shifter guild
> is out of tune.  So my idea in the end is to maybe make the other
> forms more useful and the dragon less important.  Making the shifter
> guild well rounded.  Not well dragoned.  Flame away.
> Skitzo McFrenia
What exactly are you complaining about? As a 1.8g dragon I could
solo 150k rate if I was focused, this is not very hard to do with a
party. I think you are a bit confused, dragon forms are solo, but
the guild is not designed to be a solo. True pack parties are very
effective, but there have been what, 3 in the last 6 months? It is
not an advantage that we dont need eq, we can't have eq. If you want
to fix that, I'm sure every dragon would love to be able to wear eq.
No one is making you join the
guild, if you want to do eq, shifter is probably not a good idea for
you. This seems to me like another case of, "Hey that guild is
really good as something that I'm not, so it should be tuned." Don't
like it, don't join the guild. Dragons are not hurting you by
soloing.

-----------------

poster: Tahnval
subject: >dragon forms
date: Thu Jan 22 00:43:22 2004

On Wed Jan 21 09:39:34 2004 Skitzo wrote post #1137:
> In my opinion dragons are ruling the mud.  I mean they are running wild.
> I think since the shapeshifter guild has came out it has taken away from
> the reason i stayed with this mud.  I mean it was really easy to be a newbie
> of around 2m worth and be helped out by others or join a Jaws like party.
> Now the only parties i see like that are like that are the Jaws parties.
> ith dragons not needing equip, and 90% of the shifters using only dragon. 
> (considering to get dragon forms all you need is ~850m) It makes it hard
for 
> anyone in their right mind to want to go anything else.  I at 1.4g can
> solo as well if not better than Mintorus at 2.6g.  Yes, i do know shifter
> is supposed to be a solo guild....is it?  You got Canine (I have never
> used it) supposed to be great for parties.  You got Ursine (never used
> it), Feline (I think i used it in a jaws party, or was that last reinc?).
> This makes imo only the birds and dragons useful. Now if i am out of 
> line please tell me.  I just think the dragon...erk...shifter guild
> is out of tune.  So my idea in the end is to maybe make the other
> forms more useful and the dragon less important.  Making the shifter
> guild well rounded.  Not well dragoned.  Flame away.
> Skitzo McFrenia
I could probably solo more as a woodsman than as a dragon.  As a woodsman, I
could also party, tank, etc.  I know that other people in other guilds with
about my worth can solo at a higher rate than me, plus they have the option
of partying.

That hardly seems out of tune.  You pay a heavy price for the ability to
solo easily, with almost no risk when doing exp, at a good rate.  Shifters
are of very little practical use in a party, except Polar Bear for a moderate
exp party and Tiger with 5 familiars in an exp party.  In both
cases, they would
be of much less value to the party than a specialist of similar
worth, decent EQ, etc.

That's why shifters predominantly use dragon forms as soon as possible - the
other forms are of almost no use once you have the worth to get dragon forms.
Only Jawsparties would take, for example, a 2.4G tiger - phys dtype only
and probably on a par with a 1G blaster, but only against mobs without area
attacks.

-----------------

poster: Lu
subject: marvins xp machine
date: Thu Jan 22 00:44:25 2004

idea, from lu's brain STRAIGHT FROM IT!!
is it possible for wizards to see net worth gained/lost from xp lotto
if so, it woul dbe cool if players could see it ;P
awesome

Anyway, I see that another post has been made, "[inform]: New post
by 'Tahnval' in 'ideas'. Subject: >dragon forms."  I will kindly
stop writing my post now, so that others can also take advantage of
the full news services that are available not only to themselves,
but to you as well. Ergo, I go.

-----------------

poster: Griffy
subject: Gem blaster
date: Thu Jan 22 06:23:53 2004

quick thoght on gem blaster.
takes like 70 gems or something to make a power crystal ...
so say if ya mix in, or make it entirly out of lodestones..
(gems that are full of magic)
pick lump from wolf hide bag 
order all follow 
maybee make it WAY more powerfull, or have some kickass speichals or something
jut a random thoght from the penut gallery :)

-----------------

poster: Mintorus (Web) 
subject: >>dragon forms
date: Thu Jan 22 08:47:57 2004

I think the point of skitzo's post was to point out that as a solo guild at his worth he can and other get up to around 150k rate. What other solo guilds in the game come close to 150K rate. As a woodsman at twice Skitzos worth i can only get up to a max of 110k rate solo. I am not knocking the shifter guild, but I do think that it is too easy for shifter to solo exp compared to the other guilds in IOM. 

Minto.


-----------------

poster: Moridin
subject: >>>dragon forms
date: Thu Jan 22 10:29:48 2004

On Thu Jan 22 08:47:57 2004 Mintorus (Web)  wrote post #1147:
> I think the point of skitzo's post was to point out that as a solo guild
at his worth he can and other get up to around 150k rate. What other solo
guilds in the game come close to 150K rate. As a woodsman at twice Skitzos
worth i can only get up to a max of 110k rate solo. I am not knocking the
shifter guild, but I do think that it is too easy for shifter to solo exp
compared to the other guilds in IOM. 

> Minto.

but... you can use your omicron stuff in a party now, cant you? Not
fair to compare to solo abilities of something (a dragon
no one here is comparing shifterforms in general when it comes to
soloing) that can ONLY solo, with something that can do everything.
Since it's only natural for them to be more kickass at it.

-----------------

poster: Tektor
subject: Dragons
date: Thu Jan 22 15:15:02 2004

As my short time as a dragon A few things i have seen left out or
unless I missed em.
While shifting into a black dragon which i primarily was as well may
be cheap, try being a blue or red all the time they become a bit
more costly, and when i was dragon along with a few others there
were lots of complaints about the lack of gems needed for people to
transform into the better dragons. Another thing I didnt see is if
you mess up a dragon quest you have to reinc and try it again or you
don't get the form.
Dragons also get hungry fast so unless you got your food spells
youll need to buy lots of food or if you have lots of tps get never
hungry wish.
&&

-----------------

poster: Wagro
subject: >>>>dragon forms
date: Thu Jan 22 23:36:36 2004

I said at 1.8g worth with 3 lesser 3 greater wishes I could do 150k.
I highly doubt that a 850m shifter can do 150k, as they cannot come
close to maxxing most of the skills, and most importantly, don't
have breath weapons. breath weapons make a huge difference in rate,
especially for black draogn, as the reason blacks can solo so well
is that the breath weapon lowers resists. Sure dragon can solo well,
but that comes at a high price. It costs 10 onyxes (now harder to
find) and 75k gold. Not to
mention that you can't party. Oh, and don't forget that there are
currently 3 quests that if you fail will block out dragon forms
completly, and then atm another quest that can block out black
dragon from you.

-----------------

poster: Tahnval
subject: >>>dragon forms
date: Fri Jan 23 00:17:21 2004

On Thu Jan 22 08:47:57 2004 Mintorus (Web)  wrote post #1147:
> I think the point of skitzo's post was to point out that as a solo guild
at his worth he can and other get up to around 150k rate. What other solo
guilds in the game come close to 150K rate. As a woodsman at twice Skitzos
worth i can only get up to a max of 110k rate solo. I am not knocking the
shifter guild, but I do think that it is too easy for shifter to solo exp
compared to the other guilds in IOM. 
> 
> Minto.
> 
Maybe so, but they can't do anything else but solo.  Lose some, win some.

-----------------

poster: Ca
subject: >>>>>dragon forms
date: Fri Jan 23 02:02:04 2004

On Thu Jan 22 23:36:36 2004 Wagro wrote post #1150:
> close to maxxing most of the skills, and most importantly, don't
> have breath weapons. breath weapons make a huge difference in rate,
> especially for black draogn, as the reason blacks can solo so well
> is that the breath weapon lowers resists. Sure dragon can solo well,
> but that comes at a high price. It costs 10 onyxes (now harder to
> find) and 75k gold. Not to
> mention that you can't party. Oh, and don't forget that there are
> currently 3 quests that if you fail will block out dragon forms
> completly, and then atm another quest that can block out black
> dragon from you.
10 onyxes + 75k gold is very cheap... I end up with that after xping
for an hour or so :P

As for not being able to party... if you make 150k/min in solo, why
would you want to party? eq?  SS doesn't need any...

-----------------

poster: Wagro
subject: >>>>>>dragon forms
date: Fri Jan 23 02:05:04 2004

On Fri Jan 23 02:02:04 2004 Ca wrote post #1152:
> On Thu Jan 22 23:36:36 2004 Wagro wrote post #1150:
> > close to maxxing most of the skills, and most importantly, don't
> > have breath weapons. breath weapons make a huge difference in rate,
> > especially for black draogn, as the reason blacks can solo so well
> > is that the breath weapon lowers resists. Sure dragon can solo well,
> > but that comes at a high price. It costs 10 onyxes (now harder to
> > find) and 75k gold. Not to
> > mention that you can't party. Oh, and don't forget that there are
> > currently 3 quests that if you fail will block out dragon forms
> > completly, and then atm another quest that can block out black
> > dragon from you.
> 10 onyxes + 75k gold is very cheap... I end up with that after xping
> for an hour or so :P
> 
> As for not being able to party... if you make 150k/min in solo, why
> would you want to party? eq?  SS doesn't need any...
well that 10 onyxes and 75k gold lasts for 4 hours tops
Most of the time you dont even end up playing for that 4 hours, so
your costs are increased even more. If you die, guess what, you get
to spend some more to reshift. Soloing gets rather boring, and you
can make more than that in a party, and you may want to party for
eq, cause eq is fun. 

-----------------

poster: Chrono
subject: >dragon forms
date: Fri Jan 23 02:05:43 2004

how about coming up with ideas for relativly hard (dragon) quests
that make some sence and mailing them daneel, i assume he needs
ideas, seeing as all of the quests are not put in, which v.much
makes it an unfinish guild... so mail some ideas instead of arguing
why it's too good or not good enuff, cuz those are pretty obvious
reasons;) kbye

-----------------

poster: catseye (Web)
subject: Race Leader Eq
date: Fri Jan 23 03:59:21 2004

I wanted to request that the code behind the bestowing of race leader be changed so that even in mist form one can still become race leader. Also, that race leader eq, be wearable by mist mages in form. The obvious argument against: you're a bunch of mist, you cant wear eq as a bunch of mist... The counter: unless that eq is your ring of elements?? So if exceptions can be made, I think they should be made for race leader eqs as well.



Thanks,



Cats

-----------------

poster: Griffy
subject: Spell items
date: Fri Jan 23 06:30:34 2004

just an idea, but why not make it so we can give away items we make?
such as elementals EQ stuff, like ice pick, air shield, earth staff.
that would OwN!
could help noobers out by making them some nifty EQ
Nobbers = anyone under level 100

-----------------

poster: Baer
subject: >Race Leader Eq
date: Fri Jan 23 07:44:20 2004

On Fri Jan 23 03:59:21 2004 catseye (Web) wrote post #1155:
> I wanted to request that the code behind the bestowing of race leader be
changed so
that even in mist form one can still become race leader.

Are you sure you can not be race leader while in mist form?

-----------------

poster: Moridin
subject: >>Race Leader Eq
date: Fri Jan 23 07:45:32 2004

On Fri Jan 23 07:44:20 2004 Baer wrote post #1157:
> On Fri Jan 23 03:59:21 2004 catseye (Web) wrote post #1155:
> > I wanted to request that the code behind the bestowing of race leader be
> changed so
> that even in mist form one can still become race leader.
> 
> Are you sure you can not be race leader while in mist form?

besides, this has been mentioned before, and the answer has been
that they have no plans of letting mist mages or SS wear race leader
eq

-----------------

poster: Catseye (Web) 
subject: >>>Race Leader Eq
date: Fri Jan 23 07:47:59 2004

On Fri Jan 23 07:45:32 2004 Moridin wrote post #1158 in ideas:

> On Fri Jan 23 07:44:20 2004 Baer wrote post #1157:

> > On Fri Jan 23 03:59:21 2004 catseye (Web) wrote post #1155:

> > > I wanted to request that the code behind the bestowing of race leader be

> > changed so

> > that even in mist form one can still become race leader.

> > 

> > Are you sure you can not be race leader while in mist form?

> 

> besides, this has been mentioned before, and the answer has been

> that they have no plans of letting mist mages or SS wear race leader

> eq



very well, i haven't seen it mentioned and thought it was a valid request.. never hurts to bring it up



cats

-----------------

poster: Energystar
subject: >Spell items
date: Fri Jan 23 08:10:26 2004

On Fri Jan 23 06:30:34 2004 Griffy wrote post #1156:
> just an idea, but why not make it so we can give away items we make?
> such as elementals EQ stuff, like ice pick, air shield, earth staff.
> that would OwN!
> could help noobers out by making them some nifty EQ
> Nobbers = anyone under level 100
lava mages can give away eq they make
go lava maeg
its fun on so many levels
peace

-----------------

poster: Oruk
subject: >>>>Race Leader Eq
date: Fri Jan 23 08:22:33 2004

On Fri Jan 23 07:47:59 2004 Catseye (Web)  wrote post #1159:
> On Fri Jan 23 07:45:32 2004 Moridin wrote post #1158 in ideas:

> > On Fri Jan 23 07:44:20 2004 Baer wrote post #1157:

> > > On Fri Jan 23 03:59:21 2004 catseye (Web) wrote post #1155:

> > > > I wanted to request that the code behind the bestowing of race
leader be

> > > changed so

> > > that even in mist form one can still become race leader.

> > > 

> > > Are you sure you can not be race leader while in mist form?

> > 

> > besides, this has been mentioned before, and the answer has been

> > that they have no plans of letting mist mages or SS wear race leader

> > eq

> 

> very well, i haven't seen it mentioned and thought it was a valid
request.. never hurts to bring it up

> 

> cats
you can be leader if you xpwho updates while you are not in mist
form, then shift and you will still have brackets
and neways, your ring is connected to your ability to change into a
misty substance
your race has nothing to do with it

-----------------

poster: Wildchild
subject: temp portals
date: Sun Jan 25 07:25:50 2004

Out of laziness, can we get the two temporary guild portals (in
adv-guild and 1n of adv-guild) combined? :)

-WildChild

-----------------

poster: darc (Web)
subject: Cheese-Con
date: Mon Jan 26 06:57:49 2004

wanna have a mudcon, this spring-ish maybe in a hotel near Twin-Cities/WI border. Alcohol is a definate

-----------------

poster: Lu
subject: old eq
date: Mon Jan 26 23:16:07 2004

all the old eq that rufrin keeps asking for, who's name hasnt been
changed, i say we iether dest, or make it up to date
thanks

-----------------

poster: Zifnab
subject: >old eq
date: Tue Jan 27 01:15:12 2004

On Mon Jan 26 23:16:07 2004 Lu wrote post #1164:
> all the old eq that rufrin keeps asking for, who's name hasnt been
> changed, i say we iether dest, or make it up to date
> thanks
what are you referring to?

-----------------

poster: Lu
subject: >>old eq
date: Tue Jan 27 01:17:42 2004

On Tue Jan 27 01:15:12 2004 Zifnab wrote post #1165:
> On Mon Jan 26 23:16:07 2004 Lu wrote post #1164:
> > all the old eq that rufrin keeps asking for, who's name hasnt been
> > changed, i say we iether dest, or make it up to date
> > thanks
> what are you referring to?
currently, long red robes, and as my memory serves(which is very
poorly at best)umm frost giant club, and other eq's of the sort

-----------------

poster: Holyman (Web) 
subject: >>Spell items
date: Tue Jan 27 02:25:11 2004

On Fri Jan 23 08:10:26 2004 Energystar wrote post #1160 in ideas:

> On Fri Jan 23 06:30:34 2004 Griffy wrote post #1156:

> > just an idea, but why not make it so we can give away items we make?

> > such as elementals EQ stuff, like ice pick, air shield, earth staff.

> > that would OwN!

> > could help noobers out by making them some nifty EQ

> > Nobbers = anyone under level 100

> lava mages can give away eq they make

> go lava maeg

> its fun on so many levels

> peace 



we can do that..its called lava eq

-----------------

poster: Griffy
subject: lava eq
date: Tue Jan 27 06:47:20 2004

,,,why not make lava EQ savable?
goto train 3 things to make no save eq?
And, not only that, you cant make a full set of eq, it would take forever.
Your magicly drained for a long time, ..and ya cant make EQ doring this time.
+ , it would shut me up for a long time :)

-----------------

poster: Energystar
subject: >lava eq
date: Tue Jan 27 10:35:02 2004

On Tue Jan 27 06:47:20 2004 Griffy wrote post #1168:
> ,,,why not make lava EQ savable?
> goto train 3 things to make no save eq?
> And, not only that, you cant make a full set of eq, it would take forever.
> Your magicly drained for a long time, ..and ya cant make EQ doring this
time.
> + , it would shut me up for a long time :)
I don't agree with making lava eq saveable, but maybe lavas ability
to make eq could somehow be a little more powerful than it is now,
and have some affecting skills in the mist tree.
Basically, my thinking is that this might be a way to slightly ease
the pain of trying to bridge the gap between maxing lava mage, and
joining nether, this way, joining some extra gammas and bravo
wouldn't be so much wasted as it has been (imo) in the elemental
tree in the past.
I know I'm not very detailed in my idea, but maybe it will spark
someone else's imagination of how to better th eq made by lavas.
(while remaining in tune)
peace
--es.

-----------------

poster: Afkaserious
subject: >>lava eq
date: Tue Jan 27 15:24:40 2004

On Tue Jan 27 10:35:02 2004 Energystar wrote post #1169:
> On Tue Jan 27 06:47:20 2004 Griffy wrote post #1168:
> > ,,,why not make lava EQ savable?
> > goto train 3 things to make no save eq?
> > And, not only that, you cant make a full set of eq, it would take forever.
> > Your magicly drained for a long time, ..and ya cant make EQ doring this
> time.
> > + , it would shut me up for a long time :)
> I don't agree with making lava eq saveable, but maybe lavas ability
> to make eq could somehow be a little more powerful than it is now,
> and have some affecting skills in the mist tree.
> Basically, my thinking is that this might be a way to slightly ease
> the pain of trying to bridge the gap between maxing lava mage, and
> joining nether, this way, joining some extra gammas and bravo
> wouldn't be so much wasted as it has been (imo) in the elemental
> tree in the past.
> I know I'm not very detailed in my idea, but maybe it will spark
> someone else's imagination of how to better th eq made by lavas.
> (while remaining in tune)
> peace
> --es.
How about an ability to make lava eq for "insert guild here" and it
picks a mastery from that guild.
I can imagine a full witch lava set, I'll have 300% lore of the elders :)

-----------------

poster: Gamut
subject: lava eq
date: Tue Jan 27 22:41:03 2004

The other day I noticed that I had some extra exp on my hands so i
decided to train the skills and spells for making lava eq. I then
spent the next 45 minutes making a full set of lava eq. There were
some things I thought were wrong. 1) for eq that doesn't save, it
takes way too long to make. 2) for no-save eq, you shouldn't have to
train 2 spells and 2 skills. 3) the stats/bonuses given were very
sporatic. Some possible solutions would be to make the lava eq
saveable, but attached to the lava mage so that it can't be used by
anyone else (maybe it could decay quite rapidly and make in
non-repairable also to keep it in tune.) Or possible make it so that
you can designate a certain stat to infuse in the armor. Also, you
can make lava eq for every slot except for the eyes, which i don't
see the reason for. Just some thoughts.

-----------------

poster: Justus
subject: >lava eq
date: Tue Jan 27 22:44:09 2004

cat you just drop that eq at your castle before you logout
so it would be around couple days???

-----------------

poster: Wraith
subject: wish
date: Wed Jan 28 18:01:46 2004

lesser wish, be able to eat corpses.
or greater, not sure how much of an advantage that is

-----------------

poster: Skitzo
subject: equip merge
date: Wed Jan 28 20:40:50 2004

I think it would rock if you could take two pieces of equip to a
craftsman and he could then merge them into a more powerful piece.
The downfall being that it now becomes a multi-slot piece.  Also,
you couldn't merge leggings with a head piece. They would have to be
pieces that were next to eachother. As for the bonus of doing this
maybe it adds a couple stats or maybe it adds a special of some
type.
Please let me know what you think of this idea.
Skitzo McFrenia

-----------------

poster: Jaws
subject: >equip merge
date: Wed Jan 28 21:04:02 2004

On Wed Jan 28 20:40:50 2004 Skitzo wrote post #1175:
> I think it would rock if you could take two pieces of equip to a
> craftsman and he could then merge them into a more powerful piece.
> The downfall being that it now becomes a multi-slot piece.  Also,
> you couldn't merge leggings with a head piece. They would have to be
> pieces that were next to eachother. As for the bonus of doing this
> maybe it adds a couple stats or maybe it adds a special of some
> type.
> Please let me know what you think of this idea.
> Skitzo McFrenia
Ditto on this sounding cool

Jaws

-----------------

poster: Uno
subject: >>equip merge
date: Wed Jan 28 23:55:38 2004

On Wed Jan 28 21:04:02 2004 Jaws wrote post #1176:
> > The downfall being that it now becomes a multi-slot piece.  Also,
> > you couldn't merge leggings with a head piece. They would have to be
> > pieces that were next to eachother. As for the bonus of doing this
> > maybe it adds a couple stats or maybe it adds a special of some
> > type.
> > Please let me know what you think of this idea.
> > Skitzo McFrenia
> Ditto on this sounding cool
> 
> Jaws
how is it a downside being multislot if the piece becomes MORE
powerful than the
2 pieces it collectively used to be?

-----------------

poster: Rancor
subject: >>>equip merge
date: Wed Jan 28 23:59:33 2004

On Wed Jan 28 23:55:38 2004 Uno wrote post #1177:
> On Wed Jan 28 21:04:02 2004 Jaws wrote post #1176:
> > > The downfall being that it now becomes a multi-slot piece.  Also,
> > > you couldn't merge leggings with a head piece. They would have to be
> > > pieces that were next to eachother. As for the bonus of doing this
> > > maybe it adds a couple stats or maybe it adds a special of some
> > > type.
> > > Please let me know what you think of this idea.
> > > Skitzo McFrenia
> > Ditto on this sounding cool
> > 
> > Jaws
> how is it a downside being multislot if the piece becomes MORE
> powerful than the
> 2 pieces it collectively used to be?
screw the downside just have it add some sort of stats or special or
something at the cost of bunch of gold or soemthing. 
I know there needs to be more wasy to spend gold as people have 200m
bankrolls just sitting around
SO screw the downside being lesser stats how about it cost gold
Rancor

-----------------

poster: Moose
subject: >wish
date: Thu Jan 29 01:41:27 2004

Duude. just pick "never hungry wish" and youre set

-----------------

poster: Lizzie
subject: >>wish
date: Thu Jan 29 04:38:50 2004

there is a big difference between not being hungry and having
corpse eatting.  corpse eatting allows you to regen.

-----------------

poster: Zifnab
subject: IDEAS group
date: Sat Jan 31 00:29:12 2004

Here is a really odd idea, please post ideas in this group
and knock off the 5 year old bickering. Whether you agree
with the original post or not is no reason so continue
If  you posted any real ideas in the last 30 posts please
repost them as I just deleted everything from the first
castle post to this one.
30 postings of crap.

-----------------

poster: Slayn
subject: combat silent
date: Sat Jan 31 00:40:45 2004

may have been mentioned before. but anyhow.
combat silent the shows just your hits
that would be cool. dont know how easy/hard that would be 
thanlx
-slyna

-----------------

poster: Slayn
subject: eq idea
date: Sat Jan 31 00:43:57 2004

red dragon head
slots head, neck, torso
stats: +size +phys res
special red dragon breath spell (not too powerful)
maybe some con str dex blah

-----------------

poster: Seth
subject: >combat silent
date: Sat Jan 31 02:18:56 2004

On Sat Jan 31 00:40:45 2004 Slayn wrote post #1214:
> may have been mentioned before. but anyhow.
> combat silent the shows just your hits
> that would be cool. dont know how easy/hard that would be 
> thanlx
> -slyna
that would rock .. would like too see that implemented if it's
not too much work.

-----------------

poster: Bajumbo
subject: Inventory
date: Sat Jan 31 11:06:54 2004


Hi,   not sure if this has been thougth out but its a shot...

what if inv percentage can be placed on prompt just like exp, rooms,
and gold..

something like xx% >

this would be helpful especially when we do golding or buy stuff or
are getting stuff from other ppl

we would see that hey i am full no wonder i can't get the thing...
instead of whining bug reports or something...

B-jum

(ducks from all the tomatoes thrown at his direction)


-----------------

poster: Baer
subject: >Inventory
date: Sat Jan 31 11:32:00 2004

On Sat Jan 31 11:06:54 2004 Bajumbo wrote post #1217:
> this would be helpful especially when we do golding or buy stuff or
> are getting stuff from other ppl
> 
> we would see that hey i am full no wonder i can't get the thing...
> instead of whining bug reports or something...
> 
> B-jum
> 
> (ducks from all the tomatoes thrown at his direction)
> 
There is the 'weight' command.

-----------------

poster: Energystar
subject: >>Inventory
date: Sun Feb  1 00:27:20 2004

On Sat Jan 31 11:32:00 2004 Baer wrote post #1218:
> On Sat Jan 31 11:06:54 2004 Bajumbo wrote post #1217:
> > this would be helpful especially when we do golding or buy stuff or
> > are getting stuff from other ppl
> > 
> > we would see that hey i am full no wonder i can't get the thing...
> > instead of whining bug reports or something...
> > 
> > B-jum
> > 
> > (ducks from all the tomatoes thrown at his direction)
> > 
> There is the 'weight' command.
There is also a score command, which shows on hand gold, gold in
bank, on hand xp, hp/hpmax, etc, which are all available to put in
the prompt.

-----------------

poster: Baer
subject: >>>Inventory
date: Sun Feb  1 00:46:27 2004

On Sun Feb  1 00:27:20 2004 Energystar wrote post #1219:
> On Sat Jan 31 11:32:00 2004 Baer wrote post #1218:
> > On Sat Jan 31 11:06:54 2004 Bajumbo wrote post #1217:
> > > this would be helpful especially when we do golding or buy stuff or
> > > are getting stuff from other ppl
> > > 
> > > we would see that hey i am full no wonder i can't get the thing...
> > > instead of whining bug reports or something...
> > > 
> > > B-jum
> > > 
> > > (ducks from all the tomatoes thrown at his direction)
> > > 
> > There is the 'weight' command.
> There is also a score command, which shows on hand gold, gold in
> bank, on hand xp, hp/hpmax, etc, which are all available to put in
> the prompt.
Sorry, I was just trying to help. No need for you to throw tomatoes.

-----------------

poster: Energystar
subject: >>>>Inventory
date: Mon Feb  2 08:03:41 2004

On Sun Feb  1 00:46:27 2004 Baer wrote post #1220:
> On Sun Feb  1 00:27:20 2004 Energystar wrote post #1219:
> > On Sat Jan 31 11:32:00 2004 Baer wrote post #1218:
> > > On Sat Jan 31 11:06:54 2004 Bajumbo wrote post #1217:
> > > > this would be helpful especially when we do golding or buy stuff or
> > > > are getting stuff from other ppl
> > > > 
> > > > we would see that hey i am full no wonder i can't get the thing...
> > > > instead of whining bug reports or something...
> > > > 
> > > > B-jum
> > > > 
> > > > (ducks from all the tomatoes thrown at his direction)
> > > > 
> > > There is the 'weight' command.
> > There is also a score command, which shows on hand gold, gold in
> > bank, on hand xp, hp/hpmax, etc, which are all available to put in
> > the prompt.
> Sorry, I was just trying to help. No need for you to throw tomatoes.
i wasn't tyring to fruit you, just wanted to point out that there
are ways to see the info that is currently available in prompts...
beside the prompt.. but still some people like it where they can see
it every time the do anything instead of using a command or a status
bar or a status window etc
peace

-----------------

poster: Jazaman
subject: Fire Building
date: Mon Feb  2 11:14:41 2004

Um.... using the animist skill fire building you can sometimes get a
fire going without a tinderbox
However, you don't use eps for failed attempts.


I'm thinking maybe this shouldn't be the case since you are
theoreticcaly putting some effort into it.

anyhow, have a nice day, and please don't hate me for my poor
conjugation, capitalization, or mispellings.

-----------------

poster: Draco
subject: elemental ring guild item
date: Mon Feb  2 16:53:51 2004

if possible this item should be allowed to change fingers, so that
if you wanted to say wear a claddah ring with it you can still not
be rammed up the anus due to its affinity for that finger (or just
change the slot to say right finger, that would make me happy too)

-----------------

poster: Tahnval
subject: Gem conversion
date: Wed Feb  4 23:55:21 2004

An NPC alchemist to convert from one gem to another.  The service
would be inefficient (i.e. you'd need maybe 10 gems to make 1) and
expensive enough to discourage casual use.

Essentially, it's about being able to use a dragon form.  I've
earned the exp.  I've completed the quests.  I have the gold (about
70000 per shift).  I still can't shift because the gems aren't
available even when I am offering 50 times the shop price and I
check 4 shops at least twice a day, often more and often a 5th shop
too (I don't know any more than 5 shops that can sell gems).

I'll pay 150K gold and 50 or 100 gems per shift, though I think
that cost is completely excessive, rather than not being able to
shift at all.

-----------------

poster: Fegler
subject: Summary
date: Thu Feb  5 01:08:09 2004

wouldnt it be nice to see in the summary how much gold you have done
for the inlog?
cause you see the exp. but i want to see the gold too... is there an
easy way to fix this?

-----------------

poster: Rockman
subject: >Summary
date: Thu Feb  5 02:18:46 2004

On Thu Feb  5 01:08:09 2004 Fegler wrote post #1225:
> wouldnt it be nice to see in the summary how much gold you have done
> for the inlog?
> cause you see the exp. but i want to see the gold too... is there an
> easy way to fix this?
it has been tried before i believe, however there was a problem with
bank withdrawels and deposits and such.

-----------------

poster: Zifnab
subject: >>Summary
date: Thu Feb  5 05:39:51 2004

On Thu Feb  5 02:18:46 2004 Rockman wrote post #1226:
> On Thu Feb  5 01:08:09 2004 Fegler wrote post #1225:
> > wouldnt it be nice to see in the summary how much gold you have done
> > for the inlog?
> > cause you see the exp. but i want to see the gold too... is there an
> > easy way to fix this?
> it has been tried before i believe, however there was a problem with
> bank withdrawels and deposits and such.
there were way too many complaints about money that people
didnt want counted, and money they did want counted that
it became an issue of having to special case each individual
place where you could get or lose money rather than the 2 functions
where that happens at.

-----------------

poster: Smee
subject: >Gem conversion
date: Thu Feb  5 22:18:30 2004

an idea i had is for a gem blaster spell that could turn power
crystals back into gems, but with them specifying the gems that were
made from it.  to avoid gold abuse you could make it so if you make
a crystal out of cheap gems you aren't able to make it into a 50k
gem, but, i think it would be in theme for them to be able to
convert power crystals back to gems.

they could also just be able to transmute gems between different
types without having to go through a power crystal though, that
would work too.

smee



-----------------

poster: Itoen
subject: >>>Summary
date: Thu Feb  5 22:24:18 2004

On Thu Feb  5 05:39:51 2004 Zifnab wrote post #1227:
> On Thu Feb  5 02:18:46 2004 Rockman wrote post #1226:
> > On Thu Feb  5 01:08:09 2004 Fegler wrote post #1225:
> > > wouldnt it be nice to see in the summary how much gold you have done
> > > for the inlog?
> > > cause you see the exp. but i want to see the gold too... is there an
> > > easy way to fix this?
> > it has been tried before i believe, however there was a problem with
> > bank withdrawels and deposits and such.
> there were way too many complaints about money that people
> didnt want counted, and money they did want counted that
> it became an issue of having to special case each individual
> place where you could get or lose money rather than the 2 functions
> where that happens at.
#tr {^You get %1 gold coins.} {#var gold_rec %1;#var gold_old
@gold_log;math gold_log (@gold_old + @gold_rec)}
#tr {^You received %1 gold for your items.} {#var gold_rec %1;#var
gold_old @gold_log;math gold_log (@gold_old + @gold_rec)}
#tr {^You sold * item* for %1 gold.} {#var gold_rec %1;#var gold_old
@gold_log;math gold_log (@gold_old + @gold_rec)}
#tr {INSERT FAMILIAR NAME gives INSERT YOUR NAME %1 gold.} {#var
gold_rec %1;#var gold_old @gold_log;math gold_log (@gold_old +
@gold_rec)}
Your total can now be seen with #echo @gold_log, you can put it in
your status bar, you can even use #var gold_log 0 to reset it, or
make an alias for that
sorry portal users

-----------------

poster: Skitzo
subject: >>>Summary
date: Thu Feb  5 23:25:39 2004

On Thu Feb  5 05:39:51 2004 Zifnab wrote post #1227:
> > > for the inlog?
> > > cause you see the exp. but i want to see the gold too... is there an
> > > easy way to fix this?
> > it has been tried before i believe, however there was a problem with
> > bank withdrawels and deposits and such.
> there were way too many complaints about money that people
> didnt want counted, and money they did want counted that
> it became an issue of having to special case each individual
> place where you could get or lose money rather than the 2 functions
> where that happens at.


Well here in an idea...
rows 100
Put all your gold in the bank at begining of log and then go gold
and what you have on hand is what you made. That is how i tell
rows 100

-----------------

poster: Ligea
subject: newbie friendly orbdrin
date: Fri Feb  6 06:43:10 2004

It would be nice if orbdrin wouldn't stick hateful messages on
newbie.  It's cute and entertaining on other channels, but if you're
helping someone who logged on for the first time...
...well it sends the wrong impression...

-----------------

poster: Marvin
subject: >newbie friendly orbdrin
date: Fri Feb  6 16:57:21 2004

On Fri Feb  6 06:43:10 2004 Ligea wrote post #1231:
> It would be nice if orbdrin wouldn't stick hateful messages on
> newbie.  It's cute and entertaining on other channels, but if you're
> helping someone who logged on for the first time...
> ...well it sends the wrong impression...

remove orbdrin

-----------------

poster: Uno
subject: >>newbie friendly orbdrin
date: Fri Feb  6 17:15:51 2004

On Fri Feb  6 16:57:21 2004 Marvin wrote post #1232:
> On Fri Feb  6 06:43:10 2004 Ligea wrote post #1231:
> > It would be nice if orbdrin wouldn't stick hateful messages on
> > newbie.  It's cute and entertaining on other channels, but if you're
> > helping someone who logged on for the first time...
> > ...well it sends the wrong impression...
> 
> remove orbdrin
HATEEE YOU SON OF A B*TCH
TAKE THE ORBDRIN TO HELL

ANGRY


-----------------

poster: Lu
subject: >>newbie friendly orbdrin
date: Fri Feb  6 17:24:08 2004

On Fri Feb  6 16:57:21 2004 Marvin wrote post #1232:
> On Fri Feb  6 06:43:10 2004 Ligea wrote post #1231:
> > It would be nice if orbdrin wouldn't stick hateful messages on
> > newbie.  It's cute and entertaining on other channels, but if you're
> > helping someone who logged on for the first time...
> > ...well it sends the wrong impression...
> 
> remove orbdrin
rofl nfw!!

-----------------

poster: Afkaserious
subject: Mudbirthdays!
date: Fri Feb  6 21:59:04 2004

It'd be nice if we could get something neat on our mudbirthday.
Not that I really play anymore, but 1.5X xp, or maybe a small gift
area, or a +10 to all stats for the day
Or many other things.
Anyway, it'd be fun, kthx.

-----------------

poster: Roirraw
subject: >Mudbirthdays!
date: Fri Feb  6 23:05:44 2004

On Fri Feb  6 21:59:04 2004 Afkaserious wrote post #1235:
> It'd be nice if we could get something neat on our mudbirthday.
> Not that I really play anymore, but 1.5X xp, or maybe a small gift
> area, or a +10 to all stats for the day
> Or many other things.
> Anyway, it'd be fun, kthx.
sounds cool to me (my mud b-day is coming up :))

-----------------

poster: Quillz
subject: >newbie friendly orbdrin
date: Sat Feb  7 05:03:12 2004

On Fri Feb  6 06:43:10 2004 Ligea wrote post #1231:
> It would be nice if orbdrin wouldn't stick hateful messages on
> newbie.  It's cute and entertaining on other channels, but if you're
> helping someone who logged on for the first time...
> ...well it sends the wrong impression...
LOL!!
I'm sorry - but that just cracks me up like no tomorrow
Q HATEEE

-----------------

poster: Herman
subject: Event
date: Sat Feb  7 16:01:56 2004

Pied Piper event - mob comes in, starts leading players around, and
they can't do anything until he gets stopped

-----------------

poster: Lizzie
subject: >Event
date: Sun Feb  8 01:05:30 2004

On Sat Feb  7 16:01:56 2004 Herman wrote post #1238:
> Pied Piper event - mob comes in, starts leading players around, and
> they can't do anything until he gets stopped
sounds like blob :)

-----------------

poster: Byllk
subject: emotes
date: Sun Feb  8 14:18:58 2004

save
how about beig able to see emotes in a different color, like with
tells and such? it is very easy to miss a "nod" or similar in the
middle of a fight.

-----------------

poster: Celine
subject: bounty hunting..
date: Mon Feb  9 00:56:15 2004

think it would give it a more competitive edge if your bounty was
open to all once you asked for help with it... 

-----------------

poster: Tahnval
subject: Dragon Skin Suit
date: Mon Feb  9 02:29:54 2004

This piece is obviously intended for newbie fighter-types...but can't
be used by anyone in the Warrior guild because of the clash of required
slots (guild item is belt, that suit takes 5 or 6 slots including belt).

It doesn't seem to be of much use.  Was that how it was intended?
Perhaps change it?

-----------------

poster: Celine
subject: Castles..
date: Thu Feb 12 08:02:41 2004

With the incoming ability to tell whose castle is whose... could it
be made possible for castle-real estate? ie selling your own useless
castle once you have a clan one to reside in
-celine

-----------------

poster: Fegler
subject: Cauldron Potions
date: Thu Feb 12 12:43:37 2004

shouldnt a poisonous potion that hits you give you something in poisoned?
shouldnt a poisonous potion that hits you give you something in poisoned?
cause it seems logical that a poison potion that gets thrown back
makes you poisoned
atleast a little

thats all from me :)
hugs Fegler

-----------------

poster: Zifnab
subject: >Castles..
date: Thu Feb 12 13:51:50 2004

On Thu Feb 12 08:02:41 2004 Celine wrote post #1243:
> With the incoming ability to tell whose castle is whose... could it
> be made possible for castle-real estate? ie selling your own useless
> castle once you have a clan one to reside in
> -celine
We have always been able to tell who owns a castle. The problem is that
your name is used in 50 places to provide ownership.

-----------------

poster: Uno
subject: EW
date: Thu Feb 12 15:45:59 2004

It would be nice if there was a way to receive an EW in hell.

-----------------

poster: Kaos
subject: >EW
date: Thu Feb 12 15:48:32 2004

On Thu Feb 12 15:45:59 2004 Uno wrote post #1246:
> It would be nice if there was a way to receive an EW in hell.
I agree. Lucifer should give you an ew for a xp loss penalty, this
would make sense since you would have lots of xp on if you really
considered reinc instead of rev when you are dead. 5-10% should do.

-----------------

poster: Tahnval
subject: Nebwie Tour
date: Thu Feb 12 23:27:29 2004

Considering the increase in numbers of new players and the 
number of times I have seen the question "How do I take the tour?"
asked, I suggest that the newbie tour should be made opt-out
rather than opt-in, i.e. that every new character is automatically
placed on the tour and has the opportunity to leave it.

-----------------

poster: Ferrelas
subject: New fighter beta
date: Thu Feb 12 23:48:01 2004

I think that it would be nice to have another beta for fighter
and therfore I thought that Archer would make a good new beta for
fighter. I understand if you don't have time for it now but
if you save the idea and take it out when you have less thing
to do I'd be happy since I think that fighter needs another beta.
/Ferrelas

-----------------

poster: Afkaserious
subject: >New fighter beta
date: Thu Feb 12 23:48:31 2004

On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> I think that it would be nice to have another beta for fighter
> and therfore I thought that Archer would make a good new beta for
> fighter. I understand if you don't have time for it now but
> if you save the idea and take it out when you have less thing
> to do I'd be happy since I think that fighter needs another beta.
> /Ferrelas
And explain how we'd play an archer?

-----------------

poster: Uno
subject: >>New fighter beta
date: Thu Feb 12 23:49:19 2004

On Thu Feb 12 23:48:31 2004 Afkaserious wrote post #1250:
> On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > I think that it would be nice to have another beta for fighter
> > and therfore I thought that Archer would make a good new beta for
> > fighter. I understand if you don't have time for it now but
> > if you save the idea and take it out when you have less thing
> > to do I'd be happy since I think that fighter needs another beta.
> > /Ferrelas
> And explain how we'd play an archer?
liek blaster am i rite??

(p.s. we have blasters tho sux)

-----------------

poster: Slayn
subject: >>>New fighter beta
date: Thu Feb 12 23:51:37 2004

On Thu Feb 12 23:49:19 2004 Uno wrote post #1251:
> On Thu Feb 12 23:48:31 2004 Afkaserious wrote post #1250:
> > On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > > I think that it would be nice to have another beta for fighter
> > > and therfore I thought that Archer would make a good new beta for
> > > fighter. I understand if you don't have time for it now but
> > > if you save the idea and take it out when you have less thing
> > > to do I'd be happy since I think that fighter needs another beta.
> > > /Ferrelas
> > And explain how we'd play an archer?
> liek blaster am i rite??
> 
> (p.s. we have blasters tho sux)
this is a rule idea we could sit in cs chaining
shoot arrow at tiamat. 
AT LONG LAST XP BUTTON IS HERE!!!! YAY
SRY
PLZ
bye
slyna

-----------------

poster: Rockman
subject: >>>>New fighter beta
date: Fri Feb 13 01:23:13 2004

On Thu Feb 12 23:51:37 2004 Slayn wrote post #1252:
> > liek blaster am i rite??
> > 
> > (p.s. we have blasters tho sux)
> this is a rule idea we could sit in cs chaining
> shoot arrow at tiamat. 
> AT LONG LAST XP BUTTON IS HERE!!!! YAY
> SRY
> PLZ
> bye
> slyna
we dont have ranged combat though, that would be the problem, nor do
i think we ever will as zifnab likes to throw a look at me that
could cut steel when i brought the idea up before. =)

-----------------

poster: Rockman
subject: >>>>>New fighter beta
date: Fri Feb 13 01:25:10 2004

On Fri Feb 13 01:23:13 2004 Rockman wrote post #1253:
> > this is a rule idea we could sit in cs chaining
> > shoot arrow at tiamat. 
> > AT LONG LAST XP BUTTON IS HERE!!!! YAY
> > SRY
> > PLZ
> > bye
> > slyna
> we dont have ranged combat though, that would be the problem, nor do
> i think we ever will as zifnab likes to throw a look at me that
> could cut steel when i brought the idea up before. =)
oh and fighter already has enough betas

-----------------

poster: Salamandra
subject: >>>>>>New fighter beta
date: Fri Feb 13 01:32:56 2004

On Fri Feb 13 01:25:10 2004 Rockman wrote post #1254:
> > > shoot arrow at tiamat. 
> > > AT LONG LAST XP BUTTON IS HERE!!!! YAY
> > > SRY
> > > PLZ
> > > bye
> > > slyna
> > we dont have ranged combat though, that would be the problem, nor do
> > i think we ever will as zifnab likes to throw a look at me that
> > could cut steel when i brought the idea up before. =)
> oh and fighter already has enough betas
still It would be cool to have something like this, fig does need a
new guild, a replacement even, MA and warrior are getting old
I think that we could have something without ranged combat, like a
battle harmer type guild
also: I think there should be a couple guilds in mage like
possessor, and have a bow alpha!
- Sala -

-----------------

poster: Wagro
subject: >>>>>>>New fighter beta
date: Fri Feb 13 01:41:24 2004

I think you are all forgetting just how difficult it is to make an
entire tree. Thats a whole lot of coding hours, hours which could be
better spent upgrading old trees and making lib modifications, than
making yet another tree for fig

-----------------

poster: Salamandra
subject: New race
date: Fri Feb 13 01:45:09 2004

a nice race would be timeweaver, its race special would be making
the enemy old and stuff
I would personally join it right away (if wizzes dont make it just
for themselves :D
or its perfect and we wont be able to be it

-----------------

poster: Wagro
subject: >New race
date: Fri Feb 13 01:47:30 2004

And the race would have what stats? What desc? Why do we need
another race, we have dozens already.

-----------------

poster: Bajumbo
subject: >New fighter beta
date: Fri Feb 13 02:52:17 2004


Fig isn't fit for bows... I know rogue is with more than awesome dex
than fig... then again I could be wrong...

Bajumbo ducks from the tomatoes thrown at him...


-----------------

poster: Panza
subject: half baked?
date: Fri Feb 13 03:13:28 2004

just in general, in regard to some of the latest posts...maybe think
a little more before a post, they've just sorta been really out
there ideas that seem to have been posted spur of the moment,
without much thought. some of the more massive changes to the mud
just aren't feasible, or worth pursuing.
$0.02
Panza

-----------------

poster: Rancor
subject: >>>>>>>>New fighter beta
date: Fri Feb 13 07:06:47 2004

f
While wagro hit the nail on the head here I thik that statement will
forever be true,  and that there is not going to be a time where the
lib and current guilds wont need tweaking.  So when is the right
time,  it seems to me that any time is the right tme if you have a
wis willing to work on it.   much like ix is coding necro atm. 
taking him a long time and it is slow due to the work involved but
it is still there.   

Also if we were talking about reworking what is already in place
then shifter would not be here and thief would be back in
place(instead of shifter) and harmer would be at the stage necro is
now  or vice versa as those guilds were in place first.  


ok I take it back the whole reworking things here already sucks
donkey balls as noone follows that.

Rancor

-----------------

poster: Rancor
subject: >>New race
date: Fri Feb 13 07:11:32 2004

who don't we need a new race?  why are the douzen we have already so
uber sweel and nothing that you play a whole 4 of them?
Stop posting retarded one line resonses and give a real reason we
don't need more races.  The big thing is is getting someone to code
these good ideas(the ones that actually are good),  it is not so
much that we need area coders and suchs(need those as well) but
there are hardly any people willing to wiz and be good enough to
actually do these things.   

What is wrong with an evolving mud and adding new things other than
areas.  Lord knows I am gonna play necro when it comes out,  or I am
gonna play thief if that ever comes out,  new things make the game
better, broader and funner,  So please stop stomping on ideas cause
OMG IT IS A NEW ________ IT SUCKS CAUSE WE HAVE ! ALREADY...
Rancor

-----------------

poster: Quillz
subject: >>>>>>New fighter beta
date: Fri Feb 13 17:22:01 2004

On Fri Feb 13 01:25:10 2004 Rockman wrote post #1254:
> On Fri Feb 13 01:23:13 2004 Rockman wrote post #1253:
> > > this is a rule idea we could sit in cs chaining
> > > shoot arrow at tiamat. 
> > > AT LONG LAST XP BUTTON IS HERE!!!! YAY
> > > SRY
> > > PLZ
> > > bye
> > > slyna
> > we dont have ranged combat though, that would be the problem, nor do
> > i think we ever will as zifnab likes to throw a look at me that
> > could cut steel when i brought the idea up before. =)
> oh and fighter already has enough betas
I'd much rather see rogue fixed than more figher guilds added
Anyone else?

-----------------

poster: Quillz
subject: >>>>>>>>>New fighter beta
date: Fri Feb 13 17:23:23 2004

On Fri Feb 13 07:06:47 2004 Rancor wrote post #1261:
> f
> While wagro hit the nail on the head here I thik that statement will
> forever be true,  and that there is not going to be a time where the
> lib and current guilds wont need tweaking.  So when is the right
> time,  it seems to me that any time is the right tme if you have a
> wis willing to work on it.   much like ix is coding necro atm. 
> taking him a long time and it is slow due to the work involved but
> it is still there.   
> 
> Also if we were talking about reworking what is already in place
> then shifter would not be here and thief would be back in
> place(instead of shifter) and harmer would be at the stage necro is
> now  or vice versa as those guilds were in place first.  
> 
> 
> ok I take it back the whole reworking things here already sucks
> donkey balls as noone follows that.
> 
> Rancor
I loev yuo Racnor!!!
ps - I've never played harmer - but I do think necro is gunna be hella cool. 

-----------------

poster: Tahnval
subject: >New fighter beta
date: Sat Feb 14 00:25:56 2004

On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> I think that it would be nice to have another beta for fighter
> and therfore I thought that Archer would make a good new beta for
> fighter. I understand if you don't have time for it now but
> if you save the idea and take it out when you have less thing
> to do I'd be happy since I think that fighter needs another beta.
> /Ferrelas
Nice idea, but it's well neigh impossible to implement ranged weapon
combat on this MUD, or any textual MUD, come to think of it.

-----------------

poster: Rancor
subject: >>New fighter beta
date: Sat Feb 14 00:41:21 2004

On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > I think that it would be nice to have another beta for fighter
> > and therfore I thought that Archer would make a good new beta for
> > fighter. I understand if you don't have time for it now but
> > if you save the idea and take it out when you have less thing
> > to do I'd be happy since I think that fighter needs another beta.
> > /Ferrelas
> Nice idea, but it's well neigh impossible to implement ranged weapon
> combat on this MUD, or any textual MUD, come to think of it.
why is it hard?  isnt it just the skills the guild uses that
determines how the guild responds to things?  and talking about
ranged things isnt blasters and knife throwers ranged combat? 
Rancor

-----------------

poster: Tahnval
subject: >>>New fighter beta
date: Sat Feb 14 01:12:14 2004

On Sat Feb 14 00:41:21 2004 Rancor wrote post #1266:
> On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> > On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > > I think that it would be nice to have another beta for fighter
> > > and therfore I thought that Archer would make a good new beta for
> > > fighter. I understand if you don't have time for it now but
> > > if you save the idea and take it out when you have less thing
> > > to do I'd be happy since I think that fighter needs another beta.
> > > /Ferrelas
> > Nice idea, but it's well neigh impossible to implement ranged weapon
> > combat on this MUD, or any textual MUD, come to think of it.
> why is it hard?  isnt it just the skills the guild uses that
> determines how the guild responds to things?  and talking about
> ranged things isnt blasters and knife throwers ranged combat? 
> Rancor
Good point - it could be made non-ranged ranged combat, like blasters
and knife throwers.

-----------------

poster: Wildchild
subject: >>>New race
date: Sat Feb 14 04:13:13 2004

On Fri Feb 13 07:11:32 2004 Rancor wrote post #1262:
> who don't we need a new race?  why are the douzen we have already so
> uber sweel and nothing that you play a whole 4 of them?
> Stop posting retarded one line resonses and give a real reason we
> don't need more races.  The big thing is is getting someone to code
> these good ideas(the ones that actually are good),  it is not so
> much that we need area coders and suchs(need those as well) but
> there are hardly any people willing to wiz and be good enough to
> actually do these things.   
> 
> What is wrong with an evolving mud and adding new things other than
> areas.  Lord knows I am gonna play necro when it comes out,  or I am
> gonna play thief if that ever comes out,  new things make the game
> better, broader and funner,  So please stop stomping on ideas cause
> OMG IT IS A NEW ________ IT SUCKS CAUSE WE HAVE ! ALREADY...
> Rancor

Giving a one line response that we dont' need more races is no worse
than giving a one line idea saying we need another race, without
even bothering to give a clue as to what such a race would entail.

My point: We don't need new races specifically because of the fact
that players only use so many races as it is.
The existing races should be modified so more of them are used by
the player base.
And yes, forms isn't helping the situation. :)

-WildChild

-----------------

poster: Wildchild
subject: >>New fighter beta
date: Sat Feb 14 04:14:52 2004

On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > I think that it would be nice to have another beta for fighter
> > and therfore I thought that Archer would make a good new beta for
> > fighter. I understand if you don't have time for it now but
> > if you save the idea and take it out when you have less thing
> > to do I'd be happy since I think that fighter needs another beta.
> > /Ferrelas
> Nice idea, but it's well neigh impossible to implement ranged weapon
> combat on this MUD, or any textual MUD, come to think of it.

Well, for awhile, I recall Zifnab working on a new combat system
that would include rows for things such as ranged combat.

In the end, I'm not entirely sure that it would be too far removed
from blasting to make it impossible.
But then, I'm not sure how the rows thing ever turned out, beyond
the fact that it isn't in the game.

-WildChild

-----------------

poster: Wildchild
subject: >>>>New fighter beta
date: Sat Feb 14 04:17:13 2004

On Sat Feb 14 01:12:14 2004 Tahnval wrote post #1267:
> On Sat Feb 14 00:41:21 2004 Rancor wrote post #1266:
> > On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> > > On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > > > I think that it would be nice to have another beta for fighter
> > > > and therfore I thought that Archer would make a good new beta for
> > > > fighter. I understand if you don't have time for it now but
> > > > if you save the idea and take it out when you have less thing
> > > > to do I'd be happy since I think that fighter needs another beta.
> > > > /Ferrelas
> > > Nice idea, but it's well neigh impossible to implement ranged weapon
> > > combat on this MUD, or any textual MUD, come to think of it.
> > why is it hard?  isnt it just the skills the guild uses that
> > determines how the guild responds to things?  and talking about
> > ranged things isnt blasters and knife throwers ranged combat? 
> > Rancor
> Good point - it could be made non-ranged ranged combat, like blasters
> and knife throwers.

Well, the addition of true, ranged combat, would work to the
advantage of more than just them: the rogues that throw knives,
cleric that really shouldn't be taken hits in combat because they
too should be in back of combat, etc.
Same goes for blasters too in the end (maybe separated ranged and
close-quarters spells and such? *shrug*)

Anyways. :)

-WildChild

-----------------

poster: Shooter
subject: >>New fighter beta
date: Sat Feb 14 10:10:32 2004

On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > I think that it would be nice to have another beta for fighter
> > and therfore I thought that Archer would make a good new beta for
> > fighter. I understand if you don't have time for it now but
> > if you save the idea and take it out when you have less thing
> > to do I'd be happy since I think that fighter needs another beta.
> > /Ferrelas
> Nice idea, but it's well neigh impossible to implement ranged weapon
> combat on this MUD, or any textual MUD, come to think of it.
its not impossible, it has been done, and imho quite nicely ie. in Icesus mud.

-----------------

poster: Lu
subject: >>>New fighter beta
date: Sat Feb 14 16:15:33 2004

On Sat Feb 14 00:41:21 2004 Rancor wrote post #1266:
> On Sat Feb 14 00:25:56 2004 Tahnval wrote post #1265:
> > On Thu Feb 12 23:48:01 2004 Ferrelas wrote post #1249:
> > > I think that it would be nice to have another beta for fighter
> > > and therfore I thought that Archer would make a good new beta for
> > > fighter. I understand if you don't have time for it now but
> > > if you save the idea and take it out when you have less thing
> > > to do I'd be happy since I think that fighter needs another beta.
> > > /Ferrelas
> > Nice idea, but it's well neigh impossible to implement ranged weapon
> > combat on this MUD, or any textual MUD, come to think of it.
> why is it hard?  isnt it just the skills the guild uses that
> determines how the guild responds to things?  and talking about
> ranged things isnt blasters and knife throwers ranged combat? 
> Rancor
actually, tahnval, i've played many muds with ranged combat, it just
takes a vastly different combat layout
the best example i found, all monsters moved, anyone with a bow
could volley into surrounding rooms(very effective when defending
against a palyer invasion) and do dmg to a room he's not in

-----------------

poster: Bahgtru
subject: >>>>New fighter beta
date: Sat Feb 14 16:19:48 2004

On Sat Feb 14 16:15:33 2004 Lu wrote post #1272:
> actually, tahnval, i've played many muds with ranged combat, it just
> takes a vastly different combat layout
> the best example i found, all monsters moved, anyone with a bow
> could volley into surrounding rooms(very effective when defending
> against a palyer invasion) and do dmg to a room he's not in
I made a similar suggestion a while back, and I was told that in
order to code range and how they'd take dmg/react in combat
situations would be a pain in the ass to code

-----------------

poster: Zifnab
subject: >>>>>New fighter beta
date: Sat Feb 14 16:38:38 2004

On Sat Feb 14 16:19:48 2004 Bahgtru wrote post #1273:
> On Sat Feb 14 16:15:33 2004 Lu wrote post #1272:
> > actually, tahnval, i've played many muds with ranged combat, it just
> > takes a vastly different combat layout
> > the best example i found, all monsters moved, anyone with a bow
> > could volley into surrounding rooms(very effective when defending
> > against a palyer invasion) and do dmg to a room he's not in
> I made a similar suggestion a while back, and I was told that in
> order to code range and how they'd take dmg/react in combat
> situations would be a pain in the ass to code
its doable. Its just at this point in the muds life no one
has the time nor the desire to redo combat in that manner.

-----------------

poster: Blake
subject: deaths
date: Sat Feb 14 19:57:16 2004

Ok, some people may think this is "silly" but oh well.  One day
while hanging out in hell with Klahn i got an idea that i think
would be hella kewl. 
If you die, lets say you have a lot of exps on hand, i think it
would be interesting to make it so that you have a...lets say "tax"
in hell, the longer you stay in hell, the lower this tax will go and
the less exp you will loses upon a rev.  I think this would be
decent because you are taking a trade off, if you want to wait a
while so you dont lose so much, you are sacrificing time you could
be spending exping, but if you have enough on hand, it might be
worth the tradeoff.
There should be a cap on it though, so you will still lose exps but
if you wait a while, you will lose a significant amount less.

-----------------

poster: Bajumbo
subject: >deaths
date: Sat Feb 14 23:38:44 2004


I thought this was already happening?  Or did i stop playing that
long to not know this was removed or something?

B


-----------------

poster: Maduo
subject: >>>>>>New fighter beta
date: Sun Feb 15 04:15:19 2004

well if u are gonna update it to rows at all can u also update
cauldron so we dont actually have to go in the room ^_^
yaya, i already know the answer =(

-----------------

poster: Locke
subject: Bardo Ideas!
date: Sun Feb 15 05:36:06 2004

Well, bard is only the coolest guild evar!  But I have some neato
ideas to make 
it even more cooler! =)
-Give bards the ability to be tithed.  Mmmm, gotta love those dprots.
-Perhaps a new skill to bardo prot the whole mud with a specific
prot.  (It seem
s better than typing in every's name into my trig queue) ;p
-Allow bard prots to stack from differnt bards (there seem to be
very few primary alpha bards on) :/
-Make heart throw actually work on bigger monsies (ehhe)
-Give bards a skill/ability to automatically _not_ go into combat,
so they can sing on the sidelines
-Put public performance back in! =)

Just some thoughts.  Mmmm!

-----------------

poster: Maduo
subject: value
date: Sun Feb 15 08:00:50 2004

a value spell for psychic guild tree so we dont have to go to store
to get it valued before we dsell it.

-----------------

poster: Darc (Web) 
subject: >>deaths
date: Sun Feb 15 10:18:38 2004

On Sat Feb 14 23:38:44 2004 Bajumbo wrote post #1276 in ideas:

> I thought this was already happening?  Or did i stop playing that

> long to not know this was removed or something?

> 

> B

> 

Yeah that already has happcened:



its call "waiting" til a high level cleric logs on with 1050 wis, oh wait, well maybe you will just have to settle with 900 or something :P



(p.s. never say "hella" again)



-Darca

-----------------

poster: Tahnval
subject: Newbie worth
date: Mon Feb 16 02:05:50 2004

Many newbies would like to know their overall worth.  I think it
would be a nice service if they could get a free EW, perhaps limited to
anyone not on the exp plaque, perhaps more limits (e.g. 1 per day) if
there's a reason for doing so.  Maybe something Achman can do.

We're getting a lot of newbies now.  It might help in keeping them.

-----------------

poster: Fegler
subject: >Newbie worth
date: Mon Feb 16 02:10:39 2004

maybe give the free EW stuff to sisong otherwise, and keep it for
the newbies below level 15...
cause then not so many can use it.. and only the small get it

-----------------

poster: Expandrew
subject: newbie worth idea
date: Mon Feb 16 02:12:15 2004

couldn't eje do it for them free?
he already does ew's for everyone else, plus they would learn where
he is.  i didn't know where he was until about lvl 30.
-xpand, the overgrown n00b

-----------------

poster: Bahgtru
subject: >newbie worth idea
date: Mon Feb 16 10:38:46 2004

On Mon Feb 16 02:12:15 2004 Expandrew wrote post #1283:
> couldn't eje do it for them free?
> he already does ew's for everyone else, plus they would learn where
> he is.  i didn't know where he was until about lvl 30.
> -xpand, the overgrown n00b
Eje doesn't ew, he just tells you what your tax is. For a newbie,
the point of an ew is to see total worth

-----------------

poster: Fegler
subject: >>newbie worth idea
date: Mon Feb 16 11:12:07 2004

and as a newbie you dont need to know where eje is
cause its not worth to sac eq to reinc when you dont have a higher
value then most of the newbies have

-----------------

poster: sanvaldor (Web)
subject: Dheal spam
date: Wed Feb 18 14:06:48 2004

Half of the messages on sales is like:

"w:dheal"

"w:dheal plz"

"w:dheal will tithe" etc.



And its kinda boring to see ppl whining for dheals/dreffs every minute.

And you wont wanna turn saleschannel off, cause then you most likely miss some cool eq´s.

 

Why not make a channel named "spells" or something (and get ppl to use it) where ppl can ask for dheals/dreffs/enregs/ew/shrinks/enlargements/id/summon etc.



So then you can turn the channel off when youre in party or really busy with something and anyway cant cast thoose spells that are wanted... And when youre just idling at cs you can turn it on and make some money from ppl tithing.

And stop newbies asking for dheals 45 times in one minute on sales...



Dunno what the rest of you think, but i think it would be smooth...



//San 

-----------------

poster: Zifnab
subject: >Dheal spam
date: Wed Feb 18 15:08:45 2004

On Wed Feb 18 14:06:48 2004 sanvaldor (Web) wrote post #1286:
> Half of the messages on sales is like:
> "w:dheal"
> "w:dheal plz"
> "w:dheal will tithe" etc.
> 
Use your client and gag requests for dheals on 
the sales channel.  IMO a much better solution than
adding yet another channel.
**

-----------------

poster: Sanvaldor (Web) 
subject: >>Dheal spam
date: Wed Feb 18 15:10:36 2004



> Use your client and gag requests for dheals on 

> the sales channel.  IMO a much better solution than

> adding yet another channel.

> **



But if youre using telnet!?!

-----------------

poster: Chrono
subject: >Dheal spam
date: Wed Feb 18 15:12:09 2004

create your own channel and purchase the nice save feature from the
dude on everrest at the low low cost of 175k or some bs,
theeeeeeeeeeeeen tell ppl to turn it on, theeeeeeeeeeeeeen you turn
it off :)
kbye

-----------------

poster: Kalma
subject: >>>Dheal spam
date: Wed Feb 18 15:12:12 2004

On Wed Feb 18 15:10:36 2004 Sanvaldor (Web)  wrote post #1288:
> 

> > Use your client and gag requests for dheals on 

> > the sales channel.  IMO a much better solution than

> > adding yet another channel.

> > **

> 

> But if youre using telnet!?!
You could always create your own public channel, make it 
permanent and try to talk the other healers into using it too. 

Seems like that would be better than trying to get the wizards
to police yet another aspect of the mud. 

k

-----------------

poster: Sanvaldor (Web) 
subject: >>>>Dheal spam
date: Wed Feb 18 15:13:54 2004



> You could always create your own public channel, make it 

> permanent and try to talk the other healers into using it too. 

> 

> Seems like that would be better than trying to get the wizards

> to police yet another aspect of the mud. 

> 

> k



but if youre a broke and greedy son of a bitch?

-----------------

poster: Chrono
subject: >Dheal spam
date: Wed Feb 18 15:15:15 2004

then you can do the same thing as the spammers on sales trying to
get what they want, and spam news
but i have a feeling it'll get you into trouble rather than get a channel:)

-----------------

poster: Kalma
subject: >>>>>Dheal spam
date: Wed Feb 18 15:15:21 2004

On Wed Feb 18 15:13:54 2004 Sanvaldor (Web)  wrote post #1291:
> 

> > You could always create your own public channel, make it 

> > permanent and try to talk the other healers into using it too. 

> > 

> > Seems like that would be better than trying to get the wizards

> > to police yet another aspect of the mud. 

> > 

> > k

> 

> but if youre a broke and greedy son of a bitch?
Then I suppose you continue to post whines on the ideas board and 
continue to make yourself look bad. 

k

-----------------

poster: Kalma
subject: >>>>>>Dheal spam
date: Wed Feb 18 15:17:15 2004

ps. Chrono can write all the replies now. We keep saying the same thing 
anyway. :P

k

-----------------

poster: Uno
subject: >>>Dheal spam
date: Wed Feb 18 17:40:10 2004

On Wed Feb 18 15:10:36 2004 Sanvaldor (Web)  wrote post #1288:
> 
> > Use your client and gag requests for dheals on 
> > the sales channel.  IMO a much better solution than
> > adding yet another channel.
> > **
> 
> But if youre using telnet!?!
HAY ASHOEL GET OUT OF A CAEV ADN JOIN TEH MODARN HUMAN RACE!!!!!!11

(wtf telnet)

(p.s. jk luv u)


-----------------

poster: nick (Web)
subject: new spell
date: Thu Feb 19 21:02:04 2004

Maybe somewhere in the abj tree, also give to mobs.  

Reflect - chance to reflect spells back at the caster, and yes I've been playing final fantasy lately.



Nick

-----------------

poster: nick (Web)
subject: best_hit display
date: Thu Feb 19 21:02:52 2004

Maybe add a category to best_hit display showing your greatest spell hit.

-----------------

poster: Tranquil
subject: >new spell
date: Thu Feb 19 22:34:24 2004

On Thu Feb 19 21:02:04 2004 nick (Web) wrote post #1296:
> Maybe somewhere in the abj tree, also give to mobs.  

> Reflect - chance to reflect spells back at the caster, and yes I've been
playing final fantasy lately.

> 

> Nick

Hi

Please type 'guildinfo irrifletta'

Thanks.


-----------------

poster: Tantrum
subject: mask of the linguist
date: Fri Feb 20 03:56:43 2004

why does it say that "you fgeel like to can speak any language"
thing when you wear mask of the linguist. but then cant say a damn
thing while wearing it?

doesnt make any sence. 

-----------------

poster: Rancor
subject: >mask of the linguist
date: Fri Feb 20 04:04:19 2004

On Fri Feb 20 03:56:43 2004 Tantrum wrote post #1300:
> why does it say that "you fgeel like to can speak any language"
> thing when you wear mask of the linguist. but then cant say a damn
> thing while wearing it?
> 
> doesnt make any sence. 
Things need to make sense?   thought that you would know better
about that by now tantrum?   it is all about the coder dude...

-----------------

poster: Expandrew
subject: emotes
date: Fri Feb 20 07:08:01 2004

ok so i'm like asleep, but doped up on caffiene, so if i misspell
anything or leave out words, i'm sorry.
but i think we should have emotes for "You want some cheese with
that whine?" and "Should I call the WAAAAAAmbulance?" because those
are funny.
not sure if they're worth the time, but yea, if it can happen, that'd be cool.
-xpand the xhausted

-----------------

poster: Korthrun
subject: >Bugs
date: Sat Feb 21 06:04:09 2004

On Sat Feb 21 06:03:34 2004 Energystar wrote post #1303:
> Concerning bug reports.. when a wiz updates a bug, but doesn't
> close/fix it, and has a question to the player who reported the bug,
> as far as i can tell, the player is not informed as to this update.
> Do the reporters need to check back on their bug every few days to
> see if it has been updated, but not fixed?
> It would be nice if the player who reported the bug got a mail for
> any response to the original report, and not just a mail when it is
> closed/fixed.
> thanks
> --es.
you usually get a mudmail about it, and if you want more info just
use bug tracker

-----------------

poster: Zifnab
subject: >>Bugs
date: Sat Feb 21 06:24:46 2004

On Sat Feb 21 06:04:09 2004 Korthrun wrote post #1304:
> On Sat Feb 21 06:03:34 2004 Energystar wrote post #1303:
> > Concerning bug reports.. when a wiz updates a bug, but doesn't
> > close/fix it, and has a question to the player who reported the bug,
> > as far as i can tell, the player is not informed as to this update.
> > Do the reporters need to check back on their bug every few days to
> > see if it has been updated, but not fixed?
> > It would be nice if the player who reported the bug got a mail for
> > any response to the original report, and not just a mail when it is
> > closed/fixed.
> > thanks
> > --es.
> you usually get a mudmail about it, and if you want more info just
> use bug tracker
you do get a mail when its updated.

-----------------

poster: Zifnab
subject: >>>Bugs
date: Sat Feb 21 06:25:31 2004

On Sat Feb 21 06:24:46 2004 Zifnab wrote post #1305:
> On Sat Feb 21 06:04:09 2004 Korthrun wrote post #1304:
> > On Sat Feb 21 06:03:34 2004 Energystar wrote post #1303:
> > > Concerning bug reports.. when a wiz updates a bug, but doesn't
> > > close/fix it, and has a question to the player who reported the bug,
> > > as far as i can tell, the player is not informed as to this update.
> > > Do the reporters need to check back on their bug every few days to
> > > see if it has been updated, but not fixed?
> > > It would be nice if the player who reported the bug got a mail for
> > > any response to the original report, and not just a mail when it is
> > > closed/fixed.
> > > thanks
> > > --es.
> > you usually get a mudmail about it, and if you want more info just
> > use bug tracker
> you do get a mail when its updated.
To     : Zifnab
From   : Zifnab
Date   : Sat Feb 21 06:25:11 2004
Subject: updated bug
---------------------------------------
bug number: 5988 has been updated.

Please use bt, or bug_tracker to view the bug report again.


-----------------

poster: Energystar
subject: >>>Bugs
date: Sat Feb 21 06:25:44 2004

On Sat Feb 21 06:24:46 2004 Zifnab wrote post #1305:
> On Sat Feb 21 06:04:09 2004 Korthrun wrote post #1304:
> > On Sat Feb 21 06:03:34 2004 Energystar wrote post #1303:
> > > Concerning bug reports.. when a wiz updates a bug, but doesn't
> > > close/fix it, and has a question to the player who reported the bug,
> > > as far as i can tell, the player is not informed as to this update.
> > > Do the reporters need to check back on their bug every few days to
> > > see if it has been updated, but not fixed?
> > > It would be nice if the player who reported the bug got a mail for
> > > any response to the original report, and not just a mail when it is
> > > closed/fixed.
> > > thanks
> > > --es.
> > you usually get a mudmail about it, and if you want more info just
> > use bug tracker
> you do get a mail when its updated.
i realized that after reading korth's post, i misread a date on the
updated bug (that's why i deleted my original report)

-----------------

poster: Darc (Web) 
subject: >new spell
date: Sat Feb 21 08:01:28 2004

On Thu Feb 19 21:02:04 2004 nick (Web) wrote post #1296 in ideas:

> Maybe somewhere in the abj tree, also give to mobs.  

> 

> Reflect - chance to reflect spells back at the caster, and yes I've been playing final fantasy lately.

> 

> 

> 

> Nick



Have you ever xped in Snoop's Swamp?



the lizards have it

-----------------

poster: Darc
subject: Just for curiousity
date: Sun Feb 22 00:53:08 2004

i think it would be cool if a DL could set up a party, but just no
be able to invite people
so that way the whole mud could actually see what the DL were doing.
i think i could just something neat to do. dont know if it is possible.
-Darca

-----------------

poster: Moridin
subject: dl party
date: Sun Feb 22 02:13:58 2004

xpwho works just fine for that

-----------------

poster: Tektor
subject: Druids
date: Sun Feb 22 03:07:58 2004

Had an iteresting thought with dryads and adept of the stones guild,
would be interesting if there was a mastery that for call dryad that
gave the chance to call a stronger dryad that would do dmg based
upon whatever the users crystal was attuned to. It wouldn't have to
do alot of damage but just something that might make dryads more
interesting.

-----------------

poster: Tahnval
subject: Newbie Tour
date: Sun Feb 22 06:44:40 2004

Given how many times I have seen players asking "How do I take the tour?"
after they have already started playing, I think it might be a good idea
to make the tour accessible to people already playing, maybe from the
Adv Guild somewhere.

Many people are missing the tour.  Either they don't see the option
to take it while they are creating their character or they choose
not to take it and later realise they should.

-----------------

poster: Athena (Web) 
subject: >Newbie Tour
date: Sun Feb 22 10:09:38 2004

On Sun Feb 22 06:44:40 2004 Tahnval wrote post #1312 in ideas:

> Given how many times I have seen players asking "How do I take the tour?"

> after they have already started playing, I think it might be a good idea

> to make the tour accessible to people already playing, maybe from the

> Adv Guild somewhere.

> 

> Many people are missing the tour.  Either they don't see the option

> to take it while they are creating their character or they choose

> not to take it and later realise they should.



They can use the portal south of sisong to go back and recreate or take the tour. They must have made less than 50k to be able to do this. If they have made

50k, they probably dont need to do the tour anyway.


-----------------

poster: So
subject: combat silent generic enhancement.
date: Sun Feb 22 14:18:47 2004

Currently "combat silent generic" displays only number of hits.
However I think that % damage done is far more important than
number of hits made.
Perhaps it is possible to display total percents of damage done
alongside the number of hits?
To clarify -- normal combat message looks like:
[ 6] (  2%) Loud monkey hits Ryuu.
[ 6] (  3%) Loud monkey hits Ryuu.
With combat silent generic I'd like to see:
Loud monkey hits Ryuu 2 times (5%).

Best regards,
So

-----------------

poster: Tranquil
subject: >combat silent generic enhancement.
date: Sun Feb 22 17:42:56 2004

On Sun Feb 22 14:18:47 2004 So wrote post #1314:
> Currently "combat silent generic" displays only number of hits.
> However I think that % damage done is far more important than
> number of hits made.
> Perhaps it is possible to display total percents of damage done
> alongside the number of hits?
> To clarify -- normal combat message looks like:
> [ 6] (  2%) Loud monkey hits Ryuu.
> [ 6] (  3%) Loud monkey hits Ryuu.
> With combat silent generic I'd like to see:
> Loud monkey hits Ryuu 2 times (5%).
> 
> Best regards,
> So

To do this would be interesting perhaps, but at the moment the
damage % number is queried before the monster's resistances are
taken into account. Basically, if a monster has enough physres to
take only 50% of the actual damage dealt by a given hit, you might
see something like:

[10] (  5%) You slash Monster.

when in actuality that hit only took 2.5% of the monster's hp. This
is a known issue, however if there are any plans to fix this, I am
unaware of them.


-----------------

poster: So (Web) 
subject: >>combat silent generic enhancement.
date: Sun Feb 22 17:46:35 2004

On Sun Feb 22 17:42:56 2004 Tranquil wrote post #1315 in ideas:

> To do this would be interesting perhaps, but at the moment the

> damage % number is queried before the monster's resistances are

> taken into account. Basically, if a monster has enough physres to

> take only 50% of the actual damage dealt by a given hit, you might

> see something like:

> 

> [10] (  5%) You slash Monster.

> 

> when in actuality that hit only took 2.5% of the monster's hp. This

> is a known issue, however if there are any plans to fix this, I am

> unaware of them.

> 



I think it would be fine if "silenced" messages displayed the same percentage as non-silenced (only summarized). When (and if) the powers that be get around to fixing the issue of resistances, they'll be both fixed together.


-----------------

poster: byllk
subject: dissolve mist
date: Mon Feb 23 01:35:58 2004

how about a "dissolve mist" for us misties? would be great for killing those yellow mist casting dragons... It makes sense...as there is a way of reversing mist form, no?

-----------------

poster: Moridin
subject: infravision lesser wish
date: Mon Feb 23 14:22:53 2004

with the change in light and dark
how usefull is infravision on eq and even more so, the infravision
lesser wish?
maybe change at least the wish to be ultravision? or do some
modifications on that and the eq


that is, if I have understood the change correctly

-----------------

poster: Zifnab
subject: >infravision lesser wish
date: Mon Feb 23 14:26:14 2004

On Mon Feb 23 14:22:53 2004 Moridin wrote post #1318:
> with the change in light and dark
> how usefull is infravision on eq and even more so, the infravision
> lesser wish?
> maybe change at least the wish to be ultravision? or do some
> modifications on that and the eq
> 
> 
> that is, if I have understood the change correctly
uhmm what the hell is ultravision?

-----------------

poster: Chrono
subject: >infravision lesser wish
date: Mon Feb 23 14:27:05 2004

he means amulet of ultravision.. but really what he means is
something like mental eye
lets you see invis stuff
lets you see invis stuff
opps
kbye

-----------------

poster: Moridin
subject: >>infravision lesser wish
date: Mon Feb 23 14:42:07 2004

On Mon Feb 23 14:27:05 2004 Chrono wrote post #1320:
> he means amulet of ultravision.. but really what he means is
> something like mental eye
> lets you see invis stuff
> lets you see invis stuff
> opps
> kbye

yeah, thats what I meant, only knew it from amulet of ultravision
and never IDd it
so wasnt sure wether it was a stat, ability or special

-----------------

poster: Nick (Web) 
subject: >dissolve mist
date: Mon Feb 23 16:47:41 2004

Great idea. Also, I'm going to bring up one of my favorite subjects again.  Would you not think that a mist mage with expert training in both the spell yellow mist, and the mastery mist lore would know how to cast through yellow mist? Or at least have a higher chance than those who have training in neither?  But yeah, dissolve mist would be cool as well

-----------------

poster: agadorn
subject: XP rate
date: Mon Feb 23 20:03:59 2004

I just thought i would be nice if you could see your xp rate. I imagined it to be something like success_rate, but it showed your xp_rate instead.

-----------------

poster: Magneto
subject: >>>Dheal spam
date: Mon Feb 23 23:03:36 2004

On Wed Feb 18 15:10:36 2004 Sanvaldor (Web)  wrote post #1288:
> But if youre using telnet!?!
then you have bigger problems than dheal spam
And you could always ignore consistent spammers.

Mags - bringer of common sense

-----------------

poster: Korthrun
subject: >>>>Dheal spam
date: Mon Feb 23 23:04:24 2004

On Mon Feb 23 23:03:36 2004 Magneto wrote post #1324:
> On Wed Feb 18 15:10:36 2004 Sanvaldor (Web)  wrote post #1288:
> > But if youre using telnet!?!
> then you have bigger problems than dheal spam
> And you could always ignore consistent spammers.
> 
> Mags - bringer of common sense
#tr {^%w ~[sales~]: *dheal*} {#gag}
now make one for guild/race elader
tx

-----------------

poster: Tahnval
subject: >XP rate
date: Mon Feb 23 23:39:02 2004

On Mon Feb 23 20:03:59 2004 agadorn wrote post #1323:
> I just thought i would be nice if you could see your xp rate. I imagined
it to be something like success_rate, but it showed your xp_rate instead.
It's not quite as convenient, but you could just create a party
with just yourself in it.  That'll show your xp rate nicely.

-----------------

poster: Korthrun
subject: >>XP rate
date: Mon Feb 23 23:39:53 2004

On Mon Feb 23 23:39:02 2004 Tahnval wrote post #1326:
> On Mon Feb 23 20:03:59 2004 agadorn wrote post #1323:
> > I just thought i would be nice if you could see your xp rate. I imagined
> it to be something like success_rate, but it showed your xp_rate instead.
> It's not quite as convenient, but you could just create a party
> with just yourself in it.  That'll show your xp rate nicely.
not to mention xpwho

-----------------

poster: Tantrum
subject: Race Lead.
date: Tue Feb 24 02:19:03 2004

I was just wondering, if a person changes into a dragon, or vulture,
or whatever it is someone changes into, it says in their finger info
 the Black Dragon.
so i was just wondering how a dragon can lead a race that isnt dragon?
eg Poofy(im so sorry dude :>) is a thrikhren when hes normal (?)
he casts shapeshift when he gets on and turns into a brilliant black dragon.
he xps for 2 hours and kills lots of things. then he gets thrikhren race lead.
ummmm, but hes a dragon now? not a thirkhren?
maybe they should get their own race lead item. a multicolored scale
or something. that you can only get/wear if you are in dragon
form.(may have some problems with forms dropping and that peice
still being equipped but i dunno...)
just my whine for tuesday the 24th Feb.
-T

-----------------

poster: Darc
subject: SS area skill
date: Tue Feb 24 03:10:03 2004

it would be really keen if the lower worth SS such as tiger and P
bear could get an area
granted people say SS have so much already, but everyone else has one

Just a thought,
Darca

-----------------

poster: Poofy
subject: Haims
date: Tue Feb 24 03:13:00 2004

I think there should be a anti-haim skill.
cause haims ruins lotsa things
so if you train to 100 or something
you resist haims
115 take like 15% dmg
dunno

-----------------

poster: Jaws
subject: =)
date: Tue Feb 24 03:43:38 2004

bug reports - wizzes can close classified info bugs
silently, but they usually send u a mud mail manually when they do

xprate would be nice, but with xpwho, summary and assumed math skills
I doubt they will mess with it.  Also u can make yer own in TF
pretty easy from
what I hear

SS area - mm how about noxious fart  - Note this is a joke


Jaws

-----------------

poster: Darc (Web) 
subject: >Haims
date: Tue Feb 24 05:06:20 2004

On Tue Feb 24 03:13:00 2004 Poofy wrote post #1330 in ideas:

> I think there should be a anti-haim skill.

> cause haims ruins lotsa things

> so if you train to 100 or something

> you resist haims

> 115 take like 15% dmg

> dunno



Dood, seriously what the flip are you talking about?

-----------------

poster: Pikkon
subject: >>Haims
date: Tue Feb 24 06:04:41 2004

On Tue Feb 24 05:06:20 2004 Darc (Web)  wrote post #1332:
> On Tue Feb 24 03:13:00 2004 Poofy wrote post #1330 in ideas:

> > I think there should be a anti-haim skill.

> > cause haims ruins lotsa things

> > so if you train to 100 or something

> > you resist haims

> > 115 take like 15% dmg

> > dunno

> 

> Dood, seriously what the flip are you talking about?
yeah, I'd really like to know, what ARE you thinking?

-----------------

poster: Draco
subject: >>>Haims
date: Tue Feb 24 06:16:36 2004

On Tue Feb 24 06:04:41 2004 Pikkon wrote post #1333:
> On Tue Feb 24 05:06:20 2004 Darc (Web)  wrote post #1332:
> > On Tue Feb 24 03:13:00 2004 Poofy wrote post #1330 in ideas:

> > > I think there should be a anti-haim skill.

> > > cause haims ruins lotsa things

> > > so if you train to 100 or something

> > > you resist haims

> > > 115 take like 15% dmg

> > > dunno

> > 

> > Dood, seriously what the flip are you talking about?
> yeah, I'd really like to know, what ARE you thinking?
hmm, only thing i can think about is that he wants to see what his
true solo rate can be without healing interferance. but then that
goes back to what the other people are saying. why the hell are
haims qoute/unquote ruining things. that to me just doesnt make any
sense. are you trying to say that just because you are seemingly the
only wierd ass person around that everyone should get the benefits
of haims taken away, since if haimers took damage i doubt they would
do it.
seems sily to me, but as far as at least for me, i would like to see
exactly what is being ruined, and if it is such as wanting a true
solo rate, maybe you can try to convince a wiz to create a way to
turn off haims so that they dont affect you.

-----------------

poster: Kalma
subject: >>>>Haims
date: Tue Feb 24 07:54:09 2004

> > > On Tue Feb 24 03:13:00 2004 Poofy wrote post #1330 in ideas:
> > > > I think there should be a anti-haim skill.

I think rather, if you were going to exclude people from receiving haims, 
the healers should be able to pick and choose who gets it and who doesn't. 

I would, of course, be happy to insure that I never healed anyone that
didn't want and/or deserve it. ;)

k
x

-----------------

poster: Midnight
subject: reference number to posts
date: Tue Feb 24 15:30:27 2004

would it be better to make post references only refer the last post
under subject rather than allow people to copy/paste for refrence
purposes, imo that takes more place than the actual post often

-----------------

poster: Khosan
subject: >reference number to posts
date: Wed Feb 25 17:51:38 2004

On Tue Feb 24 15:30:27 2004 Midnight wrote post #1336:
> would it be better to make post references only refer the last post
> under subject rather than allow people to copy/paste for refrence
> purposes, imo that takes more place than the actual post often

Maybe people should learn to trim their replies. It is not very hard.

Khosan

-----------------

poster: Darc
subject: Mind Control
date: Thu Feb 26 02:25:40 2004

i think it would be cool to have a skill/spell that you could
control your mind 
better so that the forget spell could not work on you or 
not work on you as long
-Darc

-----------------

poster: Roirraw
subject: >Mind Control
date: Thu Feb 26 02:27:13 2004

On Thu Feb 26 02:25:40 2004 Darc wrote post #1338:
> i think it would be cool to have a skill/spell that you could
> control your mind 
> better so that the forget spell could not work on you or 
> not work on you as long
> -Darc
or maybe even if that's out of the question u could select 1
spell/skill to remember

-----------------

poster: Wildchild
subject: >>reference number to posts
date: Thu Feb 26 02:37:05 2004

On Wed Feb 25 17:51:38 2004 Khosan wrote post #1337:
> On Tue Feb 24 15:30:27 2004 Midnight wrote post #1336:
> > would it be better to make post references only refer the last post
> > under subject rather than allow people to copy/paste for refrence
> > purposes, imo that takes more place than the actual post often
> 
> Maybe people should learn to trim their replies. It is not very hard.
> 
> Khosan

After I got stuck somewhere in the editor years ago when trying to
mudmail somebody, I never attempted to trim/anything else to my
posts ever again. :)

-WildChild

-----------------

poster: Draco
subject: >>Mind Control
date: Thu Feb 26 05:32:08 2004

On Thu Feb 26 02:27:13 2004 Roirraw wrote post #1339:
> On Thu Feb 26 02:25:40 2004 Darc wrote post #1338:
> > i think it would be cool to have a skill/spell that you could
> > control your mind 
> > better so that the forget spell could not work on you or 
> > not work on you as long
> > -Darc
> or maybe even if that's out of the question u could select 1
> spell/skill to remember
umm that would be bad idea, if you could do that, eq mobs could and
in that case mobs like tia would really suck ass

-----------------

poster: Darc (Web) 
subject: >>>Mind Control
date: Thu Feb 26 08:07:58 2004



> umm that would be bad idea, if you could do that, eq mobs could and

> in that case mobs like tia would really suck ass



did i say anything about mobs getting the skills? and plus its just an idea

-Darc

-----------------

poster: Draco
subject: >>>>Mind Control
date: Thu Feb 26 08:09:04 2004

On Thu Feb 26 08:07:58 2004 Darc (Web)  wrote post #1342:
> 

> > umm that would be bad idea, if you could do that, eq mobs could and

> > in that case mobs like tia would really suck ass

> 

> did i say anything about mobs getting the skills? and plus its just an idea

> -Darc
to give us a powerful skill and not let mobs have it would be unbalanced

-----------------

poster: Darc (Web) 
subject: >>>>>Mind Control
date: Thu Feb 26 08:10:57 2004



> to give us a powerful skill and not let mobs have it would be unbalanced



well hump my ass and call me Draco, didnt know it always worked that way :(

guess i really r a newb



thanks draco,

darc


-----------------

poster: Darc (Web) 
subject: >>>>>Mind Control
date: Thu Feb 26 08:10:57 2004



> to give us a powerful skill and not let mobs have it would be unbalanced



well hump my ass and call me Draco, didnt know it always worked that way :(

guess i really r a newb



thanks draco,

darc


-----------------

poster: Quillz
subject: >>>Mind Control
date: Thu Feb 26 08:11:54 2004

On Thu Feb 26 05:32:08 2004 Draco wrote post #1341:
> On Thu Feb 26 02:27:13 2004 Roirraw wrote post #1339:
> > On Thu Feb 26 02:25:40 2004 Darc wrote post #1338:
> > > i think it would be cool to have a skill/spell that you could
> > > control your mind 
> > > better so that the forget spell could not work on you or 
> > > not work on you as long
> > > -Darc
> > or maybe even if that's out of the question u could select 1
> > spell/skill to remember
> umm that would be bad idea, if you could do that, eq mobs could and
> in that case mobs like tia would really suck ass
gatta love replies like, 'that would really suck ass'
gg

-----------------

poster: Darc
subject: Race Special Count
date: Thu Feb 26 08:44:51 2004

just think it would be cool to know the number of race specials that went off
while this may not matter for some races, it might be cool for some others
like troll, or mf, dont know if this is feasible though
-Darc

-----------------

poster: Maduo
subject: RDC
date: Thu Feb 26 09:37:54 2004

have a ghost of the logical genius doing what he does best in rdc ;)

-----------------

poster: monkey
subject: junk
date: Thu Feb 26 21:44:16 2004

Can we put the junk news group on the site? (or have i been gone so long that we no longer have it?)



Monkey the forgotten...

-----------------

poster: Draco
subject: party skills/spells
date: Thu Feb 26 21:49:52 2004

just a thought, but i have noticed that some skills/spells that are
party oriented are only usable when more than 1 person is in the
party, and some you can be solo in a party and still use them, my
thought is that all skills/spells that are party oriented should run
a check on the party to make sure there are more than 1 person in
the party before going off and working
just seems silly to me that party skills/spells can work if your the
only one in it

-----------------

poster: Chrono
subject: vision
date: Fri Feb 27 14:51:52 2004

now that light and dark do not affect vision any longer, if there is
no plan to soon replace or redo dark/light code, it would make sense
to remove from the race help files "Can see in the dark."

here is a list of races that have the ability of seeing in the dark
(as shown in helpfile)

elf,gargoyle,goblin,snakeman,drow,ent,grorrark,ogier,
hrikhren,dwarf,faerie,gnome,halfelf,kobold,mindflayer
phoenix,troll,vampire,xorn

also if any of the equipment that has +infravision, be changed to
something a tad more usefull eheh, that'd be cool, not to mention
the uselessness of the infravision wish

the infra on equipment could be changed to just stats, or some kind
of ability, new or an already existing ability

anyway, i'd really rather see some new plans of doing something with
vision, everyone being able to see everywhere is... well.. eheh
shrug
and not just darkness affecting vision.. light too, ie; trolls would
lose vision in light
but anyway, there are some ideas KBYE

-----------------

poster: Oruk
subject: >junk
date: Fri Feb 27 19:57:30 2004

On Thu Feb 26 21:44:16 2004 monkey wrote post #1349:
> Can we put the junk news group on the site? (or have i been gone so long
that we no longer have it?)

> 

> Monkey the forgotten...
I want to second this idea, i wont even have to log onto the mud anymore.
BUt..
the real reason I'm posting
is to tell chrono to stop bitching about light and dragon lord guild. bleat

-----------------

poster: Tektor
subject: Plaques
date: Sat Feb 28 14:04:08 2004

Would be cool if lowbies/newbies not yet on the top plaque could
also view themselves on weekly the way they do on the top exp plaque
now.

-----------------

poster: Lurch
subject: portals
date: Sun Feb 29 09:53:35 2004

It would be cool if a party would follow it's leader through
portals. There may be a reason why they don't, but I personally
can't currently see any reason why not. Following through a portal
is no different than following to the next room, as far as capability
of abuse is concerned. Sure, require people to go through portals
so the inactive people get left behind... but what about parties
that don't go through portals? Those inactive people don't get left behind.
So unless there is some code-related reason why, party members
_should_ follow through portals, otherwise what is the point of
anyone ever following at all. And it's not just an issue of convenience,
it's an issue of "if I'm following someone, why would I not follow them?
" I know this seems like an argument, but I wanted to cover some
things to reduce the # of idiots responding ;)

- Lurch

-----------------

poster: catseye
subject: quick thoughts (on elementalist)
date: Sun Feb 29 17:09:45 2004

maybe this only seems like common sense to me buut:



mist mage cant wear eq, water and air mages can.

i think body of air should by like mist form

with the no eq and +phys res +asph res etc

tuned accodingly ofcourse (not that it matters

since i havent seen an air mage in the 3 years i've

played this mud)... but this would add continuity

to the guild tree and such.



a small request:



black mist wont go off if there is already black mist in the room

so you have to start recasting the spell from the beginning

basically, QC can be a problem when trying to use the spell

personally don't think dumping xp into QC should lead to this

i would like to see something like.. you recharge the black mist

or it lags the execution of the spell until the black mist drops



thanks



cats 

-----------------

poster: Zifnab
subject: >Plaques
date: Sun Feb 29 22:02:21 2004

On Sat Feb 28 14:04:08 2004 Tektor wrote post #1353:
> Would be cool if lowbies/newbies not yet on the top plaque could
> also view themselves on weekly the way they do on the top exp plaque
> now.
Cannot be done. Those players are not on the plaque, I am just
faking it.

-----------------

poster: Maduo
subject: familiar command
date: Thu Mar  4 02:48:00 2004

maybe something like: order FOO follow LIV
just a thought...

-----------------

poster: Korthrun
subject: assisters
date: Thu Mar  4 21:34:05 2004

It would be greatly appreciated if when mobs walked in and assisted
you didn't change your target. I mean who, when haveing a mob beath
3/4 of the way to death is going to focus on some fresh punk that
comes in and starts hitting you
no one
anyone with a brain would finish off the mostly dead guy quickly,
then focus on the new threat
I know we can change targets manually by using the full target name
with each cast/blast, but afaik figs cant to this wiht thier melee
wich is a l;arge part of thier dmg
if not, at least some feedback on why it works like this would be apprecited

-----------------

poster: Slayn
subject: >assisters
date: Thu Mar  4 22:06:01 2004

maybe the new mob is attacking with such vigour you 
have to pay attention to it. leaving the weaker more injured mob
to one side

-----------------

poster: Tahnval
subject: >>assisters
date: Fri Mar  5 01:19:56 2004

On Thu Mar  4 22:06:01 2004 Slayn wrote post #1361:
> maybe the new mob is attacking with such vigour you 
> have to pay attention to it. leaving the weaker more injured mob
> to one side
That would make sense if the injured mob was weaker, i.e. less
did less damage due to being injured, but that isn't the case.

-----------------

poster: Korthrun
subject: >>assisters
date: Fri Mar  5 01:24:59 2004

I disagree, If I am in a fight and one guy is about unconsius, I am
going to beat him down before turning to the punk hitting me in the
back of the head. I would rahter have one dead guy and one guy to
fight than two guys hitting me, even if the second guys hits are
bloody wet noodle hits

-----------------

poster: Poofy
subject: >>>assisters
date: Fri Mar  5 06:29:52 2004

A lot of times it comes down to...
Mob A: say 30% HP, dealing 50 dmg a rnd
in comes Mob B: 100% HP, also dealing 50 dmg a rnd
and somehow the targetting changes to B, not that the
game is required to make sense or anything.
Players should really be able to choose/change targets
when mobs assist, not just be irrationally assigned to one.

-----------------

poster: Skitzo
subject: align
date: Sat Mar  6 10:55:54 2004

rows 100
I think it would be cool if a healer could bow and pray offering a
tithe to the gods to fix his or her align.  Make it costly like 10k+
gold or something like that.
rows 100

Skitzo the Redemption hater.

-----------------

poster: Belgarion
subject: Bodies
date: Sun Mar  7 09:34:49 2004

I was thinking if there could be a way to seperate the align of your
bodies, i know it is "the same spirit"
and "your mind is same, only bodies change" etc, but if you skip
that shit and think for the fun of the game, i think it would be
nice if it didn't. as for now i didn't know and i didn't see any
help file that said it was the way it worked, so i made a Healer,
Harmer split, and it kinda blows hard now...
so maybe make a choise when doing reinc, do you want to have
splitted align or not, or just dont have them have same align...

-----------------

poster: Switchblade
subject: Bard tipping
date: Sun Mar  7 19:46:31 2004


Well I was thinking
Bard are musicians
musicians (street ones anway) often gettips for playing

might be nice if you could somehow tip across the mud
maybe htat would require a skill on the bard's part
to enable them to accept tips
or maybe some kind of magical tip receiving prot
they would need to keep up
i swear i would reinc bard
if i could get tipes
i like top help people but somehow i think people would
appreciate it more if they had to pay for it
some weird psychological thing about
taking things you get ff for granted
anyway i want tips!
and free beers aren't bad either
maybe a vodka with cranberry juice
those are nice
p.s. i mispell due to telnet
and my poor feeble mind

-----------------

poster: Goroharahad
subject: >Bard tipping
date: Mon Mar  8 13:46:15 2004

I had another point of view I expressed in the past :
As street singers, bards should not be able to boost someone located
at the other end of the mud :)

-----------------

poster: Helphyre
subject: Bard tipping
date: Mon Mar  8 14:39:31 2004

help skill public performance
Helphyre

-----------------

poster: Tektor
subject: >>Bard tipping
date: Mon Mar  8 18:39:20 2004

On Mon Mar  8 13:46:15 2004 Goroharahad wrote post #1369:
> I had another point of view I expressed in the past :
> As street singers, bards should not be able to boost someone located
> at the other end of the mud :)
As mighty Bannerman with mystical horns they should be able to sing
greats distants to you tho.

-----------------

poster: Switchblade
subject: >Bard tipping
date: Mon Mar  8 20:26:41 2004

On Mon Mar  8 14:39:31 2004 Helphyre wrote post #1370:
> help skill public performance
> Helphyre

iirc this was disabled :(
the difference would be
tipping was a choice
public performance forced people to give money
even if they didn't want to

-----------------

poster: Tektor
subject: Woodsman
date: Mon Mar  8 23:23:11 2004

Woodsman is great guild and all but soemthing I noticed which seems
a bit odd is that you can't join a bravo guild by just having sylvan
ward and sylvan guard. I am working towards sylvan scout and it
requires sylvan guard and animal tamer. I'm not sure what sylvan
protector requires but I can guess its herbalist and sylvan ward. It
isn't a huge issuse but as many of the skills in both guard and ward
are progressive requiring scout and protector to max them and even
then you have to be a higher lvl in the bravos to max them, its
harder to have to pick either guard or ward and not be able to have
both. Sure I could have been both but then I would still need
another gamma forcing me to have 3 gammas before I could get 1
bravo, and I would still only have low skills due to the progressive
training. Would be nice if we had an option to be guard and ward to
join a bravo, unlike say warrior where there is no progressive
training and it really doesn't matter because you don't need a bravo
to max your gamma skills.

-----------------

poster: Oztiks
subject: Cornucopia
date: Tue Mar  9 01:54:11 2004

Ok this might just be a waste of time....
I suggest making it so the gold from the cornucopia goes straight to
the person instead of the ground.  Since it stops making gold when
you idle it would make it nice to so that the gold goes to you cuz
in the time most people are not idle they are running around and
dont get the gold unless they have a trigger.

-----------------

poster: Zifnab
subject: >Cornucopia
date: Tue Mar  9 04:46:00 2004

On Tue Mar  9 01:54:11 2004 Oztiks wrote post #1374:
> Ok this might just be a waste of time....
> I suggest making it so the gold from the cornucopia goes straight to
> the person instead of the ground.  Since it stops making gold when
> you idle it would make it nice to so that the gold goes to you cuz
> in the time most people are not idle they are running around and
> dont get the gold unless they have a trigger.
nobody forces them to use a trigger to pick it up nor is it 
anyone's responsibility for your triggers to continue working
when you are idle. That is the very definition of botting.

-----------------

poster: Jazaman
subject: playsone
date: Wed Mar 10 10:26:54 2004

new Emote idea

playsone STR

(Person) isn't a STR.  (Pronoun) just plays one on Islands of Myth.

-----------------

poster: Gartogg
subject: party consider
date: Fri Mar 12 10:37:25 2004

When partying, it is difficult to know how big a monster is,
especially if it is significantly bigger than any person in the
party. Newbies especially, who don't know how big larger mobs are,
would benefit.

-----------------

poster: Darc
subject: charged talisman
date: Fri Mar 12 20:31:23 2004

i think there should be a message saying either the power level,
or the "fully charged" state of the etheral talisman that
a witch can create. it would help greatly and i dont think it
is too much to ask.
(Darc)

-----------------

poster: Korthrun
subject: >charged talisman
date: Fri Mar 12 20:31:53 2004

On Fri Mar 12 20:31:23 2004 Darc wrote post #1378:
> i think there should be a message saying either the power level,
> or the "fully charged" state of the etheral talisman that
> a witch can create. it would help greatly and i dont think it
> is too much to ask.
> (Darc)
It is spinning violently.

-----------------

poster: Draco
subject: >>charged talisman
date: Fri Mar 12 20:33:41 2004

On Fri Mar 12 20:31:53 2004 Korthrun wrote post #1379:
> On Fri Mar 12 20:31:23 2004 Darc wrote post #1378:
> > i think there should be a message saying either the power level,
> > or the "fully charged" state of the etheral talisman that
> > a witch can create. it would help greatly and i dont think it
> > is too much to ask.
> > (Darc)
> It is spinning violently.
instead of that, i think it would be better to just put a message
saying you feel your talisman is fully charged like all the other
chargeable items

-----------------

poster: Darc (Web) 
subject: >>charged talisman
date: Fri Mar 12 20:33:44 2004



> It is spinning violently.



Sorry, im used to all the pretty colors :(

-----------------

poster: Chrono
subject: >charged talisman
date: Fri Mar 12 23:47:53 2004

well how come there should be a message when you 'feel' it's fully
charged? there are two ways to charge it, not everything has two
methods of charging... maybe they should also?

anyway, just look at the friggin thing:P

-----------------

poster: Ronan
subject: >>charged talisman
date: Sat Mar 13 05:48:39 2004

On Fri Mar 12 23:47:53 2004 Chrono wrote post #1382:
> well how come there should be a message when you 'feel' it's fully
> charged? there are two ways to charge it, not everything has two
> methods of charging... maybe they should also?
> 
> anyway, just look at the friggin thing:P
nod if you really want ti to say fully charge make a trig for
spinning violenty to say "ITS FULLY CHARGED" pref. not on a public
channel thx
Ronana

-----------------

poster: Switchblade
subject: drow/elf/halfelf race special
date: Sat Mar 13 10:49:13 2004


As I understand it, the race special for these three races
is an instacast one.  VERY cool.  However it doesn't seem
designed to work for skills.  I am a drow bard and think 
it would be very neat if occasionally a rondel or a bannerman hymn 
or a minstrel rhythm was INSTANTLY sung.  As it is, there are no
spells in my guilds that I use so the race special is kind of useless
to me.  Just a thought.  
-switchbot

-----------------

poster: Maduo
subject: casino
date: Sat Mar 13 11:53:53 2004

add a black jack table and more slot machines with better pay outs

-----------------

poster: Roirraw
subject: >casino
date: Sat Mar 13 20:46:24 2004

On Sat Mar 13 11:53:53 2004 Maduo wrote post #1385:
> add a black jack table and more slot machines with better pay outs
maybe a bj table vs ai and another for players vs players

-----------------

poster: Zifnab
subject: >>casino
date: Sat Mar 13 22:40:31 2004

On Sat Mar 13 20:46:24 2004 Roirraw wrote post #1386:
> On Sat Mar 13 11:53:53 2004 Maduo wrote post #1385:
> > add a black jack table and more slot machines with better pay outs
> maybe a bj table vs ai and another for players vs players
feel free to write the code for it.

-----------------

poster: Lurch
subject: cards
date: Sat Mar 13 22:44:52 2004

You know what would be interesting... if there was just some table
somewhere, where there was card code, and people you deal cards,
and lay cards on the table and such... and could play whatever
game they wanted

of course, certain games would require different sort of 'laying
cards on the table code, so maybe you would only be able to play
a certain number of games, but the players would have a choice.
And they could just play whatever they could just manipulating
the cards, allowing some (maybe) simple code to add a large number of games
or not, maybe it's a bad idea, whatever.

-----------------

poster: Roirraw (Web) 
subject: >>>casino
date: Sat Mar 13 22:48:22 2004

On Sat Mar 13 22:40:31 2004 Zifnab wrote post #1387 in ideas:

> On Sat Mar 13 20:46:24 2004 Roirraw wrote post #1386:

> > On Sat Mar 13 11:53:53 2004 Maduo wrote post #1385:

> > > add a black jack table and more slot machines with better pay outs

> > maybe a bj table vs ai and another for players vs players

> feel free to write the code for it.



have some very crappy vb code for bj don't think it will be helpful though...

-----------------

poster: Rockman
subject: >>>>casino
date: Sun Mar 14 02:42:59 2004

On Sat Mar 13 22:48:22 2004 Roirraw (Web)  wrote post #1389:
> On Sat Mar 13 22:40:31 2004 Zifnab wrote post #1387 in ideas:

> > On Sat Mar 13 20:46:24 2004 Roirraw wrote post #1386:

> > > On Sat Mar 13 11:53:53 2004 Maduo wrote post #1385:

> > > > add a black jack table and more slot machines with better pay outs

> > > maybe a bj table vs ai and another for players vs players

> > feel free to write the code for it.

> 

> have some very crappy vb code for bj don't think it will be helpful
though...
hey zifnab, if i had the code for it in c++, ya willing to convert it? =)

-----------------

poster: Lu
subject: >>>casino
date: Sun Mar 14 18:19:47 2004

On Sat Mar 13 22:40:31 2004 Zifnab wrote post #1387:
> On Sat Mar 13 20:46:24 2004 Roirraw wrote post #1386:
> > On Sat Mar 13 11:53:53 2004 Maduo wrote post #1385:
> > > add a black jack table and more slot machines with better pay outs
> > maybe a bj table vs ai and another for players vs players
> feel free to write the code for it.
puuh, thats pure's job ;)

-----------------

poster: ferret
subject: Guild Channel
date: Mon Mar 15 01:34:26 2004

there should be a guild channel that has all logs from guilds ie: If someone joined a new guild, instead of it being on Inform.. Just a thought.

-----------------

poster: Bremen
subject: Exp Plaque
date: Mon Mar 15 23:22:14 2004

Could we possibly split the "Top Player" list, and change it to like
different levels of players "Highbie" Midbie" sorta theme, like
split it by Highbies could be MultiGigs, Midbies be 1gig-500mil, and
lowbies could be 500mil and below, (something like that)
Bremen

-----------------

poster: Zifnab
subject: >Exp Plaque
date: Mon Mar 15 23:27:18 2004

On Mon Mar 15 23:22:14 2004 Bremen wrote post #1393:
> Could we possibly split the "Top Player" list, and change it to like
> different levels of players "Highbie" Midbie" sorta theme, like
> split it by Highbies could be MultiGigs, Midbies be 1gig-500mil, and
> lowbies could be 500mil and below, (something like that)
> Bremen


I don't see what splitting it into 3 plaques buys us other than
arguing about where that split is at.
Perhaps I am misunderstanding.

-----------------

poster: Draco
subject: tuned mobs
date: Mon Mar 15 23:36:29 2004

i know that at least part of the puprose of the tuner is so that
people would kill in more areas that are rarely killed. Obviously
that is not happening, so i thought of this.

why not, including the tuner, change the mob respawn rate from
30-45mins to say an hour and a half to 2 hours. that would promote
more use of areas frequently killed in, and even if people did still
just kill in those same areas, they would make significantly less XP
while not tuning the mobs quite so bad.

-----------------

poster: Korthrun
subject: >tuned mobs
date: Tue Mar 16 01:24:40 2004

On Mon Mar 15 23:36:29 2004 Draco wrote post #1395:
> i know that at least part of the puprose of the tuner is so that
> people would kill in more areas that are rarely killed. Obviously
> that is not happening, so i thought of this.
> 
> why not, including the tuner, change the mob respawn rate from
> 30-45mins to say an hour and a half to 2 hours. that would promote
> more use of areas frequently killed in, and even if people did still
> just kill in those same areas, they would make significantly less XP
> while not tuning the mobs quite so bad.
if is happening
er
it is happening
I have seen people in areas I had never heard of. I got rooms in xp
just yesterday. I haven't really xped in dragons for some time, I
think I have beenin patients twice since I was unfroze
The main problem is that the player base has grown, and peopel can
only write new areas so fast
it will fix itsself in time

-----------------

poster: Daneel
subject: >drow/elf/halfelf race special
date: Tue Mar 16 01:49:36 2004

On Sat Mar 13 10:49:13 2004 Switchblade wrote post #1384:
> As I understand it, the race special for these three races
> is an instacast one.  VERY cool.  However it doesn't seem
> designed to work for skills.  I am a drow bard and think 
> it would be very neat if occasionally a rondel or a bannerman hymn 
> or a minstrel rhythm was INSTANTLY sung.  As it is, there are no
> spells in my guilds that I use so the race special is kind of useless
> to me.  Just a thought.  
> -switchbot
I thought about that when I made the special; I just couldn't 
bring myself to make an inherently time-consuming activity 
(singing) take no time.  To much anti-RPG for me.

-----------------

poster: Alacor
subject: >>drow/elf/halfelf race special
date: Tue Mar 16 02:08:06 2004

I thought that the msg was "You prepare to use a skill," and the
actual singing occured when you finished using the skill (thats when
the words are displayed.) Wouldent it make sense that a race attuned
to magic around them could summon the ability to imbue their songs
with magical power in the same way they can summon the migical power
for a spell?

-----------------

poster: Switchblade
subject: >>drow/elf/halfelf race special
date: Tue Mar 16 06:33:50 2004

On Tue Mar 16 01:49:36 2004 Daneel wrote post #1397:
> On Sat Mar 13 10:49:13 2004 Switchblade wrote post #1384:
> > As I understand it, the race special for these three races
> > is an instacast one.  VERY cool.  However it doesn't seem
> > designed to work for skills.  I am a drow bard and think 
> > it would be very neat if occasionally a rondel or a bannerman hymn 
> > or a minstrel rhythm was INSTANTLY sung.  As it is, there are no
> > spells in my guilds that I use so the race special is kind of useless
> > to me.  Just a thought.  
> > -switchbot
> I thought about that when I made the special; I just couldn't 
> bring myself to make an inherently time-consuming activity 
> (singing) take no time.  To much anti-RPG for me.

As an impatient player, I don't agree but I understand.  I don't 
know if this is too difficult to code, but a compromise could be
for skills, the insta(cast/skill) special could only kick in 
after the skill has been going on for a few rounds, say 3-4.  I think the
instacast special works this way anyway, checking every round or so for an 
instacast?  So instaskill would just put a delay on the checks.  
BUT - I realize race specials are really a gift, it's a very small deal
and might not be worth your time to code even if you agree with this reasonig
Just putting it out there.  Thanks for listening

p.s. - If I were a builder I could look at this code myself
of course, I probably would break the mud in the process :)

-----------------

poster: Celine
subject: new emote
date: Tue Mar 16 07:29:29 2004

alacor ---> you enter combat naked and unprepared, repeatedly!

k.. pls.. thanks.

-----------------

poster: Xerxes
subject: New Command
date: Tue Mar 16 11:57:17 2004

We should have an alias available to all players where "it" equals
the first monster
in a room.  Hence, "kill it" would attack the first monster regardless of the
monster's name.
Just a thought.

-----------------

poster: Ranja
subject: >New Command
date: Tue Mar 16 11:59:20 2004

On Tue Mar 16 11:57:17 2004 Xerxes wrote post #1401:
> We should have an alias available to all players where "it" equals
> the first monster
> in a room.  Hence, "kill it" would attack the first monster regardless of
the
> monster's name.
> Just a thought.
Hay good idea, with that command it would be more easy to bot :) 

-----------------

poster: Tranquil
subject: >>New Command
date: Tue Mar 16 16:15:07 2004

On Tue Mar 16 11:59:20 2004 Ranja wrote post #1402:
> On Tue Mar 16 11:57:17 2004 Xerxes wrote post #1401:
> > We should have an alias available to all players where "it" equals
> > the first monster
> > in a room.  Hence, "kill it" would attack the first monster regardless of
> the
> > monster's name.
> > Just a thought.
> Hay good idea, with that command it would be more easy to bot :) 

Actually, we did have this at one time with the 'monster' id. It was
however, removed a few years ago to help combat that little issue
Ranja mentioned ;)


-----------------

poster: Rythion
subject: Mrs. Cake
date: Tue Mar 16 17:34:20 2004

Poor Mrs. Cake died today, and thus removing the potion inventory to
sell potions.
Maybe make Mrs. Cake like other shopkeepers? unkillable. Dunno if
you want her killable or not. But just an idea... instead of having
to wait respawn of her to buy stuff from shop again.
-Ry

-----------------

poster: Korthrun
subject: wish
date: Wed Mar 17 07:31:54 2004

A wish tha increased the frequency of a race special would rock.

-----------------

poster: Ant
subject: >Mrs. Cake
date: Thu Mar 18 11:38:24 2004

I made her killable for a reason. Just to see if you people can keep
from killing a killable npc ;)

-----------------

poster: Switchblade
subject: >>Mrs. Cake
date: Thu Mar 18 11:40:24 2004

On Thu Mar 18 11:38:24 2004 Ant wrote post #1406:
> I made her killable for a reason. Just to see if you people can keep
> from killing a killable npc ;)

omg, asking mudders not to kill something is like
asking a dog not to lick itself

eheh triumph rox

-----------------

poster: Rythion
subject: >>Mrs. Cake
date: Thu Mar 18 21:18:22 2004

On Thu Mar 18 11:38:24 2004 Ant wrote post #1406:
> I made her killable for a reason. Just to see if you people can keep
> from killing a killable npc ;)
oh that is cool, I just was there buying potions one time and my
blade made me attack her and she died, so wasn't sure if it was
wanted or not... that is fine. just wasn't sure hehe :)
-Ryth

-----------------

poster: Switchblade
subject: party killmsg
date: Sat Mar 20 00:58:46 2004

It's fun to gloat and brag if you have the most kills in the 
party.  But if you use the party killmsg command, you end
up spamming the party channel every time you kill something.
It might be nice if there was a way to emote, or do anything
you want when you deal the killing blow, like hi5ing yourself
or whatever.  Maybe, instead of a party killmsg, there would be
a party killcmd, a command that you could change to do whatever
you want, and still retain the $0(monster name) in there too?
so, I could wave a banner saying that I'm the greatest
or put in a party say if I like.  

I am -guessing- that this might not be too hard to code?
Isn't the party killmsg trig off some hidden output that you
dealt the killing blow?  I wish I knew how these things worked :)
Anyway, for us trig-loving people there are some fun possibilities
if this feature was added. WOOHOOO
-switch

-----------------

poster: Korthrun
subject: Harmer grank
date: Tue Mar 23 03:37:14 2004

I do not know if they already do or not, but if not it would be nice
if nav and mnav spells effected a harmers grank. They are actually
part of the tree after all.

-----------------

poster: Tranquil
subject: >Harmer grank
date: Tue Mar 23 20:52:41 2004

On Tue Mar 23 03:37:14 2004 Korthrun wrote post #1410:
> I do not know if they already do or not, but if not it would be nice
> if nav and mnav spells effected a harmers grank. They are actually
> part of the tree after all.
Navs and Mnavs are not 'part of the tree after all'. They are filler
guilds, which were made prerequisite to the harmer bravos and
omicron for only one reason: The harmer guild tree needs more gamma
and bravo guilds than it currently has (only 1 gamma and 2 bravos),
before its omicron should be joinable.

The real issue is that harmer is an incomplete guild tree, and
always has been. But as is already quite well known, new guilds for
harmer are being planned and/or worked upon already. In addition,
once those new guilds are implemented, likely all harmer guild rank
and mastery will be cleared same as woodsman guild rank and mastery
was, so to make any changes that really don't make a difference
anyway are superflous.


-----------------

poster: Korthrun
subject: >>Harmer grank
date: Tue Mar 23 21:10:25 2004

On Tue Mar 23 20:52:41 2004 Tranquil wrote post #1411:
> On Tue Mar 23 03:37:14 2004 Korthrun wrote post #1410:
> > I do not know if they already do or not, but if not it would be nice
> > if nav and mnav spells effected a harmers grank. They are actually
> > part of the tree after all.
> Navs and Mnavs are not 'part of the tree after all'. They are filler
> guilds, which were made prerequisite to the harmer bravos and
> omicron for only one reason: The harmer guild tree needs more gamma
> and bravo guilds than it currently has (only 1 gamma and 2 bravos),
> before its omicron should be joinable.
> 
> The real issue is that harmer is an incomplete guild tree, and
> always has been. But as is already quite well known, new guilds for
> harmer are being planned and/or worked upon already. In addition,
> once those new guilds are implemented, likely all harmer guild rank
> and mastery will be cleared same as woodsman guild rank and mastery
> was, so to make any changes that really don't make a difference
> anyway are superflous.
> 
all woodsman guild rank was cleared?
eeeewwwwwww

-----------------

poster: Smee
subject: >> harmer guildrank
date: Wed Mar 24 00:26:00 2004

tranquil, that is nice and good, but since harmer isn't gonna be
fixed for awhile, the guilds that _are_ required (mnav and nav)
might as well be part of the tree, since they are actually part of
the tree, and since they are actually part of the tree, they should
add guildrank

-smee

-----------------

poster: catseye
subject: poison
date: Wed Mar 24 01:58:04 2004

dont think you should wimpy if poisoned and not in combat.. in fact could potentially run right back into combat.. hope this is fixable



thanks



cats

-----------------

poster: Tantrum
subject: Cursed mask of the linguist.
date: Wed Mar 24 02:39:34 2004

ok, i may have posted this before, but i cant remember. so here it
is again.(maybe)
when you wear the cursed mask of the linguist, it gives you the
following message:
You suddenly feel like you could speak any language known to man.
now thats a cool message. but when your wearing the mask the only
language you can actually speak is gibberish. 
banner MIND LOST ITS FOCUS! 
maybe the message, or the crazy talkie curse thing should be
changed, as it seems to directly contradict itself.

-T

-----------------

poster: Korthrun
subject: >Cursed mask of the linguist.
date: Wed Mar 24 02:44:07 2004

On Wed Mar 24 02:39:34 2004 Tantrum wrote post #1415:
> ok, i may have posted this before, but i cant remember. so here it
> is again.(maybe)
> when you wear the cursed mask of the linguist, it gives you the
> following message:
> You suddenly feel like you could speak any language known to man.
> now thats a cool message. but when your wearing the mask the only
> language you can actually speak is gibberish. 
> banner MIND LOST ITS FOCUS! 
> maybe the message, or the crazy talkie curse thing should be
> changed, as it seems to directly contradict itself.
> 
> -T
on a similar note when wizes are done with the hundred billion other
tasks, then the things they WANT to work on, languages would rock
on all the other muds I played the only thing any of them had that I
wish we had here was languages
you learn it by hearing and talking it
but
it rocks

-----------------

poster: Trunks
subject: >>Cursed mask of the linguist.
date: Wed Mar 24 06:26:46 2004

The mask is cursed.. By wearing it you think you can speak any
language.. then OOOHH NOO the mask is cursed and you cant.. atleast
the eq desc says its cursed and you can remove it without doing
someting special

-----------------

poster: Athena (Web) 
subject: >>Cursed mask of the linguist.
date: Wed Mar 24 06:44:10 2004

On Wed Mar 24 02:44:07 2004 Korthrun wrote post #1416 in ideas:

> On Wed Mar 24 02:39:34 2004 Tantrum wrote post #1415:

> > ok, i may have posted this before, but i cant remember. so he

> > 

> > -T

> on a similar note when wizes are done with the hundred billion other

> tasks, then the things they WANT to work on, languages would rock

> on all the other muds I played the only thing any of them had that I

> wish we had here was languages

> you learn it by hearing and talking it

> but

> it rocks



Well, if that happens, say bye bye Athy. Half or more of the enjoyment of

this mud is the chatting with friends. I've been on muds like that and they are

far from being newbie friendly, cause ya cant talk to more than half the 

ppl on. One thing that IOM is known for is being newbie friendly and players

helping newbies along. This would be near impossible. In my opinion, it would

also force a type of role playing which we dont have on IOM. This is one big

family and most families all speak the same language.

Athys tuppence.


-----------------

poster: Kaos
subject: >>>Cursed mask of the linguist.
date: Wed Mar 24 08:41:17 2004

On Wed Mar 24 06:44:10 2004 Athena (Web)  wrote post #1418:
> On Wed Mar 24 02:44:07 2004 Korthrun wrote post #1416 in ideas:

> > On Wed Mar 24 02:39:34 2004 Tantrum wrote post #1415:

> > > ok, i may have posted this before, but i cant remember. so he

> > > 

> > > -T

> > on a similar note when wizes are done with the hundred billion other

> > tasks, then the things they WANT to work on, languages would rock

> > on all the other muds I played the only thing any of them had that I

> > wish we had here was languages

> > you learn it by hearing and talking it

> > but

> > it rocks

> 

> Well, if that happens, say bye bye Athy. Half or more of the enjoyment of

> this mud is the chatting with friends. I've been on muds like that and
they are

> far from being newbie friendly, cause ya cant talk to more than half the 

> ppl on. One thing that IOM is known for is being newbie friendly and
players

> helping newbies along. This would be near impossible. In my opinion, it
would

> also force a type of role playing which we dont have on IOM. This is one
big

> family and most families all speak the same language.

> Athys tuppence.

Yeah, there are too many swedes here that can't speak english anyway.

-----------------

poster: Uno
subject: >>>>Cursed mask of the linguist.
date: Wed Mar 24 16:43:33 2004

> > far from being newbie friendly, cause ya cant talk to more than half the 
> > ppl on. One thing that IOM is known for is being newbie friendly and
> players
> > helping newbies along. This would be near impossible. In my opinion, it
> would
> > also force a type of role playing which we dont have on IOM. This is one
> big
> > family and most families all speak the same language.
> > Athys tuppence.
> Yeah, there are too many swedes here that can't speak english anyway.

yeah, and there's definitely too many norwegians with their lutefisk
and viking helmats...
and there's definitely too many finns with their sauna fetish and
manlove parties

and ummm it's not very fun to chat like this:

me: hi, i'm beav
weird, non-english person: kjökkæntjÅkkikikii????/// kebab!!!
me: *pfft* *head explodes*

-----------------

poster: Darc (Web) 
subject: >poison
date: Wed Mar 24 16:48:27 2004

Grow some mist balls, and lower your wimpy. if i had poison coursing through my body, i sure as hell wouldnt be standing still. its just one of the dangerous little things that makes this game so much more fun :P



-Darca

-----------------

poster: Sykiro
subject: Event
date: Wed Mar 24 18:33:38 2004

say Full Sp's
Longer and stronger nosuck and suck events. The new nosuck could
raise stats about 2 times more than a reg nosuck, and last a bit
longer. Maybe 15mins. And the new suck would put everyone at
10hp/10sp/10ep and last for 15mins also.
I think these new events would be a lot more interesting than the
regular nosuck and suck. Not sure what you'd call them, maybe ultra
nosuck/suck or sumthin like that...

                              >>Sykiro<<

-----------------

poster: Korthrun
subject: >>>Cursed mask of the linguist.
date: Wed Mar 24 19:57:42 2004

On Wed Mar 24 06:44:10 2004 Athena (Web)  wrote post #1418:
> On Wed Mar 24 02:44:07 2004 Korthrun wrote post #1416 in ideas:

> > On Wed Mar 24 02:39:34 2004 Tantrum wrote post #1415:

> > > ok, i may have posted this before, but i cant remember. so he

> > > 

> > > -T

> > on a similar note when wizes are done with the hundred billion other

> > tasks, then the things they WANT to work on, languages would rock

> > on all the other muds I played the only thing any of them had that I

> > wish we had here was languages

> > you learn it by hearing and talking it

> > but

> > it rocks

> 

> Well, if that happens, say bye bye Athy. Half or more of the enjoyment of

> this mud is the chatting with friends. I've been on muds like that and
they are

> far from being newbie friendly, cause ya cant talk to more than half the 

> ppl on. One thing that IOM is known for is being newbie friendly and
players

> helping newbies along. This would be near impossible. In my opinion, it
would

> also force a type of role playing which we dont have on IOM. This is one
big

> family and most families all speak the same language.

> Athys tuppence.

well said

-----------------

poster: Lu
subject: >>>>Cursed mask of the linguist.
date: Thu Mar 25 04:00:43 2004

On Wed Mar 24 08:41:17 2004 Kaos wrote post #1419:
> On Wed Mar 24 06:44:10 2004 Athena (Web)  wrote post #1418:
> > On Wed Mar 24 02:44:07 2004 Korthrun wrote post #1416 in ideas:

> > > On Wed Mar 24 02:39:34 2004 Tantrum wrote post #1415:

> > > > ok, i may have posted this before, but i cant remember. so he

> > > > 

> > > > -T

> > > on a similar note when wizes are done with the hundred billion other

> > > tasks, then the things they WANT to work on, languages would rock

> > > on all the other muds I played the only thing any of them had that I

> > > wish we had here was languages

> > > you learn it by hearing and talking it

> > > but

> > > it rocks

> > 

> > Well, if that happens, say bye bye Athy. Half or more of the enjoyment of

> > this mud is the chatting with friends. I've been on muds like that and
> they are

> > far from being newbie friendly, cause ya cant talk to more than half the 

> > ppl on. One thing that IOM is known for is being newbie friendly and
> players

> > helping newbies along. This would be near impossible. In my opinion, it
> would

> > also force a type of role playing which we dont have on IOM. This is one
> big

> > family and most families all speak the same language.

> > Athys tuppence.

> Yeah, there are too many swedes here that can't speak english anyway.
umm, what did you guys say?!?! i couldnt understand you language
that you spoke.

-----------------

poster: Switchblade
subject: new event
date: Thu Mar 25 11:49:15 2004


new event called
PANGEA!!

all islands merge into one big continent for an hour
eheh that would be kewl!  omg walk from bvar to gossamer 
that would blow my mind


-----------------

poster: Tzikas
subject: >new event
date: Thu Mar 25 17:42:44 2004

On Thu Mar 25 11:49:15 2004 Switchblade wrote post #1425:
> new event called
> PANGEA!!
> 
> all islands merge into one big continent for an hour
> eheh that would be kewl!  omg walk from bvar to gossamer 
> that would blow my mind
> 
I do that every day, its called rogue tunnels :>

-----------------

poster: Darc
subject: spiritual binding
date: Thu Mar 25 18:15:11 2004

since harmers have the "ritual binding" spell/skill, i think it
would be cool if healers could
bond together in someway. This could be used for HAIMS or in eq to
streghtgen spells.
just a thought,
Darc

-----------------

poster: Trunks
subject: >spiritual binding
date: Thu Mar 25 19:52:43 2004

consecrate ground strengthens your spells.. and any healer on it
will be effected also

-----------------

poster: Korthrun
subject: >spiritual binding
date: Thu Mar 25 21:38:20 2004

On Thu Mar 25 18:15:11 2004 Darc wrote post #1427:
> since harmers have the "ritual binding" spell/skill, i think it
> would be cool if healers could
> bond together in someway. This could be used for HAIMS or in eq to
> streghtgen spells.
> just a thought,
> Darc
the equivilant to ritual of binding is share pain
k thanks bye

-----------------

poster: Switchblade
subject: >>new event
date: Thu Mar 25 22:18:07 2004

On Thu Mar 25 17:42:44 2004 Tzikas wrote post #1426:
> On Thu Mar 25 11:49:15 2004 Switchblade wrote post #1425:
> > new event called
> > PANGEA!!
> > 
> > all islands merge into one big continent for an hour
> > eheh that would be kewl!  omg walk from bvar to gossamer 
> > that would blow my mind
> > 
> I do that every day, its called rogue tunnels :>

HAHAHA GOOD ONE!

it's kind of fun to think about
I mean event message would be something like
"A MASSIVE rumbling is heard as Oddworld CRASHES into the western
shore of gossamer!  Hoppies are everwhere!" 
ehehhe

ok just having fun :)

-----------------

poster: Gartogg
subject: Inanimate objects that are people...
date: Thu Mar 25 23:40:52 2004

The "talk to achman" message of "do you spend all day talking to
inanimate objects is a bit silly...
maybe it could be changed to "Talking doesn't work, maybe you should
try something else."

-----------------

poster: Tahnval
subject: >>>>Cursed mask of the linguist.
date: Thu Mar 25 23:45:37 2004

Agreed.  This is NOT an RP MUD.  The only roleplay occurs
on the obscene channel 8-)

-----------------

poster: Tahnval
subject: >>new event
date: Thu Mar 25 23:46:25 2004

On Thu Mar 25 17:42:44 2004 Tzikas wrote post #1426:
> On Thu Mar 25 11:49:15 2004 Switchblade wrote post #1425:
> > new event called
> > PANGEA!!
> > 
> > all islands merge into one big continent for an hour
> > eheh that would be kewl!  omg walk from bvar to gossamer 
> > that would blow my mind
> > 
> I do that every day, its called rogue tunnels :>
I fly.  The view is better than those manky old tunnels 8-)

-----------------

poster: Communist
subject: add success_rate to report?
date: Thu Mar 25 23:52:58 2004

I think it might be helpful to let the 'report' command also report
success rate of spells.  It can probably be more informative than
just reporting spells alone.  Or maybe this will be totally useless,
I dunno.

-----------------

poster: Moridin
subject: >add success_rate to report?
date: Fri Mar 26 00:06:28 2004

On Thu Mar 25 23:52:58 2004 Communist wrote post #1434:
> I think it might be helpful to let the 'report' command also report
> success rate of spells.  It can probably be more informative than
> just reporting spells alone.  Or maybe this will be totally useless,
> I dunno.

er, reporting spells shows what % you got them at
which gives you a VERY good idea how good they are with it
(especially if you also see their skills and what they got Casting
at)

-----------------

poster: Zifnab
subject: >Inanimate objects that are people...
date: Fri Mar 26 00:07:25 2004

On Thu Mar 25 23:40:52 2004 Gartogg wrote post #1431:
> The "talk to achman" message of "do you spend all day talking to
> inanimate objects is a bit silly...
> maybe it could be changed to "Talking doesn't work, maybe you should
> try something else."
what are you talking about. I type talk to achman and get
presented with his message which is what is supposed to happen.

-----------------

poster: Roirraw
subject: >>Inanimate objects that are people...
date: Fri Mar 26 00:08:43 2004

On Fri Mar 26 00:07:25 2004 Zifnab wrote post #1436:
> On Thu Mar 25 23:40:52 2004 Gartogg wrote post #1431:
> > The "talk to achman" message of "do you spend all day talking to
> > inanimate objects is a bit silly...
> > maybe it could be changed to "Talking doesn't work, maybe you should
> > try something else."
> what are you talking about. I type talk to achman and get
> presented with his message which is what is supposed to happen.
i was wondering the same thing maybe something's causing
interference with you (command or something)

-----------------

poster: Scourge
subject: Harmer rack
date: Fri Mar 26 04:21:01 2004

What about letting other harmers use your rack to rack people? Long
as they're in the same room?
Because it's a rack..all you need :p

-----------------

poster: Darc
subject: Multi-Multi Class
date: Fri Mar 26 19:37:21 2004

nowadays with all the Jants, Nezmaniacs, Snoops and what have you,
will there ever be a possibilty for a third alpha?
or would this way too much overpower the mud? There has GOT to be
some point where you just run out of things to train, 
with 17 BILLION xp

-----------------

poster: Moridin
subject: multi multi
date: Fri Mar 26 19:38:12 2004

split body

-----------------

poster: Eomer
subject: druids
date: Fri Mar 26 22:08:03 2004

well, in many games, druids tend to be neutral, so it would be cool
if there was some sort of align restriction for some of the druid
spells, maybe between evil and good or something, otherwise they
could get some sort of message along the lines of "You have strayed
too far from neutrality to use this spell".
yep, i think itd be kinda cool, no clue what others think, but im
sure itd be easy to code seeing as other guilds and items have
alignment requirements
eomer

-----------------

poster: Wagro
subject: >Multi-Multi Class
date: Fri Mar 26 22:17:58 2004

I've always been in favor of multi betas. Ponder a Abj with
secondary evoker, or a druid woodsman. Could be pretty cool.

-----------------

poster: Nevyn (Web) 
subject: >>Multi-Multi Class
date: Sun Mar 28 00:40:20 2004

On Fri Mar 26 22:17:58 2004 Wagro wrote post #1442 in ideas:

> I've always been in favor of multi betas. Ponder a Abj with

> secondary evoker, or a druid woodsman. Could be pretty cool.

Or a harmer healer? *grin*

-----------------

poster: Tsinummoc
subject: gold bounty?
date: Sun Mar 28 04:05:53 2004

I wonder if it's possible to have a gold bounty... i.e. the reward
is not exp but gold... some people say that gold bounty exists
through prize bounty (where you sell the prize)... but that seems to
be rather difficult...
just an idea....

-----------------

poster: Wagro
subject: descriptions
date: Sun Mar 28 07:01:58 2004

Hi, I'd like to humbly request that descriptions be upped to
something like 25 lines. As you may recall, plans used to be limited
to something like 10 lines, but you could have much larger plans by
typing a lot of extra text per line. Well, currently descriptions
have the same feature as old plans, as you can type a whole lot of
text to get larger descs. The only problem is, it really doesn't
work so well cause everyone has different row settings.
It would be especially helpful for those of us who choose to do
ascii plans inplace of ordinary, boring text descs.

Thanks, Wagro

-----------------

poster: Korthrun
subject: new command
date: Sun Mar 28 13:52:58 2004

'clannies' or somesuch
Would work much like 'friends' except with people in your clan.
would also work like friends does in tells and in mailing
would be another handy command to have
*8

-----------------

poster: Hierokliff
subject: >new command
date: Sun Mar 28 13:55:10 2004

On Sun Mar 28 13:52:58 2004 Korthrun wrote post #1446:
> 'clannies' or somesuch
> Would work much like 'friends' except with people in your clan.
> would also work like friends does in tells and in mailing
> would be another handy command to have
> *8
Could just add tell/reply to the 'groups' command and ppl could use
it how they want...

-----------------

poster: Korthrun
subject: >>new command
date: Sun Mar 28 13:56:13 2004

On Sun Mar 28 13:55:10 2004 Hierokliff wrote post #1447:
> On Sun Mar 28 13:52:58 2004 Korthrun wrote post #1446:
> > 'clannies' or somesuch
> > Would work much like 'friends' except with people in your clan.
> > would also work like friends does in tells and in mailing
> > would be another handy command to have
> > *8
> Could just add tell/reply to the 'groups' command and ppl could use
> it how they want...
Hello, the groups command kicks ass, and I think his idea is better.
Thanks

-----------------

poster: Dizkantir
subject: umm, stuff?
date: Sun Mar 28 17:59:11 2004

i think harmers should have a spell that is the equivalent of
healer's redemption.
like, corruption, or something?
seeing as harmers have to be evil to use rack, peel flesh, etc, they
should be able to fix each other's align like healers can.
just an idea.

-----------------

poster: Darc (Web) 
subject: >umm, stuff?
date: Sun Mar 28 22:08:48 2004

i totally agree, that would be really cool

-----------------

poster: Tektor
subject: People
date: Mon Mar 29 16:07:16 2004

People make silly comments but the person who is borrowing it mailed
me back. Praise the the person who it was its nice to know some
people are honest when others are forgetful. (I was half awake and
forgot to add it to notebook ehehe) :P

-----------------

poster: Tektor
subject: Shops
date: Mon Mar 29 19:13:20 2004

would be cool if at weapon shop you could do lists by weapon types
like list blunt weapons, list pierce weapons ect

-----------------

poster: Draco
subject: >umm, stuff?
date: Mon Mar 29 23:40:24 2004

On Sun Mar 28 17:59:11 2004 Dizkantir wrote post #1449:
> i think harmers should have a spell that is the equivalent of
> healer's redemption.
> like, corruption, or something?
> seeing as harmers have to be evil to use rack, peel flesh, etc, they
> should be able to fix each other's align like healers can.
> just an idea.
save
well, Harmer is in the works right now to be redone, so asking for
spells like this at the moment is kind of pointless. it would just
be better to wait until harmer is closed and then re-opened, as the
redone guild may just have a spell like that already.

-----------------

poster: Roirraw
subject: catgotdead emote
date: Tue Mar 30 01:47:32 2004

be kinda cool if could target this emote
 You sing: whoever got dead, so we put him/her/it whatever in a box ect

-----------------

poster: Waz
subject: shifter
date: Tue Mar 30 05:23:33 2004


I've been thinking a bit about dragon lord balance, and one
change I would suggest making (aside from making all forms
required for one to get dragon forms)
is to make the gems needed for shifting cost more.
As it stands right now, onyxs, used for black
dragon forms, can usually be bought for 200 gold
apiece...at most.  Counter some of the "eq-decay" people who
note that dragons have no eq to decay with a substantial raise in
the cost of these gems.

-Waz

-----------------

poster: Tahnval
subject: >shifter
date: Tue Mar 30 06:40:38 2004

If the issue is cost (to compare with eq decay), just increase the gold
cost.  Instead of 65K and maybe 2K in gems (black dragon), add the cost to
the gold part of the cost rather than increase the price of gems (which
would increase the selling price of onyxes too, AFAIK).

-----------------

poster: Kiera
subject: >>shifter
date: Tue Mar 30 06:49:21 2004

at one point, daneel and i were talking. the think he liked about
garnets was the problem people were having getting them. i think
that perhaps we could increase the rarity of the other gems, or
just choose new gems to use. maybe jets for black, or something else.

while i know this doesn't really effect the cost of the shift, just
the ease of getting one, it does increase the hardships placed on dragon
lord. i, for one, don't think the guild is out of tune. i do, however, think
that it's a bit easy to get to dragon. i've heard that woodsman and fighter
(specifically rythion) can solo just as well as dragons. i don't know what
truth there is in that, but it seems to me that those guilds are more party
oriented than dragon. getting into a guild that doesn't require anyone else's
help to get an (in my opinion) amazing (though not out of tune) rate, perhaps
raise the difficulty of getting to such a position.

i also think that, with daneel's apparent absence (i say apparent because he
might be invisible all the time for all i know) it would be nice if some of
the builders who understand the guild to draw up ideas for quests
and mail them
to daneel. i'm sure he gets a lot of mail while he's gone, and i'm sure not
everyone who tries will come up with an in-theme in-tune idea, their
are chances
that we could get more shifter quests put out, thus increasing the
said difficulty.

anyway, what do i know? :P
kiera

p.s. forgive any accidental triggers (there shouldn't be any, but
you never know.)

-----------------

poster: Tektor
subject: Plaques
date: Tue Mar 30 16:43:36 2004

Links to the other plaques on the web page.

-----------------

poster: Wagro
subject: fishing
date: Tue Mar 30 18:19:17 2004

The fishing thing is cool, but maybe it would be better if there was
some sort of combat system, maybe even a few level fishing guild so
you can fight with fish

-----------------

poster: Griffy
subject: reinc
date: Tue Mar 30 18:24:45 2004

Maybee people who reinc alot 1-10 times in 2 months should be
granted a lower tax? or maybee there tax takes half the time to
regress.
Im sures there lotsa people (lizzie) who get bord and wana try new things.
losing an arm and a leg seems a bit harsh for a reinc bunny.

-----------------

poster: Zifnab
subject: >reinc
date: Tue Mar 30 18:48:08 2004

On Tue Mar 30 18:24:45 2004 Griffy wrote post #1460:
> Maybee people who reinc alot 1-10 times in 2 months should be
> granted a lower tax? or maybee there tax takes half the time to
> regress.
> Im sures there lotsa people (lizzie) who get bord and wana try new things.
> losing an arm and a leg seems a bit harsh for a reinc bunny.

reincing is not to be encouraged. It already happens way too often.

-----------------

poster: Korthrun
subject: >>reinc
date: Tue Mar 30 20:45:11 2004

On Tue Mar 30 18:48:08 2004 Zifnab wrote post #1461:
> On Tue Mar 30 18:24:45 2004 Griffy wrote post #1460:
> > Maybee people who reinc alot 1-10 times in 2 months should be
> > granted a lower tax? or maybee there tax takes half the time to
> > regress.
> > Im sures there lotsa people (lizzie) who get bord and wana try new things.
> > losing an arm and a leg seems a bit harsh for a reinc bunny.
> 
> reincing is not to be encouraged. It already happens way too often.
This would defeat the purpose of the reinc system. Like zifnab said
it happens to much already.
I am guilty! But thats the idea, I mean some muds don't even have
reincing. It is nice to be able to have a different guild and all or
most of your exp.
They don't have to pay an arm and a leg, they can get parties
together for eje mobs (even midbies can do these mobs so don't give
me that crap) gold for a day or two etc
k tx

-----------------

poster: Communist
subject: checkeq
date: Tue Mar 30 21:09:42 2004

I was wondering if there could be a feature in checkeq to see which
eq is actually being worn at the time... for example, I'm stupidly
carrying around 2 grey woolen cloaks, one of them is in new
condition and the other is scratched, how do I know which one I'm
wearing?

-----------------

poster: soulleech
subject: want more newbie eq
date: Wed Mar 31 00:34:34 2004

too many highbie eq on sales, I know that everyone's a highbie now and that they only use top slots, but this game is supposed to be newbie friendly, and having so little newbie eq in circulation is not a good thing for mud growth IMHO...

-----------------

poster: soulleech
subject: access menu from site
date: Wed Mar 31 00:42:53 2004

it's much easier to post here on the site than in the mud itself, is it possible to make it so that the delete commands and stuff are here also to make this a fully functional forum?

-----------------

poster: Wagro
subject: >want more newbie eq
date: Wed Mar 31 02:16:15 2004

It's called supply and demand my friend, lots of people want highbie
eq, mostly because even fairly small (~50m) people can afford it if
they save up. Noone bothers with newbie/lowbie eq because a) it
can't be sold for much b) it's not as challenging to obtain, and
c)the people who are running the eq parties dont waste their time
getting it.
History lesson: Similar situation was going on for midbie eq couple
of years ago, so a dozen or so of us (at the time everyone below
500m save for 1 or 2) got together and did organized eq. Worked
very, very well mind you. So, if you want to do something about it,
I encourage you to band together with some people your size, and go
after the eq you want.
Happy hunting, Wagro

-----------------

poster: Quillz
subject: >want more newbie eq
date: Wed Mar 31 03:41:43 2004

On Wed Mar 31 00:34:34 2004 soulleech wrote post #1464:
> too many highbie eq on sales, I know that everyone's a highbie now and
that they only use top slots, but this game is supposed to be newbie
friendly, and having so little newbie eq in circulation is not a good thing
for mud growth IMHO...
so organize midbie eq parties

What, you're not the right guild to help out?

Well, most of the 'highbies' had to reinc just to try to become
somewhat useful in eq parties. 

Q

-----------------

poster: Tsinummoc
subject: >>want more newbie eq
date: Wed Mar 31 03:55:02 2004

I think not enough newbies know about the sales channel... does the
tour have them turn it on?  I don't remember if it does, but I
somewhat doubt it because lots of newbies ask for heals on newbie or
myth channels when sales would be more appropriate...

Plus I have a bunch of newbie crap for sale and no buyers :(

-----------------

poster: Mixer
subject: >>want more newbie eq
date: Wed Mar 31 10:24:19 2004

On Wed Mar 31 02:16:15 2004 Wagro wrote post #1466:
> It's called supply and demand my friend, lots of people want highbie
> eq, mostly because even fairly small (~50m) people can afford it if
> they save up. Noone bothers with newbie/lowbie eq because a) it
> can't be sold for much b) it's not as challenging to obtain, and
> c)the people who are running the eq parties dont waste their time
> getting it.
> History lesson: Similar situation was going on for midbie eq couple
> of years ago, so a dozen or so of us (at the time everyone below
> 500m save for 1 or 2) got together and did organized eq. Worked
> very, very well mind you. So, if you want to do something about it,
> I encourage you to band together with some people your size, and go
> after the eq you want.
> Happy hunting, Wagro
So we should just put stat limits or level limits on eq and get some
sort of eq balance here.

-----------------

poster: Ranja
subject: >want more newbie eq
date: Wed Mar 31 18:57:11 2004

On Wed Mar 31 00:34:34 2004 soulleech wrote post #1464:
> too many highbie eq on sales, I know that everyone's a highbie now and
that they only use top slots, but this game is supposed to be newbie
friendly, and having so little newbie eq in circulation is not a good thing
for mud growth IMHO...
It seems to me that only Highlevels run EQ-Parties,  but noone stop
midbies from running midbieEq-parties.. So try to get some
midbies/newbies to run eq parties, they can drop smallish eq mobs
too, and get the EQ you ask for.

-----------------

poster: Gartogg
subject: Fishing
date: Wed Mar 31 23:21:16 2004

So, for use lowbies, 30k for the only rod that actually doesn't
break on the first shot is a bit much. Maybe the fishing could be
tuned for use newbies so that it is possible to fish for a normal
amount of gold. I don't know, but maybe the bigger you are, the nice
a rod you'd need.
***

-----------------

poster: Zifnab
subject: >Fishing
date: Wed Mar 31 23:22:07 2004

On Wed Mar 31 23:21:16 2004 Gartogg wrote post #1471:
> So, for use lowbies, 30k for the only rod that actually doesn't
> break on the first shot is a bit much. Maybe the fishing could be
> tuned for use newbies so that it is possible to fish for a normal
> amount of gold. I don't know, but maybe the bigger you are, the nice
> a rod you'd need.
> ***
you could always get the fishing skill at the traveler guild 
as well.. I would suspect that would help

-----------------

poster: Baer
subject: Save the mud
date: Thu Apr  1 03:53:11 2004

It is with a heavy heart that I read of the passing of this fine
mud. No longer shall we be able to frit away our lives in the
pursuit of pointless numbers, under the guidence of our wonderful
admin team.

But I think all is not lost. I have an idea that may resurrect.. no,
indeed revive, or perhaps even reincarnate the mud.

I was talking to a dear friend of mine who holds a doctorate of
science, and  I showed him how MXP works now and we came up with the
idea of integrating LIMA with Google adwords. Google Adwords is an
advertising network that is making millions of dollars by linking
from content keywords to advertisers.

The way it would work is as we chat on mud channels, or through
emotes, says and tells, the mudlib would parse our conversation and
create hyperlinks on key words, which you could then click on and
the mud earns money for each link created, and even more for each
click.

For example this text:
Malifix -[myth]-: just dont microwave yer cat 
Would become
Malifix -[myth]-: just dont microwave yer cat  _click here to buy
microwaves at walmart_

I hope it is not too late to implement such a system before the mud
reaches it's terrible fate. My idea might not be the only one out
there, if you have some thoughts please post them too.

-Baer


-----------------

poster: Belgarion
subject: >>umm, stuff?
date: Thu Apr  1 09:21:39 2004

this have been up a lot of times, but afaik it isn't meant to be
easy to keep align.
a healer is not NEEDED to be good align (i been satanic healer, you
just heal less)
harmer however NEED align and it would help them to much if they
could just skip there align probs a area or so just to get another
harmer casta  spell on them for a while..
do i make sence?
//belg

-----------------

poster: Tektor
subject: Dragons
date: Fri Apr  2 21:56:52 2004

Just a neat thought for DC Dragons, I know someone had been doing
something with Silver and Gold Dragons. Found a neat thing on D&D
Dragon Species and saw all those and saw Brass and Copper Dragons.
Just thought it would be neat to have bronzes maybe expanded into a
new cavern to include brass and copper dragons.

-----------------

poster: soulleech
subject: Run Stun
date: Sun Apr  4 23:31:12 2004

after running from wimpy, players are stunned for a second or two to prevent someone from running back into battle wounded.

-----------------

poster: Fox
subject: Spellbooks
date: Mon Apr  5 01:00:36 2004

It would be worth setting a message relaying what spell the book
contains when the book is worn.
ie: You feel that your brain is moving as it now contains the spell of 'spell'

Possibly something along those lines... 

>Fox

-----------------

poster: Moridin
subject: some ideas
date: Mon Apr  5 15:39:53 2004

The guild plaques should do like ew's tax, and show 2 decimal
points, at times you dont move much and with decimals, you'd have
more of a sense of a continuous thing. The same thing goes for Guild
Item, the last ranks are pretty slow, so would be cool to have 2
decimals there too. And then more about % and decimals, the damage
done and damage taken plaques, instead of just listing people, maybe
show them in % of the #1 person, sorta like guild plaques, and yeah,
also with 2 decimals, eheh. 

The login channel atm shows peoples name race and level, maybe add
in primary beta guild aswell? (or alpha if they dont have a beta, or
none if they, well, have none)

The healer blasts spray holy water sucks, it is 3 rounds, costs more
then white flame, does less damage then hand of god, and it is
omicron, with a bottle that runs out a bit fast, so maybe either
make it cost less to cast/bottle last longer, or make it do a bit
more damage.

When you ew people with split bodies, if it isnt too hard, maybe add
a line showing the worth of the total body?

When you want to sell something, for example at rufrin, you can
value it first, you know, in case he offers less then you would be
willing to sell it for. Maybe add something like that at sloatinok?
a value item, that makes him go hmm, that I could give 5 taskpoints
for, or "thats worth nothing to me" of course, if thats too exact,
and you dont like exact in this case, could split it into 4
categories, for example "worthless" "slightly valuable" "valuable"
and "very valuable" which would mean 0, 1 or 2TP, 3 or 5TP, 7 or
10TP respectivly

-----------------

poster: soulleech
subject: bifur confirmation
date: Mon Apr  5 23:30:08 2004

make bifur tell the price needed for repair and then ask for confirmation, so that you wont repair a eq without knowing the needed gold and have to spend all you have

-----------------

poster: Moridin
subject: re  bifur confirmation      
date: Mon Apr  5 23:31:17 2004

show item to bifur
and he will tell you the price he wants to repair it

-----------------

poster: Soulleech (Web) 
subject: >re  bifur confirmation      
date: Mon Apr  5 23:31:47 2004

On Mon Apr  5 23:31:17 2004 Moridin wrote post #1481 in ideas:

> show item to bifur

> and he will tell you the price he wants to repair it

didn't know that, oh well, that was fast, thx.

-----------------

poster: Bahgtru
subject: >Run Stun
date: Tue Apr  6 11:05:44 2004

On Sun Apr  4 23:31:12 2004 soulleech wrote post #1477:
> after running from wimpy, players are stunned for a second or two to
prevent someone from running back into battle wounded.
You run, you are out of combat, so how could you be stunned?

-----------------

poster: Communist
subject: >>run stun
date: Tue Apr  6 11:08:05 2004

I think this is what Soulleech is talking about:
if you use the wimpy flee and say, flee south, while at the same
time you didn't trust the wimpy and entered a command to manual flee
to the north, you'd be in big trouble.  The run stun would prevent
the manual flee from occurring, I guess...


-----------------

poster: Nevyn (Web) 
subject: >>>run stun
date: Tue Apr  6 11:09:17 2004

On Tue Apr  6 11:08:05 2004 Communist wrote post #1484 in ideas:

> I think this is what Soulleech is talking about:

> if you use the wimpy flee and say, flee south, while at the same

> time you didn't trust the wimpy and entered a command to manual flee

> to the north, you'd be in big trouble.  The run stun would prevent

> the manual flee from occurring, I guess...

Or you could just set wimpy 0 and not slack and do it all manually

-----------------

poster: Bahgtru
subject: >>>>run stun
date: Tue Apr  6 11:10:44 2004

On Tue Apr  6 11:09:17 2004 Nevyn (Web)  wrote post #1485:
> On Tue Apr  6 11:08:05 2004 Communist wrote post #1484 in ideas:

> > I think this is what Soulleech is talking about:

> > if you use the wimpy flee and say, flee south, while at the same

> > time you didn't trust the wimpy and entered a command to manual flee

> > to the north, you'd be in big trouble.  The run stun would prevent

> > the manual flee from occurring, I guess...

> Or you could just set wimpy 0 and not slack and do it all manually
Exactly... I don't think (tho I may be wrong) that wimpy was set to
stop a player from dying ever time. If you're worried about both
working, flee in a direction that wimpy can't take ya the opposite,
or just trust wimpy

-----------------

poster: Communist
subject: >>>>>run stun
date: Tue Apr  6 11:12:50 2004

What I do is set wimpy very low (between 10-20%) and perhaps it
might save me in some rare emergencies, otherwise I manual flee. 
Agreed, wimpy flee does rather suck.

-----------------

poster: Moridin
subject: eje and split bodies
date: Tue Apr  6 12:11:16 2004

the reinc tax of the 2 bodies are separate so saccing etc affects
only one at a time, this I think is sensible
however

Eje the Priest says: You have already offered that piece of
equipment recently.

that is after I gave a similar item with my other body, so since tax
is separate between bodies, make
it so he doesnt react this way to items given with another body then
the one you are currently in?

-----------------

poster: Korthrun
subject: >eje and split bodies
date: Tue Apr  6 12:11:43 2004

On Tue Apr  6 12:11:16 2004 Moridin wrote post #1488:
> the reinc tax of the 2 bodies are separate so saccing etc affects
> only one at a time, this I think is sensible
> however
> 
> Eje the Priest says: You have already offered that piece of
> equipment recently.
> 
> that is after I gave a similar item with my other body, so since tax
> is separate between bodies, make
> it so he doesnt react this way to items given with another body then
> the one you are currently in?
I like this idea.

-----------------

poster: Kiera
subject: >>>>>>run stun
date: Tue Apr  6 12:16:59 2004

wimpy was changed a while ago so that you can only wimpy once per round.
while you can only flee combat using wimpy once a round, you can move around
manually all you like afterwards. here's why that's a good thing:
you're fighting
a sidhe. he gets off an attack that does some pretty heavy damage,
and you wimpy.
ok, going with the suggestion, you'd now be stunned. that let's the
sidhe track
you fairly easily. however, the current way would let you wimpy out,
then run a 
safe distance away so that you don't get tracked, thus ensuring your survival.

that's a fairly simple example of why the stun idea would kinda suck. i'm sure
that, if you're not going to trust your wimpy, you can learn how to
manually flee
in time.

kiera

-----------------

poster: Zifnab
subject: >>eje and split bodies
date: Tue Apr  6 13:45:44 2004

> > that is after I gave a similar item with my other body, so since tax
> > is separate between bodies, make
> > it so he doesnt react this way to items given with another body then
> > the one you are currently in?
> I like this idea.

its not that easy. When you recombine what do we do? when you then
split again what do we do? Do we let you resacrifice all over again?

it is not a clean solution to just say let me sacrifice it for every body.

-----------------

poster: Darc (Web) 
subject: >>>>>>>run stun
date: Tue Apr  6 16:34:40 2004



> safe distance away so that you don't get tracked, thus ensuring your survival.

> 

  Ensuring your survival? dude, that is why tracking was put in place first of all. SO YOU DIE! MUAHAHAHAHA



*Peeking under Kiera's Skirt*

Darc

-----------------

poster: Korthrun
subject: tells and away
date: Tue Apr  6 21:18:00 2004

it owuld be nice if the auto unaway feature was something toggleable
form 'menu' or some such
sometimes even though one may be chatting with someone, there are
others they want to seem away to
etc

-----------------

poster: Soulleech (Web) 
subject: >>>>>>>>run stun
date: Tue Apr  6 23:32:56 2004

how about making it so that you only can't run the way back where you came from? like a message saying that you're too scare to go back yet...

that solves the tracking thing since you can still run away, and if you have to run the opposite way you'll probably die anyway.

also, I use wimpy because my modem often freezes and a wimpy of 0 will just mean lots of death to easy mobs.

-----------------

poster: Moridin
subject: cast prayer for the crusader on 
date: Wed Apr  7 18:07:34 2004

make it so the recipient of prayer for the crusader gets some
indication who cast it?

-----------------

poster: Chrono
subject: >tells and away
date: Wed Apr  7 20:11:01 2004

i agree with korthrun, make a toggle option.. a command or somewhere
in menu, cuz not only you may want to see away, but i may step back
into this realm of mudding for a second and reply to someone real
fast, then leave again, it's just easier for everyone. me cuz i
won't have to put back up my away, and others cuz i may forget to
put it back up and you not know i'm away other than being idle eheh
shrug kbye

-----------------

poster: Tahnval
subject: >>>>>run stun
date: Wed Apr  7 23:18:09 2004

On Tue Apr  6 11:10:44 2004 Bahgtru wrote post #1486:
> On Tue Apr  6 11:09:17 2004 Nevyn (Web)  wrote post #1485:
> > On Tue Apr  6 11:08:05 2004 Communist wrote post #1484 in ideas:
> 
> > > I think this is what Soulleech is talking about:
> 
> > > if you use the wimpy flee and say, flee south, while at the same
> 
> > > time you didn't trust the wimpy and entered a command to manual flee
> 
> > > to the north, you'd be in big trouble.  The run stun would prevent
> 
> > > the manual flee from occurring, I guess...
> 
> > Or you could just set wimpy 0 and not slack and do it all manually
> Exactly... I don't think (tho I may be wrong) that wimpy was set to
> stop a player from dying ever time. If you're worried about both
> working, flee in a direction that wimpy can't take ya the opposite,
> or just trust wimpy
I use wimpy.  I die sometimes.  Oh dear, how sad...but never mind.
It's possible to die from the "wimpy one way, run the other" when you're
stunned, wimpy is failing, you start seeing the BLEEDING! and ABOUT TO DIE!
messages and batter keys like a woodpecker on speed so that you will
flee a fraction of a second after you recover from stun.

When I die, it's usually from "wimpy pinball", where you wimpy from
one aggro mob to another.  Unless it's because I decided to try soloing a 1M
mob 8-)

-----------------

poster: Roirraw
subject: nods
date: Thu Apr  8 01:15:34 2004

forgot emote in the title anyway w:nods emote changed back to what
is used to be

-----------------

poster: Kiera
subject: >>>>>>run stun
date: Thu Apr  8 01:16:58 2004

umm, wimpy pinball no longer exists. you can only wimpy once per round.

-----------------

poster: Tahnval
subject: >>>>>>>run stun
date: Thu Apr  8 02:04:02 2004

On Thu Apr  8 01:16:58 2004 Kiera wrote post #1499:
> umm, wimpy pinball no longer exists. you can only wimpy once per round.
How does that stop wimpy pinball?  Wimpy, next round, wimpy, etc.
I've become quite blase about it all since returning to Shifter, anyway.
Anything that could force me to wimpy is probably going to kill me.

-----------------

poster: Silvereyes
subject: Party Search
date: Thu Apr  8 02:50:02 2004

I think there should be a command, like Partying  to tell you
if that person is in a party
i understand we have like all parties, but you have to search,
i think it might save a little time.
just an idea...
-silverEy3s

-----------------

poster: Zifnab
subject: >Party Search
date: Thu Apr  8 02:50:32 2004

who open shows those players not in a party.

-----------------

poster: Silvereyes
subject: Party Search
date: Thu Apr  8 02:52:20 2004

Yes but can you search for a guild with open, if so plz tell me syntax :)
-silverEy3s

-----------------

poster: Zifnab
subject: >Party Search
date: Thu Apr  8 02:52:32 2004

On Thu Apr  8 02:52:20 2004 Silvereyes wrote post #1503:
> Yes but can you search for a guild with open, if so plz tell me syntax :)
> -silverEy3s
who open guild mage

-----------------

poster: Ca
subject: >Party Search
date: Thu Apr  8 02:53:44 2004

On Thu Apr  8 02:50:02 2004 Silvereyes wrote post #1501:
> I think there should be a command, like Partying  to tell you
> if that person is in a party
> i understand we have like all parties, but you have to search,
> i think it might save a little time.
> just an idea...
> -silverEy3s
Might be misunderstanding, but isn't that what 'pwho playername' does?

-----------------

poster: Moridin
subject: taskpoints
date: Thu Apr  8 11:02:35 2004

TaskPts. : 9
make it TaskPts. : 9 (123) where the number in () is the total over
all the bodies or just this one if you are not split
shouldnt be too hard I hope? got to thinking about it when the too
next level things were added to score.

-----------------

poster: Anlo
subject: New emote
date: Fri Apr  9 10:35:32 2004

Got an idea for new whine emote, like whine2 or something. Gives:
"whine whine whine, is that all you ever do?"
/Anlo

-----------------

poster: Mor
subject: Reincs
date: Sun Apr 11 11:08:50 2004

WHen you reinc, your exp earned gets reset. WOuld it be possible to
make it so that the time you have been logged on is reset too, or
the exp isnt? Just wondering.

-----------------

poster: Soulleech (Web) 
subject: >Reincs
date: Sun Apr 11 17:17:06 2004

On Sun Apr 11 11:08:50 2004 Mor wrote post #1509 in ideas:

> WHen you reinc, your exp earned gets reset. WOuld it be possible to

> make it so that the time you have been logged on is reset too, or

> the exp isnt? Just wondering.



if I read this wrong, forgive me, but if you think that we lost all our exp, that's not the case. we only lose a fraction of exp and that percentage could be found out through an estimate worth or by talking to eje. that percentage also go down with time as well as giving eje gold and items.

-----------------

poster: Alacor
subject: >Reincs
date: Sun Apr 11 23:34:02 2004

I think he was talking about in the summary...just reconnect?

-----------------

poster: allie
subject: alien
date: Tue Apr 13 17:09:46 2004

I think that the alien's name should be changed because whenever the event's running me being in cs seems to confuse things.  And the alien steals things that people are trying to give me.

-----------------

poster: Grasfer
subject: >alien
date: Tue Apr 13 17:18:19 2004

On Tue Apr 13 17:09:46 2004 allie wrote post #1515:
> I think that the alien's name should be changed because whenever the
event's running me being in cs seems to confuse things.  And the alien
steals things that people are trying to give me.
Why change something thats bin around for decades? :) Better we
change your name or block names that events/monsters use, makes
monsters more unique or something. RAWR

-----------------

poster: Kaos
subject: party hide/close command
date: Tue Apr 13 17:18:43 2004

Removes the party from the "all parties" list.

-----------------

poster: Allie (Web) 
subject: >>alien
date: Tue Apr 13 17:21:52 2004

On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516 in ideas:

> On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > I think that the alien's name should be changed because whenever the

> event's running me being in cs seems to confuse things.  And the alien

> steals things that people are trying to give me.

> Why change something thats bin around for decades? :) Better we

> change your name or block names that events/monsters use, makes

> monsters more unique or something. RAWR

Hey! Allie's been my name since i was born!  And i think that they should block names that events/monsters use, it would help stop confusion, and if i could i'd change my name if i could! 

-----------------

poster: Zifnab
subject: >alien
date: Tue Apr 13 17:49:04 2004

On Tue Apr 13 17:09:46 2004 allie wrote post #1515:
> I think that the alien's name should be changed because whenever the
event's running me being in cs seems to confuse things.  And the alien
steals things that people are trying to give me.
move out of CS.

-----------------

poster: Allie (Web) 
subject: >>alien
date: Tue Apr 13 17:53:26 2004

On Tue Apr 13 17:49:04 2004 Zifnab wrote post #1519 in ideas:



> move out of CS.



i do move out whenever i notice that the alien's there...doesn't mean i always notice though and it's also not fair to other people if i happen to be idle since pieces of the sphere have been given to me, instead of the alien.

-----------------

poster: Tektor
subject: >>alien
date: Tue Apr 13 17:55:35 2004

On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:
> On Tue Apr 13 17:09:46 2004 allie wrote post #1515:
> > I think that the alien's name should be changed because whenever the
> event's running me being in cs seems to confuse things.  And the alien
> steals things that people are trying to give me.
> Why change something thats bin around for decades? :) Better we
> change your name or block names that events/monsters use, makes
> monsters more unique or something. RAWR
I Agree with Grasfer, Thats what you get for stealing his name.

-----------------

poster: Allie (Web) 
subject: >>>alien
date: Tue Apr 13 17:59:05 2004

On Tue Apr 13 17:55:35 2004 Tektor wrote post #1521 in ideas:

> On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:

> > On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > > I think that the alien's name should be changed because whenever the

> > event's running me being in cs seems to confuse things.  And the alien

> > steals things that people are trying to give me.

> > Why change something thats bin around for decades? :) Better we

> > change your name or block names that events/monsters use, makes

> > monsters more unique or something. RAWR

> I Agree with Grasfer, Thats what you get for stealing his name.

Then tell me, how the hell was i supposed to know that some character on a game i had never played before had my name?

-----------------

poster: Belgarion
subject: >>>>alien
date: Tue Apr 13 18:02:24 2004

well.. i accually think allie (player) have a point, not realy her
fault that she was able to create a character  that mud allready
used. also if this is a problem, (as it seems to be..) it shouldn't
be such a big modification to rename the alien..

-----------------

poster: Tektor
subject: >>>>>alien
date: Tue Apr 13 18:03:18 2004

On Tue Apr 13 18:02:24 2004 Belgarion wrote post #1523:
> well.. i accually think allie (player) have a point, not realy her
> fault that she was able to create a character  that mud allready
> used. also if this is a problem, (as it seems to be..) it shouldn't
> be such a big modification to rename the alien..
Well no but someone could have told her when she first started, most
people do say things like that.

-----------------

poster: Belgarion
subject: more allie
date: Tue Apr 13 18:09:06 2004

just a sidenote, Allie (monster) is a male. so it wouldn't be that
wrong to change it.

-----------------

poster: Zifnab
subject: >>>>>alien
date: Tue Apr 13 18:11:31 2004

On Tue Apr 13 18:02:24 2004 Belgarion wrote post #1523:
> well.. i accually think allie (player) have a point, not realy her
> fault that she was able to create a character  that mud allready
> used. also if this is a problem, (as it seems to be..) it shouldn't
> be such a big modification to rename the alien..

So lets see I change the monsters name because of allie..

You are now officially hired as builder in charge of renaming
all monsters that have the same name as a player.

 FYI would take 2 seconds before some idiot player started creating
characters solely to get monster names changed.

-----------------

poster: Belgarion
subject: >>>>>>alien
date: Tue Apr 13 18:13:10 2004

well this is not some moron who created a character named allie to
whine about it. it is a normal player who just happened to have same
name. and thank you, i will start with it then.

-----------------

poster: Blitzkrieg
subject: fishing + eq = fun
date: Tue Apr 13 18:37:50 2004

i think it would be most definitely cool if there was a REALLY
big fish you could catch, and it was an eq mob. it would have
to be EXTREMELY rare, and you would have to go through a very
long and complicated process to catch it, but i think it would
be a cool addition.
                                             -Blitz

-----------------

poster: Zifnab
subject: you got your wish
date: Tue Apr 13 18:40:32 2004

All monster primary names will be banned starting with the next
boot. Excluded from this list are castle guards and familiars.

-----------------

poster: Korthrun
subject: >>alien
date: Tue Apr 13 19:26:46 2004

On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:
> On Tue Apr 13 17:09:46 2004 allie wrote post #1515:
> > I think that the alien's name should be changed because whenever the
> event's running me being in cs seems to confuse things.  And the alien
> steals things that people are trying to give me.
> Why change something thats bin around for decades? :) Better we
> change your name or block names that events/monsters use, makes
> monsters more unique or something. RAWR
there is a built in way to do this to iirc like a dir for reserved
names or something

-----------------

poster: Korthrun
subject: >>>>>alien
date: Tue Apr 13 19:27:55 2004

On Tue Apr 13 18:02:24 2004 Belgarion wrote post #1523:
> well.. i accually think allie (player) have a point, not realy her
> fault that she was able to create a character  that mud allready
> used. also if this is a problem, (as it seems to be..) it shouldn't
> be such a big modification to rename the alien..
yeah and names like 'elf' 'giant' etc should be reserved also

-----------------

poster: Korthrun
subject: >you got your wish
date: Tue Apr 13 19:29:14 2004

On Tue Apr 13 18:40:32 2004 Zifnab wrote post #1529:
> All monster primary names will be banned starting with the next
> boot. Excluded from this list are castle guards and familiars.

yay for zifnab
ignore my other posts cause I don't read the whole thread first like
a true news pro

-----------------

poster: soulleech
subject: fishing for all
date: Tue Apr 13 19:37:29 2004

make wis and int a factor in a new type of fishing that essentially replaces dex and str, like psychic fishing or something, it's no fun to have to be a fighter related guild in order to haul in a fish.

-----------------

poster: Grasfer
subject: >fishing for all
date: Tue Apr 13 19:38:14 2004

On Tue Apr 13 19:37:29 2004 soulleech wrote post #1533:
> make wis and int a factor in a new type of fishing that essentially
replaces dex and str, like psychic fishing or something, it's no fun to have
to be a fighter related guild in order to haul in a fish.

While your at it, make fishing skill more important to, RAWR

-----------------

poster: Ant
subject: >party hide/close command
date: Tue Apr 13 20:18:34 2004

Er... Why?

-----------------

poster: Ant
subject: >>>>>>alien
date: Tue Apr 13 20:22:22 2004

Oh just on a sidenote... Allie DOES id to 'alien'... so if people would
be so kind as to give stuff to 'alien' instead of 'allie'...

Thank you. Drive through.

-----------------

poster: Cebcurg
subject: >fishing for all
date: Tue Apr 13 20:27:47 2004

Fishing was, and is intended for big fighters, and other +dex/str
people, because they are the ones who typically can't make their own
food. It won't be changed to suit everyone, (ever). :)

-----------------

poster: Kaos
subject: >>party hide/close command
date: Tue Apr 13 21:14:07 2004

On Tue Apr 13 20:18:34 2004 Ant wrote post #1535:
> Er... Why?
Because all parties is filled up with people in solo-parties or idleparties
that are made just cause party has neat commands like autoloot and things
to check your rate. Also, it gets tedious to reply to everyone that
can't understand that they should ask people who DON'T party if they
want to do xp, instead of people that are already partying.

-----------------

poster: Wildchild
subject: >>>>alien
date: Tue Apr 13 22:23:33 2004

On Tue Apr 13 17:59:05 2004 Allie (Web)  wrote post #1522:
> On Tue Apr 13 17:55:35 2004 Tektor wrote post #1521 in ideas:

> > On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:

> > > On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > > > I think that the alien's name should be changed because whenever the

> > > event's running me being in cs seems to confuse things.  And the alien

> > > steals things that people are trying to give me.

> > > Why change something thats bin around for decades? :) Better we

> > > change your name or block names that events/monsters use, makes

> > > monsters more unique or something. RAWR

> > I Agree with Grasfer, Thats what you get for stealing his name.

> Then tell me, how the hell was i supposed to know that some character on a
game i had never played before had my name?

Bah, you've got it easy.

Anybody else remember poor Elf and the days of pk? :)

-WildChild

-----------------

poster: Tigran
subject: >>>>>alien
date: Tue Apr 13 22:30:13 2004

On Tue Apr 13 22:23:33 2004 Wildchild wrote post #1539:
> On Tue Apr 13 17:59:05 2004 Allie (Web)  wrote post #1522:
> > On Tue Apr 13 17:55:35 2004 Tektor wrote post #1521 in ideas:

> > > On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:

> > > > On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > > > > I think that the alien's name should be changed because whenever
the

> > > > event's running me being in cs seems to confuse things.  And the
alien

> > > > steals things that people are trying to give me.

> > > > Why change something thats bin around for decades? :) Better we

> > > > change your name or block names that events/monsters use, makes

> > > > monsters more unique or something. RAWR

> > > I Agree with Grasfer, Thats what you get for stealing his name.

> > Then tell me, how the hell was i supposed to know that some character on a
> game i had never played before had my name?
> 
> Bah, you've got it easy.
> 
> Anybody else remember poor Elf and the days of pk? :)
> 
> -WildChild
Gee, and here I was thinking of Lord :)

-----------------

poster: Wildchild
subject: >>>>>>alien
date: Tue Apr 13 22:30:52 2004

On Tue Apr 13 22:30:13 2004 Tigran wrote post #1540:
> On Tue Apr 13 22:23:33 2004 Wildchild wrote post #1539:
> > On Tue Apr 13 17:59:05 2004 Allie (Web)  wrote post #1522:
> > > On Tue Apr 13 17:55:35 2004 Tektor wrote post #1521 in ideas:

> > > > On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:

> > > > > On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > > > > > I think that the alien's name should be changed because whenever
> the

> > > > > event's running me being in cs seems to confuse things.  And the
> alien

> > > > > steals things that people are trying to give me.

> > > > > Why change something thats bin around for decades? :) Better we

> > > > > change your name or block names that events/monsters use, makes

> > > > > monsters more unique or something. RAWR

> > > > I Agree with Grasfer, Thats what you get for stealing his name.

> > > Then tell me, how the hell was i supposed to know that some character
on a
> > game i had never played before had my name?
> > 
> > Bah, you've got it easy.
> > 
> > Anybody else remember poor Elf and the days of pk? :)
> > 
> > -WildChild
> Gee, and here I was thinking of Lord :)

He would be a good choice if not for the fact that everybody lived
in misty elves. Not too many mobs id'ed to 'lord' at the time when
he played. :)

-WildChild

-----------------

poster: Tahnval
subject: >>fishing for all
date: Tue Apr 13 23:40:22 2004

On Tue Apr 13 20:27:47 2004 Cebcurg wrote post #1537:
> Fishing was, and is intended for big fighters, and other +dex/str
> people, because they are the ones who typically can't make their own
> food. It won't be changed to suit everyone, (ever). :)
At 30K gold for a nosave rod, fishing is a ridiculous way to
get food.  Just go to the shop and buy 100 foods.

-----------------

poster: Phire
subject: >>>>>>>alien
date: Wed Apr 14 03:23:58 2004

On Tue Apr 13 22:30:52 2004 Wildchild wrote post #1541:
> On Tue Apr 13 22:30:13 2004 Tigran wrote post #1540:
> > On Tue Apr 13 22:23:33 2004 Wildchild wrote post #1539:
> > > On Tue Apr 13 17:59:05 2004 Allie (Web)  wrote post #1522:
> > > > On Tue Apr 13 17:55:35 2004 Tektor wrote post #1521 in ideas:

> > > > > On Tue Apr 13 17:18:19 2004 Grasfer wrote post #1516:

> > > > > > On Tue Apr 13 17:09:46 2004 allie wrote post #1515:

> > > > > > > I think that the alien's name should be changed because whenever
> > the

> > > > > > event's running me being in cs seems to confuse things.  And the
> > alien

> > > > > > steals things that people are trying to give me.

> > > > > > Why change something thats bin around for decades? :) Better we

> > > > > > change your name or block names that events/monsters use, makes

> > > > > > monsters more unique or something. RAWR

> > > > > I Agree with Grasfer, Thats what you get for stealing his name.

> > > > Then tell me, how the hell was i supposed to know that some character
> on a
> > > game i had never played before had my name?
> > > 
> > > Bah, you've got it easy.
> > > 
> > > Anybody else remember poor Elf and the days of pk? :)
> > > 
> > > -WildChild
> > Gee, and here I was thinking of Lord :)
> 
> He would be a good choice if not for the fact that everybody lived
> in misty elves. Not too many mobs id'ed to 'lord' at the time when
> he played. :)
> 
> -WildChild
Do you know how hard it was to party with Elf when you were killing elves 
and not pk your own party member??

On another mud I made a character called Corpse - it screwed with the
parser really bad so one of the wizards thought it easier to 
perma-ban me instead of dealing with it.

-----------------

poster: Wildchild
subject: emote idea
date: Wed Apr 14 06:19:32 2004

fedex2
You comment: Friends don't let friends use FedEx.

gentwit
You ramble on about how great the internet was before "Generation
Twit" came along.

-WildChild

-----------------

poster: Nyx
subject: >>>alien
date: Wed Apr 14 07:15:40 2004

Then pay attention and leave if alien is there. And idle in adv. 

-----------------

poster: Draco
subject: >>>>alien
date: Wed Apr 14 07:44:42 2004

On Wed Apr 14 07:15:40 2004 Nyx wrote post #1545:
> Then pay attention and leave if alien is there. And idle in adv. 
im pretty sure this problem has been noted and the tag for the mob
added as allie the alien so you can give sphere to allie the alien.
if you don't do that, then shame on you and you deserve to have your
pieces lost

-----------------

poster: Soulleech (Web) 
subject: >>>fishing for all
date: Wed Apr 14 07:49:27 2004

dont think fishing's purpose is for food, otherwise the beaches would not be littered with fish all the time... it does provide food, but looking at all the ppl that are fishing I dont thinking that they need to eat quite that many fish, so just for the purpose of fun, I dont see the problem with caster fishing.

-----------------

poster: Cebcurg
subject: >>>>fishing for all
date: Wed Apr 14 07:52:31 2004

Once again, I say.  If I go in and make fishing possible for almost
anyone who can carry a rod, it'd be way too easy for the people who
are ----meant---- to be able to fish now. If you want to fish, and
you're too small, pick a crappy bait, join traveler, max the
'fishing' skill, and catch little fish instead of big ones. And yes
it was meant for food. :)


-----------------

poster: Bigglesworth
subject: >>>alien
date: Wed Apr 14 12:50:15 2004

I would no doubt be one of those idiot players that goes and makes a
secondary named Tiamat...=)

-----------------

poster: Tro
subject: Allie the Alien
date: Wed Apr 14 12:57:45 2004

Yes the Alien id as Allie the Alien. But the Alien comes first in
line and if you try to give to 'Allie' it will ask which Allie. So
Draco I think the original complaint is only that some people have
tried to give stuff to the player Allie and the alien Allie got
them. So you cannot really goof with the sphere itself... unless you
are a lunatic :) So well. Giving eq to Allie during Alien Sphere is
simply a nono :) **


-----------------

poster: Uno
subject: >>>>>fishing for all
date: Wed Apr 14 15:35:16 2004

On Wed Apr 14 07:52:31 2004 Cebcurg wrote post #1548:
> Once again, I say.  If I go in and make fishing possible for almost
> anyone who can carry a rod, it'd be way too easy for the people who
> are ----meant---- to be able to fish now. If you want to fish, and
> you're too small, pick a crappy bait, join traveler, max the
> 'fishing' skill, and catch little fish instead of big ones. And yes
> it was meant for food. :)
> 
before i levy this criticism understand i think fishing is very
fun and unique. i would love to see it expanded to make it more
textured and competitive.

that said, it IS a terrible way to get food, even for 10' 700 str ppls.
it's true that a rod costs about the same as all the food you could
eat in say...
12 hrs, and on top of that, the fish a big person catches weigh FAR too much
to make them a practical source of food. three 50 lb. fish weigh down even the
mightiest warrior in the lands (that would be me, HARRRR!!!!)

but i reiterate that just because the fun of fishing isn't in line
(no pun intended)
with its original intention doesn't mean it lacks merit. It seems you
unwittingly coded a very enjoyable diversion to 'mindless exp.'
That's a good thing. There's no need to try to shackle it with a
purpose other than 'fun'.
In fact, it's my hope that the pasttime is further developed as simple sport,
with more strategy to where you fish, how long you fish there, the
types of casting,
and yeah, even special lures and savable rods on eq mobs that allow
small people to catch big fish or big people to catch a whole new
level of fish.

I see a whole new, bright, fishing future. It looks glorious.
i just noticed my fly is unzipped.

//beav

-----------------

poster: Dizkantir
subject: emote..
date: Wed Apr 14 18:11:17 2004

dizkantir4 foo "You tell foo to 'get the fuck on it,' as Dizkantir would say."
Yeah.
c'mon, you KNOW you want to.
dear wizzies; plz, get the fuck on it.
love, dizzy
*hides*

-----------------

poster: Draco
subject: >Allie the Alien
date: Wed Apr 14 18:27:15 2004

On Wed Apr 14 12:57:45 2004 Tro wrote post #1550:
> Yes the Alien id as Allie the Alien. But the Alien comes first in
> line and if you try to give to 'Allie' it will ask which Allie. So
> Draco I think the original complaint is only that some people have
> tried to give stuff to the player Allie and the alien Allie got
> them. So you cannot really goof with the sphere itself... unless you
> are a lunatic :) So well. Giving eq to Allie during Alien Sphere is
> simply a nono :) **
> 
well if that is the case, then simply la a allie, la other allie,
see which one ids as such and give it to that one, you screw up it
is still your fault ans shame on you

-----------------

poster: Tigran
subject: >>>fishing for all
date: Wed Apr 14 18:33:51 2004

On Tue Apr 13 23:40:22 2004 Tahnval wrote post #1542:
> On Tue Apr 13 20:27:47 2004 Cebcurg wrote post #1537:
> > Fishing was, and is intended for big fighters, and other +dex/str
> > people, because they are the ones who typically can't make their own
> > food. It won't be changed to suit everyone, (ever). :)
> At 30K gold for a nosave rod, fishing is a ridiculous way to
> get food.  Just go to the shop and buy 100 foods.
You just do that.  Don't fish.  It's not always about the 'material
things' you get out of it.

-----------------

poster: Zifnab
subject: >Allie the Alien
date: Wed Apr 14 18:54:23 2004

On Wed Apr 14 12:57:45 2004 Tro wrote post #1550:
> Yes the Alien id as Allie the Alien. But the Alien comes first in
> line and if you try to give to 'Allie' it will ask which Allie. So
> Draco I think the original complaint is only that some people have
> tried to give stuff to the player Allie and the alien Allie got
> them. So you cannot really goof with the sphere itself... unless you
> are a lunatic :) So well. Giving eq to Allie during Alien Sphere is
> simply a nono :) **
> 
I do not follow this post. fist you say if you try to give to allie
it will ask you which allie you mean? (FYI that is why this parser
does that) then you say it will go to the first one which I think
is not true the mud will ask which of the 2 you meant unless you 
specifically say give X to 'a' allie.
Then you are getting exactly what you asked for give it to 
one of them.

-----------------

poster: Korthrun
subject: >>Allie the Alien
date: Wed Apr 14 20:44:01 2004

On Wed Apr 14 18:54:23 2004 Zifnab wrote post #1555:
> On Wed Apr 14 12:57:45 2004 Tro wrote post #1550:
> > Yes the Alien id as Allie the Alien. But the Alien comes first in
> > line and if you try to give to 'Allie' it will ask which Allie. So
> > Draco I think the original complaint is only that some people have
> > tried to give stuff to the player Allie and the alien Allie got
> > them. So you cannot really goof with the sphere itself... unless you
> > are a lunatic :) So well. Giving eq to Allie during Alien Sphere is
> > simply a nono :) **
> > 
> I do not follow this post. fist you say if you try to give to allie
> it will ask you which allie you mean? (FYI that is why this parser
> does that) then you say it will go to the first one which I think
> is not true the mud will ask which of the 2 you meant unless you 
> specifically say give X to 'a' allie.
> Then you are getting exactly what you asked for give it to 
> one of them.
zifnab said something about making it so monster names will no
longer be valid player names after a boot or somesuch
that means that this thread has my permission to die
thanks

-----------------

poster: Bremen
subject: Herbshop
date: Wed Apr 14 23:27:24 2004

to be able to buy items by names instead of numbers that change (so
I can make commmands to buy X amount of each )
as a druid, buying/making potions etc adds alot of prep time
Bremen
*

-----------------

poster: Tro
subject: Wth did I do wrong?
date: Wed Apr 14 23:45:21 2004

Zifnab what did I do wrong? I do not agree with the complaints of
Allie and Allie. I only wanted to give input that I think there is
no real problem. If you goof you really goof. I just did not want to
point Eomer out. I was the one that won Alien Sphere right after
Eomer gave the wrong Allie boots of Lavos and Eomer asked if Allie
gave them to me. I only wanted to say I had no problem giving the
sphere to the correct Allie. Seems like you missunderstood things
Zifnab. Please dont whip me!**

-----------------

poster: Zifnab
subject: >Wth did I do wrong?
date: Wed Apr 14 23:48:03 2004

On Wed Apr 14 23:45:21 2004 Tro wrote post #1558:
> Zifnab what did I do wrong? I do not agree with the complaints of
> Allie and Allie. I only wanted to give input that I think there is
> no real problem. If you goof you really goof. I just did not want to
> point Eomer out. I was the one that won Alien Sphere right after
> Eomer gave the wrong Allie boots of Lavos and Eomer asked if Allie
> gave them to me. I only wanted to say I had no problem giving the
> sphere to the correct Allie. Seems like you missunderstood things
> Zifnab. Please dont whip me!**

who said you did anything wrong?

I said your post was confusing you said 2 differant things and
I did not understand.

Where does that involve whipping?

-----------------

poster: Tahnval
subject: >>>>fishing for all
date: Thu Apr 15 00:05:48 2004

On Wed Apr 14 07:49:27 2004 Soulleech (Web)  wrote post #1547:
> dont think fishing's purpose is for food, otherwise the beaches would not
be littered with fish all the time... it does provide food, but looking at
all the ppl that are fishing I dont thinking that they need to eat quite
that many fish, so just for the purpose of fun, I dont see the problem with
caster fishing.
Neither do I.  As I have said several times, it's a fun thing and a
great addition to the MUD (a) because it's fun and (b) because it's
different.

I was replying specifically to someone saying that fishing is mainly
for fighter-types, who don't have food-gathering skills, to get food.

-----------------

poster: Tahnval
subject: >>>>fishing for all
date: Thu Apr 15 00:11:21 2004

On Wed Apr 14 18:33:51 2004 Tigran wrote post #1554:
> On Tue Apr 13 23:40:22 2004 Tahnval wrote post #1542:
> > On Tue Apr 13 20:27:47 2004 Cebcurg wrote post #1537:
> > > Fishing was, and is intended for big fighters, and other +dex/str
> > > people, because they are the ones who typically can't make their own
> > > food. It won't be changed to suit everyone, (ever). :)
> > At 30K gold for a nosave rod, fishing is a ridiculous way to
> > get food.  Just go to the shop and buy 100 foods.
> You just do that.  Don't fish.  It's not always about the 'material
> things' you get out of it.
Please see the numerous times I have praised fishing for a fun
and new thing to do, a great addition to the MUD.

-----------------

poster: Switchblade
subject: tithe plaque
date: Thu Apr 15 15:29:35 2004


I'm sure it's not a new idea


But would be great to have a tithe plaque
we have plaques for all sorts of things
why not commemorate the generosity of the players here
with a shiny new plaque?

would be nice for morale!  

Also I notice people tend to *ahem* compete for plaques
in general.. but even so it would be a nice thing to track
would give a broad way for people to track who is generous and
reward them accordingly!
l

-----------------

poster: Belgarion
subject: >tithe plaque
date: Thu Apr 15 15:30:32 2004

On Thu Apr 15 15:29:35 2004 Switchblade wrote post #1562:
> I'm sure it's not a new idea
> 
> 
> But would be great to have a tithe plaque
> we have plaques for all sorts of things
> why not commemorate the generosity of the players here
> with a shiny new plaque?
> 
> would be nice for morale!  
> 
> Also I notice people tend to *ahem* compete for plaques
> in general.. but even so it would be a nice thing to track
> would give a broad way for people to track who is generous and
> reward them accordingly!
> l
imo ppl will tithe eachother LOTS to climb it..

-----------------

poster: Tigran
subject: Fart plaque
date: Thu Apr 15 15:31:50 2004

With all of these other plaques, we clearly need a fart plaque or 2.
 Longest duration, smelliest, and one for most lethal.

-----------------

poster: Switchblade
subject: >>tithe plaque
date: Thu Apr 15 15:34:20 2004

On Thu Apr 15 15:30:32 2004 Belgarion wrote post #1563:
> On Thu Apr 15 15:29:35 2004 Switchblade wrote post #1562:
> > I'm sure it's not a new idea
> > 
> > 
> > But would be great to have a tithe plaque
> > we have plaques for all sorts of things
> > why not commemorate the generosity of the players here
> > with a shiny new plaque?
> > 
> > would be nice for morale!  
> > 
> > Also I notice people tend to *ahem* compete for plaques
> > in general.. but even so it would be a nice thing to track
> > would give a broad way for people to track who is generous and
> > reward them accordingly!
> > l
> imo ppl will tithe eachother LOTS to climb it..

oh sheesh, righto
nm then :(  silly players being trixi!

If there were some nifty way to prevent this...
but I can't think of one so nm :)
thanks for listening!

-----------------

poster: Bajumbo
subject: >>tithe plaque
date: Thu Apr 15 15:38:12 2004

On Thu Apr 15 15:30:32 2004 Belgarion wrote post #1563:
> On Thu Apr 15 15:29:35 2004 Switchblade wrote post #1562:
> > I'm sure it's not a new idea
> > 
> > 
> > But would be great to have a tithe plaque
> > we have plaques for all sorts of things
> > why not commemorate the generosity of the players here
> > with a shiny new plaque?
> > 
> > would be nice for morale!  
> > 
> > Also I notice people tend to *ahem* compete for plaques
> > in general.. but even so it would be a nice thing to track
> > would give a broad way for people to track who is generous and
> > reward them accordingly!
> > l
> imo ppl will tithe eachother LOTS to climb it..

ponder... instead of tithe 3000 gold to  i can do tithe 1
gold to  3000 times :)

*hides from switchblade*


-----------------

poster: Communist
subject: >>>tithe plaque
date: Thu Apr 15 18:10:58 2004

hrm... yeah that could be easily abused...
but if there were a way around it, I'd also like to see a tithe
plaque for the healers who receive the most tithes
just to see who's most appreciated among healers :)

-----------------

poster: Gartogg
subject: >>>>tithe plaque
date: Thu Apr 15 19:04:43 2004

I think this is do-able... Calculate the amount tithed as (amount
tithed) - (amount tithed to). Seperate it into 2 plaques: positive
and negative. The positive numbers would be Top Tithers, and the
negative would be top Tithe-ees. The numbers would be a bit skewed
for clerics that tithe, but I think that'd be a small matter...

-----------------

poster: Korthrun
subject: >Fart plaque
date: Thu Apr 15 20:53:17 2004

On Thu Apr 15 15:31:50 2004 Tigran wrote post #1564:
> With all of these other plaques, we clearly need a fart plaque or 2.
>  Longest duration, smelliest, and one for most lethal.
you need to code farting into the game first

-----------------

poster: Roirraw (Web) 
subject: >>>>>tithe plaque
date: Thu Apr 15 21:40:16 2004

On Thu Apr 15 19:04:43 2004 Gartogg wrote post #1568 in ideas:

> I think this is do-able... Calculate the amount tithed as (amount

> tithed) - (amount tithed to). Seperate it into 2 plaques: positive

> and negative. The positive numbers would be Top Tithers, and the

> negative would be top Tithe-ees. The numbers would be a bit skewed

> for clerics that tithe, but I think that'd be a small matter...



there's a way to abuse that too tithe to someone then transfer back to them withdraw and tithe again

-----------------

poster: Korthrun
subject: tithe plaque
date: Thu Apr 15 21:40:51 2004

eat a corpse
it is a plaque
wtf 'abuse'
ITS A PLAQUE

-----------------

poster: Korthrun
subject: >tithe plaque
date: Thu Apr 15 21:41:21 2004

On Thu Apr 15 21:40:51 2004 Korthrun wrote post #1571:
> eat a corpse
> it is a plaque
> wtf 'abuse'
> ITS A PLAQUE
as a siude note, exclamation points are for pussies

-----------------

poster: Draco
subject: >>tithe plaque
date: Thu Apr 15 22:28:19 2004

On Thu Apr 15 21:41:21 2004 Korthrun wrote post #1572:
> On Thu Apr 15 21:40:51 2004 Korthrun wrote post #1571:
> > eat a corpse
> > it is a plaque
> > wtf 'abuse'
> > ITS A PLAQUE
> as a siude note, exclamation points are for pussies
who cares if people abuse the plaque, people can abuse the reinc
plaque by reincing over and over, people can abuse the deaths plaque
by constantly dying, abuse is gonna happen whether this plaque
exists or not

-----------------

poster: Zifnab
subject: >>>tithe plaque
date: Thu Apr 15 22:30:14 2004

On Thu Apr 15 22:28:19 2004 Draco wrote post #1573:
> On Thu Apr 15 21:41:21 2004 Korthrun wrote post #1572:
> > On Thu Apr 15 21:40:51 2004 Korthrun wrote post #1571:
> > > eat a corpse
> > > it is a plaque
> > > wtf 'abuse'
> > > ITS A PLAQUE
> > as a siude note, exclamation points are for pussies
> who cares if people abuse the plaque, people can abuse the reinc
> plaque by reincing over and over, people can abuse the deaths plaque
> by constantly dying, abuse is gonna happen whether this plaque
> exists or not

sure they can... and you guys wont say a single thing
about that issue right.....

Please

-----------------

poster: Korthrun
subject: >>>>tithe plaque
date: Thu Apr 15 22:36:54 2004

On Thu Apr 15 22:30:14 2004 Zifnab wrote post #1574:
> On Thu Apr 15 22:28:19 2004 Draco wrote post #1573:
> > On Thu Apr 15 21:41:21 2004 Korthrun wrote post #1572:
> > > On Thu Apr 15 21:40:51 2004 Korthrun wrote post #1571:
> > > > eat a corpse
> > > > it is a plaque
> > > > wtf 'abuse'
> > > > ITS A PLAQUE
> > > as a siude note, exclamation points are for pussies
> > who cares if people abuse the plaque, people can abuse the reinc
> > plaque by reincing over and over, people can abuse the deaths plaque
> > by constantly dying, abuse is gonna happen whether this plaque
> > exists or not
> 
> sure they can... and you guys wont say a single thing
> about that issue right.....
> 
> Please
HAHAHAHA
players
not say a thing
HAHAHAHHAHAHAHAH
snug zifnab

-----------------

poster: Dizkantir
subject: portals
date: Thu Apr 15 22:38:27 2004

parties should automatically enter portals if following.
mostly because parties automatically follow on embark.
that's all.
i'm sure someone's suggested this before.

-----------------

poster: Draco
subject: >portals
date: Thu Apr 15 22:40:06 2004

On Thu Apr 15 22:38:27 2004 Dizkantir wrote post #1576:
> parties should automatically enter portals if following.
> mostly because parties automatically follow on embark.
> that's all.
> i'm sure someone's suggested this before.
save
parties follow on embark because it is an exit that is listed,
portals are not.

-----------------

poster: Korthrun
subject: >>portals
date: Thu Apr 15 22:41:51 2004

On Thu Apr 15 22:40:06 2004 Draco wrote post #1577:
> On Thu Apr 15 22:38:27 2004 Dizkantir wrote post #1576:
> > parties should automatically enter portals if following.
> > mostly because parties automatically follow on embark.
> > that's all.
> > i'm sure someone's suggested this before.
> save
> parties follow on embark because it is an exit that is listed,
> portals are not.
I go both ways on this issue.
I like that portals and stiars and the like prevent people from
slacking/botting, unless they amke an enter portal trig. but when im
leading I don't say anything untill they ask for syntax anyway :p
except maybe 'waiting on suchandsuch'
it is however annoying when im taking a piss, and i get back and the
party had to wait for me whiel I was pissing or someone has to be
ready with dirs for me
verdict: leave it as is
thanks

-----------------

poster: Korthrun
subject: animal tamer
date: Fri Apr 16 00:19:26 2004

woudl be super elite if they got call for leopard or some other feline form
just was thinking one for each type of lore in SS
umm
for no reason really

-----------------

poster: Darc
subject: no-reloc
date: Fri Apr 16 00:40:24 2004

ok, yes im bitching first of all. what if you dont want someone to
reloc to you?
there is no way of stopping this, and sometime it can just get damn annoying.
like someone getting into your area and xping (i.e. wags elves)
i just have been really annoyed by this lately.

-----------------

poster: Baer
subject: >no-reloc
date: Fri Apr 16 00:47:43 2004

On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:
> ok, yes im bitching first of all. what if you dont want someone to
> reloc to you?
> there is no way of stopping this, and sometime it can just get damn
annoying.
> like someone getting into your area and xping (i.e. wags elves)
> i just have been really annoyed by this lately.
Tried heavy weight?

-----------------

poster: Korthrun
subject: >>no-reloc
date: Fri Apr 16 00:49:10 2004

On Fri Apr 16 00:47:43 2004 Baer wrote post #1581:
> On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:
> > ok, yes im bitching first of all. what if you dont want someone to
> > reloc to you?
> > there is no way of stopping this, and sometime it can just get damn
> annoying.
> > like someone getting into your area and xping (i.e. wags elves)
> > i just have been really annoyed by this lately.
> Tried heavy weight?
Regardless of reloc, people xping in my areas pisses me off
can we jsut remove players while were at it?

-----------------

poster: Baer
subject: >>>no-reloc
date: Fri Apr 16 00:50:01 2004

On Fri Apr 16 00:49:10 2004 Korthrun wrote post #1582:
> On Fri Apr 16 00:47:43 2004 Baer wrote post #1581:
> > On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:
> > > ok, yes im bitching first of all. what if you dont want someone to
> > > reloc to you?
> > > there is no way of stopping this, and sometime it can just get damn
> > annoying.
> > > like someone getting into your area and xping (i.e. wags elves)
> > > i just have been really annoyed by this lately.
> > Tried heavy weight?
> Regardless of reloc, people xping in my areas pisses me off
> can we jsut remove players while were at it?
Tried nuke?

-----------------

poster: Draco
subject: >>>>no-reloc
date: Fri Apr 16 01:38:50 2004

On Fri Apr 16 00:50:01 2004 Baer wrote post #1583:
> On Fri Apr 16 00:49:10 2004 Korthrun wrote post #1582:
> > On Fri Apr 16 00:47:43 2004 Baer wrote post #1581:
> > > On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:
> > > > ok, yes im bitching first of all. what if you dont want someone to
> > > > reloc to you?
> > > > there is no way of stopping this, and sometime it can just get damn
> > > annoying.
> > > > like someone getting into your area and xping (i.e. wags elves)
> > > > i just have been really annoyed by this lately.
> > > Tried heavy weight?
> > Regardless of reloc, people xping in my areas pisses me off
> > can we jsut remove players while were at it?
> Tried nuke?
hey baer, how the hell is heavy weight gonna stop someone you dont
know from relocing, since heavy wieght only stops psummons and
banishes...so, due to this:
Tried getting smart?
Tried thinking?
probably not

-----------------

poster: Baer
subject: xpwho watch
date: Fri Apr 16 02:45:42 2004


I've just had a great idea. How about we can set a flag on someone
so we can tell when they start earning xp?

This would be handy so I could relocate to self appointed news
nazi's who bitch about people stealing 'their' monsters. Then I
could go to the area, kill everything in it, and go back to ignoring
snivelling and whining players who can't play nice with others, both
in news and in the game.

Baer


-----------------

poster: Darc
subject: Form Charisma
date: Fri Apr 16 04:12:40 2004

just a little idea. i think different SS forms should have different
cha. for instance,
a eagle is going to have ALOT better looks that a vulture.

-----------------

poster: Tahnval
subject: >Form Charisma
date: Fri Apr 16 04:23:50 2004

On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> just a little idea. i think different SS forms should have different
> cha. for instance,
> a eagle is going to have ALOT better looks that a vulture.
Hmm...isn't that the case already?  Maybe the variation could be increased.

-----------------

poster: Tahnval
subject: >>Form Charisma
date: Fri Apr 16 04:25:56 2004

On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > just a little idea. i think different SS forms should have different
> > cha. for instance,
> > a eagle is going to have ALOT better looks that a vulture.
> Hmm...isn't that the case already?  Maybe the variation could be increased.
Ignore me...it's only varied with dragon (-10 charisma).

-----------------

poster: Korthrun
subject: >>>Form Charisma
date: Fri Apr 16 04:30:53 2004

On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > just a little idea. i think different SS forms should have different
> > > cha. for instance,
> > > a eagle is going to have ALOT better looks that a vulture.
> > Hmm...isn't that the case already?  Maybe the variation could be
increased.
> Ignore me...it's only varied with dragon (-10 charisma).
1 : an extraordinary power (as of healing) given a Christian by the
Holy Spirit for the good of the church
2 a : a personal magic of leadership arousing special popular
loyalty or enthusiasm for a public figure (as a political leader) b
: a special magnetic charm or appeal 
its a common misconception that physical looks == charisma

-----------------

poster: Stomper
subject: Form Charisma
date: Fri Apr 16 04:31:51 2004

I have also thought of this idea and sugested it but nuttin happened
Vultures look like crap and eagles are majestic but still have same cha

-----------------

poster: Darc (Web) 
subject: >>>>Form Charisma
date: Fri Apr 16 04:35:00 2004



> 1 : an extraordinary power (as of healing) given a Christian by the

> Holy Spirit for the good of the church

> 2 a : a personal magic of leadership arousing special popular

> loyalty or enthusiasm for a public figure (as a political leader) b

> : a special magnetic charm or appeal  actor>

> its a common misconception that physical looks == charisma



well thats quite possibly the most intelligent response yet. kudos to korthrun. and yes, i understand, but are you drawn more toward an eagle? or a vulture?

-----------------

poster: Wildchild
subject: >>>>Form Charisma
date: Fri Apr 16 04:35:30 2004

On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > just a little idea. i think different SS forms should have different
> > > > cha. for instance,
> > > > a eagle is going to have ALOT better looks that a vulture.
> > > Hmm...isn't that the case already?  Maybe the variation could be
> increased.
> > Ignore me...it's only varied with dragon (-10 charisma).
> 1 : an extraordinary power (as of healing) given a Christian by the
> Holy Spirit for the good of the church
> 2 a : a personal magic of leadership arousing special popular
> loyalty or enthusiasm for a public figure (as a political leader) b
> : a special magnetic charm or appeal  actor>
> its a common misconception that physical looks == charisma

Too true. I mean, think Bill Clinton or Adolf Hitler. :)

And yet, that's what all of our races are based around for their
charisma stat - physical appearance.

Or atleast that's the way it seems to me.

-WildChild

-----------------

poster: Korthrun
subject: >>>>>Form Charisma
date: Fri Apr 16 04:38:27 2004

On Fri Apr 16 04:35:30 2004 Wildchild wrote post #1592:
> On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> > On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > > just a little idea. i think different SS forms should have different
> > > > > cha. for instance,
> > > > > a eagle is going to have ALOT better looks that a vulture.
> > > > Hmm...isn't that the case already?  Maybe the variation could be
> > increased.
> > > Ignore me...it's only varied with dragon (-10 charisma).
> > 1 : an extraordinary power (as of healing) given a Christian by the
> > Holy Spirit for the good of the church
> > 2 a : a personal magic of leadership arousing special popular
> > loyalty or enthusiasm for a public figure (as a political leader) b
> > : a special magnetic charm or appeal  > actor>
> > its a common misconception that physical looks == charisma
> 
> Too true. I mean, think Bill Clinton or Adolf Hitler. :)
> 
> And yet, that's what all of our races are based around for their
> charisma stat - physical appearance.
> 
> Or atleast that's the way it seems to me.
> 
> -WildChild
naaaahh its ays stuff like 'they are quite fascinating etc.'
It's like that chick who walks in the room, and has all the physical
characteristics of a 'hottie' but is just not attarctive.
bitch ahs no charisma.
though what whoeveer said about eagles being more magestic etc is a
valid point
but what makes it magestic? just being an eagle? or the spirit with
which the eagle holds itsself?

-----------------

poster: Darc (Web) 
subject: >>>>>>Form Charisma
date: Fri Apr 16 04:40:09 2004



> naaaahh its ays stuff like 'they are quite fascinating etc.'

> It's like that chick who walks in the room, and has all the physical

> characteristics of a 'hottie' but is just not attarctive.

> bitch ahs no charisma.

> though what whoeveer said about eagles being more magestic etc is a

> valid point

> but what makes it magestic? just being an eagle? or the spirit with

> which the eagle holds itsself?



this is all really deep. perhaps alittle too deep. maybe this should be looked into? and korth... ever considered writing a novel?

-----------------

poster: Korthrun
subject: >>>>>>>Form Charisma
date: Fri Apr 16 04:41:27 2004

On Fri Apr 16 04:40:09 2004 Darc (Web)  wrote post #1594:
> 

> > naaaahh its ays stuff like 'they are quite fascinating etc.'

> > It's like that chick who walks in the room, and has all the physical

> > characteristics of a 'hottie' but is just not attarctive.

> > bitch ahs no charisma.

> > though what whoeveer said about eagles being more magestic etc is a

> > valid point

> > but what makes it magestic? just being an eagle? or the spirit with

> > which the eagle holds itsself?

> 

> this is all really deep. perhaps alittle too deep. maybe this should be
looked into? and korth... ever considered writing a novel?
yes, several times, the thing that stops me is that I am not at all creative.

-----------------

poster: Gartogg
subject: >>>>Form Charisma
date: Fri Apr 16 05:30:36 2004

On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > just a little idea. i think different SS forms should have different
> > > > cha. for instance,
> > > > a eagle is going to have ALOT better looks that a vulture.
> > > Hmm...isn't that the case already?  Maybe the variation could be
> increased.
> > Ignore me...it's only varied with dragon (-10 charisma).
> 1 : an extraordinary power (as of healing) given a Christian by the
> Holy Spirit for the good of the church
> 2 a : a personal magic of leadership arousing special popular
> loyalty or enthusiasm for a public figure (as a political leader) b
> : a special magnetic charm or appeal  actor>
> its a common misconception that physical looks == charisma
I'd follow a eagle ore than a vulture... you don't see many lepers
in poublic positions, you see people who look normal
It's simple human nature. Things that are nicer, we are happier with.

-----------------

poster: Fraziw (Web) 
subject: >>>>>no-reloc
date: Fri Apr 16 12:47:52 2004

On Fri Apr 16 01:38:50 2004 Draco wrote post #1584 in ideas:

> On Fri Apr 16 00:50:01 2004 Baer wrote post #1583:

> > On Fri Apr 16 00:49:10 2004 Korthrun wrote post #1582:

> > > On Fri Apr 16 00:47:43 2004 Baer wrote post #1581:

> > > > On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:

> > > > > ok, yes im bitching first of all. what if you dont want someone to

> > > > > reloc to you?

> > > > > there is no way of stopping this, and sometime it can just get damn

> > > > annoying.

> > > > > like someone getting into your area and xping (i.e. wags elves)

> > > > > i just have been really annoyed by this lately.

> > > > Tried heavy weight?

> > > Regardless of reloc, people xping in my areas pisses me off

> > > can we jsut remove players while were at it?

> > Tried nuke?

> hey baer, how the hell is heavy weight gonna stop someone you dont

> know from relocing, since heavy wieght only stops psummons and

> banishes...so, due to this:

> Tried getting smart?

> Tried thinking?

> probably not





Hey Draco!

Have you ever tried to be polite to people who are trying to help?



No, didn't think so.

-----------------

poster: Fegler
subject: >no-reloc
date: Fri Apr 16 13:38:17 2004

On Fri Apr 16 00:40:24 2004 Darc wrote post #1580:
> ok, yes im bitching first of all. what if you dont want someone to
> reloc to you?
> there is no way of stopping this, and sometime it can just get damn
annoying.
> like someone getting into your area and xping (i.e. wags elves)
> i just have been really annoyed by this lately.
fyi i didnt kill a single monster when i relocated to you darc
so stop the whining
i relocated to you, to be able to quit in that area so i could start
doing xp when i logged in the next time.
thanks for me

-----------------

poster: Tahnval
subject: >>>>Form Charisma
date: Sat Apr 17 00:00:52 2004

On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > just a little idea. i think different SS forms should have different
> > > > cha. for instance,
> > > > a eagle is going to have ALOT better looks that a vulture.
> > > Hmm...isn't that the case already?  Maybe the variation could be
> increased.
> > Ignore me...it's only varied with dragon (-10 charisma).
> 1 : an extraordinary power (as of healing) given a Christian by the
> Holy Spirit for the good of the church
> 2 a : a personal magic of leadership arousing special popular
> loyalty or enthusiasm for a public figure (as a political leader) b
> : a special magnetic charm or appeal  actor>
> its a common misconception that physical looks == charisma
Not by me, which is why I have said that dragons should have
very high charisma (magnetic charm and all that).
Before anyone starts complaining: I don't care.

-----------------

poster: Korthrun
subject: >>>>>Form Charisma
date: Sat Apr 17 00:01:19 2004

On Sat Apr 17 00:00:52 2004 Tahnval wrote post #1599:
> On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> > On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > > just a little idea. i think different SS forms should have different
> > > > > cha. for instance,
> > > > > a eagle is going to have ALOT better looks that a vulture.
> > > > Hmm...isn't that the case already?  Maybe the variation could be
> > increased.
> > > Ignore me...it's only varied with dragon (-10 charisma).
> > 1 : an extraordinary power (as of healing) given a Christian by the
> > Holy Spirit for the good of the church
> > 2 a : a personal magic of leadership arousing special popular
> > loyalty or enthusiasm for a public figure (as a political leader) b
> > : a special magnetic charm or appeal  > actor>
> > its a common misconception that physical looks == charisma
> Not by me, which is why I have said that dragons should have
> very high charisma (magnetic charm and all that).
> Before anyone starts complaining: I don't care.
since you dont care
dragons inspire fear
imho anyway

-----------------

poster: Tahnval
subject: >Form Charisma
date: Sat Apr 17 00:04:05 2004

On Fri Apr 16 04:31:51 2004 Stomper wrote post #1590:
> I have also thought of this idea and sugested it but nuttin happened
> Vultures look like crap and eagles are majestic but still have same cha
An explanation:  A person in beastform retains their normal charisma, which
isn't greatly affected by their appearance.

A more accurate explanation:  Daneel wanted it that way.

-----------------

poster: Tahnval
subject: >>>>>>Form Charisma
date: Sat Apr 17 00:25:50 2004

Probably so, but not the way Daneel has made dragon form here.  It's
awe, not fear.  So much so that it's a special attack (two of them, in fact)
in combat.

N.B.  To all the babbling fools who feel like saying "stop whining!" at
me - I'm not even saying dragon form charisma should be increased.  I'm
having a wholly academic discussion about an inconsistency.  So don't
even start whining about it.


-----------------

poster: Lu
subject: >>>>>Form Charisma
date: Sat Apr 17 15:12:42 2004

On Sat Apr 17 00:00:52 2004 Tahnval wrote post #1599:
> On Fri Apr 16 04:30:53 2004 Korthrun wrote post #1589:
> > On Fri Apr 16 04:25:56 2004 Tahnval wrote post #1588:
> > > On Fri Apr 16 04:23:50 2004 Tahnval wrote post #1587:
> > > > On Fri Apr 16 04:12:40 2004 Darc wrote post #1586:
> > > > > just a little idea. i think different SS forms should have different
> > > > > cha. for instance,
> > > > > a eagle is going to have ALOT better looks that a vulture.
> > > > Hmm...isn't that the case already?  Maybe the variation could be
> > increased.
> > > Ignore me...it's only varied with dragon (-10 charisma).
> > 1 : an extraordinary power (as of healing) given a Christian by the
> > Holy Spirit for the good of the church
> > 2 a : a personal magic of leadership arousing special popular
> > loyalty or enthusiasm for a public figure (as a political leader) b
> > : a special magnetic charm or appeal  > actor>
> > its a common misconception that physical looks == charisma
> Not by me, which is why I have said that dragons should have
> very high charisma (magnetic charm and all that).
> Before anyone starts complaining: I don't care.
if you didn't care, you wouldn't post, am i rite?!

-----------------

poster: Coal
subject: I'm a Tard(insert new thread here)
date: Sun Apr 18 16:27:40 2004

I just read about 60 ideas, and this is what i learned:
 1. Apparently fishing is fun, and people enjoy it.
2. Fighter can't gain food because they are too lazy to (a) kill a
monter, take it's gold and buy a frigging pie at the food shop. (b)
walk up to the nearest weaver and demand a feeding vs a
defenestration. (c) starve and live with the fact that they are
freaking stupid.
3. Uno likes to fish, and is Super-Uber-Moose-Teets.
4. Allie still has problems that most of us find higly amusing. ( I
mean really if i had named myself Terse and had gotten pk'd cause i
was idling in cs when that event ran i would have just taken it like
a man or something and chalked it up to being the true tard that i
am.)
5. Someone wants to have us force enter portal, cause people can't
stay at thier computers long enough to complete a party without
botting.
6. Zifnab still loves us all =)
7.Uno likes fishing.
8. Draco thinks an area coded by another player belongs to him, and
that Baer is stupid. Which we all know is ludicrious since Baer is
an Aussie. Aussie's cannot be stupid since they have no brains like
normal humans. They have eggs in thier heads that fry and swell in
the heat causing silly protuberances and such.
    To sum up: 60 posts or so, about 2 ideas, 40+ flames, some uno
moose boob confusion, 5+ whines.
 Good game people, keep up the wonderful spam.

Oh this is the ideas catagory, i'll make an idea:
Abjurer guardian guild level 6 party iron will (this would cast iron
will on the entire party)
Abjurer guardian level 8 party reflect  this
would cast the oggettey booggety (insert silly reflect name here) on
the entire party.
Abjurer guardian level 10 party remove shields (this would drop all
abj shields on the entire party)

top few reasons this would be nice:
1. it would make the guardian guild be more then 5 levels
2. Those would be useful spells that would finish fleshing out a rockin guild.
3. Party iron will would roxxer my soxxer.
4. i just wanted to make some more spammy numbered things =)

Muahahaha and you thought i was gonna end this post hahahahahahahahahahah!!!!
-Coalpants

-----------------

poster: Darc
subject: Website Plaques
date: Sun Apr 18 22:33:44 2004

i think it would be nice if the website could have all the plaques on it
dmg,stuns,reinc,etc
-darc

-----------------

poster: Korthrun
subject: >I'm a Tard(insert new thread here)
date: Sun Apr 18 22:59:18 2004

On Sun Apr 18 16:27:40 2004 Coal wrote post #1605:
> I just read about 60 ideas, and this is what i learned:
>  1. Apparently fishing is fun, and people enjoy it.
> 2. Fighter can't gain food because they are too lazy to (a) kill a
> monter, take it's gold and buy a frigging pie at the food shop. (b)
> walk up to the nearest weaver and demand a feeding vs a
> defenestration. (c) starve and live with the fact that they are
> freaking stupid.
> 3. Uno likes to fish, and is Super-Uber-Moose-Teets.
> 4. Allie still has problems that most of us find higly amusing. ( I
> mean really if i had named myself Terse and had gotten pk'd cause i
> was idling in cs when that event ran i would have just taken it like
> a man or something and chalked it up to being the true tard that i
> am.)
> 5. Someone wants to have us force enter portal, cause people can't
> stay at thier computers long enough to complete a party without
> botting.
> 6. Zifnab still loves us all =)
> 7.Uno likes fishing.
> 8. Draco thinks an area coded by another player belongs to him, and
> that Baer is stupid. Which we all know is ludicrious since Baer is
> an Aussie. Aussie's cannot be stupid since they have no brains like
> normal humans. They have eggs in thier heads that fry and swell in
> the heat causing silly protuberances and such.
>     To sum up: 60 posts or so, about 2 ideas, 40+ flames, some uno
> moose boob confusion, 5+ whines.
>  Good game people, keep up the wonderful spam.
> 
> Oh this is the ideas catagory, i'll make an idea:
> Abjurer guardian guild level 6 party iron will (this would cast iron
> will on the entire party)
> Abjurer guardian level 8 party reflect  this
> would cast the oggettey booggety (insert silly reflect name here) on
> the entire party.
> Abjurer guardian level 10 party remove shields (this would drop all
> abj shields on the entire party)
> 
> top few reasons this would be nice:
> 1. it would make the guardian guild be more then 5 levels
> 2. Those would be useful spells that would finish fleshing out a rockin
guild.
> 3. Party iron will would roxxer my soxxer.
> 4. i just wanted to make some more spammy numbered things =)
> 
> Muahahaha and you thought i was gonna end this post hahahah
hahahahahahah!!!!
> -Coalpants
5. tune shield remove then party lesser shields and party greater
shields to remove them respectivley, mayhap some uber spell cost if
we think this would make things to speedy

-----------------

poster: Waz
subject: >>I'm a Tard(insert new thread here)
date: Mon Apr 19 01:03:30 2004

On Sun Apr 18 22:59:18 2004 Korthrun wrote post #1607:
> On Sun Apr 18 16:27:40 2004 Coal wrote post #1605:
> > I just read about 60 ideas, and this is what i learned:
> >  1. Apparently fishing is fun, and people enjoy it.
> > 2. Fighter can't gain food because they are too lazy to (a) kill a
> > monter, take it's gold and buy a frigging pie at the food shop. (b)
> > walk up to the nearest weaver and demand a feeding vs a
> > defenestration. (c) starve and live with the fact that they are
> > freaking stupid.
> > 3. Uno likes to fish, and is Super-Uber-Moose-Teets.
> > 4. Allie still has problems that most of us find higly amusing. ( I
> > mean really if i had named myself Terse and had gotten pk'd cause i
> > was idling in cs when that event ran i would have just taken it like
> > a man or something and chalked it up to being the true tard that i
> > am.)
> > 5. Someone wants to have us force enter portal, cause people can't
> > stay at thier computers long enough to complete a party without
> > botting.
> > 6. Zifnab still loves us all =)
> > 7.Uno likes fishing.
> > 8. Draco thinks an area coded by another player belongs to him, and
> > that Baer is stupid. Which we all know is ludicrious since Baer is
> > an Aussie. Aussie's cannot be stupid since they have no brains like
> > normal humans. They have eggs in thier heads that fry and swell in
> > the heat causing silly protuberances and such.
> >     To sum up: 60 posts or so, about 2 ideas, 40+ flames, some uno
> > moose boob confusion, 5+ whines.
> >  Good game people, keep up the wonderful spam.
> > 
> > Oh this is the ideas catagory, i'll make an idea:
> > Abjurer guardian guild level 6 party iron will (this would cast iron
> > will on the entire party)
> > Abjurer guardian level 8 party reflect  this
> > would cast the oggettey booggety (insert silly reflect name here) on
> > the entire party.
> > Abjurer guardian level 10 party remove shields (this would drop all
> > abj shields on the entire party)
> > 
> > top few reasons this would be nice:
> > 1. it would make the guardian guild be more then 5 levels
> > 2. Those would be useful spells that would finish fleshing out a rockin
> guild.
> > 3. Party iron will would roxxer my soxxer.
> > 4. i just wanted to make some more spammy numbered things =)
> > 
> > Muahahaha and you thought i was gonna end this post hahahah
> hahahahahahah!!!!
> > -Coalpants
> 5. tune shield remove then party lesser shields and party greater
> shields to remove them respectivley, mayhap some uber spell cost if
> we think this would make things to speedy
(~e)
6. These ideas have been suggested before, and would make things
more speedy for abjurers.  But I really think it's part of the skill of
the abjurer to manage shields within the party, and keep tabs on
those things.  It just makes the game get even further down to
just a few keystrokes to do all you need, and takes some of the skill
of the player out of it.


-----------------

poster: Tigran
subject: Great idea
date: Mon Apr 19 02:36:32 2004

People following up to news posts should trim their messages (try f
instead of F).

-----------------

poster: Draco
subject: disruptor guild
date: Mon Apr 19 18:30:49 2004

say Greater shield down on Guacamole 
i didnt notice this until today, btu what is the point of disruptor
spells having a 50% at level blah 75% trainable at next level, ect.
spells arent even used once you reach that level unless you have
100%, so why not just change when you either recieve the spells or
something so it is 100% right away, saying you get a spell at lvl 12
and then not being able to use it until lvl 14 is really stupid.

-----------------

poster: Korthrun
subject: >disruptor guild
date: Mon Apr 19 19:49:44 2004

> spells arent even used once you reach that level unless you have
> 100%, so why not just change when you either recieve the spells or
> something so it is 100% right away, saying you get a spell at lvl 12
> and then not being able to use it until lvl 14 is really stupid.
During a higher worth reinc it is one thing, but from a bottom up
perspective it is nice this way.
When levels start costing 16-20M a shot, being able to dump some exp
into a spell -->YOU WOULD NOT HAVE<-- is handy.
If you wanna eq or brave some scary xps or something.
Also not everyone requires 100% spells, in various guilds (abj
included) I ahve seen spell failures etc and who cares, long as it
gets off in 2 or 3 tries :)

-----------------

poster: Moridin
subject: list
date: Tue Apr 20 09:04:47 2004

when in shops, and in the list
there is the possibility of looping thru those lists endlessly
(which my buy gems cheaper then 200 gold script did a 2 days back)
I'm not sure it was from me, but by the time I managed to kill zmud (the 
spam was so bad, and each line had lines it triggered on, that I couldnt stop
it any other way then killing the program, must have sent several
hundred thousand
lines to me in a very short time (incidentaly, there was 10% and 5%
mudlag during this *cough*
and anyway, even though I fixed the darn thing, the list should perhaps be 
made to kick people out if they loop thru it more then, lets say, twice?
or parts of it

-----------------

poster: Communist
subject: estimate skill/spell
date: Tue Apr 20 14:15:03 2004

I think it would be helpful to have estimate skill/spell work from
outside of the guild room.  I've found it particularly frustrating
sometimes where I go a long way to get to my guild, then find that
I'm still short by some small amount of exp for my next
train/study.
I'm not sure if this can be implemented (as some guilds have skills
that are named the same), but just an idea that might make things
more convenient.

-----------------

poster: Tranquil
subject: >estimate skill/spell
date: Tue Apr 20 14:15:54 2004

On Tue Apr 20 14:15:03 2004 Communist wrote post #1614:
> I think it would be helpful to have estimate skill/spell work from
> outside of the guild room.  I've found it particularly frustrating
> sometimes where I go a long way to get to my guild, then find that
> I'm still short by some small amount of exp for my next
> train/study.
> I'm not sure if this can be implemented (as some guilds have skills
> that are named the same), but just an idea that might make things
> more convenient.

Sure it would be useful, but if your guild leader is not there with
you, how could they give you a cost estimate?


-----------------

poster: Slayn
subject: >>estimate skill/spell
date: Tue Apr 20 18:30:22 2004

i tend to keep copies of the skill list thing in 
a notepad. that may help your situation.

-----------------

poster: Lu
subject: >disruptor guild
date: Tue Apr 20 19:56:59 2004

On Mon Apr 19 18:30:49 2004 Draco wrote post #1611:
> say Greater shield down on Guacamole 
> i didnt notice this until today, btu what is the point of disruptor
> spells having a 50% at level blah 75% trainable at next level, ect.
> spells arent even used once you reach that level unless you have
> 100%, so why not just change when you either recieve the spells or
> something so it is 100% right away, saying you get a spell at lvl 12
> and then not being able to use it until lvl 14 is really stupid.
thankyou for proving once again why you are draco.


-----------------

poster: Nick
subject: Bard thoughts
date: Tue Apr 20 20:10:00 2004

Just a couple thoughts about possible tweaks to bard related things:
  First off, why don't we get weapon skill blunt or blunt weapons
mastery anywhere in the tree? We are forced to wield a blunt    
weapon (yes it rocks anyway). Just curious if this could be added.
Secondly, it would be nice if when you look at a knife or dagger, it
would say in the desc whether it is properly weighted for throwing. 


I'm really enjoying bard, and this isn't whining, just a couple of ideas.
Nick

-----------------

poster: Zifnab
subject: >list
date: Tue Apr 20 22:02:58 2004

On Tue Apr 20 09:04:47 2004 Moridin wrote post #1613:
> when in shops, and in the list
> there is the possibility of looping thru those lists endlessly
> (which my buy gems cheaper then 200 gold script did a 2 days back)
> I'm not sure it was from me, but by the time I managed to kill zmud (the 
> spam was so bad, and each line had lines it triggered on, that I couldnt
stop
> it any other way then killing the program, must have sent several
> hundred thousand
> lines to me in a very short time (incidentaly, there was 10% and 5%
> mudlag during this *cough*
> and anyway, even though I fixed the darn thing, the list should perhaps be 
> made to kick people out if they loop thru it more then, lets say, twice?
> or parts of it

IMO we should kick people off for a time that do this.
Why should the mud account for your poorly written script.

-----------------

poster: Moridin
subject: >>list
date: Tue Apr 20 22:06:20 2004

On Tue Apr 20 22:02:58 2004 Zifnab wrote post #1619:
> > it any other way then killing the program, must have sent several
> > hundred thousand
> > lines to me in a very short time (incidentaly, there was 10% and 5%
> > mudlag during this *cough*
> > and anyway, even though I fixed the darn thing, the list should perhaps
be 
> > made to kick people out if they loop thru it more then, lets say, twice?
> > or parts of it
> 
> IMO we should kick people off for a time that do this.
> Why should the mud account for your poorly written script.
script was fixed at once anyway, and while it doesnt have to account
for ppl who dont get the script right at first try
nor does it need to help ppl who cant make their own gauges, but
even so, it does, which rocks
shrug, I just thought it might be an idea, but if you dont want it,
thats that, sorry for writing anything

-----------------

poster: Zifnab
subject: >>>list
date: Tue Apr 20 22:10:27 2004

> > IMO we should kick people off for a time that do this.
> > Why should the mud account for your poorly written script.
> script was fixed at once anyway, and while it doesnt have to account
> for ppl who dont get the script right at first try
> nor does it need to help ppl who cant make their own gauges, but
> even so, it does, which rocks
> shrug, I just thought it might be an idea, but if you dont want it,
> thats that, sorry for writing anything

Its more along the lines of ok this time we fix the shop to recognize that
next its guild advancement, then its stat advancement. I fail to see
a reason to fill the mud up with checks for poorly written scripts
all over the place. 

I also fail to see how the mxp tags can be compared to catching a 
run away script. The mud has to try and decide that you didnt 
really mean to type those commands that quickly together where as
for the gauges its just a string we send. 2 totally differant things
IMO.

-----------------

poster: Belgarion
subject: >>list
date: Wed Apr 21 06:37:17 2004

agree

-----------------

poster: Kaiser
subject: Event idea
date: Thu Apr 22 11:14:41 2004

Name of Event: Ancient Wisdom
  The great minds of the past have left gifts in certain places in
the Islands of Myth.  Although there are very few of these gifts, it
is said that one who obtains one is gifted with heightened
experience.
Simular to egg hunt, only with exp.
Have fun with the idea.

                            -Kaiser ;D

-----------------

poster: Korthrun
subject: map
date: Fri Apr 23 00:39:49 2004

would be greatly appreciated if someone would draw a map of hte
islands locations iun relation to eachother
just for curiousity

-----------------

poster: Zifnab
subject: >map
date: Fri Apr 23 00:56:46 2004

On Fri Apr 23 00:39:49 2004 Korthrun wrote post #1624:
> would be greatly appreciated if someone would draw a map of hte
> islands locations iun relation to eachother
> just for curiousity
there is a rough map on the tour ferry.
If you want to see what I think they look like...
http://www.islandsofmyth.org/~zifnab/IOM/TEST.html

Not an official layout by any means. Just something I was toying
with.

-----------------

poster: Belgarion
subject: Eqmobs
date: Tue Apr 27 21:00:34 2004

Well, Tzikas jsut bragd to me that he was tanking Naraku without any
healing at all.. and it makes me wonder, when naraku is supposed to
be like one of hardest mob there is, or atleast should be cus of 5
topslots items + quest.. so then i wonder if something is wrong,
tank dont use outside healers cus it is to safe to eq...
sooo i want harder, MUCH harder eq mobs, eq should be pain in ass,
deathspam everywhere and not a walk in the park and sorcs botting.
//Belgaroo

-----------------

poster: Moridin
subject: eqmobs
date: Tue Apr 27 21:05:53 2004

strange, and here I thought I was healing
granted, I could not heal for 4-5 rounds at times to rev if I was lucky

-----------------

poster: Moridin
subject: here's an idea
date: Thu Apr 29 14:40:33 2004

here's an idea, go to a costume shop, buy a fake uniform, go to a
bar frequently frequented by soldiers
talk to members of the sex of your choice that you are shipping out
to iraq soon
and hope they are members of this thing www.takeoneforthecountry.com

-----------------

poster: Mor
subject: New news forum
date: Fri Apr 30 07:29:46 2004

Seeing as how newbies are ignored sometimes when they as a question
on the newbie channel, either because no one knows the anwser to
their queston, or just dont want to bother answering, it would be
nice if they had an area on news to ask. That way, whoever knows the
answer to thier question can mail them, or post something. Those who
dont want to get that bit of the news can unsubscribe to it, and no
harm is done.
                         (>Mor<)

-----------------

poster: Rockman
subject: >New news forum
date: Fri Apr 30 07:31:52 2004

On Fri Apr 30 07:29:46 2004 Mor wrote post #1629:
> Seeing as how newbies are ignored sometimes when they as a question
> on the newbie channel, either because no one knows the anwser to
> their queston, or just dont want to bother answering, it would be
> nice if they had an area on news to ask. That way, whoever knows the
> answer to thier question can mail them, or post something. Those who
> dont want to get that bit of the news can unsubscribe to it, and no
> harm is done.
>                          (>Mor<)
hmm, a newbie news group, however the only problem is that
generally, a newbie asks a question and wants an answer, not wait an
hour for someone to decide to catch up on the news and respond to
their question.  *shrug

-----------------

poster: Mor
subject: >>New news forum
date: Fri Apr 30 07:32:46 2004

Waiting is better than nothing, though.

-----------------

poster: agadorn
subject: Friends
date: Fri Apr 30 08:36:22 2004

Just as Clan is showed in another color on who, it would ne somewhat nice if Friends were as well. An example color could be green.

-----------------

poster: Grasfer
subject: >Friends
date: Fri Apr 30 08:38:01 2004

On Fri Apr 30 08:36:22 2004 agadorn wrote post #1632:
> Just as Clan is showed in another color on who, it would ne somewhat nice
if Friends were as well. An example color could be green.
IT does allready, it showing friend in bold green

-----------------

poster: Moridin
subject: >>Friends
date: Fri Apr 30 08:45:31 2004

On Fri Apr 30 08:38:01 2004 Grasfer wrote post #1633:
> On Fri Apr 30 08:36:22 2004 agadorn wrote post #1632:
> > Just as Clan is showed in another color on who, it would ne somewhat nice
> if Friends were as well. An example color could be green.
> IT does allready, it showing friend in bold green
actually, it shows friends in bold, and clan in cyan and friends who
are in your clan in bold cyan, as a default I think, either way, it
can be changed in with the "colors" command

-----------------

poster: Zifnab
subject: >>New news forum
date: Fri Apr 30 14:41:14 2004

On Fri Apr 30 07:31:52 2004 Rockman wrote post #1630:
> On Fri Apr 30 07:29:46 2004 Mor wrote post #1629:
> > Seeing as how newbies are ignored sometimes when they as a question
> > on the newbie channel, either because no one knows the anwser to
> > their queston, or just dont want to bother answering, it would be
> > nice if they had an area on news to ask. That way, whoever knows the
> > answer to thier question can mail them, or post something. Those who
> > dont want to get that bit of the news can unsubscribe to it, and no
> > harm is done.
> >                          (>Mor<)
> hmm, a newbie news group, however the only problem is that
> generally, a newbie asks a question and wants an answer, not wait an
> hour for someone to decide to catch up on the news and respond to
> their question.  *shrug

The problem is most newbies do not know how to use news or mail 
either. I would bet that most do not even know it exists.

There is the new hand book that cebcurg created that can
be obtained from the newbie machine. That answers most questions
a newbie may have. If we need to add more topics to it that is 
easily accomplished.

Coming soon there will be a new little area accessible from the newbie
guild that will walk newbies through some of the starting things
in the mud. example how to get items, how to talk to monsters, how
to interact with things in the environment etc.


-----------------

poster: Ranja
subject: >party hide/close command
date: Fri Apr 30 16:52:45 2004

Kaos you are such a thinker

-----------------

poster: Ferrelas
subject: Party Bounties
date: Fri Apr 30 21:35:33 2004

I think that it would be nice if you could take a party to Tess
and get a bounty apropriate for your party. And then the whole party
would get the reward for the bounty.

/Ferrelas

-----------------

poster: Korthrun
subject: ma fists
date: Thu May  6 11:55:24 2004

Your fists are surrounded by a faint cyan aura.
Would be uselessly sexy if this made our black leather gloves glow
i.e.
 ------------------------------------------------------------------------
   -                          Dunce hat [head]                            -
   -                           Black leather gloves [hands] (glowing cyan)  -
------------------------------------------------------------------------
or something
or maybe a line in our desc

-----------------

poster: Eomer
subject: emote
date: Fri May  7 04:19:50 2004

vice
You sing "Ice, ice baby!"

-----------------

poster: nevyn
subject: Gem shop
date: Fri May  7 15:38:33 2004

Would be very nice if items in shop was sorted by worth so that

one wouldn't have to spend so much time looking for cheap gems :)

/Nevyn

-----------------

poster: Grasfer
subject: >Gem shop
date: Fri May  7 18:11:19 2004

thats the beauty with GB!

-----------------

poster: Izabella
subject: Alphabetical Friends
date: Mon May 10 15:03:11 2004

I've asked before, but I thought I'd try again.  Could we get our
friends' list alphabetized?  Please please please please...thx :)

-----------------

poster: Roirraw
subject: >Alphabetical Friends
date: Mon May 10 18:11:39 2004

On Mon May 10 15:03:11 2004 Izabella wrote post #1642:
> I've asked before, but I thought I'd try again.  Could we get our
> friends' list alphabetized?  Please please please please...thx :)
i kinda like it it way it is since it shows the order you put them
on your friends list in
instead of alphatizing it maybe add an option to show them
alphabetically like "friends list aphla"

-----------------

poster: Tektor
subject: New Event
date: Mon May 10 18:20:44 2004

rows 90
Would be interesting to have an event that made all monsters with no
eq_inherit dissapear for like 30 mins and come back untuned. Or
maybe just monsters 100k+ with no eq_inherit.

-----------------

poster: Kalma
subject: >>Alphabetical Friends
date: Mon May 10 18:57:38 2004

On Mon May 10 18:11:39 2004 Roirraw wrote post #1643:
> On Mon May 10 15:03:11 2004 Izabella wrote post #1642:
> > I've asked before, but I thought I'd try again.  Could we get our
> > friends' list alphabetized?  Please please please please...thx :)
> i kinda like it it way it is since it shows the order you put them
> on your friends list in
> instead of alphatizing it maybe add an option to show them
> alphabetically like "friends list aphla"

Or you could just copy and paste it into another program and 
then alphabetize it and put it back in. :) That way the wizards 
wouldn't have to do it. :)

k

-----------------

poster: Zifnab
subject: >>>Alphabetical Friends
date: Mon May 10 19:04:19 2004

On Mon May 10 18:57:38 2004 Kalma wrote post #1645:
> On Mon May 10 18:11:39 2004 Roirraw wrote post #1643:
> > On Mon May 10 15:03:11 2004 Izabella wrote post #1642:
> > > I've asked before, but I thought I'd try again.  Could we get our
> > > friends' list alphabetized?  Please please please please...thx :)
> > i kinda like it it way it is since it shows the order you put them
> > on your friends list in
> > instead of alphatizing it maybe add an option to show them
> > alphabetically like "friends list aphla"
> 
> Or you could just copy and paste it into another program and 
> then alphabetize it and put it back in. :) That way the wizards 
> wouldn't have to do it. :)
> 
> k
it took 30 seconds. I did it this morning.

-----------------

poster: Zifnab
subject: >New Event
date: Mon May 10 19:04:49 2004

On Mon May 10 18:20:44 2004 Tektor wrote post #1644:
> rows 90
> Would be interesting to have an event that made all monsters with no
> eq_inherit dissapear for like 30 mins and come back untuned. Or
> maybe just monsters 100k+ with no eq_inherit.
Why in the world would you have a trigger for rows 90?

-----------------

poster: Tranquil
subject: >>New Event
date: Mon May 10 22:07:21 2004

On Mon May 10 19:04:49 2004 Zifnab wrote post #1647:
> On Mon May 10 18:20:44 2004 Tektor wrote post #1644:
> > rows 90
> > Would be interesting to have an event that made all monsters with no
> > eq_inherit dissapear for like 30 mins and come back untuned. Or
> > maybe just monsters 100k+ with no eq_inherit.
> Why in the world would you have a trigger for rows 90?
Maybe he's got a tall screen? I've got one for 30 rows, simply
because the autosizing the mud performs when I log in tends to set
them above what I prefer them at.


-----------------

poster: Zifnab
subject: >>>New Event
date: Mon May 10 22:08:21 2004

On Mon May 10 22:07:21 2004 Tranquil wrote post #1648:
> On Mon May 10 19:04:49 2004 Zifnab wrote post #1647:
> > On Mon May 10 18:20:44 2004 Tektor wrote post #1644:
> > > rows 90
> > > Would be interesting to have an event that made all monsters with no
> > > eq_inherit dissapear for like 30 mins and come back untuned. Or
> > > maybe just monsters 100k+ with no eq_inherit.
> > Why in the world would you have a trigger for rows 90?
> Maybe he's got a tall screen? I've got one for 30 rows, simply
> because the autosizing the mud performs when I log in tends to set
> them above what I prefer them at.
> 
so turn that off.
Your client tells the mud to do that.

-----------------

poster: Korthrun
subject: >>>New Event
date: Mon May 10 22:31:00 2004

On Mon May 10 22:07:21 2004 Tranquil wrote post #1648:
> On Mon May 10 19:04:49 2004 Zifnab wrote post #1647:
> > On Mon May 10 18:20:44 2004 Tektor wrote post #1644:
> > > rows 90
> > > Would be interesting to have an event that made all monsters with no
> > > eq_inherit dissapear for like 30 mins and come back untuned. Or
> > > maybe just monsters 100k+ with no eq_inherit.
> > Why in the world would you have a trigger for rows 90?
> Maybe he's got a tall screen? I've got one for 30 rows, simply
> because the autosizing the mud performs when I log in tends to set
> them above what I prefer them at.
> 
How on earth would the mud know the size of your screen, configure
your client to work the way you want it to :)

-----------------

poster: Jaws
subject: Tek's idea
date: Tue May 11 01:49:56 2004

That would be a bit strong of an event.

How bout when the event runs, it logs things being killed 
and picks one mob at random ( most monster areas are driven from one
or two files)
and resets it's tune to a good setting 

Jaws

-----------------

poster: Wagro
subject: >Tek's idea
date: Tue May 11 01:51:17 2004

On Tue May 11 01:49:56 2004 Jaws wrote post #1651:
> That would be a bit strong of an event.
> 
> How bout when the event runs, it logs things being killed 
> and picks one mob at random ( most monster areas are driven from one
> or two files)
> and resets it's tune to a good setting 
> 
> Jaws
How about just make every mob in the mud eq resist, that way it
screws with exp parties and such. Could also make newbie mobs drop
like +1 int items or something so newbies get something =p

-----------------

poster: Jaws
subject: >>Tek's idea
date: Tue May 11 01:52:50 2004

On Tue May 11 01:51:17 2004 Wagro wrote post #1652:
> On Tue May 11 01:49:56 2004 Jaws wrote post #1651:
> > That would be a bit strong of an event.
> > 
> > How bout when the event runs, it logs things being killed 
> > and picks one mob at random ( most monster areas are driven from one
> > or two files)
> > and resets it's tune to a good setting 
> > 
> > Jaws
> How about just make every mob in the mud eq resist, that way it
> screws with exp parties and such. Could also make newbie mobs drop
> like +1 int items or something so newbies get something =p
wagro what r u smokin

we are talkin about the exp tuner, not eq items

Jaws

-----------------

poster: Daneel
subject: >>>Tek's idea
date: Tue May 11 03:37:40 2004

The eq tuner is not conceptually there.  It has no place in 
events.

The point of the eq. tuner is to make it so we don't ave to 
worry about the xp formula being perfect; the tuner glosses over
small inaccuracies and problems with the base tuning formula.

As such, it has no place in semantically in-game concepts like
events.

On the other hand, shifting resists around...
(Daneel quietly ponders making feast of fools switch which 
monsters have eq. and non-eq. inherits :-)

-----------------

poster: Draco
subject: idea
date: Wed May 12 15:17:18 2004

just a quick idea, to prevent 30 people from whining and crying i
suggest if druid omicron gets relocated thatyou leave the portal
there

-----------------

poster: Tigran
subject: >idea
date: Wed May 12 18:01:13 2004

On Wed May 12 15:17:18 2004 Draco wrote post #1655:
> just a quick idea, to prevent 30 people from whining and crying i
> suggest if druid omicron gets relocated thatyou leave the portal
> there
Wait a sec.  Isn't it our job to make people whine?  I would
consider only 30 a failure!

-----------------

poster: mantrovant
subject: Drow race special
date: Thu May 13 05:24:30 2004

I was thinking instead of having the same special as elves. Maybe drow could have a special where they pray to their spider god and a swarm of spiders attack the mob or something to do with spiders. Thanks for teh time. 



-mant

-----------------

poster: Kiera
subject: >Drow race special
date: Thu May 13 05:28:14 2004

On Thu May 13 05:24:30 2004 mantrovant wrote post #1657:
> I was thinking instead of having the same special as elves. Maybe drow
could have a special where they pray to their spider god and a swarm of
spiders attack the mob or something to do with spiders. Thanks for teh time.


> 

> -mant
or maybe a special spider familiar that gets nifty hits (but all low
like the ones from the wolfhide back) that lasts for a super-short
period of time

-----------------

poster: Kiera
subject: >>Drow race special
date: Thu May 13 05:29:17 2004

by nifty i meant a lot of hits... like the driders (though not that many)

-----------------

poster: Moridin
subject: >>>Drow race special
date: Thu May 13 12:28:01 2004

On Thu May 13 05:29:17 2004 Kiera wrote post #1659:
> by nifty i meant a lot of hits... like the driders (though not that many)

or keep the special as it is, it is a lot more usefull then some extra damage

if you want to change them though, you could make elf happen more
frequently with the white moon, and less with black, and make drow
more with black moon and less with white, halfelf could remain
equall for all

-----------------

poster: Wildchild
subject: >emote
date: Thu May 13 20:33:01 2004

On Fri May  7 04:19:50 2004 Eomer wrote post #1639:
> vice
> You sing "Ice, ice baby!"

I'd say add this emote with the following: You are promptly shot
through the lungs.
:)

-WildChild

-----------------

poster: Draco
subject: >>>>Drow race special
date: Fri May 14 05:06:47 2004

On Thu May 13 12:28:01 2004 Moridin wrote post #1660:
> On Thu May 13 05:29:17 2004 Kiera wrote post #1659:
> > by nifty i meant a lot of hits... like the driders (though not that many)
> 
> or keep the special as it is, it is a lot more usefull then some extra
damage
> 
> if you want to change them though, you could make elf happen more
> frequently with the white moon, and less with black, and make drow
> more with black moon and less with white, halfelf could remain
> equall for all
umm this would kinda be a real restrictive special then, because the
moons are solely dependent upon your alignment. if your good you get
white moon, if your evil you get black moon, both are out at the
same time.
and then if you look at it with that respect, what about during the
day when neither moons are out

-----------------

poster: allie
subject: Ferries
date: Fri May 14 05:16:27 2004

It'd be kinda nice if it were possible to take a ferry from each island to every other island..if that makes sense...so you don't always have to go back to Gossamer to go to anoter island.

-----------------

poster: Eponine
subject: >Ferries
date: Fri May 14 05:24:27 2004

On Fri May 14 05:16:27 2004 allie wrote post #1663:
> It'd be kinda nice if it were possible to take a ferry from each island to
every other island..if that makes sense...so you don't always have to go
back to Gossamer to go to anoter island.
We have that, it's called the tour ferry

-----------------

poster: Allie (Web) 
subject: >>Ferries
date: Fri May 14 05:26:01 2004

On Fri May 14 05:24:27 2004 Eponine wrote post #1664 in ideas:

> On Fri May 14 05:16:27 2004 allie wrote post #1663:

> > It'd be kinda nice if it were possible to take a ferry from each island to

> every other island..if that makes sense...so you don't always have to go

> back to Gossamer to go to anoter island.

> We have that, it's called the tour ferry



ah bite me

-----------------

poster: Gartogg
subject: >>Tek's idea
date: Fri May 14 15:51:12 2004

On Tue May 11 01:51:17 2004 Wagro wrote post #1652:
> > 
> > How bout when the event runs, it logs things being killed 
> > and picks one mob at random ( most monster areas are driven from one
> > or two files)
> > and resets it's tune to a good setting 
> > 
> > Jaws
> How about just make every mob in the mud eq resist, that way it
> screws with exp parties and such. Could also make newbie mobs drop
> like +1 int items or something so newbies get something =p
I definately think that +1 eq would even the playing field a bit in
terms of the fact that upper newbie eq. is crazy...

-----------------

poster: Communist
subject: Special portal in adv
date: Fri May 14 18:39:09 2004

I'd really like to have the special portal in adv back, even if it
just goes to cs.  Many of my commands make use of it, since that way
they will work from both adv and cs.  I'm sure there's several other
players who would agree.

Also, in the event that a new guild is released, it could also be
added to the special portal while our wonderful Cebcurg goes on to
make a home for it...

Of course I'm a lazy bum but I don't think I'm the only one who
would find this helpful.

-----------------

poster: Tranquil
subject: >Special portal in adv
date: Fri May 14 19:03:40 2004

>I'd really like to have the special portal in adv back, even if it
>just goes to cs.  Many of my commands make use of it, since that way
>they will work from both adv and cs.  I'm sure there's several other
>players who would agree.

There probably are several players that agree. Laziness on this mud
has skyrocketed over the last few years, and has even affected some
of us highbies in certain ways.

But, I'm not so sure that wizards should reinstate what always was a
_temporary_ portal, only because a small percentage of the
playerbase have made some bad commands and are too lazy to fix
them.

- Tranquil's 2x 5c pieces


-----------------

poster: Moridin
subject: >>Special portal in adv
date: Fri May 14 23:20:52 2004

On Fri May 14 19:03:40 2004 Tranquil wrote post #1668:
> has skyrocketed over the last few years, and has even affected some
> of us highbies in certain ways.
> 
> But, I'm not so sure that wizards should reinstate what always was a
> _temporary_ portal, only because a small percentage of the
> playerbase have made some bad commands and are too lazy to fix
> them.
> 
> - Tranquil's 2x 5c pieces
> 
agree, sounds silly, fix your commands, change enter portal cs to n
3w 3s, not hard

-----------------

poster: Tahnval
subject: >>emote
date: Sun May 16 03:04:22 2004

On Thu May 13 20:33:01 2004 Wildchild wrote post #1661:
> On Fri May  7 04:19:50 2004 Eomer wrote post #1639:
> > vice
> > You sing "Ice, ice baby!"
> 
> I'd say add this emote with the following: You are promptly shot
> through the lungs.
> :)
> 
> -WildChild
Followed by:  You rip some more music and mime to it.

-----------------

poster: khelekloth
subject: Racial chat channels
date: Mon May 17 20:04:19 2004

Why there ain't own chat channels for every race or if there is I can't find it.

-----------------

poster: Draco
subject: >Racial chat channels
date: Mon May 17 20:29:02 2004

On Mon May 17 20:06:37 2004 khelekloth wrote post #1672:
> Why there ain't own chat channels for every race or if there is I can't
find it.
dracprot Eye is Open
probably unlike guild channels, they woulnd't serve any function.
guild channels came back when shapeshifter one was created because
people started using them again. it was a good way for people of the
same guild to help each other out if they needed something, where as
the only thing any race shares in common with each other is race
special.

-----------------

poster: Smee
subject: >>Racial chat channels
date: Mon May 17 21:47:32 2004

we used to have them, they got taken away a long time ago

-----------------

poster: Chrono
subject: away
date: Tue May 18 03:02:02 2004

plz add a msg like: Your away has been removed, as you are no longer
away. ( after you send a tell/reply to someone and your away is
automatically removed )
thx

-----------------

poster: Xphere
subject: stuns
date: Tue May 18 08:15:06 2004

mebbe willpower shouldnt work when the target is already stunned,
just doesent make sense that they would have any concentration while
pacified silent with a weapon or fist :P

-----------------

poster: Xphere
subject: plaques
date: Tue May 18 08:18:39 2004

mebbe stuns and dodges plaques, well, all of them could report at
least to you that you have moved up or down, and mebbe all plaques
could say who you advanced upon, considering a report on the plaque
channel of all the plaques positions might be bogglingly spammy
not sure how much bandwith that would take tho... :P
X

-----------------

poster: Tigran
subject: >plaques
date: Tue May 18 11:45:23 2004

On Tue May 18 08:18:39 2004 Xphere wrote post #1677:
> mebbe stuns and dodges plaques, well, all of them could report at
> least to you that you have moved up or down, and mebbe all plaques
> could say who you advanced upon, considering a report on the plaque
> channel of all the plaques positions might be bogglingly spammy
> not sure how much bandwith that would take tho... :P
> X
I'm still waiting for the 'Most trips to the bathroom' and 'Largest
quantities of alcohol consumed' plaques.

-----------------

poster: Jaguar
subject: >>plaques
date: Tue May 18 14:28:13 2004

On Tue May 18 11:45:23 2004 Tigran wrote post #1678:
> On Tue May 18 08:18:39 2004 Xphere wrote post #1677:
> > mebbe stuns and dodges plaques, well, all of them could report at
> > least to you that you have moved up or down, and mebbe all plaques
> > could say who you advanced upon, considering a report on the plaque
> > channel of all the plaques positions might be bogglingly spammy
> > not sure how much bandwith that would take tho... :P
> > X
> I'm still waiting for the 'Most trips to the bathroom' and 'Largest
> quantities of alcohol consumed' plaques.
Most used emote plaque!

-----------------

poster: Fox
subject: Stat Trainers
date: Wed May 19 07:34:44 2004

Just for a conveinence purpose:
As you progress in your training levels with the stat trainers;
having the cost of exp and gold and to what training level you've
advanced to as you train a particular stat.
Fox

-----------------

poster: Kalma
subject: success_rate
date: Thu May 20 13:03:14 2004

Dear Wizards - 
After the recent change to the 'friends' list, I wondered, if it 
might not be too much trouble, could you maybe, possibly arrange
the 'success rate' list into a more intuitive record? Currently,
it seems to be a haphazard list with no rhyme or reason. Perhaps
it could be alphabetized, or grouped by guild, or really, truly, 
ANYTHING to make locating spells in the list less difficult than 
the proverbial needle in a haystack. 

Thank you for your consideration in this matter. ;) 
k

-----------------

poster: Daeva
subject: maps
date: Thu May 20 19:36:05 2004

Think it would be a good idea to update the maps on website.
Quite confusing otherwise.

// Daeva

-----------------

poster: Draco
subject: skills command
date: Fri May 21 22:47:12 2004

dracprot  Fjunix's enreg is down
perhaps make an option in the skills command to do skills guild so
that when reincing or training off, if you dont know what you want
to train, you can do the skills for just the guild you want to train
to reduce spam output and make it a bit easier to find.


-----------------

poster: Griffy
subject: best hit
date: Sat May 22 01:26:55 2004

add the combat spam to best_hit display?
like best wep hit (8677) you carve dragon into a nice new pair of shoes.
would be cool :)

-----------------

poster: Wagro
subject: >best hit
date: Sat May 22 02:14:35 2004

I like it, but if it were to be implemented, would be neat to see
everything about it, like You stun foo, you get a lucky hit, etc

-----------------

poster: darkfox
subject: Gold Summary
date: Sat May 22 02:45:08 2004

is there a way to put amount of gold earned in party's and off monsters in the summary command?

-----------------

poster: Draco
subject: >Gold Summary
date: Sat May 22 07:17:32 2004

On Sat May 22 02:45:08 2004 darkfox wrote post #1686:
> is there a way to put amount of gold earned in party's and off monsters in
the summary command?
this subject has been asked about time and time again. once it was
done, but there were bugs with it and it tended to be more of a pain
than it was worth.

-----------------

poster: Chrono
subject: >skills command
date: Sat May 22 13:27:12 2004

try, list skills, at your guild
kbye

-----------------

poster: Zifnab
subject: >>Gold Summary
date: Sat May 22 13:53:58 2004

On Sat May 22 07:17:32 2004 Draco wrote post #1687:
> On Sat May 22 02:45:08 2004 darkfox wrote post #1686:
> > is there a way to put amount of gold earned in party's and off monsters in
> the summary command?
> this subject has been asked about time and time again. once it was
> done, but there were bugs with it and it tended to be more of a pain
> than it was worth.

There were not bugs with it. It tracked exactly how much gold
you got and how much left you. Including deposits
to the bank, giving money to players etc. Players complained
and it was removed.

-----------------

poster: khelekloth
subject: New Guilds
date: Sun May 23 11:42:22 2004

Why there aint any guilds after Omicron? There could be other guilds after omicrons for those who have mastered 2 omicrons. For example Paladin guild for those who have mastered High-Priest and Champion of The Crown omicrons.

-----------------

poster: Ferrelas
subject: >New Guilds
date: Sun May 23 16:06:35 2004

tithe 100 gold to Moridin
I agree here because now we have some (well at least one) players that
are big enogh to have guilds past onicron so mybe it is time to start
considering making them?

//Ferrelas

-----------------

poster: Tahnval
subject: >>Gold Summary
date: Sun May 23 22:56:18 2004

On Sat May 22 07:17:32 2004 Draco wrote post #1687:
> On Sat May 22 02:45:08 2004 darkfox wrote post #1686:
> > is there a way to put amount of gold earned in party's and off monsters in
> the summary command?
> this subject has been asked about time and time again. once it was
> done, but there were bugs with it and it tended to be more of a pain
> than it was worth.
IIRC, it proved impractical or impossible to keep track of the various
ways gold can be moved between players and/or to and from the bank.  The
figures weren't right, so the feature was removed.

-----------------

poster: Tahnval
subject: >New Guilds
date: Sun May 23 22:58:34 2004

On Sun May 23 11:42:22 2004 khelekloth wrote post #1690:
> Why there aint any guilds after Omicron? There could be other guilds after
omicrons for those who have mastered 2 omicrons. For example Paladin guild
for those who have mastered High-Priest and Champion of The Crown omicrons.
Nice, but (a) who would write them?  (b) how would balance be maintained?
(c) A guild that only 2 or 3 people could join is a bit of a waste of time.

Come to think of it, I'm not sure that even Jant has the worth for 190 or 200
levels.

-----------------

poster: Tranquil
subject: >>New Guilds
date: Mon May 24 11:40:26 2004

On Sun May 23 22:58:34 2004 Tahnval wrote post #1693:
> On Sun May 23 11:42:22 2004 khelekloth wrote post #1690:
> > Why there aint any guilds after Omicron? There could be other guilds after
> omicrons for those who have mastered 2 omicrons. For example Paladin guild
> for those who have mastered High-Priest and Champion of The Crown omicrons.
> Nice, but (a) who would write them?  (b) how would balance be maintained?
> (c) A guild that only 2 or 3 people could join is a bit of a waste of time.
> 
> Come to think of it, I'm not sure that even Jant has the worth for 190 or
200
> levels.

He seems to have managed 196 of them so far. Likely another 4g xp
would not be beyond the realm of possibility for him, assuming that
such tie-in guilds were a whopping 20 glvls each.

On the original thread, I do rather like the basic idea, but there
is the issue of deciding exactly what they do, and also the issue of
how many players will be able to enjoy the benefits of them. Now,
few. In time, many - perhaps. But I'd be more inclined to see
multiclassing changed slightly.

It seems rather silly to me that one can reach a multiclass Omicron
guild. Gamma I can see, for sure. Even Bravo. But Omicron is the
highest guild of a guild tree, and imho should be restricted to only
those who belong to it's corresponding Beta guild as their primary
guild.

On the flip side of that, I'd like to see some dual multiclassing
options - for example, the ability to max a primary tree of your
choice, then join a secondary guild tree as far as maxxing Bravo
level guilds, and then join a tertiary tree as far as maxxing Gamma
level.

Each of the current guild trees are different, but assuming a mean
of 3x Gamma guilds and 3x Bravo guilds to each tree, one could
conceivably reach level 225 before running out of guilds - and this
is assuming no 'support' guilds such as enchanter, navigators, or
traveller are joined.

Alternatively, or even as an addition to any multiclassing system we
have, there could be a guild or type of guild that somewhat does tie
in the secondary guild by allowing the player to have the guild eq
for that secondary tree, and to earn guild mastery points for that
guild - albeit at a reduced rate compared to players in that guild
as a primary, and without being able to take the guild leadership of
their secondary guild.

That's all I can think of for now, think I fried my brain at work.
Thanks for reading =)

- Tranquil's Idea Factory


-----------------

poster: Draco
subject: emote
date: Tue May 25 22:25:39 2004

draco3 -> Name runs to the closet, grabs a noose, and promptly hangs
himself/herself/itself by his/her/it's underwear.
k thx ;)

-----------------

poster: Lu
subject: >emote
date: Wed May 26 01:45:44 2004

On Tue May 25 22:25:39 2004 Draco wrote post #1695:
> draco3 -> Name runs to the closet, grabs a noose, and promptly hangs
> himself/herself/itself by his/her/it's underwear.
> k thx ;)
it would be more effective if you shot yourself in the face, and much cleaner.

-----------------

poster: pablo
subject: Masteries
date: Thu May 27 05:14:09 2004

I think it would be nice if there was a success message for all skills when a masteries effects take place just so you know how often it is working, I don't believe this is a must I just think it doesn't make much sense for some skills to get a success message and other don't.







                                     Thanks for your time.

                                           Pablo

-----------------

poster: Pablo (Web) 
subject: >Masteries
date: Thu May 27 05:22:11 2004

Please ignore/remove the post, was talking to a highbie afterwords and was informed of the number of masteries that affect skills, maybe if you could toggle it but still that idea was dumb and deserved more thinking over sry

-----------------

poster: Tektor
subject: Mist Form
date: Thu May 27 16:51:12 2004

Would be cool if mist form boosted dmg to green mist or if you
gained int from mist form since you cant wear any cool int boosting
eq.

-----------------

poster: Draco
subject: >Mist Form
date: Thu May 27 20:55:59 2004

On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> Would be cool if mist form boosted dmg to green mist or if you
> gained int from mist form since you cant wear any cool int boosting
> eq.
do you just want the mud to hand you everything? the mist form
increases your physical resistance so god damned much it is unreal.
why do you expect more? the guild was tuned correctly, dont ask for
more.

-----------------

poster: Wildchild
subject: >>Mist Form
date: Fri May 28 00:12:40 2004

On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > Would be cool if mist form boosted dmg to green mist or if you
> > gained int from mist form since you cant wear any cool int boosting
> > eq.
> do you just want the mud to hand you everything? the mist form
> increases your physical resistance so god damned much it is unreal.
> why do you expect more? the guild was tuned correctly, dont ask for
> more.

The guild is a solo guild, yet the tree is so poorly designed it's
not even funny - you gain little power for 30 levels while trying to
advance the other side of the tree.

Not to mention that, unless I'm completely off base, for a solo
guild, it's not a very powerful one these days. It was meant to be
the best solo guild, which is why mist form works as it does.
Yet, it doesn't seem to compete now with other trees.

I have a number of ideas on how this could be rectified. I just need
somebody willing to listen and consider the idea of making
adjustments.

-WildChild

-----------------

poster: Lu
subject: >>>Mist Form
date: Fri May 28 02:51:37 2004

On Fri May 28 00:12:40 2004 Wildchild wrote post #1702:
> On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > Would be cool if mist form boosted dmg to green mist or if you
> > > gained int from mist form since you cant wear any cool int boosting
> > > eq.
> > do you just want the mud to hand you everything? the mist form
> > increases your physical resistance so god damned much it is unreal.
> > why do you expect more? the guild was tuned correctly, dont ask for
> > more.
> 
> The guild is a solo guild, yet the tree is so poorly designed it's
> not even funny - you gain little power for 30 levels while trying to
> advance the other side of the tree.
> 
> Not to mention that, unless I'm completely off base, for a solo
> guild, it's not a very powerful one these days. It was meant to be
> the best solo guild, which is why mist form works as it does.
> Yet, it doesn't seem to compete now with other trees.
> 
> I have a number of ideas on how this could be rectified. I just need
> somebody willing to listen and consider the idea of making
> adjustments.
> 
> -WildChild
i for the worth required, i think mist mage is the best guild we
currently have, dunno what worth for bare bones mist is anymore, but
i'm pretty sure a comparable shifter wouldn't solo as well, i could
be quite wrong

-----------------

poster: Phire
subject: >>>>Mist Form
date: Fri May 28 02:53:19 2004

On Fri May 28 02:51:37 2004 Lu wrote post #1703:
> On Fri May 28 00:12:40 2004 Wildchild wrote post #1702:
> > On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > > Would be cool if mist form boosted dmg to green mist or if you
> > > > gained int from mist form since you cant wear any cool int boosting
> > > > eq.
> > > do you just want the mud to hand you everything? the mist form
> > > increases your physical resistance so god damned much it is unreal.
> > > why do you expect more? the guild was tuned correctly, dont ask for
> > > more.
> > 
> > The guild is a solo guild, yet the tree is so poorly designed it's
> > not even funny - you gain little power for 30 levels while trying to
> > advance the other side of the tree.
> > 
> > Not to mention that, unless I'm completely off base, for a solo
> > guild, it's not a very powerful one these days. It was meant to be
> > the best solo guild, which is why mist form works as it does.
> > Yet, it doesn't seem to compete now with other trees.
> > 
> > I have a number of ideas on how this could be rectified. I just need
> > somebody willing to listen and consider the idea of making
> > adjustments.
> > 
> > -WildChild
> i for the worth required, i think mist mage is the best guild we
> currently have, dunno what worth for bare bones mist is anymore, but
> i'm pretty sure a comparable shifter wouldn't solo as well, i could
> be quite wrong
The problem with mist form is that they won't be able to hold those
exp buttons that Zifnab is currently working on.

I think mist mage would be more interesting if they could use the
magically summoned
eq in their gamma guilds (air shield, ... )

-----------------

poster: Draco
subject: >>>>>Mist Form
date: Fri May 28 02:56:07 2004

On Fri May 28 02:53:19 2004 Phire wrote post #1704:
> On Fri May 28 02:51:37 2004 Lu wrote post #1703:
> > On Fri May 28 00:12:40 2004 Wildchild wrote post #1702:
> > > On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > > > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > > > Would be cool if mist form boosted dmg to green mist or if you
> > > > > gained int from mist form since you cant wear any cool int boosting
> > > > > eq.
> > > > do you just want the mud to hand you everything? the mist form
> > > > increases your physical resistance so god damned much it is unreal.
> > > > why do you expect more? the guild was tuned correctly, dont ask for
> > > > more.
> > > 
> > > The guild is a solo guild, yet the tree is so poorly designed it's
> > > not even funny - you gain little power for 30 levels while trying to
> > > advance the other side of the tree.
> > > 
> > > Not to mention that, unless I'm completely off base, for a solo
> > > guild, it's not a very powerful one these days. It was meant to be
> > > the best solo guild, which is why mist form works as it does.
> > > Yet, it doesn't seem to compete now with other trees.
> > > 
> > > I have a number of ideas on how this could be rectified. I just need
> > > somebody willing to listen and consider the idea of making
> > > adjustments.
> > > 
> > > -WildChild
> > i for the worth required, i think mist mage is the best guild we
> > currently have, dunno what worth for bare bones mist is anymore, but
> > i'm pretty sure a comparable shifter wouldn't solo as well, i could
> > be quite wrong
> The problem with mist form is that they won't be able to hold those
> exp buttons that Zifnab is currently working on.
> 
> I think mist mage would be more interesting if they could use the
> magically summoned
> eq in their gamma guilds (air shield, ... )
just what would be accomplished by using summoned eq? most they
could do is add a few spr, few int, and some negligable specials


-----------------

poster: Tigran
subject: >>>>>Mist Form
date: Fri May 28 02:59:36 2004

> The problem with mist form is that they won't be able to hold those
> exp buttons that Zifnab is currently working on.
> 
Sshh..I have that already made!  Don't tell any of the other mortals, ok?


-----------------

poster: Alacor
subject: >>>Gold Summary
date: Fri May 28 04:25:36 2004

On Sun May 23 22:56:18 2004 Tahnval wrote post #1692:
> On Sat May 22 07:17:32 2004 Draco wrote post #1687:
> > On Sat May 22 02:45:08 2004 darkfox wrote post #1686:
> > > is there a way to put amount of gold earned in party's and off
monsters in
> > the summary command?
> > this subject has been asked about time and time again. once it was
> > done, but there were bugs with it and it tended to be more of a pain
> > than it was worth.
> IIRC, it proved impractical or impossible to keep track of the various
> ways gold can be moved between players and/or to and from the bank.  The
> figures weren't right, so the feature was removed.
How to make your gold summary : at beginning of session, deposit all
of your gold in bank.  Whenever someone deposits in bank, withdraw
it. Before you log off, check your gold on hand. works v. well :P

-----------------

poster: Tektor
subject: >>Mist Form
date: Fri May 28 05:42:08 2004

On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > Would be cool if mist form boosted dmg to green mist or if you
> > gained int from mist form since you cant wear any cool int boosting
> > eq.
> do you just want the mud to hand you everything? the mist form
> increases your physical resistance so god damned much it is unreal.
> why do you expect more? the guild was tuned correctly, dont ask for
> more.
And who are you again? Your post is neither wanted or needed.
Responses like yours can be filed in the trash bin. This place is
for ideas you don't have to like them. But it your going to respond
with critcism atleast make it less bitchy and more useful. Last time
I checked you are not the admin here or even a wizard. Just because
your a gigbie now doesn't mean you are mr. knowitall. I don't want
to sound negative myself but I get annoyed when people post ideas
and other people post back having to add in the trash.

-----------------

poster: Draco
subject: >>>>Gold Summary
date: Fri May 28 05:49:39 2004

On Fri May 28 04:25:36 2004 Alacor wrote post #1707:
> On Sun May 23 22:56:18 2004 Tahnval wrote post #1692:
> > On Sat May 22 07:17:32 2004 Draco wrote post #1687:
> > > On Sat May 22 02:45:08 2004 darkfox wrote post #1686:
> > > > is there a way to put amount of gold earned in party's and off
> monsters in
> > > the summary command?
> > > this subject has been asked about time and time again. once it was
> > > done, but there were bugs with it and it tended to be more of a pain
> > > than it was worth.
> > IIRC, it proved impractical or impossible to keep track of the various
> > ways gold can be moved between players and/or to and from the bank.  The
> > figures weren't right, so the feature was removed.
> How to make your gold summary : at beginning of session, deposit all
> of your gold in bank.  Whenever someone deposits in bank, withdraw
> it. Before you log off, check your gold on hand. works v. well :P
dracprot Consecrated ground is gone.
if you use zMUD there is another way to do this that may be a little
better for you. first make a variable @gold, set a trig for you
recieve (%d) gold or whatever the line is, and set the text to #ADD
gold (%1). after you have that up, just set a trig for your login to
do #if (@gold>0) {@gold=0}, then make a button with the gold value,
and your all set, a working button that adds your gold collected (of
course if you do this you will have to find all the messages that go
with giving gold or buying something so that you can put a #subtract
in there, but its a simple basic form for you to follow, if you
really want to try it out.

-----------------

poster: Draco
subject: >>>Mist Form
date: Fri May 28 05:53:10 2004

On Fri May 28 05:42:08 2004 Tektor wrote post #1708:
> On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > Would be cool if mist form boosted dmg to green mist or if you
> > > gained int from mist form since you cant wear any cool int boosting
> > > eq.
> > do you just want the mud to hand you everything? the mist form
> > increases your physical resistance so god damned much it is unreal.
> > why do you expect more? the guild was tuned correctly, dont ask for
> > more.
> And who are you again? Your post is neither wanted or needed.
> Responses like yours can be filed in the trash bin. This place is
> for ideas you don't have to like them. But it your going to respond
> with critcism atleast make it less bitchy and more useful. Last time
> I checked you are not the admin here or even a wizard. Just because
> your a gigbie now doesn't mean you are mr. knowitall. I don't want
> to sound negative myself but I get annoyed when people post ideas
> and other people post back having to add in the trash.
my post was not intended to be bitchy, it was only pointing out that
mist mage body already does more than enough to explain itself as to
why there is no int boost with the body (plus, last time i checked,
just transforming your body into liquid and air shouldnt make you
smarter.

-----------------

poster: Alacor
subject: Save foods?
date: Fri May 28 20:42:18 2004

Maybe a skill in the traveler guild, preservation or something, that
makes food saveable over boot.
 Would rock :)

-----------------

poster: Wildchild
subject: >>>>Mist Form
date: Sat May 29 05:56:32 2004

On Fri May 28 05:53:10 2004 Draco wrote post #1710:
> On Fri May 28 05:42:08 2004 Tektor wrote post #1708:
> > On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > > Would be cool if mist form boosted dmg to green mist or if you
> > > > gained int from mist form since you cant wear any cool int boosting
> > > > eq.
> > > do you just want the mud to hand you everything? the mist form
> > > increases your physical resistance so god damned much it is unreal.
> > > why do you expect more? the guild was tuned correctly, dont ask for
> > > more.
> > And who are you again? Your post is neither wanted or needed.
> > Responses like yours can be filed in the trash bin. This place is
> > for ideas you don't have to like them. But it your going to respond
> > with critcism atleast make it less bitchy and more useful. Last time
> > I checked you are not the admin here or even a wizard. Just because
> > your a gigbie now doesn't mean you are mr. knowitall. I don't want
> > to sound negative myself but I get annoyed when people post ideas
> > and other people post back having to add in the trash.
> my post was not intended to be bitchy, it was only pointing out that
> mist mage body already does more than enough to explain itself as to
> why there is no int boost with the body (plus, last time i checked,
> just transforming your body into liquid and air shouldnt make you
> smarter.

And as I said, the guild tree is so poorly designed it's not even funny.

Ok, mist form can't use eq. Why the hell should body of air be able
to use eq then? The logic fits, yes?

Sure, summonable eq within the tree (ice pick, etc) is negligible,
but it's SOMETHING, and if I'm willing to dump the exp and sps into
it to use it, why does it bother you?
Because, as it stands, the spells are useless. There's no incentive
to dump exp into any of this stuff when it could atleast serve some
purpose.

I think that molded lava mage eq should be able to be worn in mist
form as well, so the two sides of the elemental tree can atleast
have something useful between the two.
I don't see why this is a huge issue, since once you get through
mist, as I said, you're not going to get any powerful.

Allowing the use of summoned eq within the tree atleast gives you
some incentive to join lava (if you went mist) and actually advance
through the tree, rather than reinc past it and into nether later.

Sure, it makes the character a little more powerful... but then,
shouldn't you get a little more powerful after 30 levels?

-WildChild

-----------------

poster: Draco
subject: >>>>>Mist Form
date: Sat May 29 08:44:32 2004

On Sat May 29 05:56:32 2004 Wildchild wrote post #1712:
> mist, as I said, you're not going to get any powerful.
> 
> Allowing the use of summoned eq within the tree atleast gives you
> some incentive to join lava (if you went mist) and actually advance
> through the tree, rather than reinc past it and into nether later.
> 
> Sure, it makes the character a little more powerful... but then,
> shouldn't you get a little more powerful after 30 levels?
> 
> -WildChild
well most likely the rason why you  cant is it would make the guild
quite nonsensical, i mean, you have a body of mist, covered in
summoned eq, but the hits still go through you? it woud have to
lower your resistance to physical damage with pices of eq, making it
again worse off.
my two cents

-----------------

poster: Mixer
subject: >>>>>>Mist Form
date: Sat May 29 08:52:18 2004

On Sat May 29 08:44:32 2004 Draco wrote post #1713:
> On Sat May 29 05:56:32 2004 Wildchild wrote post #1712:
> > mist, as I said, you're not going to get any powerful.
> > 
> > Allowing the use of summoned eq within the tree atleast gives you
> > some incentive to join lava (if you went mist) and actually advance
> > through the tree, rather than reinc past it and into nether later.
> > 
> > Sure, it makes the character a little more powerful... but then,
> > shouldn't you get a little more powerful after 30 levels?
> > 
> > -WildChild
> well most likely the rason why you  cant is it would make the guild
> quite nonsensical, i mean, you have a body of mist, covered in
> summoned eq, but the hits still go through you? it woud have to
> lower your resistance to physical damage with pices of eq, making it
> again worse off.
> my two cents
Right, but how is Body of Mist different to Body of Air?

-----------------

poster: Draco
subject: >>>>>>>Mist Form
date: Sat May 29 08:56:00 2004

On Sat May 29 08:52:18 2004 Mixer wrote post #1714:
> > > shouldn't you get a little more powerful after 30 levels?
> > > 
> > > -WildChild
> > well most likely the rason why you  cant is it would make the guild
> > quite nonsensical, i mean, you have a body of mist, covered in
> > summoned eq, but the hits still go through you? it woud have to
> > lower your resistance to physical damage with pices of eq, making it
> > again worse off.
> > my two cents
> Right, but how is Body of Mist different to Body of Air?
well, first off, body of air does no where near as much phys res as
body of mist, and second, i can see some res from it, ie condensing
the air/mist but not causing as much damage as a solid body, but no
where near what would be expected of mist mages using eq

-----------------

poster: Lu
subject: >>>>Mist Form
date: Sat May 29 14:41:30 2004

On Fri May 28 05:53:10 2004 Draco wrote post #1710:
> On Fri May 28 05:42:08 2004 Tektor wrote post #1708:
> > On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > > Would be cool if mist form boosted dmg to green mist or if you
> > > > gained int from mist form since you cant wear any cool int boosting
> > > > eq.
> > > do you just want the mud to hand you everything? the mist form
> > > increases your physical resistance so god damned much it is unreal.
> > > why do you expect more? the guild was tuned correctly, dont ask for
> > > more.
> > And who are you again? Your post is neither wanted or needed.
> > Responses like yours can be filed in the trash bin. This place is
> > for ideas you don't have to like them. But it your going to respond
> > with critcism atleast make it less bitchy and more useful. Last time
> > I checked you are not the admin here or even a wizard. Just because
> > your a gigbie now doesn't mean you are mr. knowitall. I don't want
> > to sound negative myself but I get annoyed when people post ideas
> > and other people post back having to add in the trash.
> my post was not intended to be bitchy, it was only pointing out that
> mist mage body already does more than enough to explain itself as to
> why there is no int boost with the body (plus, last time i checked,
> just transforming your body into liquid and air shouldnt make you
> smarter.
i'm noticing a trend here, draco never intends to do anything.  plz
if u have information regarding something draco intended to do,
email me ASAP!! and call me on my dracophone 893-9486.  plz thx.

-----------------

poster: Draco
subject: >>>>>Mist Form
date: Sat May 29 21:14:00 2004

On Sat May 29 14:41:30 2004 Lu wrote post #1716:
> On Fri May 28 05:53:10 2004 Draco wrote post #1710:
> > On Fri May 28 05:42:08 2004 Tektor wrote post #1708:
> > > On Thu May 27 20:55:59 2004 Draco wrote post #1701:
> > > > On Thu May 27 16:51:12 2004 Tektor wrote post #1700:
> > > > > Would be cool if mist form boosted dmg to green mist or if you
> > > > > gained int from mist form since you cant wear any cool int boosting
> > > > > eq.
> > > > do you just want the mud to hand you everything? the mist form
> > > > increases your physical resistance so god damned much it is unreal.
> > > > why do you expect more? the guild was tuned correctly, dont ask for
> > > > more.
> > > And who are you again? Your post is neither wanted or needed.
> > > Responses like yours can be filed in the trash bin. This place is
> > > for ideas you don't have to like them. But it your going to respond
> > > with critcism atleast make it less bitchy and more useful. Last time
> > > I checked you are not the admin here or even a wizard. Just because
> > > your a gigbie now doesn't mean you are mr. knowitall. I don't want
> > > to sound negative myself but I get annoyed when people post ideas
> > > and other people post back having to add in the trash.
> > my post was not intended to be bitchy, it was only pointing out that
> > mist mage body already does more than enough to explain itself as to
> > why there is no int boost with the body (plus, last time i checked,
> > just transforming your body into liquid and air shouldnt make you
> > smarter.
> i'm noticing a trend here, draco never intends to do anything.  plz
> if u have information regarding something draco intended to do,
> email me ASAP!! and call me on my dracophone 893-9486.  plz thx.
just one question Lu, what the hell are you talking about?

-----------------

poster: Roirraw (Web) 
subject: >roirraw2
date: Sun May 30 06:11:02 2004

typed in wrong thing anyway my idea for roirraw2 emote



roirraw2: You challenge everyone to a duel to the death and say "i get a pratice stab" and stabs himself.



probably want to make it targetable

-----------------

poster: Wildchild
subject: >>>>>>Mist Form
date: Thu Jun  3 01:11:59 2004


So, I had made a post about mist form, and I really hope people got
to read it, cause I don't want everybody to forget my useful and
legitimate ideas and concerns with regards to the elemental guild
tree.

Thank you, come again.

-WildChild

-----------------

poster: Fegler
subject: >>>>>Mist Form
date: Thu Jun  3 01:53:09 2004

On Fri May 28 02:53:19 2004 Phire wrote post #1704:
> > i for the worth required, i think mist mage is the best guild we
> > currently have, dunno what worth for bare bones mist is anymore, but
> > i'm pretty sure a comparable shifter wouldn't solo as well, i could
> > be quite wrong
> The problem with mist form is that they won't be able to hold those
> exp buttons that Zifnab is currently working on.
> 
> I think mist mage would be more interesting if they could use the
> magically summoned
> eq in their gamma guilds (air shield, ... )
this would be nice :)
it would be fun if you could have the air and water eq...
lava eq maybe would be a little to good...
but atleast let them have the eq from air and water... (maybe fire
and earth also)
thanks :)

-----------------

poster: agadorn
subject: Falcon
date: Thu Jun  3 08:40:23 2004

Since player kills are out of the question, I was thinking about changing the falcons ability to spy from spying on characters to spying on locations instead. That way Falcon and eagle woud cooperate somewhat better in my opinion. If changin that skill is too difficult, then perhaps add the spying on locations to it instead?

-----------------

poster: Draco
subject: >Falcon
date: Thu Jun  3 08:45:32 2004

On Thu Jun  3 08:40:23 2004 agadorn wrote post #1723:
> Since player kills are out of the question, I was thinking about changing
the falcons ability to spy from spying on characters to spying on locations
instead. That way Falcon and eagle woud cooperate somewhat better in my
opinion. If changin that skill is too difficult, then perhaps add the spying
on locations to it instead?
too many locations have the sames room name for something like this
to really work. added to that, spying on charecters can still be
worthwhile if you have the ability to relocate.

-----------------

poster: Belgarion
subject: SS etc
date: Thu Jun  3 19:39:55 2004

would be cool if DL guld master worked like a shop for the gems
needed for dragon forms, overprizes offcourse but still would be
nifty

-----------------

poster: Owain
subject: Herb Gathering
date: Fri Jun  4 03:07:10 2004

I've put up with it for a while but now I need to post about the
Herb Gathering skill. I need to know if what keeps happening is just
me or if its something coded into the skill. The deal is that I seem
to get a disproportionate amount of yellow herbs compared to the
dark, green, and brown ones. I don't know how this skill is coded,
so I don't know if this is me or it. If the four herbs are random,
then there is no way that each has a 25% chance.

Just recently, I used the skill 10 times. The first 7 times, I got a
yellow herb. Then, I got a brown, followed by a green. Lastly I got
another yellow. Thats an 8-1-1-0 ratio. Now I know this was only 10
times. But in the last week or so, at least a dozen times I have
gotten a stretch of 4, 5, 6, or 7 yellows in a row. I'd conduct a
longer study as to exactly what ratios I'm seeing between the herbs,
but that leads me to my next problem with the skill.

This is a long skill, and I don't have a problem with that. The
problem I have is that the length of the skill does not justify the
randomness (and lopsidedness) of the herbs that I get. I never need
yellow herbs because my EP is always full. However, I might have
100hp and be totally tapped of mana and I'll still get a yellow
herb. Doesnt it make sense from a realistic standpoint that if you
search the ground carefully for 15 rounds of game time, that you
would find an herb you need?

Why would you pick up an herb that you have no need for its healing
effects, especially after 15 rounds?

That is what really just doesn't make sense. Like I said, I don't
know how the skill is actually programmed. If it is random, , is
something wrong with the random number generator that is producing
so many yellows? Is there a way to make the skill such that it is
more likely to pick an herb that you need? You could possibly use
the quotient of the Current/Max HP, SP, and EP to  dynamically
determine the probability of each herb.

If the number was close to 0 (like, say, HP 185/2000) then there'd
be a higher chance of getting that herb (green, hp healing). If it
were closer to 1, there would be a smaller chance. I don't know how
easy that is to actually program, but the logic is right. 

The other, and less complicated solution: Lower the use time of the
skill. If you spend less time looking for an herb, it is more
logical that you may pick the wrong herb. However, what just really
bothers me is someone spending such a long time wouldnt pick an herb
they dont need. They just dont fit logically.

That is my opinion/rant. I'd really like to know if anyone else who
uses this skill on a regular basis has the same problem as I do. If
I'm the only one getting so many yellows...why? 

Thanks for your time.

-O

-----------------

poster: Tranquil
subject: >Herb Gathering
date: Fri Jun  4 03:11:08 2004

Without reading through all of the spam of that post, I'd like to
point out that the higher your training in this skill, the better
the herbs you will find. I have 110% in that skill, and 90% of the
time find dark athelas. Sure I'm not incredibly happy with the using
time which, even with 110% motion control is a bit long, but other
than that this skill seems to work fine.

Moral of the story: If you want better herbs, train the skill more.


-----------------

poster: Kaiser
subject: Shapeshifter
date: Fri Jun  4 03:20:06 2004

  Maybe there could be more forms incorperated into the shifter
guild?  I had an idea for the skill reptilian lore. reptiles of
course.  maybe the first could be a lizard, the second could be an
aligator, and the third could be Megolamia(a 30-50 foot long GIANT
lizard that was considered the "t-rex" of austrailia thousands of
years ago).  Reptile forms could have specials, like the aligator
doing the death spin ;D.  They could also possibly poison their
opponet.  Have with with the ideas.

-----------------

poster: Oruk
subject: >Shapeshifter
date: Fri Jun  4 03:22:45 2004

On Fri Jun  4 03:20:06 2004 Kaiser wrote post #1728:
>   Maybe there could be more forms incorperated into the shifter
> guild?  I had an idea for the skill reptilian lore. reptiles of
> course.  maybe the first could be a lizard, the second could be an
> aligator, and the third could be Megolamia(a 30-50 foot long GIANT
> lizard that was considered the "t-rex" of austrailia thousands of
> years ago).  Reptile forms could have specials, like the aligator
> doing the death spin ;D.  They could also possibly poison their
> opponet.  Have with with the ideas.
afaik this was originally planned.. but probably wont be added until the other
form quests are completed.. of course, i cant talk for daneel
I remember talking about  monkeys that could wear eq.. or somat
and snakes/reptiles

-----------------

poster: Draco
subject: >Shapeshifter
date: Fri Jun  4 03:24:21 2004

On Fri Jun  4 03:20:06 2004 Kaiser wrote post #1728:
>   Maybe there could be more forms incorperated into the shifter
> guild?  I had an idea for the skill reptilian lore. reptiles of
> course.  maybe the first could be a lizard, the second could be an
> aligator, and the third could be Megolamia(a 30-50 foot long GIANT
> lizard that was considered the "t-rex" of austrailia thousands of
> years ago).  Reptile forms could have specials, like the aligator
> doing the death spin ;D.  They could also possibly poison their
> opponet.  Have with with the ideas.
i believe daneel has already had ideas on making more forms, for
instance a monkey type where you can actually use eq and such, but i
think in the end there isnt any need for more forms because the
forms available cover all the bases, birds for soloing, bear for
tanking, feline for party damage in non-shapeshifter parties, and
wolves for shapeshifter parties.

-----------------

poster: Wildchild
subject: >>Herb Gathering
date: Fri Jun  4 03:29:39 2004

On Fri Jun  4 03:11:08 2004 Tranquil wrote post #1727:
> Without reading through all of the spam of that post, I'd like to
> point out that the higher your training in this skill, the better
> the herbs you will find. I have 110% in that skill, and 90% of the
> time find dark athelas. Sure I'm not incredibly happy with the using
> time which, even with 110% motion control is a bit long, but other
> than that this skill seems to work fine.
> 
> Moral of the story: If you want better herbs, train the skill more.
> 

"Better" is relative when there are 4 types of herbs, and the only
one that's actually "better" is the dark one that can heal all three
at once.
And since this is a skill in multiple guilds, each person has their
"better" herb to get. So having some sort of way to try and pick
which kind you want really isn't unreasonable.

-WildChild

-----------------

poster: Uno
subject: >>>Herb Gathering
date: Fri Jun  4 19:55:03 2004

On Fri Jun  4 03:29:39 2004 Wildchild wrote post #1731:
> > 
> 
> "Better" is relative when there are 4 types of herbs, and the only
> one that's actually "better" is the dark one that can heal all three
> at once.
> And since this is a skill in multiple guilds, each person has their
> "better" herb to get. So having some sort of way to try and pick
> which kind you want really isn't unreasonable.
> 
> -WildChild
I disagree. I think they are easy to rank in importance:
From worst to best, EP, SP, HP, Dark....

This is true for a number of reasons I won't get into because I think,
like a lot of people, I'm getting a bit tired of constantly breaking down
game mechanics to 1's and 0's. But I also know it's true that if you are
pulling crap EP herbs, it's because you aren't good enough at herb gathering
I will say that the help for the skill could stand to be updated to list
affecting stats and skills in the standard format (not in the skill desc)

but, aside from that, i think you should drink more beer.

-----------------

poster: Wildchild
subject: >>>>Herb Gathering
date: Sat Jun  5 05:31:27 2004

On Fri Jun  4 19:55:03 2004 Uno wrote post #1732:
> On Fri Jun  4 03:29:39 2004 Wildchild wrote post #1731:
> > > 
> > 
> > "Better" is relative when there are 4 types of herbs, and the only
> > one that's actually "better" is the dark one that can heal all three
> > at once.
> > And since this is a skill in multiple guilds, each person has their
> > "better" herb to get. So having some sort of way to try and pick
> > which kind you want really isn't unreasonable.
> > 
> > -WildChild
> I disagree. I think they are easy to rank in importance:
> From worst to best, EP, SP, HP, Dark....
> 
> This is true for a number of reasons I won't get into because I think,
> like a lot of people, I'm getting a bit tired of constantly breaking down
> game mechanics to 1's and 0's. But I also know it's true that if you are
> pulling crap EP herbs, it's because you aren't good enough at herb gathering
> I will say that the help for the skill could stand to be updated to list
> affecting stats and skills in the standard format (not in the skill desc)
> 
> but, aside from that, i think you should drink more beer.

Well, from an unscientific standpoint, I seem to draw a healthy
%-age of yellow herbs as well, and I have the skill at 105%.

Maybe one of these years I'll do a more scientific study... like
actually keeping track of what I get when I use the skill. ;)

-WildChild

-----------------

poster: Tahnval
subject: >>Herb Gathering
date: Sun Jun  6 23:39:38 2004

On Fri Jun  4 03:11:08 2004 Tranquil wrote post #1727:
> Without reading through all of the spam of that post, I'd like to
> point out that the higher your training in this skill, the better
> the herbs you will find. I have 110% in that skill, and 90% of the
> time find dark athelas. Sure I'm not incredibly happy with the using
> time which, even with 110% motion control is a bit long, but other
> than that this skill seems to work fine.
> 
> Moral of the story: If you want better herbs, train the skill more.
> 
There's an extra to this - do not bother training familiars to
find herbs.  With 100% in the skill yourself, plus 100% in the training
skills, your familiars will return nothing about half the time, a yellow
herb about 45% of the time and a green herb about 5% of the time.

-----------------

poster: mantrovant
subject: Mist EQ
date: Mon Jun  7 09:32:10 2004

i was thinking of a spell for mist mage to allow you to make eq into mist so you could wear it. 

-----------------

poster: Ant
subject: >Mist EQ
date: Mon Jun  7 10:52:41 2004

On Mon Jun  7 09:32:10 2004 mantrovant wrote post #1735:
> i was thinking of a spell for mist mage to allow you to make eq into mist
so you could wear it. 
And when the spell wears off, the eq goes solid again and you drop
it! AHHAHAHA!
And using triggers to pick it up again will be counted as botting!!!
HAR HAR HAR!!!

I rock.

-----------------

poster: Tektor
subject: >>Mist EQ
date: Mon Jun  7 12:29:22 2004

On Mon Jun  7 10:52:41 2004 Ant wrote post #1736:
> On Mon Jun  7 09:32:10 2004 mantrovant wrote post #1735:
> > i was thinking of a spell for mist mage to allow you to make eq into mist
> so you could wear it. 
> And when the spell wears off, the eq goes solid again and you drop
> it! AHHAHAHA!
> And using triggers to pick it up again will be counted as botting!!!
> HAR HAR HAR!!!
> 
> I rock.
They already allowed you to use elemental weapons and lava made eq i
think thats more than enough.

-----------------

poster: Wildchild
subject: >>>Mist EQ
date: Tue Jun  8 00:16:34 2004

On Mon Jun  7 12:29:22 2004 Tektor wrote post #1737:
> On Mon Jun  7 10:52:41 2004 Ant wrote post #1736:
> > On Mon Jun  7 09:32:10 2004 mantrovant wrote post #1735:
> > > i was thinking of a spell for mist mage to allow you to make eq into
mist
> > so you could wear it. 
> > And when the spell wears off, the eq goes solid again and you drop
> > it! AHHAHAHA!
> > And using triggers to pick it up again will be counted as botting!!!
> > HAR HAR HAR!!!
> > 
> > I rock.
> They already allowed you to use elemental weapons and lava made eq i
> think thats more than enough.

Well, thankfully, what you think is irrelevant, Tektor.

Now, it would be good if Mantrovant would expand upon his ideas,
saying how it would be done, etc, rather than having another player
who thinks they have some level of authority saying no.

-WildChild

-----------------

poster: Tektor
subject: >>>>Mist EQ
date: Tue Jun  8 01:14:46 2004

On Tue Jun  8 00:16:34 2004 Wildchild wrote post #1738:
> On Mon Jun  7 12:29:22 2004 Tektor wrote post #1737:
> > On Mon Jun  7 10:52:41 2004 Ant wrote post #1736:
> > > On Mon Jun  7 09:32:10 2004 mantrovant wrote post #1735:
> > > > i was thinking of a spell for mist mage to allow you to make eq into
> mist
> > > so you could wear it. 
> > > And when the spell wears off, the eq goes solid again and you drop
> > > it! AHHAHAHA!
> > > And using triggers to pick it up again will be counted as botting!!!
> > > HAR HAR HAR!!!
> > > 
> > > I rock.
> > They already allowed you to use elemental weapons and lava made eq i
> > think thats more than enough.
> 
> Well, thankfully, what you think is irrelevant, Tektor.
> 
> Now, it would be good if Mantrovant would expand upon his ideas,
> saying how it would be done, etc, rather than having another player
> who thinks they have some level of authority saying no.
> 
> -WildChild
I alread had an idea about turning eq into mist ages ago got trashed
sooo shrug.

-----------------

poster: Moridin
subject: >>>>>Mist EQ
date: Tue Jun  8 19:01:02 2004

On Tue Jun  8 01:14:46 2004 Tektor wrote post #1739:
> > 
> > Well, thankfully, what you think is irrelevant, Tektor.
> > 
> > Now, it would be good if Mantrovant would expand upon his ideas,
> > saying how it would be done, etc, rather than having another player
> > who thinks they have some level of authority saying no.
> > 
> > -WildChild
> I alread had an idea about turning eq into mist ages ago got trashed
> sooo shrug.
considering how focused on the noneq part of mist wizards have been
I doubt it will go beyond lava eq, and I dont see why it should
either, if you can wear normal eq, all mist will be will be bonuses
bonuses bonuses
and lava eq will go back to obscurity

-----------------

poster: Fegler
subject: >>>>>>Mist EQ
date: Wed Jun  9 08:27:00 2004

On Tue Jun  8 19:01:02 2004 Moridin wrote post #1740:
> > > who thinks they have some level of authority saying no.
> > > 
> > > -WildChild
> > I alread had an idea about turning eq into mist ages ago got trashed
> > sooo shrug.
> considering how focused on the noneq part of mist wizards have been
> I doubt it will go beyond lava eq, and I dont see why it should
> either, if you can wear normal eq, all mist will be will be bonuses
> bonuses bonuses
> and lava eq will go back to obscurity
IMO mists shouldnt have that lava eq maybe. its a little to good...
well i dont complain to much. its a hell of alot to go 30 lvls to get eq
might be worth it.
but it can be a little to much maybe.

-----------------

poster: athena
subject: Castle Room
date: Thu Jun 10 13:07:02 2004

Think it would be cool if we could by something from Slint to make a silent room in our castle. Something along the line of the orb thingy we buy for exits

to adv guild etc. Would be nice to have for mailing, changing descs, etc.

Or just idling in the quiet.

Athy 

-----------------

poster: Ljyiiima
subject: New emote
date: Fri Jun 11 04:43:39 2004

New emote "ljyiiima" : " * Hey $1, what did you just say?
ljasdfkljasdf? ljysadfaserasdfsat? lljyiima? Oh I see, it's
ljyiiima." (ljyiiima $1) OR "What did you just say? ljasdfkljasdf?
ljysadfaserasdfsat? lljyiima? Oh I see, it's ljyiiima." (ljyiiima)

-ljy

-----------------

poster: Lagduf
subject: weapon holders
date: Fri Jun 11 09:39:08 2004

something like weapon rack or other holder for castles that can store
up to five weapons for example. Some weapons are very big and you can store
only one of them in one safe, more products for slint :P

-----------------

poster: Korthrun
subject: Spellinfo
date: Fri Jun 11 12:07:05 2004

Was wondering if we could get a 'Skill effects' option in the menu,
or if knowing which all spells/skill depended on a particular skill
is a bit over the top?

-----------------

poster: Wagro
subject: >New emote
date: Fri Jun 11 18:08:09 2004

On Fri Jun 11 04:43:39 2004 Ljyiiima wrote post #1743:
> New emote "ljyiiima" : " * Hey $1, what did you just say?
> ljasdfkljasdf? ljysadfaserasdfsat? lljyiima? Oh I see, it's
> ljyiiima." (ljyiiima $1) OR "What did you just say? ljasdfkljasdf?
> ljysadfaserasdfsat? lljyiima? Oh I see, it's ljyiiima." (ljyiiima)
> 
> -ljy
the only problem is, noone will be able to type the emote to use it anyway

-----------------

poster: Locke
subject: New Party Command
date: Tue Jun 15 11:23:57 2004

New party command ->
Party Damage - Displays percent damage to monster dealt relative to
each party member.
Mmmhmm, just an idea! =p
-L

-----------------

poster: Moridin
subject: success_rate
date: Tue Jun 15 21:40:49 2004

make it not reset when you reinc? at least not if you have many bodies?

-----------------

poster: Teego
subject: Extra drama to Exp lotto
date: Mon Jun 21 15:21:00 2004


Wouldn't it be ultra cool if after the exp lottery closes, 
that we saw a few messages to build the drama of who wins.

Maybe have a 2 round draw where first it announces 5 finalists
(Which could include a person's name twice if their ticket is pulled
twice).  It would be fun  to see people squirm and curse knowing
that they came soooo close to winning.

Another fun addition would be to include fake winner annoucements
like "And the winner is Teego, Ooops the ticket is dropped back into
the pile by mistake, we will pull another ticket !"

k, bye

-----------------

poster: Tektor
subject: Abj prots
date: Mon Jun 21 16:03:03 2004

Would be nice if when an abj shield fell it would say something
similar to what it says when it goes up so you know what dtype it
is. Like Target loses its protection against blahdtype. and let
everyone see it so abj can see it.

-----------------

poster: Roirraw
subject: >Extra drama to Exp lotto
date: Mon Jun 21 16:28:06 2004

On Mon Jun 21 15:21:00 2004 Teego wrote post #1749 in ideas:

> Wouldn't it be ultra cool if after the exp lottery closes, 

> that we saw a few messages to build the drama of who wins.

> 

> Maybe have a 2 round draw where first it announces 5 finalists

> (Which could include a person's name twice if their ticket is pulled

> twice).  It would be fun  to see people squirm and curse knowing

> that they came soooo close to winning.

> 

> Another fun addition would be to include fake winner annoucements

> like "And the winner is Teego, Ooops the ticket is dropped back into

> the pile by mistake, we will pull another ticket !"

sounds like pure evil...



LET'S DO IT!

-----------------

poster: Tahnval
subject: Voting
date: Wed Jun 23 02:57:27 2004

Perhaps a little reminder when you log in?  We're not on the
top 20 any more and I'm pretty sure it was useful when we were
in the top 10.

-----------------

poster: Draco
subject: >Voting
date: Wed Jun 23 03:07:50 2004

On Wed Jun 23 02:57:27 2004 Tahnval wrote post #1752:
> Perhaps a little reminder when you log in?  We're not on the
> top 20 any more and I'm pretty sure it was useful when we were
> in the top 10.
while a reminder is fine and dandy, you must also remember that
those who do not currently vote probably wont no matter how many
reminders you put up.

-----------------

poster: Tahnval
subject: >>Voting
date: Wed Jun 23 03:38:17 2004

On Wed Jun 23 03:07:50 2004 Draco wrote post #1753:
> On Wed Jun 23 02:57:27 2004 Tahnval wrote post #1752:
> > Perhaps a little reminder when you log in?  We're not on the
> > top 20 any more and I'm pretty sure it was useful when we were
> > in the top 10.
> while a reminder is fine and dandy, you must also remember that
> those who do not currently vote probably wont no matter how many
> reminders you put up.
Already today, I've seen 2 players who had no idea that the voting
existed or how to do it.

Besides, people do forget.

-----------------

poster: Korthrun
subject: >>>Voting
date: Wed Jun 23 03:39:44 2004

I try to vote everyday, but I do indeed forget sometimes.

-----------------

poster: Kiera
subject: >>>Voting
date: Wed Jun 23 03:40:02 2004

there is the 'vote' command, if you use zmud and mxp. it displays a
hot-link that you can click, and it'll send you to the voting page.
if you use zmud, you can just make a trigger that does the vote
command and then click it. unfortunately, i'm pretty cynical and i
tend to agree with draco (though it makes me want to wash my
brain).

-----------------

poster: Kuron
subject: >>>>Voting
date: Wed Jun 23 03:43:17 2004

what we need to do is......ROCK THE VOTE!!!

-----------------

poster: Jaws
subject: Mud Vote
date: Wed Jun 23 03:56:38 2004

Hi,

TFM
for those who are blind and have reading issues, can u add the vote
link to the LINKS menu pulldown

Thanks

Jaws

-----------------

poster: Zifnab
subject: >Voting
date: Wed Jun 23 05:43:51 2004

On Wed Jun 23 02:57:27 2004 Tahnval wrote post #1752:
> Perhaps a little reminder when you log in?  We're not on the
> top 20 any more and I'm pretty sure it was useful when we were
> in the top 10.

We can all see how useful a reminder on logging in is since
there has been one there for a long time.

********************************************************
    Welcome to Islands of Myth.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
News of any downtime will be posted at..
http://groups.yahoo.com/group/Islandsofmyth/

Use the link on http://www.islandsofmyth.org to vote
for our mud on the topmudsites.com web site.
********************************************************

**

-----------------

poster: flamekrayt
subject: take away
date: Fri Jun 25 16:35:17 2004

Maybe we could take away the downtune thing/system? Its kind of silly that we kill the same mobs all the time, and every time we keep getting less and less experience.  It can be one day you can get 11k for a kill, then the next day, you can only get 9k for the very same kill; and the mob is still as strong.  It may have no or little effect for the stronger players, but smallish players like me, have to fight a long fight to get 10k experience instead of 14k experience.  I find it irritating, not sure about you guys, what do you think?

-----------------

poster: Zifnab
subject: >take away
date: Fri Jun 25 16:39:15 2004

On Fri Jun 25 16:35:17 2004 flamekrayt wrote post #1760:
> Maybe we could take away the downtune thing/system? Its kind of silly that
we kill the same mobs all the time, and every time we keep getting less and
less experience.  It can be one day you can get 11k for a kill, then the
next day, you can only get 9k for the very same kill; and the mob is still
as strong.  It may have no or little effect for the stronger players, but
smallish players like me, have to fight a long fight to get 10k experience
instead of 14k experience.  I find it irritating, not sure about you guys,
what do you think?

numbers from the tuner....

Total Kills: 885 Total Exp: 17466119
Avg. Percent: 100 EXP/kill: 19735
1) > 100:   494     Avg Exp: 25446
2) 90 - 99: 184     Avg Exp: 13071
3) 80 - 89: 103     Avg Exp: 6596
4) 70 - 79: 63     Avg Exp: 8242
5) 60 - 69: 41     Avg Exp: 31504


Most kills are over 100%. There was a long thread on this topic not to long
ago in one of the groups and Marvin gave a very good explanation of the tuner.

-----------------

poster: Wildchild
subject: >>take away
date: Fri Jun 25 16:41:25 2004

Besides, the point of the tuner is to get you to go to different
places so you won't be so smegging lazy.

-WildChild

-----------------

poster: Ixtlilton
subject: >>>take away
date: Fri Jun 25 16:52:34 2004

chances are you'll get even less exp if it was removed. ppls do not
know what is 100%. generally they believe that the top tune (which
is above 100%) is the 'normal' tune and that is not true.

-----------------

poster: Tektor
subject: Gwaul
date: Fri Jun 25 17:43:35 2004

From hyboria temple would be interesting if you could see how many
bodies you have (empty ones) when you look at mirror.

-----------------

poster: Tahnval
subject: >>>>take away
date: Fri Jun 25 19:51:53 2004

On Fri Jun 25 16:52:34 2004 Ixtlilton wrote post #1763:
> chances are you'll get even less exp if it was removed. ppls do not
> know what is 100%. generally they believe that the top tune (which
> is above 100%) is the 'normal' tune and that is not true.
There are, IME, only a few areas with greatly downtuned mobs.  When
a mob is worth about half what it has been, you can be pretty sure
it's well under 100%.

I'm going to be weird and say that I like the tuner.  It provides
me with more incentive to wander around and kill in different places,
That may be less efficient, but it is also less boring.

-----------------

poster: Pyromaniac
subject: xp tuner
date: Sat Jun 26 01:47:58 2004

I dont post much, if ever. but i was reading this string about the
xp tuner and was wondering if it was possible to have a list of the
tunes in each area to show weather it was high or low tune. 
i think that this would encourage ppl to go to another area if they
saw that the tune made the mobs worth less. and if im not mistaken
that is the very reason for the xp tuner.
im not sure if this would be hard to code or not, but i think it
would be cool.  at any rate, i thought id toss my 2 pennies in and
see what kind of sound it made.

 
 
pyro

-----------------

poster: Justus
subject: >xp tuner
date: Sat Jun 26 02:13:35 2004

its kinda nice to exp in familiar area and peoples who
dont have so much time to mud preciate it more.
so they kinda get penalty for that, but other hand it encourage
jstuffs idling
explore more and i know highbies that cant find anything
without dragging. well the point is maybe we could get
personal tuners.

-----------------

poster: Moridin
subject: tuner
date: Sat Jun 26 02:17:25 2004

at a guess, personal tuner would mean that instead of having info on
each obj they do keep info on now, you would have to multiply that
with number of players, which might get a bit cumbersome, when the
current system works pretty well, plus, that would lead to possible
iffyness in parties when members got different tunes on whatever
they do, as the wise woman said, if it works, dont fix it (whereupon
the man imediatly took it apart to figure out how it worked, he is
still wondering what the 2 leftover pieces were for)

-----------------

poster: Zifnab
subject: >>xp tuner
date: Sat Jun 26 03:23:20 2004

On Sat Jun 26 02:13:35 2004 Justus wrote post #1767:
> its kinda nice to exp in familiar area and peoples who
> dont have so much time to mud preciate it more.
> so they kinda get penalty for that, but other hand it encourage
> jstuffs idling
> explore more and i know highbies that cant find anything
> without dragging. well the point is maybe we could get
> personal tuners.

Using your own arguement you don't have much time and 
kill in familiar areas so you would just end up tuning
your own area anyway...

The real issue is that most of you don't even know
what 'average' exp for a monster is anyway. you have
guesses but not real numbers..

I have posted numbers showing that the majority
of the mud iskilling in areas with more than 100% exp
in fact other than the extremely hard hit areas
most are higher than 100%
**


-----------------

poster: flamekrayt
subject: animal trainer/healer
date: Sat Jun 26 03:23:53 2004

would it be possible that druids can also join animal trainer and animal healer? because shapeshifters and woodsman can join those two, why can't druids? or is there a special reason?

-----------------

poster: Highpriest
subject: >animal trainer/healer
date: Sat Jun 26 03:44:16 2004

On Sat Jun 26 03:23:53 2004 flamekrayt wrote post #1770:
> would it be possible that druids can also join animal trainer and animal
healer? because shapeshifters and woodsman can join those two, why can't
druids? or is there a special reason?
Firstly, animal healer only exist in shapeshifter tree, not in
woodsman tree or druid tree. Even if druids are allowed to join
animal healer, the spells in it only heals animals, which druids
themselves are not.

ljycomm1
ljycomm1
Secondly, animal trainer is a guild that I believe most people want
to skip from shapeshifter tree to get to Dragon Lord. Generally, it
is not worth it to go animal trainer as you need to waste experience
points for the levels to get mainly animal friendship and animal
husbandry (maybe teach bravery too), which in fact does not
contribute much to your rate of getting exp.

-HP

-----------------

poster: Highpriest
subject: >>animal trainer/healer
date: Sat Jun 26 03:45:19 2004

On Sat Jun 26 03:44:16 2004 Highpriest wrote post #1771:
> ljycomm1
> ljycomm1
> Secondly, animal trainer is a guild that I believe most people want
> to skip from shapeshifter tree to get to Dragon Lord. Generally, it
> is not worth it to go animal trainer as you need to waste experience
> points for the levels to get mainly animal friendship and animal
> husbandry (maybe teach bravery too), which in fact does not
> contribute much to your rate of getting exp.
> 
> -HP
Ignore the 2 'ljycomm1', they are stupid triggers...

-----------------

poster: Moridin
subject: gugnar the fire blacksmith guy
date: Sun Jun 27 16:39:52 2004

a new command when at him, estimate itemname, which gives something
like "Gugnar says, 'Well this item is of blah quality, a pyroclast
would be needed for every XX% and that would cost about XXXk gold'
something along those lines anyway

-----------------

poster: Tranquil
subject: >gugnar the fire blacksmith guy
date: Mon Jun 28 01:17:41 2004

On Sun Jun 27 16:39:52 2004 Moridin wrote post #1773:
> a new command when at him, estimate itemname, which gives something
> like "Gugnar says, 'Well this item is of blah quality, a pyroclast
> would be needed for every XX% and that would cost about XXXk gold'
> something along those lines anyway

Or, you could just try typing 'show  to gugnar'.


-----------------

poster: Moridin
subject: >>gugnar the fire blacksmith guy
date: Mon Jun 28 08:39:41 2004

On Mon Jun 28 01:17:41 2004 Tranquil wrote post #1774:
> On Sun Jun 27 16:39:52 2004 Moridin wrote post #1773:
> > a new command when at him, estimate itemname, which gives something
> > like "Gugnar says, 'Well this item is of blah quality, a pyroclast
> > would be needed for every XX% and that would cost about XXXk gold'
> > something along those lines anyway
> 
> Or, you could just try typing 'show  to gugnar'.
> 
thank you tranquil, for that well known and very different command

-----------------

poster: Wildchild
subject: idle command
date: Mon Jun 28 19:00:04 2004

Can we get it changed that if somebody has an away message, that
message is displayed with the idle command?

-WildChild

-----------------

poster: levi
subject: Hmm.. Voting..
date: Thu Jul  1 10:16:20 2004

Could we like set something that reminds people to vote when they login?

-----------------

poster: Belgarion
subject: >Hmm.. Voting..
date: Thu Jul  1 10:56:16 2004

On Thu Jul  1 10:16:20 2004 levi wrote post #1777:
> Could we like set something that reminds people to vote when they login?
afaik there is.

-----------------

poster: Zifnab
subject: >>Hmm.. Voting..
date: Thu Jul  1 12:08:08 2004

On Thu Jul  1 10:56:16 2004 Belgarion wrote post #1778:
> On Thu Jul  1 10:16:20 2004 levi wrote post #1777:
> > Could we like set something that reminds people to vote when they login?
> afaik there is.
read the log in screen there is. We just went through this
not to long ago with another idea thta said the same thing.

-----------------

poster: Wagro
subject: who primary
date: Fri Jul  2 20:31:56 2004

Would be cool to have a who primary command, which showed who had a
particular guild as part of their primary tree. That way you only
see the actual healers on who instead of people who have taken it as
a secondary :)

-----------------

poster: Chrono
subject: >who primary
date: Fri Jul  2 20:35:24 2004

what's wrong with secondary healers?

-----------------

poster: Wagro
subject: >>who primary
date: Fri Jul  2 20:37:06 2004

Well since they didnt take healer as their first choice, its
apparent that healing isnt their desired function, so imo people who
took healer as their frist choice want to be there more. That and,
secondary trees are tuned...

-----------------

poster: Draco
subject: clan check
date: Tue Jul  6 18:47:56 2004

should be a command available by people not in a clan so that they
can see if they have been invited to a clan or not.

-----------------

poster: Pyromaniac
subject: new event
date: Tue Jul  6 19:09:05 2004

i think it would be cool if we had an event kinda like shorty except
he steals onhand exp. not too much though, then ppl would just log
off and not play during event

 
 
 
fun for the masses
 
pyro

-----------------

poster: Tahnval
subject: Another silly emote
date: Wed Jul  7 00:42:27 2004

ateam --->  Using only a lamb chop and a piece of firewood, you
create a topslot set.

-----------------

poster: Byllk
subject: >Another silly emote
date: Wed Jul  7 12:42:21 2004

On Wed Jul  7 00:42:27 2004 Tahnval wrote post #1785 in ideas:

> ateam --->  Using only a lamb chop and a piece of firewood, you

> create a topslot set



Mr Tahnval, I'm pretty sure you mean McGyver. A A-team emote would be more like 'You shoot down the helicopter and blow up the truck, yet NO-ONE dies.'

Yes?

-----------------

poster: Tahnval
subject: >>Another silly emote
date: Thu Jul  8 03:03:06 2004

On Wed Jul  7 12:42:21 2004 Byllk wrote post #1786:
> On Wed Jul  7 00:42:27 2004 Tahnval wrote post #1785 in ideas:

> > ateam --->  Using only a lamb chop and a piece of firewood, you

> > create a topslot set

> 

> Mr Tahnval, I'm pretty sure you mean McGyver. A A-team emote would be more
like 'You shoot down the helicopter and blow up the truck, yet NO-ONE
dies.'

> Yes?
The A Team, in many episodes, constructed tanks from bits and
pieces left over in a barn.  Stuff like that.

Which came first, A Team or McGyver?

Yours is appropriate too, though.  The A Team was
like inverted Rambo in that respect.

-----------------

poster: Moose
subject: Free reinc.
date: Thu Jul  8 14:20:38 2004

I was loosing a great worth while reincin today.  The tax for
"combining bodies" was 19% on each body.
so I think there is a bad calculation here. about those free reincs
happenings.
I thought FRee reinc. lets combine the body  now when its free.
maybe I had wrong thoughts.
I would suggest the idea of giving the combine bodies free tax
aswell. when those kind of happening accurs.
....
/Less worth moose...

-----------------

poster: Zifnab
subject: >Free reinc.
date: Thu Jul  8 15:53:02 2004

On Thu Jul  8 14:20:38 2004 Moose wrote post #1788:
> I was loosing a great worth while reincin today.  The tax for
> "combining bodies" was 19% on each body.
> so I think there is a bad calculation here. about those free reincs
> happenings.
> I thought FRee reinc. lets combine the body  now when its free.
> maybe I had wrong thoughts.
> I would suggest the idea of giving the combine bodies free tax
> aswell. when those kind of happening accurs.
> ....
> /Less worth moose...

My post was quite clear..

>> As we did last year a reinc machine with unlimited free reincs

The machine gives the free reincs not recombining.

-----------------

poster: Chrono
subject: hay!!!
date: Sun Jul 11 08:46:02 2004

how about a block command, like block friends, be added only for
mail, sometimes there is this ashoel who mails his long list of
friends and spam all of them just to say one word.. hi. ps this guy
is a f*in jerk eheh
pss the command could be as useful as block friends,  so plz plz add it!

-----------------

poster: Zifnab
subject: >hay!!!
date: Sun Jul 11 14:21:55 2004

On Sun Jul 11 08:46:02 2004 Chrono wrote post #1790:
> how about a block command, like block friends, be added only for
> mail, sometimes there is this ashoel who mails his long list of
> friends and spam all of them just to say one word.. hi. ps this guy
> is a f*in jerk eheh
> pss the command could be as useful as block friends,  so plz plz add it!

The problem with anything to do with mail. Is that mail can
be sent to people offline. For each of those people we would need
to load their player file to figure this out. not something we
want to do. Besides its very easy to delete a mail.

-----------------

poster: Moridin
subject: xpwho
date: Sun Jul 11 14:23:46 2004

not sure if this is hard or not, not all that important, but could
xpwho be changed to checking total worth change instead of body
worth change, so switching bodies doesnt mess it up so? ie the same
way I I assume the exp plaque handles split people when it the
plaque updates happen

-----------------

poster: Wagro
subject: party actions
date: Sun Jul 11 22:01:42 2004

Would be cool if on this command if a member wasnt doing an action,
it would say how long they have been idle

-----------------

poster: Moridin
subject: >party actions
date: Sun Jul 11 23:30:20 2004

On Sun Jul 11 22:01:42 2004 Wagro wrote post #1793:
> Would be cool if on this command if a member wasnt doing an action,
> it would say how long they have been idle
or you could just combine the info there with the info in ps, pwho
partymember, or any of the other commands that show idletime of a
party?

-----------------

poster: Wagro
subject: >>party actions
date: Mon Jul 12 02:18:12 2004

Well yea, you can do two commands, but if there isnt anything put
next to the member's name on party actions, its a perfect place to
put idle time, as if they arent using a spell/skill they might be
idle.

-----------------

poster: darkfox
subject: New Guild Idea
date: Tue Jul 13 00:29:10 2004

Amazons...The rogue tree could use something worth playing at low to mid lvls ;)

Special arrows, i.e. frozen arrows fire arrows crap like that :)



Just an idea

-----------------

poster: Rockman
subject: >New Guild Idea
date: Tue Jul 13 01:58:47 2004

On Tue Jul 13 00:29:10 2004 darkfox wrote post #1796:
> Amazons...The rogue tree could use something worth playing at low to mid
lvls ;)

> Special arrows, i.e. frozen arrows fire arrows crap like that :)

> 

> Just an idea
would really require ranged combat or it would just be a pretty way
of casting frozen dart etc in the evoker tree, or combat would need
to be redone for that, had a whole discussion on adding some type of
amazon or archer type guild a while ago

-----------------

poster: Dizkantir
subject: about ranged combat..
date: Tue Jul 13 06:21:19 2004

and sort of about the amazon/archer ideas that float around continuously.
combat would NOT have to be redone.
is'nt knife throwing similar to what archery would be like?
i mean, i would think you could work it in.
get someone who's good with descriptions to code teh guild, make the
combat stuff cool enough.
which, i understand that it takes a very, very dedicated coder to do
something like a guild.

but, here's my two cents:
arrows are able to be 'crafted' by an experienced archer.
they are able to be set to a certain dtype, maybe a little like
evoker can set dtype?
guilditem would obviously be a quiver or something.
a skill/mastery in higher archery guild allows for quicker shooting
with a bow/arrow.
also, a bow is crafted, obviously.
with masteries in high level archery, the bow is better. maybe even
a crossbow in high up guild.
crossbow=faster, more powerful, duh.
archer, ranger, etc kind of guilds.
some nature-y skills/spells, as an experienced ranger/archer would
have to know some of the wild to be successful in his attempts at
combat, as well as quick to load his arrows.

that's my two cents.
i'm not saying it should be done.
i'm just giving my ideas if anyone's interested in hearing them.
and saying that combat wouldn't have to be redone, because knife
throwing is similar, imho, or would be.
-dizdiz

-----------------

poster: Tektor
subject: free reinc
date: Tue Jul 13 07:21:56 2004

Hey kaos atleast you were able to log on, I was out of state with no
computer and I couldn't even log on. I had even planned out a few
reincs i wanted to try! :/
Sooo I love you kaos!

-----------------

poster: Rockman
subject: >about ranged combat..
date: Tue Jul 13 09:59:49 2004

On Tue Jul 13 06:21:19 2004 Dizkantir wrote post #1799:
> some nature-y skills/spells, as an experienced ranger/archer would
> have to know some of the wild to be successful in his attempts at
> combat, as well as quick to load his arrows.
> 
> that's my two cents.
> i'm not saying it should be done.
> i'm just giving my ideas if anyone's interested in hearing them.
> and saying that combat wouldn't have to be redone, because knife
> throwing is similar, imho, or would be.
> -dizdiz
"require ranged combat or it would just be a pretty way
of casting frozen dart etc in the evoker tree, or combat would need
to be redone for that,"
As i said it would be a prettied up thing but not true ranged
combat, and the dagger throw isnt the same thing you are asking if i
am thinking about it correctly, since you know ranger
/archers/amazons whatever would make logical sense about having the
ability then to stay out of combat since you need the range to shoot
and arrow anyhow, whereas a dagger can be easily tossed a foot away
and be just as deadly and be in range for the enmeny to punch you
back.

-----------------

poster: Nevyn
subject: >>about ranged combat..
date: Thu Jul 15 14:44:23 2004

On Tue Jul 13 09:59:49 2004 Rockman wrote post #1801 in ideas:

> On Tue Jul 13 06:21:19 2004 Dizkantir wrote post #1799:

> > some nature-y skills/spells, as an experienced ranger/archer would

> > have to know some of the wild to be successful in his attempts at

> > combat, as well as quick to load his arrows.

> > 

> > that's my two cents.

> > i'm not saying it should be done.

> > i'm just giving my ideas if anyone's interested in hearing them.

> > and saying that combat wouldn't have to be redone, because knife

> > throwing is similar, imho, or would be.

> > -dizdiz

> "require ranged combat or it would just be a pretty way

> of casting frozen dart etc in the evoker tree, or combat would need

> to be redone for that,"

> As i said it would be a prettied up thing but not true ranged

> combat, and the dagger throw isnt the same thing you are asking if i

> am thinking about it correctly, since you know ranger

> /archers/amazons whatever would make logical sense about having the

> ability then to stay out of combat since you need the range to shoot

> and arrow anyhow, whereas a dagger can be easily tossed a foot away

> and be just as deadly and be in range for the enmeny to punch you

> back.



Well, this is just an idea but you *could* combine the fishing system and the fighting system for ranged combat. Rangers could get skills for running faster, also sta should affect how long they can run. Running away from the mob should drain EPs. Mobs ofc try to run up to the archer/ranger whatever so it's kinda like a race, just like when fishing, the fish pulls one way you another. Dunno how this would work in parties though :) Just a thought...

/nevyn

-----------------

poster: Korthrun
subject: emote
date: Fri Jul 16 01:03:58 2004

can we please add STR to to the mmm emote?
ie
mmm emotes that don't suck
You go, 'mmmmm emotes that don't suck'

-----------------

poster: Alacor
subject: Oruk
date: Fri Jul 16 01:08:54 2004

oruk emote = You claim to be a biscuit obsessed fat man with muttonchops!

-----------------

poster: Oruk
subject: >Oruk
date: Fri Jul 16 01:44:14 2004

On Fri Jul 16 01:08:54 2004 Alacor wrote post #1804:
> oruk emote = You claim to be a biscuit obsessed fat man with muttonchops!
second this idea
awesome o
;touchyou alacor

-----------------

poster: Belgarion
subject: necro corpses
date: Mon Jul 19 13:56:08 2004

maybe make them stack if they are same, like instead of 4 lines with
(1) red monks corpse (preserved) you get (4) red monks corpse
(preserved)
less spam is good..

-----------------

poster: tamaritha
subject: Idea for cleric guild
date: Wed Jul 21 03:19:37 2004

It's just an idea I had for a cleric gamma guild in inquisitor tree.



I think it could be called 'Illusionist'



Basically, the guild gives spells that allow players to set "traps" in rooms that last for a stack, and do a certain number, and specific type of damage to a single monster caught in the trap.

The trap spell by itself shouldn't do anything at all, except do phys damage at the moment the monster is caught, and hold the monster in the trap for the set amount of time, and/or release the monster, regardless of time, once the monster reacher a set amount of hps, and a maximum number of traps cast at any one time.

Monsters can also break out of traps before the set hp is reached.

At any rate, a trap that has already caught a monster is useless, and it has to be cast again.

(to prevent players idling after carpeting the mud with traps)



Further spells could be learnt to make the trap cast certain types of damage over several intervals eg every 3 rounds. These prot spells should increase the amount of the traps able to be set (ie you get 3 max number of traps cast with the basic trap skill, then with fire trap skill you get a further 2, making a total of 5 fire traps able to be cast).



A warp spell to reach the traps instantly once a monster is caught can be added - provided that the player is within the same island, and the player or the trap is in an area where navigator spells can't be cast.



Skills can be masteries - such as lure where the monster is lured into the trap, trapping mastery (increases the initial physical damage of trap) and trap endurance (gives lesser chance of a monster braking out of the trap)

and coup de grace (instantly killing a monster caught in a trap)

-----------------

poster: byllk
subject: 500 kill haim
date: Sat Jul 24 17:59:08 2004

When I learned the other day that the Gossamer River heal is triggered every 500 mob kill in the MUD, I got this great idea!

How about a haim for the mobs every 100 time or so a player death occurs? Maybe a little xp% raise on that particular mob, to make it worth the effort.




-----------------

poster: Moridin
subject: kills
date: Sun Jul 25 10:08:38 2004

I know a lot of info is saved on each body, while some is common for
both, not sure how hard this is, but since you have bothered showing
solo and party kill at all, it might be neat to make that be saved
for each body, and not just 1 for whole char, that plus my previous
idea on xpwho would be neat for those of us with multiple
personality disorder

-----------------

poster: Moridin
subject: necro pets and eq
date: Mon Jul 26 15:48:59 2004

for the pets to save with eq, it could turn into an etheral state
until the pet was brought back to unlife, at which point the eq
solidifies again, something which carries with it a cost, as it
damages the eq (not too heavily, but at least some) to encourage ppl
to remove it before saveing, but to also avoid screwing them over,
and giving extra work for wizards if something unforseen happens
like crash or early boot while necro is afk etc etc etc

-----------------

poster: Apathy
subject: new event
date: Thu Jul 29 22:32:09 2004

How about a shorty-like event where the monsie steals exp instead of gold?

-----------------

poster: Jant
subject: celebrate gig marks
date: Fri Jul 30 19:48:14 2004

I think it would be fun if whenever a player gets to a gig mark,
ie 1 gig, 2 gig, 3 gig . . .

That there is a message on inform, and 15 mins of double xp
for everyone on the mud to honour their achievement.

Lots of love

Jant


ps wibble

-----------------

poster: Xphere
subject: blah
date: Sat Jul 31 13:30:12 2004

shopkeepers shouldnt take loadstones if they wont give em back :P

-----------------

poster: Switchblade
subject: new emote
date: Sat Aug  7 03:22:14 2004

excuses

You state, "Excuses are like assholes..... Everyone has one and they
all stink."

-----------------

poster: khelekloth
subject: Call lightning/Call Clouds
date: Sun Aug  8 16:50:39 2004

Weather Watcher's are helpless in indoors areas.

It's annoying 'cause Gauntlet is in indoors area nad I think also Arenas are indoors.

So if with magical cloud they were able to cast limited amount of call lightning spells in indoors area it would be a great help =)

Amount could be about like: 5d10+call_clouds_percents/5



~Khelekloth




-----------------

poster: Dojjan
subject: New Emote
date: Mon Aug  9 00:04:33 2004

carumba
You go: Aye Carumba!

carumba LIV 
You go: Aye Carumba! at LIV

-----------------

poster: illujun
subject: new emote
date: Mon Aug  9 04:24:54 2004



teabag LIV



You squat down and gently rest your nuts on LIV's chin!

-----------------

poster: soulleech
subject: fam inv %
date: Tue Aug 10 08:04:53 2004

have order xxx inv have the % capacity on the bottom, it would making knowing when to sell a bit easier.

-----------------

poster: Nezmaniac
subject: eq decay suggestion
date: Wed Aug 11 07:55:44 2004

Okay, well...with the witch tune presumably making eq harder now, I
thought this might be an appropriate time to bring up this idea.

This actually isn't my idea; I was talking to Aurik/Arkangyle last
week, and he asked if I could pass it along because he thought it
was a good concept that may be beneficial to the mud.  Soooo, the
following is entirely Aurik's suggestion, perhaps merely rephrased
by me:

Currently, we have eq decay where max condition lowers every time
the eq is repaired at the blacksmith.  However, the idea is that
when an eq piece is "created" (i.e., when the mob dies), the
individual or party members who killed the mob all have their names
imprinted on the piece.  Exact quote from Aurik: "this is to
symbolize that since they killed the mob, they are more familiar
with the item in question".  Then when a player utilizes any eq with
his own name imprinted on it, that eq decays more slowly and also
will never have its max condition lowered (even upon blacksmith
repair).  When eq without the wearer's name imprinted on it is used,
however, it would decay as it currently does.  What this does, of
course, is provide an incentive to do eq on one's own, while still
not preventing a player from purchasing otherwise.

--End Aurik suggestion--

--Begin Nez commentary--

Anyway, I have personally not actually seen the new witch tune's
practical effects on eq yet, so for all I know, eq may still be
considered "too easy."  Nevertheless, I believe that this is an idea
not only to combat whatever "downtune" this witch change may bring
to doing eq, but more so to simply encourage more players to eq more
often--an aim that several past tunes have indeed seemed to target. 
Obviously, the idea may be tweaked--perhaps to only remove the max
condition lowering, or to only allow for slower decay but retain the
max condition lowering, etc. (for imprinted eq, that is).  But
overall, I do think Aurik has an interesting idea here that I
wouldn't mind seeing considered in some form.

Anyway, I did discuss a few other things with Aurik (mainly about
changes to pyroclasts that would have to be installed to make this
fair), but I guess I'll post them later only if this idea promotes
any interest at all. =P

Thanks for listening,
Nez

-----------------

poster: Tranquil
subject: >eq decay suggestion
date: Wed Aug 11 09:39:27 2004

>Okay, well...with the witch tune presumably making eq harder now, I
>thought this might be an appropriate time to bring up this idea.
>
>This actually isn't my idea; I was talking to Aurik/Arkangyle last
>week, and he asked if I could pass it along because he thought it
>was a good concept that may be beneficial to the mud.  Soooo, the
>following is entirely Aurik's suggestion, perhaps merely rephrased
>by me:
>
>Currently, we have eq decay where max condition lowers every time
>the eq is repaired at the blacksmith.  However, the idea is that
>when an eq piece is "created" (i.e., when the mob dies), the
>individual or party members who killed the mob all have their names
>imprinted on the piece.  Exact quote from Aurik: "this is to
>symbolize that since they killed the mob, they are more familiar
>with the item in question".

This may sound a bit strange, but how exactly would one know more 
about an eq by killing the monster that it came from? Sure they
defeated the previous owner, but would that particular accomplishment
really give them any knowledge of how to protect what it possessed?

For example, lets assume we're talking about an evoker who helped to
kill say, Tiamat, and now has some shiny new tia leggings. The evoker
knows how the mob died, and has a pretty good idea of what to do next
time they want to kill it. But the leggings themselves were actually
crafted by a professional craftsman trained specifically for such
things, after the mob was dead.

The evoker knows lots about spells, sure. They can damage living
things pretty darn well, granted. But they are not geared towards
smithing, else they would be called blacksmiths, or seamstresses,
etc, and have a set of abilities that reflected that knowledge.

>Then when a player utilizes any eq with
>his own name imprinted on it, that eq decays more slowly and also
>will never have its max condition lowered (even upon blacksmith
>repair).  When eq without the wearer's name imprinted on it is used,
>however, it would decay as it currently does.  What this does, of
>course, is provide an incentive to do eq on one's own, while still
>not preventing a player from purchasing otherwise.

This is a whole other issue. If something like this were to be put in
place, it would be counter to the reason that eqdecay was introduced
in the first place: that being to remove gold and, potentially,
equipment from the game.

In addition, it would only benefit those people who can do eq parties.
People who do equipment parties have a fairly reliable source of
equipment, and through that, potentially have a readily available
source of income. They also have a somewhat reliable source of
pyroclasts, which non-eqers currently do not have.

As it stands already, those that can not or choose not to do equipment
parties, tend to invest more time doing conventional gold to buy a
given piece of equipment than it took the eqer to aquire it, therefore
potentially have higher eqrepair costs. In addition, they often have
trouble finding pyroclasts being sold for reasonable prices, as many
eqers tend to hold onto them in anticipation of future repairs.

>--End Aurik suggestion--

All in all, this idea is something that would benefit only those people
whom eqdecay least affects. As for those that cannot, well one could
easily say 'screw them', and if all things were equal then that would
be fair enough.

Unfortunately, I know of more than a few players who cannot participate
in equipment parties due to time constraints imposed upon them by
things such as familial matters, health concerns, or or other issues.
It would be unfair to further 'penalise' someone who could not do eq
because of whatever reason, in more ways than they currently are.

The following post will have a few ideas that might help in adding
some balance to this situation.


-----------------

poster: Tranquil
subject: >>eq decay suggestion
date: Wed Aug 11 09:41:09 2004


Moving on slightly with a counter idea that might serve to balance
things a little more than they currently are, here are two suggestions:

1) Make eqmobs do more damage to equipment.

The way the mud currently works, is that all things being equal, an
eqmob does more damage than an xp mob. That is to say that if you had
two mobs that were identical except in that one inherited the eq module
and the other did not, the one that did has higher hit points, higher
resistances, and does more damage both with melee and skills/spells.

Therefore, it would make sense that while fighting one, a player's
equipment would suffer more damage over a given period of time. This
could be done in a number of ways, either where being the target of a
skill or spell originating from that monster would do a set amount of
extra damage to one of more pieces of a player's eq, or something more
simple such as a general overall increase in the amount of damage
equipment takes per combat round with said mob.

2) Make changes to how pyroclasts are supplied.

Currently, pyroclasts come from mid to high level equipment monsters.
On one hand, one could say that it makes a certain sort of sense that
a monster who wears some pretty good equipment would want to repair it
after spending a few hours battling with some pesky players. On the
other hand, eq does not decay if it's worn by a monster in combat, so
eqmobs, and monsters in general, have no use for pyroclasts.

I suggest that instead, pyroclast loading be removed from all monsters,
and a new feature added to the mud in some form or other, where a
player might perhaps be rewarded with a pyroclast after performing a
pre-defined task or set of tasks. I have a few ideas where this could
be introduced, and would be quite happy to work on coding this myself.

Constructive critisisms, ideas, and followups are more than welcome,
however please file all flames to /dev/null. Thanks =)

- Tranquil's Idea Factory(tm)


-----------------

poster: nevyn
subject: reply to tranq
date: Wed Aug 11 10:15:45 2004

Can't say I like this idea any more than Nezmaniac's. A dragonlord can solo up to 1m gold/h at giants atm, that's about the same as what you gain in an average eq party. Now add that extra eq decay plus the witch tune everyone would just go hogging pyroclasts. IMO those who do eq parties should be favored, not very much but noticable as it currently is. I say change nothing, maybe slow down all decay in general a bit.

ps for some reason i couldn't reply to the original post, sry

/nev

-----------------

poster: Tranquil
subject: >reply to tranq
date: Wed Aug 11 10:30:49 2004

On Wed Aug 11 10:15:45 2004 nevyn wrote post #1822:
> Can't say I like this idea any more than Nezmaniac's. A dragonlord can
solo up to 1m gold/h at giants atm, that's about the same as what you gain
in an average eq party. Now add that extra eq decay plus the witch tune
everyone would just go hogging pyroclasts. IMO those who do eq parties
should be favored, not very much but noticable as it currently is. I say
change nothing, maybe slow down all decay in general a bit.
> 
> ps for some reason i couldn't reply to the original post, sry
> 
> /nev
People can do 1m/hr in giants, it's true, but I've been in a few eq
parties, and really can't remember one that gave me less in worth of
eqs than gold I could solo at giants now (at 1-1.2m/hr) for the same
amount of time spent. Even the most crappy eq parties (except
lowbieq's) I was in, and with a crappy dice, I got more.

As for people hoarding pyros, that already happens. With the
exception of one person (who had only one pyro), the only people
I've seen offering to sell pyros have been offering them for prices
far above the equivalent return they give for even top equipment -
enough so that it actually would work out cheaper to buy a brand new
eq than to buy pyros and repair it at gugnar, which again I have
personally done in the past with a number of eqs.


And lastly, exactly how do you figure that people who can do eq
parties should be favoured over those that can't eq due to outside,
uncontrollable reasons? Are you stating that a person that invests
large amounts of time in small chunks due to time or health
constraints is less of a player than someone who may spend less net
time playing, but can play for longer logins?


-----------------

poster: nevyn
subject: >>reply
date: Wed Aug 11 10:41:29 2004


I've been in eq parties since I was about 150m in size so IMO I know a bit about EQing as well. Consider spending 4h in a row playing, ok say you can make 1.2m/h golding. So while doing those eqs you could have done 4.8m gold instead by just going to the giants and start killing. Now for an eq party you need to take the time to gather up people, plan etc. If you get a crappy dice then it might as well have been worth golding instead, considering how much less of an effort it is. The requirements and demands for doing eqs is higher thus I think it should be favored. Say you could gold about the same amount you earn from an eq party, why the hell would you do eq? It's easy to screw up, someone might have to leave thus forcing the party to stop etc.etc.etc. while for golding you only need yourself. As for those who can't eq for medical reasons, can't be many afaik, I feel sorry for them. But that's also one of the reasons we need eqs to be favored, so people will take the time needed to do it.

ps something is fuxxed here, still can't reply regularly bog...
/nev

-----------------

poster: Kaos
subject: >>>reply
date: Wed Aug 11 10:44:32 2004

makes me wonder though, that the wizards are introducing new factors
to reduce the amount of gold a player gets, and then there is one
area where people can get 10m gold in a day just by killing
relatively small monsters. 

-----------------

poster: Justus
subject: >>>>reply
date: Wed Aug 11 13:58:49 2004

raise prices, aint that natural progress if eq is harder
to get. Nobody forcing selling them cheap.

-----------------

poster: Chrono
subject: hmm
date: Wed Aug 11 14:23:11 2004

how about reducing the chance of pool equipment droping a few % and
raising the pyroclast drop % higher, not sure if it's still the
case, but while i was still doing equipment.. after pooleq was added
into the mix not many pyroclasts were being dropped.
this could help on the distribution of pyroclasts (not being so
pricey, and ppl not hoarding as many), even tho i have somewhere
near 30 pyroclasts, i have double or more equipment pieces that may
need pyroclasts in some time.
anyway i just think that too much pool equipment is being dropped
from monsters, and not enough pyroclasts.

-----------------

poster: Lu
subject: hump
date: Wed Aug 11 14:38:01 2004

Sort of a question posed to nez/aurik.

If such a system was implemented, what about all hte eq currently in
the game, what would happen with that?

Also, this totally blows for idlers :P

-----------------

poster: Tahnval
subject: >>>>reply
date: Wed Aug 11 14:41:13 2004

On Wed Aug 11 10:44:32 2004 Kaos wrote post #1825:
> makes me wonder though, that the wizards are introducing new factors
> to reduce the amount of gold a player gets, and then there is one
> area where people can get 10m gold in a day just by killing
> relatively small monsters. 
They are actually relatively large monsters, due to the way they
are coded.  There are certainly easier 300K mobs in the game.
Jaws' giants are basically large mobs giving maybe 10% of the normal
exp and a fairly large amount of heavy but valuable loot.

If the admins want to make it impossible to maintain a high-end
EQ set without doing eq yourself, then removing that area
would be a good way of doing so.  Obviously, I don't know what
their plans are.

If anyone wants to whine at me about what I've said, bear in mind that
I don't actually need EQ.  So just send the "you're whining" whines
to the round file in the corner of the room.

-----------------

poster: Tektor
subject: >hump
date: Wed Aug 11 14:44:16 2004

On Wed Aug 11 14:38:01 2004 Lu wrote post #1828:
> Sort of a question posed to nez/aurik.
> 
> If such a system was implemented, what about all hte eq currently in
> the game, what would happen with that?
> 
> Also, this totally blows for idlers :P
The fact is its nice for people who can eq and make lots of gold
ect. They put alot of time and effort into it. People who eq
shouldn't be penalized for that. I understand some can't do this but
for people like Tranquil they dont have that option, and that does
suck but there's no real way around that. Life isn't always fair but
you have to move forward with what you got.

-----------------

poster: Tahnval
subject: >>>>reply
date: Wed Aug 11 14:44:40 2004

On Wed Aug 11 10:44:32 2004 Kaos wrote post #1825:
> makes me wonder though, that the wizards are introducing new factors
> to reduce the amount of gold a player gets, and then there is one
> area where people can get 10m gold in a day just by killing
> relatively small monsters. 
Anyone who chains the same mobs over and over again for 12 hours
a day damn well deserves the gold.  Especially since the golding
in Jaws' giants has been downtuned twice already and I think it
would take 15 hours to get 10M worth.  15 hours constant killing, assuming
the giants repop'd fast enough.

-----------------

poster: Lu
subject: >>hump
date: Wed Aug 11 14:45:46 2004

On Wed Aug 11 14:44:16 2004 Tektor wrote post #1830:
> On Wed Aug 11 14:38:01 2004 Lu wrote post #1828:
> > Sort of a question posed to nez/aurik.
> > 
> > If such a system was implemented, what about all hte eq currently in
> > the game, what would happen with that?
> > 
> > Also, this totally blows for idlers :P
> The fact is its nice for people who can eq and make lots of gold
> ect. They put alot of time and effort into it. People who eq
> shouldn't be penalized for that. I understand some can't do this but
> for people like Tranquil they dont have that option, and that does
> suck but there's no real way around that. Life isn't always fair but
> you have to move forward with what you got.
My main reasoning behind this line of question, is i have put tons
of hours into obtaining eq, as have many other of us old players
that don't eq, and have already decayed our sets, if this is
implemented our eq will still deay fast and not be at max condition,
even tho we spent the time to do the eq, why should just people that
do eq from this point on reap the benefits?


-----------------

poster: Tektor
subject: >>>hump
date: Wed Aug 11 14:48:04 2004

On Wed Aug 11 14:45:46 2004 Lu wrote post #1832:
> On Wed Aug 11 14:44:16 2004 Tektor wrote post #1830:
> > On Wed Aug 11 14:38:01 2004 Lu wrote post #1828:
> > > Sort of a question posed to nez/aurik.
> > > 
> > > If such a system was implemented, what about all hte eq currently in
> > > the game, what would happen with that?
> > > 
> > > Also, this totally blows for idlers :P
> > The fact is its nice for people who can eq and make lots of gold
> > ect. They put alot of time and effort into it. People who eq
> > shouldn't be penalized for that. I understand some can't do this but
> > for people like Tranquil they dont have that option, and that does
> > suck but there's no real way around that. Life isn't always fair but
> > you have to move forward with what you got.
> My main reasoning behind this line of question, is i have put tons
> of hours into obtaining eq, as have many other of us old players
> that don't eq, and have already decayed our sets, if this is
> implemented our eq will still deay fast and not be at max condition,
> even tho we spent the time to do the eq, why should just people that
> do eq from this point on reap the benefits?
> 
Thats what im adding to you shouldn't get shafted because you
already did lots of time in eq. Would either need an eq conversion
machine or something to change all the old eq to new system eq or
you'd be forced to eq all over again. Providing something like that
happened. 

-----------------

poster: Tektor
subject: Eq
date: Wed Aug 11 14:49:52 2004

I think the downtuning of a guild to increase difficulty in eq is a
better dir then changing how eq and eq decay works. Or increasing
difficulty of mobs. Also could always have a mob that is killed
repeatedly drop less and take longer to repop.

-----------------

poster: Jaws
subject: Stuff
date: Wed Aug 11 23:54:37 2004

First, my giants fight 2-4x above their xp rate.  And as Tahnval said
their gold output has been edited more than once by admins

Second, witches were too strong, anyone who does not agree to that
has not been paying attention to game balance

Third, imho eqdecay penalties are light.  Realistic equipment damage would
be much, much worse.

EQ should be hard, I remeber a party spending 10hrs trying to kill
Hag, and them having chain party wipes

WBAG
WBAG2
I remeber tiamat being virtually un-doable

Then witch was created

Witch is nice, I love em.  And from what I read the tune was not huge.

Also, you dont like it, there are plenty of other places to play.

Personally I am glad to see the commitment our admins have to
maintaining a healthy game balance.

No one wants to play a place where things are uber easy, at least
not for long.

Jaws

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poster: Rockman
subject: >Stuff
date: Thu Aug 12 00:51:59 2004

"Realistic equipment damage would
be much, much worse."
also being realistic, people in tank position that is getting hit
should decay a hell of a lot faster as well.

-----------------

poster: Xphere
subject: bleh
date: Thu Aug 12 03:38:14 2004

why not create an eq dictatorship on lowbies and midbe's who never
have opportunities to do eq because no one wants them, why dick them
out of eq that doesent decay fast or whatever... doesent make any
sense make the big get better and the small get worse...
-X-

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poster: Wagro
subject: >bleh
date: Thu Aug 12 03:38:59 2004

They could always do their own eq...

-----------------

poster: Malifix
subject: Nether mage
date: Thu Aug 12 06:47:11 2004

Just a thought for nether mages.
New spell - Drop absorb
New skill show portal preference
That is all

-----------------

poster: Kasma
subject: emote!
date: Thu Aug 12 07:28:54 2004

drown emote
drown: You drown.
drown liv: You drown blah in a handy bucket of water
:)